Jump to content

Wolfpack49

Citizen
  • Posts

    34
  • Joined

  • Last visited

Everything posted by Wolfpack49

  1. Thanks Sheson -- rebooting and clearing out the old log files did the trick. It did take awhile to get to the AUT step, but I could see the SUM and SPR windows processing from the taskbar, and it completed in just a couple hours. LOL! Thanks again.
  2. HI all, I've been running the latest Lodgen (118) and Dyndolod (180) and both Lodgen and Texgen ran fine, but I am getting a hang when running Dyndolod at the following line: Waiting for LODGenx64Win.exe generating object LOD for Tamriel AUT. Dyndolod_logs.zip DynDOLOD_settings..zip I thought it might be due to running seasons, but I let it run overnight and it didn't progress past this line. I do have Open Cities and this run is for the first pass with OCS disabled. Thanks for any suggestions and all the effort over the years on Dyndolod!
  3. Okay, removed the line, rebooted and successfully run! I really do think some nvidia services weren't running because it ran much more quickly this time.
  4. Hmm, okay, I got another error message, but this time different, and I think maybe because of the LockTexconv=1 setting. Try again without the line?
  5. I will give that a try. I did try the command prompt as Admin and got the below; when I look at the path, I do see that there is no /DynDOLOD_SSE directory in /Temp, but maybe that's only created at Dyndolod runtime? I'm also going to simply try rebooting -- maybe the nvidia services aren't starting properly?
  6. Hmm, interesting -- attached is the bugreport.txt file. Would setting to LODGenThreadSplit=0 in DynDOLOD_SSE.ini possibly help? I do notice it's taking quite a few cycles. i haven't run into access issues previously, but running seasons is certainly adding to the runtime load. I did recently update nvidia drivers so perhaps that's a concern. Looking at DirectCompute now... bugreport.txt
  7. Getting an error when running Dyndolod with alpha 73. I didn't get a bug report or crash log after Exiting Dyndolod. DynDOLOD_SSE_log.txt
  8. Alpha 72 TexGen just completed with no errors. On to DynDOLOD...
  9. I seem to be getting a Texconv error with alpha-71. Double checked and re-downloaded and reinstalled the Win C++ redistributable, but still occuring. Error message below: Logs attached: TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt
  10. I see what happened. I had brought over the Presets folder from the previous alpha. Removing the folder allowed TexGen to run.
  11. This is the message received when clicking the Start button. Here is the copied text: [Window Title] TexGen [Main Instruction] Exit TexGen, check log or restart? [Exit TexGen] [Check log] [Restart] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard The Dyndolod Standalone is is out of all special folders: E:\Skyrim Tools\DynDOLOD_300_A39\
  12. Hmm, well I am probably doing something dumb, but Alpha 39 is the first time I have received an Exit message from TexGen without any reason in the popup box. See: Below is my debug log for TexGen: https://1drv.ms/t/s!Ar9_fJKmnT2Kh9xwu2wyAur5P0UV8A?e=FytthG I checked that occulsion.esp was removed and that my old Texgen and Dyndolod outputs were removed. Using the latest resource file (Alpha-11 and latest MM 3.0 lodpack). Grass cache is present in /data/grass/. No billboards being used. Could there be something else that needs to be present or disabled?
  13. Sounds like something that should be taken up with T4gtr34um3r.
  14. Yep, good point and will do.
  15. Hi Sheson, Just a question on the referenced Majestic Mountain LODs for Alpha 35. Is the referenced 7z on the first post here more recent than the latest MM LOD version on the Nexus (v1.2)?
  16. I think you just need to darken your distant grass. I went through the same process. Take a look back at these posts:
  17. Well, it appears to be a Cutting Room Floor-OCS issue. I tried setting the phantom door record to initially disabled in the CRF esp which had no effect, but when I deleted the record entirely from CRF, it no longer appears. There are no conflicts between the CRF door and OCS or anything else in xEdit, and OCS is correctly loaded after CRF, so it may actually be a case where a patch is required. Very strange, but Dyndolod has nothing to do with it, other than it is probably picking up the door from CRF.
  18. Yeah, I am guessing there's something in the load order Dyndolod is picking up that isn't displaying when I run the game without it. Let me double check my settings and re-run and see if the problem clears up. Attached is my ini and my presets. DynDOLOD_SSE.ini DynDOLOD_SSE_Preset_FullTrees_Pass1.ini DynDOLOD_SSE_Preset_FullTrees_Pass2.ini
  19. Interesting. Opening the door from the interior, the door is transparent and you can see through to the external road when the door is open. The open wood door itself is from OCS. The open transparent area is from CRF at the refs I mentioned earlier, but with a thin separator: Traveling through normally or wth tcl immediately reverts to the non-OCS (CRF) door in a closed state. Scrolling through the refs on the transprent area, I see 2 that I am unsure of: OCS: OCSRTLandR01.nif, base 69042257, ref 00042260 Dyndolod: Tamriel_Underside.nif, base 0b01240c, ref 9f0a9970
  20. So not sure if this a bug or not, but I am having a strange effect with Dyndolod alpha 33, Open Cities and Cutting Room Floor. In Riften, 2 of the 3 doors into the city open normally via OCS, but the 3rd door opening south towards the Dawnguard, has an extra transparent "door" that can be passed through on exit, but on return behaves as if OCS is not installed. Doing a check in More Informative Console shows the phantom door as coming from CRF, base 0008a159, ref 1e01f65c, with no conflicts in xEdit. CRF is loaded before OCS, and it appears OCS is working fine everywhere else. Before I run Dyndolod, all 3 doors in Riften work normally as per OCS. Once I run Dyndolod, however, using the standard 2 pass method (disable on first run for trees, then enable when generating Dyndolod esm/esp), the phantom door appears. Disabling the Dyndolod esm/esp and the phantom door is removed and OCS works normally. I've tried disabling the CRF door with Dyndolod enabled, but no effect. Just reporting here in case anyone else is seeing. It very well could be an issue in my setup or the way I ran Dyndolod.
  21. Okay, just reporting back -- adding a copy of the nif file with the _lod.nif extension to the mod's mesh folder did the trick. Sorry for missing that document, very informative, exactly what was needed, and thank you!
  22. Heh, I learn best from my mistakes, but the mod author document is what I was missing. Thanks will read carefully.
  23. Hi all, small question, but has been nifggling for a while now: So, this is a great little mod, but the author never created any LOD objects, and recommended updating in xEdit to use Full Models in order to get the bridges to appear with Dyndolod: https://www.nexusmods.com/skyrimspecialedition/mods/22605 I've set the flags on the Placed Objects to use "Visble When Distant" and "Is Full LOD" I've set the flags on the Statics to use "Add-On LOD Object," "Has Distant LOD" and "Uses HD LOD Texture" Still not able to get the bridges to render at distance. Is one or more of those flag changes incorrect and/or do LOD models of the nifs actually need to be physically created?
  24. Yep, that was exactly it. The preset I had saved overwrote the high rules on pass 2. Loading the High rules first, then applying my rules and re-generating esm/esp fixed everything. Going to now save presets for both pass 1 and pass 2 so it doesn't happen again. Thanks Sheson!
  25. So encountered an odd (probably self-inflicted) glitch in Whiterun after generating underside using Open Cities: It appears a chunk of Dragonreach is missing and the reference is to Tamriel_Underside.nif. I used the standard process of running DynDOLOD twice, first without OCS enabled for trees, and then with OCS enabled to generate the esm/esp. Is there a new twist to the process for OCS when setting underside on?
×
×
  • Create New...

Important Information

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