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Everything posted by dreadflopp
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I have a question about adding grass LODs to previous output I have a previously generated DynDOLOD output that does not include grass LODs. I want to add grass LODs while keeping them as a separate output so they can be toggled on or off. Based on the documentation, this seems possible. Question: With my existing DynDOLOD output installed, should I: Select all worlds in DynDOLOD, enable grass LODs, run LODGen first, install that output, and then Rebuild Atlas, or Select all worlds, enable grass LODs, and generate everything? Which approach is correct, or is there a better method?
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I ran Dyndolod again with grass lod creation. It failed with an error message telling that textconv ran out of memory. I killed some apps and freed up some HD space and ran it again and it suceeded. Thanks for your help.
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I had about 50 gb of free disk space but freed up 20 more. The settings for page size seems fine: https://imgbox.com/8B8s9D1E I managed to finish Dyndolod with the new version. Not sure if the 20 gb extra disk space helped. TakingYourFirstBorn used less memory. LodGen64Win.exe used about 9 gb of ram. I will try once more with grass lods selected and see if it manages to finish.
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Hi Sheson, you helped med get Texgen working, it seems I have similar problems with Dyndolod. I am getting error messages related to memory. I am using the latest version from nexus that you posted today. The dyndolod executable (TakingYourFirstborn i believe its called) uses quite a lot of ram, about 5 GB. It accumulates, it crashes when it reaches 5 GB. The lodgen executable, LodGen64Win.exe, used around 3 GB when TakingYourFirstborn crashed. Lodgen accumulated and used 9 GB ram before it crashed. I only have a real time log: https://mega.nz/file/BS5ECQpD#f8p97e1Vq6oYjffOjVa9tOWPKEVOjBjRAIIRURHhULo I did get som logs when I used the previous version of Dyndolod that I downloaded yesterday: bugreport.exe: https://paste.ee/p/X1yc7lxH DynDOLOD_SSE_log.txt: https://paste.ee/p/sqWErkoe Debug log: https://mega.nz/file/pPBxXB6K#KdoD5SIteS3UiRUQ4Km9TC0Xcp4m3k2ilbDbckNZMeM
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Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
This new test version completed successfully. It used at most about 2 GB of vram. Log: https://paste.ee/p/SlxEzt8U I'll continue with Dyndolod to see this fixes my initial problem, the red colored lods. TexGen_SSE_Debug_log.zip -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
Here you go, log with KeepRenderer=1. TextGen crashed soonly a realtime log was available. TexGen_SSE_realtime_log.zip -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
Sorry, missed the last two rows of your message. It slowly rises, no spike. I'll try with KeepRenderer=1 . -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
You have some logs above with different parameters. I am attaching 2 sets of logs. One is for the nexus version of TextGen64.exe, which completed successfully while using at most 1.6 GB of vram. The other log is a realtime log with the test version that you linked in a few posts above. It uses up all available vram, 8.1 GB and then crashes when the display driver restarts. No other log is created by TextGen because of the crash. TextGen_nexusVersion.zip TextGen_testVersion.zip -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
It is an integrated card but it doesn't seem possible to dedicate more memory to it than what it currently has, 8.1 GB. I added -memory parameter, changed compression type as suggested and added TextureCache=10. Same error. I checked the memory when generating textures, and TextGen uses up all available vram (8 GB) which causes the driver to reset and TextGen to crash. I tried with the version from Nexus, it never uses more than 1.6 GB vram so there seems to be a problem with your test version. I still had -memory and TextureCache=10 but had changed back the compression type to default when i used the Nexus version. -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
Updated the driver and disabled all amd/radeon software, still got the same result. Tried with different options: RenderSingle=1 TextGen exiting with openGL error, https://paste.ee/p/bqMMVJXc RenderTextureSingleThread=1 TextGen stopped without exiting, had to close the window. https://paste.ee/p/LK7VzT09#dpcwBSCInTOKaaXEwRjVYBeVyMOmWYY2 RenderBillboardsSingleThread TextGen exiting with openGL error https://paste.ee/p/TqiQJ0bY#KwSPdnecK4xolcGZMuMAoGQXLZDhAia1 I am attaching debug logs. It might be the windows laptop I am using that is the problem. It does not have a dedicated GPU. If that is the case, I could try to use my other PC (linux) to generate textures. TexGen_SSE_Debug_log_RenderBillboardSingleThread.zip TexGen_SSE_Debug_log_RenderSingle.zip TexGen_SSE_Debug_log_RenderTextureSingleThread.zip -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
I used the latest test version from your link but it caused TextGen to crash with the screen turning black for a few seconds. I'm guessing that the display driver restarted. Adding `GLDebug=1` to a fresh .ini allowed TextGen to exit with an error message and a log: https://paste.ee/p/AVVsAeFj This is the bugreport: https://paste.ee/p/tBXG7WdX I also got a system error: https://imgbox.com/JNclMLiC I am attaching the debug log as a zip because of its size. I will continue testing with the options (RenderSingleThread etc) from your linked post. TexGen_SSE_Debug_log.zip -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
Thanks I'll try that. -
Error: OpenGL: framebuffer objects unsupported
dreadflopp replied to Kattmandu's question in DynDOLOD & xLODGen Support
Any hints on how to troubleshoot? Appears to be missing lods, see screenshots. I am using PBR textures. I am on Linux and have some workarounds to create the lods. DyndoLod usually crashes for me when I run it on Linux. Hence I have created a script that creates a virtual file system (symlinks) from the mods folders and the MO2 mod order file (modlist.txt) and transfers everything to a windows laptop, where I run DyndoLod. All filenames are converted to lower case since Linux is case sensitive. There is of course room for error here (ie missing files) which is why I am mentioning it, but I am pretty sure that everything works as expected on that end. I have done tests. I probably just need someone to tell me where to start to figure this out. Maybe the forts textures (Tomato's PBR Imperial Forts and Dungeons) and farmhouse textures (Tomato's PBR Farmhouses) are causing this, but I am not really sure what to do about it. I am using ParallaxGen. Edit: Note that I am using a version of TextGen that was posted on these forums by Sheson. I had an opengl error with the original one. https://imgbox.com/AieSaw9l https://imgbox.com/b1QuXElx https://imgbox.com/6n2N7Mtc https://imgbox.com/zk88nCnx https://imgbox.com/xggyrOfj Logs: TextGen log DynDoLod log Thanks -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
I'm going to do a bigger update, but it'll take a while. I'm kinda busy irl at the moment, but it's coming! 2. Artmoors town - they will be removed. I'll check what they may be replaced with. 1. The fiss version isn't needed but you may use it for convenience 2 - 7 All seems good, will check a nice to-do list 1 -3 Interesting too, adding to the todo list 4 Will check the patches to see what is nneede and add to the guides/patches 5 Will check what is included in it and compare it with what we currently use, adding to the bottom of the todo list. AND yes, a typo prevented the grass section to show up. Lesson learned. Never update guides and drink whiskey at the same time. Sorry! -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Inferno should be removed from the guide, I must have forgotten to remove it in one of the updates. Sorry for letting you go through this. I have done the exact thing before removing Inferno. I believe meshes from Embers was hidden in a previous version of the guide. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Thanks, both issues should be fixed. I'll go through the mod to see which mods that needs to be removed or redirected to other sites. Thunderchild has actually been replaced with another mod, Forceful Tongue - Shouts Overhaul. I recommend you to try that. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Just wanted to let you know that the guide has been updated, and this update is quite huge. Some highlights are DynDOLOD 3 No Grass In Objects Embers XD Folkvangr - Grass and Landscape Overhaul Northern Shores SE The Grass Must Grow SunHelm Survival and needs SmoothCam True Directional Movement - Modernized Third Person Gameplay Reliquary of Myth - Artifact Overhaul Dynamic Volumetric Lighting and Sun Shadows Shadows Of Sunlight - In Small Exterior World Spaces Window Shadows ENB Light -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
All plugins should be checked, whether they are checked by default doesn't really matter. Right click the plugin list and choose enable all. The thunderchild plugin is the exception. Thunderchild was removed from the guide a week ago, I have forgotten to remove the patch for it. Just reinstall JK's Skyrim where the plugin comes from and install it without choosing thunderchild. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
Sorry for late answer here, I'm on vacation Glad you solved it, I'll definitely add to the guide that the c should be lowercase. Without the argument, xLodGen outputs to MOs overwrite folder. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
I have updated the guide and switched out the old Animated Armoury and replaced it with the new Animated Armoury - DAR version. This update was quite big under the hood, I had to make big updates to both the guide patches as well as the patches for my mod High-Level Loot Rarified. Make sure to update that mod too. Patches for the old Animated Armoury does not work with the new version since the formId's for whips has been changed between the versions. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
@kewiz I forgot to check Reliquary Of Myth, but I'll guide you through it. It looks interesting and I may add it to the guide. Use the attached patches and make sure that: Reliquary of Myth.esp is loaded after imp_helm_legend.esp Reliquary of Myth.esp is loaded after df_UnlimitedBookshelves-ImprovedClosefacedHelmets.esp Reliquary of Myth.esp is loaded after CraftingRevamped.esp df_ReliquaryOfMyth-DaedricVoices.esp is loaded after df_CraftingRevamped-DaedricVoices.esp Tools of Kagrenac.esp is loaded after Reliquary of Myth.esp df_ReliquaryOfMyth-AudioOverhaulSkyrim.esp is loaded after df_AudioOverhaulSkyrim-CraftingRevamped.esp df_AudioOverhaulSkyrim-ToolsOfKagrenac.esp is loaded after df_ReliquaryOfMyth-AudioOverhaulSkyrim.esp The mod unique uniques conflicts with Reliquary of Myth in two weapons. Load the mod last whose weapons you want. The Staff of Shegorath conflicts too, load it after Reliquary of Myth if you want it. df_ReliquaryOfMyth.7z -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
That's a mistake, I'll fix it so you can opt out. Experience determines how fast your character levels, which I have slowed down to 50% using a patch. I could have slowed it down using Experience's ini file instead and lower the experience rewards from quests etc, but decided that the higher experience points from the ini felt more rewarding and that it was better to add a 0.5 multiplier to how much the experience points from Experience contributed to the player level. Experience does not touch the skills or how fast they level, which is why the Uncapper is needed. My settings are very basic, and it is easy to edit the files installed with my patches to create your own ini settings. Just remember to move them to their own folder so you don't overwrite your changes when you update the patches. STEP has an excellent Uncapper guide: https://stepmodifications.org/wiki/Guide:Skyrim_-Community-_Uncapper It is made for the legendary edition of Skyrim (not SE) but most if not all settings are identical. I'll make some versions of my Uncapper settings too, and will put them in the installer. It depends and I haven't looked at it in detail. I have used different dll loaders, depending on what the dll plugins that I used required. If I'm not mistaken, all dll plugins that I currently use are loaded by SKSE, which is in the Extenders category. You're welcome -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
@MetalheadVez Thanks! Yeah, an NPC appearance overhaul is on my todo list but is constantly being pushed down the list because of how much work it requires. The conflict resolution is pretty basic but it is a lot. Then comes the dark face bug, and facegen regeneration etc. Cathedral Player and NPC Overhaul - HMB II looks more of a compilation of texture/mesh mods than a appearance overhaul? Scramble bugs - Will investigate, maybe propose it to be included in main STEP. Horse stamina HUD - Looks great, I'll add it to the guide Dovah Sonaak - Dragon Priest Masks SE - I like it, I don't know which I like best though, Dovah Sonaak or Dragon Masks Retextured. I like them both. What made you choose Dovah Sonaak? Dumner Settlements of Solstheim - I'm not too familiar with Solstheim. I probably haven't played more than a couple of hours there. Might take your word for it and just add it to the guide... Rally's Solstheim AIO - WIll add! Open world loot - I love loot mods, and this one looks really good. I would have to rebuild very much of my leveled lists (I'm guessing here) to use this mod though. I'll take a look at the armor/weapon mods. I am not looking to replace Heavy Armory. If everything goes well, I'll release my own version of it. It has open permissions. The version I'm planning will incorporate Heavy Armory, optionally rebalanced towards Animated Armoury (which will also get a rebalance patch), with animations from Animated Armoury and Skyrim Spear Mechanic built in. They all have open permissions and the animations will be applied using Dynamic Animation Replacer. The weapon categories will use the categories from SkyUI Weapons which will allow the UI to show (mostly) correct weapon types for all weapons. I want all new weapon types introduced by Heavy Armory and Animated Armoury to feel native. Thanks for all suggestions, helps a lot! -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
FleshFX and Reliquary of Myth has no conflicts. Alchemy & Food Adjustments, without food, conflicts with Spooky Philter of the Phantom and with Crafting Skills Revamped. Bibliophile's Arcanaeum's Book Covers Skyrim sorting patch conflicts with my Book Covers Skyrim - USSEP patch. If you use Bibliophile's Arcanaeum, skip my patch, it does very minor corrections anyways. Bibliophile's Arcanaeum also conflicts with The Choice is yours and with Better Quest Objectives. Do not us Mator Smash, I don't think it supports light plugins (.esl files or esp files with a esl flag). Even if it does, there is also no way of knowing the result of the patch without checking the result in xEdit. -
Dread's Skyrim Build (a STEP build)
dreadflopp replied to dreadflopp's topic in Unofficial Skyrim SE Guides
@kewiz Glad you found this mod list, I'll try to answer your questions: 1. I've used this setup before. I moved to cbbe because i wanted too use some armors that weren't compatible with UNP. Since you don't want to do that, this is a great option. 3. I think these mods should be compatible with the mods you listed in 2). Alchemy Potions and Food Ajustments may conflict with SimonMagus mods. I'll take a look for you, I will have some time to do that tomorrow.