
Morti
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I suspected as much. There is a general issue with paths: Z:\mnt\gry2\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini To even start it in the first place, I needed to copy multiple files into this second DynDOLOD folder. This extra DynDOLOD folder is the problem here. After copying the other files it complained about it finally started.
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No difference, https://www.mediafire.com/file/8oq3mbmhlaekgsi/Archive.zip/file
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https://pastebin.com/kScrGKzL
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The newest version's changelog says: fixed an item not found error The problem is that this is what I have with TexGen: [05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass02 [GRAS:000F17FE]> [05:06] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\rockgrasswater01.nif bounds volume 0, height 0 Update.esm RockGrassWater01 [GRAS:000F871D]> [05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass01Light [GRAS:000F17FD]> [05:06] [GetRequiredBillboards] <Debug: Processing Update.esm SnowGrass01Forest [GRAS:000BC025]> [05:06] [GetRequiredBillboards] <Debug: Processing Update.esm WaterCoralGrass01 [GRAS:0007AACC]> [05:06] [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\grass\watercoralgrass01.nif bounds volume 155.261077880859, height 86 Update.esm WaterCoralGrass01 [GRAS:0007AACC]> [05:06] [AddModel] <Debug: Meshes\landscape\grass\fieldgrassflowers02.nif FieldGrassFlowers17:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm FieldGrass02 [GRAS:001098CA]> [05:06] [AddModel] <Debug: Meshes\landscape\grass\fieldgrassflowers02.nif FieldGrassFlowers17:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm FieldGrass02 [GRAS:001098CA]> [05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass02.nif SnowGrass02:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm SnowGrass02 [GRAS:000F17FE]> [05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass02.nif SnowGrass02:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm SnowGrass02 [GRAS:000F17FE]> [05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass01.nif SnowGrass01:0 Shader Flags 1: Vertex_Alpha | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Update.esm SnowGrass01Light [GRAS:000F17FD]> [05:06] [AddModel] <Debug: Meshes\landscape\grass\snowgrass01.nif SnowGrass01:0 Shader Flags 2: ZBuffer_Write | Double_Sided | Vertex_Colors | EnvMap_Light_Fade Update.esm SnowGrass01Light [GRAS:000F17FD]> Item not found [06:00] 00000000 ??? 0104c2e7 TexGenx64.exe DynDOLODResourceStrings 930 dynMessageDialog 00fca699 TexGenx64.exe xeMainForm 4920 TfrmMain.DoGenerateLOD 0102af78 TexGenx64.exe xeMainForm 17745 TfrmMain.tmrGeneratorTimer 007c0080 TexGenx64.exe Vcl.ExtCtrls TTimer.Timer 007bfea8 TexGenx64.exe Vcl.ExtCtrls TTimer.WndProc 005e49f3 TexGenx64.exe System.Classes StdWndProc 6fffff63 user32.dll DispatchMessageW 0085f65e TexGenx64.exe Vcl.Forms TApplication.ProcessMessage 0085f6d3 TexGenx64.exe Vcl.Forms TApplication.HandleMessage 0085fb2a TexGenx64.exe Vcl.Forms TApplication.Run 01d46eb0 TexGenx64.exe DynDOLOD 184 initialization 6fffffed kernel32.dll BaseThreadInitThunk 6ffffff4 ntdll.dll RtlUserThreadStart Item not found Error: Item not found. [06:01] [TMessageDialog.Dialog] <Debug: Creating TTaskDialog> [06:01] [TMessageDialog.Dialog] <Debug: [TMessageDialog.Dialog] Executing TTaskDialog> [06:07] [TMessageDialog.Dialog] <Debug: Gathering> User says "Exit TexGen" Forced LINK to the log files. I tried some cleaning mods etc. but nothing really impacts the thing. The folder is new, no overwritten old version. The modlist is also new. Also tried it a few times and sometimes it says "DATA - DATA" after "item not found"
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Weird stuff. After last time I generated DynDOLOD I found out that WInterhold bridge disappeared. In SSEEDit I found out that DynDOLOD.esm changed its Z position from -9088 to -30000. You know why it could do that? Easily fixed, but still odd.
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I want some trees to be skipped during LOD generation. Just not to have LODs. Simply, trying to make dense forests a bit less heavy when using 3D LODs. I figured out that maybe skipping some trees will be a good idea too. Pop-in should be hard to spot since they are between other trees. Dunno if it is a good idea to go this route, but seems better than further optimizing LODs themselves since it would damage their appereance too much in less forested areas where they are much more visible. Could simply make a plugin that removes them -> generate dyndolod -> disable plugin but then DynDOLOD.esp would probably mark it as its master.
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How does _nolod work? Do I need to just name a tree (Editor ID) in CK MyTree_nolod or I also need to create a copy of a model with MyTree_nolod.nif for DynDOLOD to not generate a LOD for the tree?
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Ulvenwald 3D LODs + Beyond Reach = CTD
Morti replied to Morti's question in DynDOLOD & xLODGen Support
Seems I just forgot to copy a few files. Now it's all fine. -
Ulvenwald 3D LODs + Beyond Reach = CTD
Morti replied to Morti's question in DynDOLOD & xLODGen Support
It seems it works now. No crash and LODs appear. There is a weird graphical glitch though, but I don't know if it is because it's a Beyond Reach tree, not covered by Ulvenwald, has no 3D LOD provided. Does it just mean that I (or somebody else) need to make 3D LODs for these trees? The ones that are standard Skyrim trees / Ulvenwald ones display correctly. https://imgur.com/a/zKgfVjH -
Ulvenwald 3D LODs + Beyond Reach = CTD
Morti replied to Morti's question in DynDOLOD & xLODGen Support
Only some of the BTO files are broken though. Six of them it seems: 4,8,-8 4,8,-12 4,4,-12 4,0,-8 4,-12,-4 4,-12,-8 The rest can be put into the game files, it loads and LODs do seem to show up for them in game, although I need to explore a bit more to see if everything displays fine. There are dozens of BTO files, the others also contain trees and other things. Do you want any more files? -
Ulvenwald 3D LODs + Beyond Reach = CTD
Morti replied to Morti's question in DynDOLOD & xLODGen Support
To be more precise: two nodes with terain can be left - 1 and 7 -
Ulvenwald 3D LODs + Beyond Reach = CTD
Morti replied to Morti's question in DynDOLOD & xLODGen Support
I kept removing nodes from 00 one by one and it only stopped crashing when I left but one node, the one with the terrain (number 1). -
Ulvenwald 3D LODs + Beyond Reach = CTD
Morti replied to Morti's question in DynDOLOD & xLODGen Support
Weird stuff. I opened 00 file in NifSkope, saved it without editing, it showed a message about a name being sanitized and the game loaded with a file like that. -
Ulvenwald 3D LODs + Beyond Reach = CTD
Morti replied to Morti's question in DynDOLOD & xLODGen Support
00 - crash 01 - ok 02 - ok 03 - ok 04 - ok 05 - ok 06 - ok 07 - ok 08 - ok 09 - ok 10 - ok 11 - ok 12 - ok 13 - ok 14 - ok 15 - ok 16 - ok crash-2023-10-07-09-23-41.log - log for 00 -
Ulvenwald 3D LODs + Beyond Reach = CTD
Morti replied to Morti's question in DynDOLOD & xLODGen Support
I tried to generate LODs with just billboards for the area to put BTO files there, but it does not seem to work that way. It doesnn't seem to be so easy to just try to have 3D LODs for main Skyrim and 2D billboards for Beyond Reach area. Log: crash-2023-10-06-12-49-28.log