Jump to content

Glanzer

Citizen
  • Posts

    197
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Glanzer

  1. I wanted to add a couple things to this discussion. If you use Engarde you can roll to put out the fire. Also I published some patches for Fire Hurts NG here.
  2. Discussion topic: Markarth Murder Prevention by Glanzer Wiki Link Moves the attacker's spawn point further away from the victim, giving you more time to prevent a murder. No cells or worldspace records touched, just a single value change to one small record. Rationale for inclusion in STEP: Dyndolod users have less time to react due to the delayed screen load. Also, SSE seems to delay the reaction time compared to LE. Users of long modlists can have additional delays that prevent the PC from getting there in time.
  3. I removed the dyndolod plugins and the problem persists. Looks like it's not a dyndolod problem, sorry for not doing more troubleshooting first.
  4. Just upgraded to Dyndolod ver. 136 and the latest version of Dyndolod resources, and switched from Dyndolod DLL SE to Dyndolod DLL NG. Cleared out all previous files and reran everything using the same procedures I've used with no problems. Started a new game but I now see this around all campfires. I checked all the files linked off the Dyndolod summary and nothing appears unusual. Point me in the right direction, or I can upload the logs per your bug reporting procedures if need be. As always great thanks to you for your great support Sheson. https://i.imgur.com/K8RxZGl.png
  5. YES the LODGen is now successful for the aaChanterelle2 worldspace. HAPPY DANCE!
  6. I create the bashed patch first, then run xlodgen/dyndolod/occlusion, then run synthesis. I find that there are a few records that dyndolod uses from the bashed patch, so the plugin order ends up being bashed patch, dyndolod.esp, synthesis.esp, occlusion.esp, followed by map mod plugins. Your mileage may vary! Here's the remind I wrote for myself, but keep in mind this is based on the mods I have installed: PATCHING ORDER: 1. Disable map mods 2. Remove all dynamic patches (bashed patch, zpatch, synthesis, dyndolod) 3. Run blacksmith forge water xedit patcher, enable it 4. Run bashed patch, enable it 5. Run the "No Grass in Objects" grass generator from within MO2. Move the output file to the NGIO mod. 6. Then run SSELODGEN/Dyndolod/Occlusion, enable them. 7. Run zedit patches, enable them 8. Run synthesis patcher, enable it. 9. Run the standalone Experience Synthesis patcher 10. Rerun Nemesis and execute the vbs file for Engarde 11. Re-enable map mods
  7. See https://dyndolod.info/Messages
  8. Well it works fine when I uncheck grass. Why would it do that if it's something about trees? Anyway, I'm sure you'll find it.
  9. fwiw I ran that nif through CAO with full optimization, but LODGen still crashed with the same error.
  10. As I recall the memory usage was 8 GB max. I have 32 GB. I'll try it with the standard tree settings and see what happens.
  11. Here you go: aaChanterelle2.zip
  12. Running without the loose files and with the BSAs only didn't help, the same error happened. But after some more experimentation I narrowed the problem to the precached grass. Unchecking the Grass option in Dyndolod let's it complete without errors. (Yes I did run all NGIO precaching before starting the texgen/dyndolod process.) I notice that Vactrol (mod author) put a note about generating the grass for two of his worldspaces separately, so I'm going to start over and see if that makes a difference. Another user said he didn't do that and had no problems. In any case, let's consider this problem 'solved' for now because I'm taking this issue back to the mod and continuing the discussion/debugging there. If I find out anything of general interest that might help other users beyond that mod, I'll come back and post it here. Thanks so much for your help Sheson!
  13. Ran the LODGen using LODGenx64.exe instead of LODGenx64Win.exe and it failed again. The logs all look the same, but the event log entry is slightly different:
  14. I uploaded all of those, the link is in my message. EDIT: oh just saw your 2nd message. I'll try that. Yes I've been using expert mode to just run execute lodgen for just that worldspace to save time.
  15. I'm getting a .Net crash with error code 0434352 trying to perform a LODGen on one of my Worldspaces (the Chanterelle2 worldspace in the Chanterelle mod). All other worldspaces generate without errors. Error is below: I've spent the last couple days trying to solve the problem myself, but I'm out of ideas. Things I've tried include updating the .Net application and runtime to the latest versions, running the .Net fix program, running with elevated admin privileges, and turning off my antivirus. The error check in xedit comes up clean. If anyone can steer me in the right direction I'd appreciate it. Logs are here.
  16. Discussion topic: Informed Mail Delivery by Glanzer Wiki Link Hope it's ok to suggest our own mods. Here is my description for it: This mod displays the names of delivered items. No required ESPs, no container or quest edits. Works for 1st and 3rd person POV. Compatible with SSE and AE. Versions for vanilla, Provincial Courier Service, and Better Courier. Patch available for Loot and Degradation's tempered item deliveries.
  17. TexgenX64 Alpha-61 prompts me to exit after creating just the textures without attempting to create any billboards. There are no error messages. Of course DynDOLODx64 then complains there are no billboards and that I need to run Texgen. Reverting back to Alpha-56 with no other changes works fine--the billboards are created like normal. I compared the log files between version 56 and 61: Version 61 gets up to processing the "Parent worldspace Skyrim.esm Tamriel" and ends there. Version 56 continues from there to process the child worldspaces. I am using Dyndolod Resources 3.0 Alpha-17 in case that matters. I've checked .ini files and they are identical between 56 and 61. The 3 log files are here. EDIT: Hahahahaha I just read the posts above mine and it looks like you already fixed it in version 62. I spent 5 hours debugging this as much as I could which is why I never saw this issue reported and fixed. LOL
  18. Wow you sound just like me, when I find something wrong it just bugs me and I have to figure out how to fix it, and I'll get real moody until I get it fixed. Regarding anything map related, especially paper map mod: Since it comes last in your load order, you should disable it before running dyndolod. Basically anything that needs to come AFTER Dyndolod.esp and Occlusion.esp should be disabled before doing the normal routine of the SSELODGen/Dyndolod/Occlusion patching cycle. Then re-enable them. The very best change that could possibly come in TES VI would be to allow single record leaf node changes without any of the parents in the hierarchy being counted in the plugin load order. That way just putting a book in a worldspace would have no effect on lighting, sound, etc. Even fields in a single record should somehow be modifiable without invalidating/overwriting the other fields within that record.
  19. The download link for the DynDOLOD Resources you have is this: https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=227680&nmm=1&game_id=1704 That forces me into a Vortex type download and puts it into my MO2 download directory making me search for it. All the other manual download links in Nexus allow me to choose the location. I suggest changing the nmm=1 to nmm=0 in the link which fixes that. https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=227680&nmm=0&game_id=1704
  20. In my own step-by-step directions I wrote myself for running XLODGEN/Dyndolod/Occlusion, I have a note to disabled the Bashed Patch during the whole process. I'm trying to track down where I got that info from and I just can't find it. I'm thinking that note is obsolete? Should the Bashed Patch stay enabled during that whole process or not? (Sorry for such a basic question, I did a search and couldn't 't find anything.)
  21. I'm not sure where the best place to post this is... I just wanted to say that if anyone here regularly tests places in game by COC'ing to them, that will probably NOT be a good test since all kinds of anomalies can happen. LODs in particular often are not unloaded properly, so you get LODs instead of fully rendered objects, or tons of z-fighting with both full and LODs on top of each other causing horrible flashing/shimmering. Even if you COC into an adjacent cell and walk to your final destination, or pass through load door of some type to get there, I've often found problems with LODs persisting. Even saving the game and reloading right there will not fix it. So keep that in mind if you COC. And this is just LOD problems; there are many other things that can happen since you aren't triggering events in their proper order, resulting in broken quests and other glitches. In addition, IF YOU ARE USING A PAPER MAP THAT INCLUDES THE FOLLOWING SKYRIM.INI SETTINGS (OR ITS OWN INI FILE WITH THESE SETTINGS), IT CAN PREVENT LODS FROM UNLOADING! uLockedObjectMapLOD=32 uLockedTerrainLOD=32 This problem is especially prevalent in Blackreach and The Forgotten Vale where the textures will flash and shimmer horribly once you start traveling around. For more info on that and how to fix it. see my post in the Paper Map mod.
  22. Just used dyndolod alpha 30 with resources alpha 8 to regenerate the texgen/dyndolod LODs and had no errors. Things look great using EVT (large custom darker trees) and several other tree mods. I used HD trees option in texgen and Ultra trees option in dyndolod, with the following config for the 'trees' entry in the mesh list: Full / Level0 / Billboard1 / None / VWD / FarFull I found I have to set the billboard brightness to at least -9 for the LODs to match. I'm using Re-engaged ENB. I'll even try -11 next time because the LODs are still too bright compared to the fulls. Anyway, great job. Maybe his armor or weapons aren't though, have you run all your added armor/weapons mods through CAO? (I'm just guessing here because bad meshes are top on the causes of CTDs.) EDIT: So I tried what you did and I was able to kill the bandit leader (Hajvarr Iron-Hand) without a CTD. He does drop a steel battleaxe... I looked at the nif of the battleaxe and there are 2 nifs for it, and both of them come from the mod "Believable Weapons" in my modlist. You might check to see what your weapons/armor are coming from and run them through CAO.
  23. It's possible that by killing the bandit leader it exposes a bad mesh in some way. Find the mod that the bandit leader is in (e.g. from OBIS maybe?) and run the entire mod through CAO.
  24. Exact same issue here. Updating Wrye Bash fixed it. Never would have fixed it if it weren't for this thread! Putting the entire error message below to help others google it: [00:00:08.381] Processing 5 patches from DynDOLOD\DynDOLOD_SSE_cuttingroomflooresp_tamriel.patch [00:00:08.421] [00:00:08.421] Exception in unit userscript line 249: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062) [00:00:08.421] [00:00:08.421] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. [00:00:08.421] [00:00:08.421] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ [00:00:08.422] Error: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062)
  25. Okay, I know this is an oooooold topic, but it came up top in my google search and there is a lot of confusion in this thread. After doing some research, this is what I've come to know... If the files are in a BSA, the BSA loads at the same time as its corresponding ESP. If the files are loose, they load in the order that the mod is listed in your mod organizer. LET THAT SINK IN. READ THOSE 2 SENTENCES AGAIN. Now for an example... Let's say you have 2 mods with these contents: MOD1: 1.esp, 1.bsa MOD2: 2.esp, 2.bsa Then let's suppose that LOOT sorts the plugins like this: 2.esp 1.esp Even though the mods in your mod organizer are listed with MOD1 first then MOD2 second, the plugins are NOT loaded that way! And since BSAs are loaded when their corresponding ESP files are loaded, it means the files in the BSAs would be loaded in this order: 2.bsa 1.bsa Hence, if 2.bsa had meshes, textures, scripts, etc. that conflicted with 1.bsa, THEY WOULD BE OVERWRITTEN BY 1.bsa, even though the mod in your mod organizer has MOD1 listed first (i.e. with lower priority). But let's say you extracted the contents like this: MOD1: 1.esp, loose files for MOD1 MOD2: 2.esp, loose files for MOD2 LOOT would still load the plugins in this order: 2.esp 1.esp But the loose files would be loaded in a different order like this: loose files for MOD1 loose files for MOD2 Which is the OPPOSITE LOAD ORDER THAN BEFORE. And instead of the files in MOD1 being the winners, the files in MOD2 are the winners. Make sense? This is why it's usually a very good idea to have the mods in your mod organizer ordered in the same way LOOT organizes their plugins.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.