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Katarsi

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Everything posted by Katarsi

  1. I ran TexGen and accidentally left Seamless Billboards and 3D Trees and Plants Billboards active in load order. After I installed TexGen_Output, I noticed that it didn't entirely overwrite those two, some trees were left unaffected by TexGen. Seamless Billboards contains a plugin as well. And the mod HD LODs also has several tree lod textures included. Do I need to deactivate Seamless Billboards and 3D Trees Billboards and run TexGen again? And what do I do with HD LODs?
  2. Hi guys, could you tell me if there's any noticeable difference between LOD4 and LOD8? Both visually and performance-wise. I wasn't able to glean anything from your example images.
  3. Thank you, that worked as well
  4. You mean with Tamriel_Underside.nif removed from DVLaSS? But you left the plugin active?
  5. Well... This is weird. I generated LOD again with The Blackest Reaches active and the error didn't reoccur. LOD generation went smoothly. However, I did something before I generated it again: namely, I followed instructions on Underside Help Doc. I deactivated DVLaSS plugin only and left everything else from that mod in the load order. Then I set TerrainUnderside=1 and uncommented DoubleSidedTextureMask=mountain,mtn. In the previous run that gave me an error, DVLaSS mod was removed entirely, however I didn't follow instructions from Underside Help. I'm not sure how this helped, but apparently it did. Here is my new debug log if you still wish to see it, though: https://easyupload.io/mw0sa7
  6. During LOD generation, I had an error, these are the last few lines (the relevant ones) of text on the DynDOLOD screen: [06:36] [DLC01FalmerValley] Processing 7363 references [06:37] Access violation at address 000000000041918F in module 'DynDOLODx64.exe'. Read of address 0000000000000000 bugreport.txt attached and the relevant log. It turned out the mod The Blackest Reaches was the culprit and I had to remove it so I could generate LOD. DynDOLOD_SSE_log.txt
  7. I will report in DynDOLOD 3. It had actually created a bugreport.txt! I still don't know why Occlusion doesn't, though. As for the log, the documentation suggests this log: DynDOLOD\logs\DynDOLOD_[GAMEMODE]_debug_log.txt, but I don't have it. I have the -sse argument in MO2 executable as per instructions. I do have DynDOLOD_SSE_log.txt and DynDOLOD_SSE_Debug_log.txt. But they are huge and they contain data from multiple LOD generations (the previous ones). EDIT: God, I'm such a dummy. SSE is the game mode. Disregard. But as for DVLaSS, you got me a bit confused now. I'm sorry, it was late and I was a bit drowsy when I was generating LOD, so I kinda rushed through the warning about that mod and just removed it entirely (I also went through generating grass with No Grass In Objects beforehand, so my concentration wasn't at its best). Does that mean I can now add DVLaSS back? Where can I read the "Help for this message" if I don't have that message anymore? (in other words, please tell me what to do with DVLaSS now - or drop me a link with the explanation about this mod)
  8. Sheson, I found it The culprit was Trees in Cities for JK Skyrim. That mod is just a plugin, no meshes or textures. I had built LOD with DynDOLOD 3 beforehand; there was a dependency, so I had to remove DynDOLOD.esp as well before generating Occlusion. Once it was done, I added them both back. I hope that is alright? Oh, and, this might be unrelated for this thread, but I also had to remove The Blackest Reaches so I could build LOD with DynDOLOD 3, because it was giving me the same "access violation" error as Occlusion with Trees for JK. And I removed DVLaSS permanently because DynDOLOD 3 warned me about it. Should I approach the mod creators of Trees for JK and The Blackest Reaches about these issues, and if so, what do I tell them? Either way, thank you for all your help!
  9. Thank you sheson for bearing with me I'll try to find the problematic plugin. Will report if I succeed.
  10. Ok, I forwarded that data into DynDOLOD.esp, but it didn't change anything. I ran your new debug version and I had no change whatsoever, here's the log: https://easyupload.io/1550oc Also, still no bugreport.txt file.
  11. So... Should I generate DynDOLOD again and check if it forwards Max Height Data? The highest plugin didn't have it at the time when it was generated before. Perhaps that's the problem. I'll try that first and then use your new debug version
  12. USSEP Landscape and Water Fixes DynDOLOD.esm Skyrim Improved Puddles 3D Trees and Plants JK's Skyrim AI Overhaul Embers XD JK's Skyrim - AI Overhaul Patch JK's Skyrim feat Trees in Cities Mihail's House Cat Forge Script Patch (generated via Apply Script) DynDOLOD.esp my Smashed Patch (I use it as general patch for several mods to prevent plugin clutter, it doesn't apply to the entire load order) Occlusion.esp (the old one, but the error appeared even without it) I might add that DynDOLOD.esp doesn't contain Max Height Data (which I think is weird, becaue DynDOLOD.esm does), but my Smashed Patch and old Occlusion.esp has it (it's at default value).
  13. I am 100% sure there is no bugreport.txt anywhere in xLODGen folder where all its files are (including .exe). This is how the tool is started in MO2: https://imgur.com/7fWmR7u Mind that it worked fine before I adjusted the start field per your instructions (it was blank), the Terrain and previous Occlusion were generated successfully. The outcome now is the same even with that field specified. Here's the latest log: https://easyupload.io/sg6urd
  14. No bugreport.txt was created, but instead of the "access violation" line at the end, I only got: Range check error Oh, and I had to rename it to my SSE exe (SSELODGenx64.exe), because yours gave me this: https://imgur.com/yF9dVL6
  15. I don't have that file :/ As a temporary solution, I loaded the previous lighting plugin along with the old Occlusion.esp in xEdit and removed the dependency. As far as I can see in-game, all is well, but the original issue still remains: for some reason I can't generate Occlusion anymore.
  16. Here's my log, uploaded as a file since it exceeds the size in pastebin: SSELODGen_log.txt I updated xLODGen and I'm still getting the error. I selected Tamriel and Solstheim as worldspaces. I tried even with Tamriel only. I'm running it from MO2. I tried with Argument -o:"D:\SKYRIM SE\xLODGen\SSELODGenOutput" and without it (this argument is needed I believe for generating terrain). I selected Quality 2, Height 0, Radius 100, Mode -Flat +Border (default, basically). It always gives me the aforementioned error in the end and gets stuck. I changed my load order only concerning lighting mods and that is why I'm running Occlusion again, because the previous one depended on the lighting mod (plugin) that I don't use anymore. xLODGen Terrain is unchanged, but I ran DynDOLOD again (because it also depended on the previous lighting mod).
  17. I am suddenly getting a weird error at the end of generating Occlusion. Everything was at 100%, and then I got these lines: [01:07] [WindhelmWorld] Land height: -27000, Water height: -14000 [01:07] [WindhelmWorld] LODsettings: Level 4 to 32 stride 256 from -96,-96 to 0,0 [01:07] [WindhelmWorld] Gathering CELL records Access violation at address 0000000001890E3A in module 'SSELODGenx64.exe'. Write of address 00000000983D406F It keeps giving me "access violation" and it can't finish occlusion. I don't know what that means. My load order seems fine, I checked xEdit.
  18. I would like to add more to A Quality World Map compatibility with generated xLODGen Terrain. Not applicable to Paper Map (I wouldn't know because I don't use it). If this compatibility guide isn't followed, the map will look utterly distorted. I learned this the hard way. First off, QWM textures are packed into a BSA, so loose files will always overwrite it. Generated Terrain contains loose files that will overwrite QWM, no matter where it is in the load order. Also, generated Terrain contains meshes for the map, which will mess it up because QWM is tailored for default map meshes. Instructions: After generating Terrain and activating it, open up its folder (for me it's SSELODGenOutput). Go to textures/terrain/dlc2solstheimworld and remove every file that starts with dlc2solstheimworld.32. They are normally the last files in that folder if they are sorted by name. Go to textures/terrain/tamriel and remove every file that starts with tamriel.32. The same application as above. I could mention that xLODGen is efficient to the point that it creates even normal maps of textures (_n.dds), while QWM doesn't have them. It's no biggie though, the map of this mod still looks awesome. I'm not sure about keeping these normal maps in generated Terrain, given they can differ in size from QWM textures, depending on the chosen quality when generating Terrain. The size of QWM textures is 1024x1024. If someone has an input on this, you're welcome to pitch in. Go to meshes/terrain/DLC2SolstheimWorld and remove every file that starts with DLC2SolstheimWorld.32. No exceptions. Go to meshes/terrain/Tamriel and remove every file that starts with Tamriel.32. No exceptions, as above. These two steps are very important, because THIS is what primarily distorts the map! xLODGen generates meshes (.btr) that don't fit with QWM map textures. Also, this whole removal shebang can be done even after all the LOD was generated (xLODGen, DynDOLOD, Occlusion), so don't worry about messing something up. That's it, enjoy your beautiful terrain and A Quality World Map combo.
  19. Oops... I must've edited this value at some point while messing with options. Fortunately I have a backup (original) DynDOLOD.ini. Thank you for figuring that out! If I had a firstborn... You know
  20. Thank you And...I've stumbled upon another bump. After generating terrain with xLODGen, DynDOLOD's option for generating trees is greyed out. I made sure to only select Terrain with xLODGen. Does this mean I can't generate trees with DynDOLOD anymore?
  21. Do we need to generate map LOD if we have the mod A Quality World Map (classic with all roads)? Will they affect each other? Also, can it be generated anytime or before using DynDOLOD? And if I understood correctly, it's generated separately from terrain in xLODGen. I apologize in advance if the question is n00b-class.
  22. Thank you sheson. I overcomplicated the process, it seems.
  23. I asked on Nexus about what exactly needs to be done, and got this response: 1. Run xLodGen for landscapes only 2. Run Texgen 3. Run Dyndolod 4. Run xLodgen for occlusion only I have no doubt that this is correct, but I need more information. Please, help? What exactly needs to be done in SSELODGen when generating landscapes? I've only been using DynDOLOD so far, so this tool is entirely new to me. I installed it successfully and connected it to MO2, fired it up and I have several different options... Should I only select Terrain LOD? I have donwloaded xLODGen from sheson's initial post here, I think this is the correct version. I believe xLODGen64.exe should be integrated with MO2? And I'm using DynDOLOD downloaded from Nexus, should I have some other version? Also, should we disable pre-generated LODs by other mods when generating our specific landscape with SSELODGen? Like, for Majestic Mountains, Terrain LOD Redone, Enhanced Landscapes and EVT, HD LODs Textures? I have all listed. I downloaded the file SSE-Terrain-Tamriel-Extend.esm, do I need only that when generating landscape? Do I install it like a mod in MO2 or just put it manually in Data folder? I think I read somewhere that it should be removed after generating landscape. Or after generating Occlusion? I need to have around 5 tabs open in my browser with various instructions and at least two .txt manuals so I could have a hint of what needs to be done. After reading through a lot of stuff, I'm even more confused and I'm developing a headache. I just want to have functional Skyrim landscape without holes and weird flickering, and without having to strain my poor brain that's still recovering from CVST seizure episode. I'm sorry for the inconvenience, I could probably say I'm just st00pid but my pride calls it "temporarily impaired" Please, I need really clear instructions.
  24. I have to be perfectly honest: I've had it with Vortex. [spoiler=Ranting]Nearly every update breaks something. Whenever I ask for support, the answers are along the line "you should change this and that in your computer settings" - even though it used to work fine before. If a piece of software is forcing you to modify your established setup after every update, it simply isn't worth it. Not to mention other persistent issues, like messing up my load order (LOOT integration sucks) and flagging perfectly good plugins as incompatible (example: sosracemenu.esp). Their "ease of access" is more trouble than it's worth, which is what I know now that I'm more familiar with modding. Ever since I installed Skyrim SE, I've only used Vortex, so I'll have to get very familiar with MO2. Before that, I'll have to safely migrate my mods from Vortex to MO2. I have found several suggestions on how to do this and nearly all of them indicate that I should reinstall my game from scratch. I sincerely hope that is not the case because I've done that recently and the process is tedious at the very least, if we consider the time consumed and additional cleaning... But if I gotta, then I gotta, I guess It is also unclear to me how I could retain my current mods without them being deleted from the system when I uninstall Vortex. Also, there are other important tools to consider, such as SKSE, SSEEdit, LOOT, FNIS and other that I was able to access via Vortex Dashboard. In short, I would like to retain my entire Skyrim directory as it is. Without __folder_managed_by_vortex files, of course. I understand that the Purge function can do this, but I dread to think what will happen to the directory when I hit Uninstall Vortex. If anyone is familiar with the correct and hopefully detailed process on how to switch from Vortex to MO2, please help me. I am bound to do something wrong if left to my own devices / mixed suggestions from other places on the net. I figured this is the safest place to ask for guidance. I've received excellent advice and guidance here before, and I hope others who would like to make the same transition would find my thread very useful - even if you guys merely provide links to other places. At least I will confirm what works and what are the outcomes.
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