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sheson

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Akatosh

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  1. Read the first post: Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files, Users, Desktop, Documents, Downloads etc. Do not mix with xEdit installations. Read the readme.txt included into the download archive: Install into a dedicated and empty folder outside of any game folders, mod manager folders, Steam or other third party folders or special Windows folders like Program Files, Users, Desktop, Documents, Downloads etc. For example C:\Modding\xLODGen\ From the log: <Error: Could not execute "H:\SteamLibrary\steamapps\common\Fallout New Vegas\Edit Scripts\LODGenx64.exe" "H:\SteamLibrary\steamapps\common\Fallout New Vegas\Edit Scripts\LODGen_Terrain_WastelandNV.txt" 00000002> [WastelandNV Default] Terrain LOD meshes generation error: System Error. Code: 2. The system cannot find the file specified <Error: Could not execute "H:\SteamLibrary\steamapps\common\Fallout New Vegas\Edit Scripts\Texconvx64.exe" -nologo -y -aw 256 -sepalpha -f DXT1 -bc d -o "f:\mods\fallout nv\lod gen\textures\landscape\lod\wastelandnv\diffuse" -flist "C:\Users\Dylan\AppData\Local\Temp\FNVEdit\Texconv_WastelandNV_0_0.txt" 00000002> Error converting textures: System Error. Code: 2. Make sure the entire download archive including all subfolders like "Edit Scripts" which contains the LODGenx64.exe and Texconvx64.exe are properly unpacked into a folder outside Steam and the game. If the exe files do exist, then the OS, UAC, antivir etc. might be interfering.
  2. If you have problems following a 3rd party guide, you should ask on their forum, discord etc. Update the Windows registry entry that is set automatically by the game's launcher. This should be explained by every decent modding guide. Alternatively use command line arguments. From the first post: If required, use command line arguments to set the paths to certain directories and files. For example: -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" From the readme.txt included in the download archive: Use command line arguments to set the paths to the INI folder, plugins.txt and the data folder if required. For example: -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"
  3. Upload the log file as explained on the first post. If you have problems with following a 3rd party guide, you should ask on their forum, discord etc. The file it is looking for is typically mentioned in the log message(s) above.
  4. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Also upload A:\Edits\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Have you done any rudimentary troubleshooting and checked if the issue happens just the same with vanilla LOD? What changes or how does it look if you disable the mod that is the last to overwrite the snow shader(s)? The screenshot might show a snow shader that is also a decal so it is always drawn in front of things which gets worse the further away the camera is. What does testing toggling LOD of reveal? Also test difference with uLargeRefLODGridSize set to 5 / slider in launcher to the left. The posted screenshot does not show more informative console information for the stair snow cover. Can you click it? Make a of all of full models being loaded and just everything being LOD past the large reference gid close up with tfc as explained. Use the fov console command to zoom if needed. The reported base record and model is a wall/platform corner piece, so not the stairs or something below them, but next to them.
  5. The red arrow points to a waterfall in Markarth. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot with more informative console. The waterfall should be a reference in a DynDOLOD plugin as by default the game does not show them outside the city. There already is a mesh mask rule for markarthwaterfallcliff in the high preset settings which according to the log has been loaded which should make it show up to the Far Grid distance. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed. From the DynDOLOD log: DynDOLOD DLL: C:\Users\GM\steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.36.0, Game Version: SE/AE 1.5.x/1.6.x, VR 1.4.15, Date: 2025-07-08 20:00:00 Replace DynDOLOD DLL NG and Scripts with the latest version. If issue still happens, replace the DLL with test version from https://mega.nz/file/oZpSjYCD#G0x8e2t1QRKkYftfT5Ut6arTLv1MiHMMTfRguX3P074. Just replace and test with new game/coc MarkarthExterior01 from menu.
  6. For reference see https://dyndolod.info/Messages/Deleted-Reference, https://dyndolod.info/Messages/Unresolved-Form-ID and https://stepmodifications.org/forum/topic/15567-unresolved-formid//
  7. Great. Thanks for letting us know. It should only take a couple minutes without GLDebug. Now that you have TexGen output, run DynDOLOD as usual. Also use the test version.
  8. Moved to the DynDOLOD 3 Alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service for large log files. Use an Internet Search to find alternatives for a text paste service. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of affected/relevant full models with More Informative Console and how to use tfc to get close to LOD models. What makes you believe the snow shining through has something to do with LOD / LOD generation by DynDOLOD? It seems likely this also happen with no DynDOLOD output active. Also doublecheck, the snow is actually LOD by toggling (object) LOD off with tll in console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If it is LOD, then see https://dyndolod.info/Help/Snow-Ash-LOD-Shader and check which plugin(s) overwrite the LOD shaders. Otherwise check the base record of the full models for which snow shader they use.
  9. Get the new test version and report results and upload new logs in any case.
  10. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to properly report a problem with logs and screenshots. See https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards Then use the settings GrassBillboard and ComplexGrassBillboard to control which billboard model is used. alt1 = without backlighting, alt2 = with backlighting. Read the explanations above the INI setting: ; Billboard template to use for grass LOD billboards created from "normal" grass without normal map textures ; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc. GrassBillboard=1 Set GrassBillboard or ComplexGrassBillboard to whatever billboard you want to use. You can set any number between 1 and 6 you want. If you find that the general defaults should be changed for community shaders, then I would appreciate a proper feedback report.
  11. Download these shaders https://mega.nz/file/tdYCjKpJ#SxhmH9iQ-5bi7b6MNDSanhGNg9JXRbN_U75SXQ0WuHw and replace the files in Z:\mnt\storage\Modding\MO2_SSE\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ Report if there is anything different or not. If issue persssts, upload winning textures textures\_sd_\moonshadow\ewillow03snow.dds and ewillow03snow_n.dds
  12. Upload the winning model (MO2 right window, Data tab) ../meshes/_sd_/moonshadow/treewillow03Snow.nif Check what happens if you Preview it for Tree or HD Tree in TexGen. it should be sorted with [TREE:B01EFEAD].
  13. Download new test version. Add GLDebug=1 to TexGen ini again. Then run it and upload new logs. Keep the textures in the load order. They are not supposed to cause such issues.
  14. Upload the winning (MO2 right window, Data tab) texture textures\pbr\landscape\snow01_p.dds
  15. Note that these are two different problems. The xEdit screenshot shows that we would expect for the error overridden record error message. The DBM_HUB_FAAC_Patch.esp was made for Female Armors and Accessories Collection (1.2 update), while you seem to have Female Armors and Accessories Collection (Level List Injection) (1.2 Update). Find the correct patch for use the other master plugin - you will have to sort out what the better/correct option for your load order is though. I can tell you that the Open World Loot.esp is not exactly the one from OWL Main File 1.3.5 download archive. The CRC32 for it does not match with the one reported in your logs. Checking the actual version 1.3.5 with xEdit also reports no errors. Double check what you are actually using and use xEdit to check the records the unresolved form IDs are reported in.
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