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Everything posted by sheson
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If it is not listed in the TexGen log then it was not generated by TexGen in that session. The debug log reports: [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\plants\reachmountainmosscover07.nif ... Use the MO2 right window Data tab to find out which mod contains the billboard and delete it.
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You uploaded a papyrus.log though, so it seemed to work at least once? It is for cow whiterunworld 6 0 right? It would seem odd that it would not create a papyrus.log when loading a save while settings are the same. If the issue already happens right after loading the save, then no need to run around to keep the logs smaller. It is expected that not much happens when just loading a save. Keep the save you made so we can reuse it for future tests: Rename DynDOLOD_NG_Tamriel.txt to DynDOLOD_NG_Tamriel.bak so it will fail to load it to test if that has an effect on the FPS. If this made no difference, just disable Occlusion.esp and test if it has an effect. If this made no difference, also disable DynDOLOD.esp which should still have an effect. Report results for the tests you did.
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You seem to have an issue with a third party mod and a LOD model that is just a renamed full model. Warning: LOD model meshes\lod\windhelmsurjamte\ssawwaterwheelstatic_lod.nif has same CRC32 603BF92B as full model Meshes\surwindhelmcustommeshes\ssawwaterwheelstatic.nif Seasonal Landscapes - Unfrozen - Capital Windhelm Expansion.esp SurWHStaticSSawWaterWheel_NoSnow [STAT:FE758885] See https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model You can either create a real LOD model with a neutral root node and no collision or add a mesh mask rule that defines to use the full model: Mesh mask: ssawwaterwheelstatic.nif LOD Level 4,8, 16: Full, Full/None, Full/None as desired. Flags: VWD Grid: FarFull Reference: Unchanged Then generate LOD. Report in case using the full model with a rule does not have the expected result.
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No TexGen logs were provided. By default TexGen should not generate billboards for these types of full models, since they are not really trees. This would just need a proper LOD made model or maybe using the full model for object LOD works. If not, then dynamic LOD. Maybe just for that particular reference. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
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Replace both the DynDOLOD.DLL and DynDOLOD.PDB. If there is an error message, then reproduce it entirely by copy/pasting the text if possible or by screenshotting it. If the DynDOLOD.DLL test version works, then do this: Edit ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt in the DynDOLOD output with a text editor. Change debug=false to debug=true. Enable the papyrus log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs After starting the game, in the main menu, open console and execute 'cow whiterunworld 6 0'. Wait for DynDOLOD to initialize. Test FPS. Save. Exit game. Make copies of the DynDOLOD.log and the Papyrus log, #1. Start game. Load that save. Test FPS. Make copies of the DynDOLOD.log and Papyrus log, #2. Report results. Upload the DynDLOD.log and papyrus log #1 and #2. Upload a screenshot of the SkyUI MCM DynDOLOD Settings page. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings Upload the and DynDOLOD_NG_Worlds.txt you edit above and the DynDOLOD_NG_Tamriel.txt from the same folder.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. See https://dyndolod.info/Mods/Community-Shaders#PBR TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=1.3 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures. Gamma values around 1.3 have been found to work well. In the vanilla game the tower uses different textures for the top and bottom part, like a "normal" and an "ice" version, which explains the differences. It seems likely only one version is being replaced by PBR textures and the gamma setting needs to be adjusted/increased.
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The debug log only shows DynDOLOD being started without generating anything, since its get replaced every session. Try to provide a debug with an actual LOD generation session. So if you start a "new" game with cow whiterunworld 6 0 in console all is fine once DynDOLOD initialized, but saving, existing game, starting game, loading that save has issues? Test if there is anything different with this DynDOLOD.DLL version https://mega.nz/file/oZpSjYCD#G0x8e2t1QRKkYftfT5Ut6arTLv1MiHMMTfRguX3P074 Just replace the files in the DynDOLOD DLL NG and Scripts mod, and start game with the existing output that was generated for this load order. If issue persists, also upload the DynDOLOD.log from the DynDOLOD.DLL and the papyrus log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs They should be here: c:\Users\jack-\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log c:\Users\jack-\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log
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Error building references: Assertion failure
sheson replied to Smushified's question in DynDOLOD & xLODGen Support
No bugreport.txt? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. See https://dyndolod.info/Messages/Exceptions#Assertion-failure Is this error 100% repeatable and always showing the a record from the same plugin? Load the load order into xEdit, at least all plugins that use the mentioned plugin as a master and see if xEdit builds the "reference info" for all plugins without error. Verify with prime95 and OCCT that the system is stable. -
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and make sure to follow the clean save routine. If this happens with a clean or new save, then and report results for no output, for static LOD meshes disabled with tll in console and then for deactivating dynamic LOD in the SkyUI MCM.
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See https://dyndolod.info/FAQ#Something-does-not-have-LOD The moss covers are references and meshes for which no LOD model exists. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console and close-ups of the LOD using the tfc console command. Use TexGen to generate all required/desired billboards. Make sure the tree base records have correct object bounds. See https://dyndolod.info/Help/Object-Bounds/ https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem .. Read the explanations and tips below, especially about what information and logs to provide and how. .. Try not to make posts that only promise more information, logs, results etc. in the future. Report the LOD model from the vanilla game or DynDOLOD Resources that does not match the rotation of their full model. The game ignores translation on the root block on placed full models.
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https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/720/#findComment-288627
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https://dyndolod.info/Help/Grass-LOD Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD. There is no such thing as "grass LOD cache". Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Help/DynDOLOD-Resources#Visual-Options Whiterun Exterior Grass contains a patch file that enables grass to be rendered outside the town walls when being inside the WhiterunWorld city worldspace. This patch requires to generate LOD and DynDOLOD.esp/Occlussion.esp to be loaded last. Or just unset the Data\No Grass flag on the worldspace record with xEdit yourself. If the flag is unset and there is still no full grass, then you may have disabled in-game on-demand grass generation. Generate grass cache for WhiterunWorld. Full grass is handled by the game and/or NGIO.
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If the plugin that is only supposed to be loaded when generating terrain LOD with xLODGen is a required master in any of the patch plugins, then it can not be removed without having to redo the LOD patch. Neither of that is a desired outcome. Not all its records are being overwritten obviously. The plugin uses a full plugin slot and its content wastes resources when being loaded in the patcher and the game. The plugin is only supposed to be used with xLODGen when generating terrain LOD, which is typically done just before generating the LOD patch with DynDOLOD. Hence the helpful reminder in case it was forgotten (often because of not RTFM) to disable the plugin.
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I made the restored terrain plugins for xLODGen terrain LOD generation only. if a xLODGen resource plugin is still active when running DynDOLOD, it means the user forgot to disable it after terrain LOD generation. If the plugin is still active, it might end up as a required master in the patch plugins generated by DynDOLOD, which means the time to generate output is wasted. I make DynDOLOD for myself, one of its jobs is to remind me to disable the plugin so I do not waste time. Use custom configs, rules and settings in the ..\Data\DynDOLOD\ folder.
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https://dyndolod.info/Help/xLODGen#Requirements Remove or disable the plugin after terrain LOD generation. The restored Tamriel terrain data is for xLODGen terrain LOD generation only. It is not supposed to be loaded in the game. Any plugin being active while generating the LOD patch with DynDOLOD may end up as a master in the patch plugins. it is disallowed in order to protect users that do not RTFM or do not understand the consequences and because it makes no sense for the plugin to be loaded when not generating terrain LOD. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Notes The order of rules matters. Rules at the top match before rules at bottom. ATM sorting alphabetically would affect which rules match first. As explained in https://dyndolod.info/Help/Child-Parent-Worldspace-Copies, these features copy references. Grass is not placed references. The LOD area starts outside the active cells and not directly outside the walls. Grass is disabled in the Whiterun Worldspace by default. See https://dyndolod.info/Help/DynDOLOD-Resources#Visual-Options Whiterun Exterior Grass contains a patch file that enables grass to be rendered outside the town walls when being inside the WhiterunWorld city worldspace.
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Moved to the appropriate thread for the invalid objectID error reported in the load order. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Use the Copy message to clipboard link to copy and paste the text of the entire message instead of posting a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The error message has a link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages that opens https://dyndolod.info/Messages/Invalid-Object-ID: The light plugin has a form ID outside the allowed range. The plugin should not be flagged as ESL or the form IDs need to be compacted. Read the entire page https://dyndolod.info/Messages/Invalid-Object-ID If you followed a guide to create the light plugin, then it might have incorrect or incomplete steps or it was not followed properly. It does not seem to make sense for the plugin to add new records, as its intention seems to be to only overwrite existing GRAS base records in pother plugin with updated object bounds.
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Since the issue seems to be with terrain LOD, the usual log to upload would be the SSELODGen_log.txt from xLODGen. The issue is probably caused by setting Optimize Unseen for LOD level 4 to 500 instead to off.
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The link is missing the encryption key. You reported that you successfully generated terrain LOD files for seasons. If you installed them correctly, it is up to the DLL of The Seasons of Skyrim SKSE DLL to take care of them showing in the game. I did not say anything about a bug, just that it seems you have a problem with a 3rd party mod based on the available information.
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The provided log and debug log do not show a LOD generation session. Post a useful screenshot of the full model with more informative console and a close-up of the LOD model with tfc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots The tree LOD billboard texture is not used by the 3D LOD model.
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Moved to the xLODGen terrain LOD beta thread. The mega link is incomplete. The Seasons of Skyrim SKSE DLL and its INI configuration is responsible for switching assets in the game.
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Access violation at address ... in module DynDOLOD.exe
sheson replied to moose's question in DynDOLOD & xLODGen Support
I uploaded a new test version. Delete old logs, run again. Regardless if it works or not, upload new log, debug log and bugreport.txt if it exists. The log reports one plugin with deleted references: Error: Deleted reference Jk's Rave Rock - Seasonal Landscapes Patch.esp -
Access violation at address ... in module DynDOLOD.exe
sheson replied to moose's question in DynDOLOD & xLODGen Support
if the problem persists, then upload new log, debug log and the bugreport.txt. https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/720/#findComment-288627 -
https://dyndolod.info/Help/Grass-LOD#Settings Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times. You might want to test what happens with the effect disabled. Have you actually tried or are you just assuming the results? See second half of this post https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/720/#findComment-288655 about backlighting and the posts it links to and about an alternative version of DynDOLOD_flat_4x2alt2_lod.nif to try.
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Access violation at address ... in module DynDOLOD.exe
sheson replied to moose's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which bugreport.txt to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Do not post screenshots of the tools, unless it is about visual issues with the user interface. If necessary, convey the information in text form. The debug log - as explained below - typically contains the selected settings and options already. In the meantime see https://dyndolod.info/Messages/Exceptions#Access-violation. Could be related: This could be caused by invalid or corrupt plugins. Check the DynDOLOD log for unresolved form ID and Ignoring Cell error messages in particular. Clean and error check the load order with xEdit. Fix all unresolved form ID errors in particular. From the log: <Error: Unresolved FormID [FE6FD77A] Kaidan pre Thalmor - Reimperialized Prison.esp might be the wrong version for KoK - Followers Reqtificated.esp or vice versa. Error in KoK - Followers Reqtificated.esp HLIORemielVendorChest "Chest" [CONT:B104C786]> <Error: Deleted reference Erdtree Gildergreen.esp [REFR:00046203] (in WhiterunWindDistrict03 [CELL:0001A275] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 6,-1))> <Error: Deleted reference Ancient City of Markarth - Addon.esp [REFR:00089B83] (in BthardamzExterior02 [CELL:00007062] (in Tamriel "Skyrim" [WRLD:0000003C] at -41,10))> <Error: Deleted reference Traveling Mage Integrated.esp [REFR:A0005900] (in [CELL:0000B32D] (in Tamriel "Skyrim" [WRLD:0000003C] at 34,20))> <Error: Deleted reference Across the Border - BS Bruma Patch.esp [REFR:FE318016] (in [CELL:0000993F] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-29))> <Error: Deleted reference Gonz - POI19 - Pinepeak Cabin - Lux Orbis Patch.esp [REFR:FE91E066] (in POIPineForest19 [CELL:00009CA5] (in Tamriel "Skyrim" [WRLD:0000003C] at -12,-23))> <Error: Deleted reference Utenlands Nordic Tents - Ryn's Saarthal patch.esp [REFR:FE88C803] (in [CELL:00008EE3] (in Tamriel "Skyrim" [WRLD:0000003C] at 23,23))> <Error: Deleted reference Ysmir's Tear - Lux Orbis Patch.esp [REFR:FEAAA001] (in YsmirsTearExterior03 [CELL:000038C0] (in Tamriel "Skyrim" [WRLD:0000003C] at 20,38))> <Error: Deleted reference Jk's Rave Rock - Seasonal Landscapes Patch.esp [REFR:04029F35] (in DLC2RavenRock07 [CELL:0400EEF7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 7,7))> https://dyndolod.info/Messages/Unresolved-Form-ID https://dyndolod.info/Messages/Deleted-Reference -
Is this a spinning hard disk or external drive and not an internal SSD? There might be a problem getting data correctly into memory. Make sure that nothing like antivir etc. interferes by adding exceptions. Verify with prime95 and OCCT that the system is stable. How is DynDOLOD starting TexGen exactly? Provide logs, steps required to reproduce. TexGen has its own exe.

