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sheson

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Everything posted by sheson

  1. You should not just delete records or change other plugins because of this error message. The runtime version of the game does not matter. If the error with the exact same record is 100% repeatable, you should error check the plugin with xEdit. If there is no error or it is not 100% repeatable (same error and record without any changes in the load order), then it is probably a race condition that needs to be addressed in the code. https://dyndolod.info/Messages/Exceptions#Assertion-failure
  2. Make sure NifSKope loads the atlas texture that was generated and used to create these BTOs. As long as the UV coords of the BTOs are inside 0.0 and 1.0 it it should not cause any performance issues. Otherwise upload a BTO and its atlas textures so I can see what you mean. Maybe you you make a test case with a small mod that only places one of these objects in a wordpsace to see if it still happens. In that case send that to me so I can see if I can replicate tomorrow/weekend.
  3. Oh yes of course, it will create LOD level 8/16 files too if the objects has something for them defined. Have you checked if the RTRDSouthernCommonwealth.8.0.0.bto alone in this causes issues or is fine, since originally the issues was only in the LOD level 4 files. The game does load the LOD level 8 if it is the only file and shows it right? Do these 2 references use same or different LOD models for LOD level 8?
  4. If RTRDSouthernCommonwealth.4.4.0.bto alone causes problems that seems wild. It just has one Shape with 84 triangles. There is really nothing that seems obviously wrong or different. You can try to narrow it down further. Open C:\Users\myUsername\Documents\FALLOUT\Everything\TOOLS\xLODGen\Edit Scripts\LODGen.txt in notepad. Scroll down a bit until you see the lines start with the reference form ID, positions, rotation, scale and eventually the LOD models. Each object has its own line. Remove all but the 4 lines/references/objects that correspond to the RTRDSouthernCommonwealth.4.4.0.bto Open a windows command prompt and run "C:\Users\myUsername\Documents\FALLOUT\Everything\TOOLS\xLODGen\Edit Scripts\LODGenx64.exe" "C:\Users\myUsername\Documents\FALLOUT\Everything\TOOLS\xLODGen\Edit Scripts\LODGen.txt" It should then just generate that one BTO with the 4 objects for you to test without any of the others. We expect it to still have an issue. Make a backup of C:\Users\myUsername\Documents\FALLOUT\Everything\TOOLS\xLODGen\Edit Scripts\LODGen.txt and then generate LOD with only one object at a time by removing the lines for the others to find out which one causes problems. Make sure there are no empty newlines anywhere. Upload the smallest (fewest vertices, triangles) BTO that still has issues. LOD models needs to have their UV between 0.0 and 1.0 so they can use textures on the atlas. If the UV is outside of those bounds, it will use the texture directly instead.
  5. RTRDSouthernCommonwealth only has 6 BTO, hide all but one at a time to see if it is only specific ones. Use NifSkope to open meshes. Double check the newly generated ones use atlas textures only - which means UV is fine then.
  6. OK. Test if hiding/removing RTRDSouthernCommonwealth.4.4.4.bto and RTRDSouthernCommonwealth.8.0.0.bto makes a difference. If it does, it probably has to do with the LOD model that uses Data\Textures\lod\decomainlod_d.dds, decomainlod_n.dds, decomainlod_s.dds directly. It's the corners of that one the budlings. The UV has a huge outlier.
  7. We have "fine" BTOs for RTRDNoMansLand. Generate new object LOD for RTRDNoMansLand with the latest xLODGen and test. If there is any issues, upload the new BTOs so we can compare to the "fine" ones. Compare the generated textures are the same. If there is no issue, then we know we have to look for something else.
  8. The uploaded BTO files are from different worldspaces. You wrote you had old BTO and new BTO for the first worldspace that you suspect to be different. Can you upload those?
  9. Upload the FO4LODGen_log.txt Probably something changed in the load order, the used mods or game and/or LODGen settings are different. If you have the old set of BTO files that are fine and the set of the new BTO files that are problematic, upload both sets.
  10. I think you are right. This version https://mega.nz/file/gIwiQA5A#rqR7bCXfkbi6-K8qbCjLMgKKhYN9TgFnetPKluLnlqo
  11. Replace LODGenx64.exe in the Edits Scripts folder with this version and try again. If there is still is an error, upload the new FNVLODGen_log.txt
  12. Is this error 100% repeatable?
  13. Unfortunately the debug log was overwritten (it only contains the last session). Check the mentioned textures\landscape\trees\northern hemispheres\reachtree.dds, reachbark.dds and deadatlas.dds open without error and look fine in an texture/image viewer, for example the one included in MO2. Maybe just reinstall them from the mod archive. Test with this newer version of Texconvx64.exe https://mega.nz/file/YNIlXQ7C#-NY9FcWU1B8N_QdSxtRyNrgIih7cSxSPNy0EJKBF834 If the problem persists, upload the mentioned texture together with the latest log and debug log.
  14. This might be something with LODGen.exe Please upload F:\xLODGen\Edit Scripts\LODGen_Terrain_WastelandNV.bin and F:\xLODGen\Edit Scripts\LODGen_Terrain_WastelandNV.txt
  15. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD_SSE_log.txt and DynDOLOD_SSE_Debug_log.txt to upload when making posts. The error code 8007000E means "out of memory"
  16. Moved to the xLODGen thread. Do post screenshots of text, post the entire FNVLODGen_log.txt instead. The screenshot shows that the tools is unable to write/acess files. Make sure that the OS or antivir is not blocking access and that enough space is left on the drive. if another program prevents file access, a reboot might clear that up. Otherwise close the other process or terminate it via task manager. The tool uses the OSD to write files. The OS prevent the writing of files. The tool can really do nothing about that.
  17. Moved to the appropriate thread for the message. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages and as explained use the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds which explains the requirements: For the Large reference bugs workarounds check box and options to become available on the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. See the Prerequisites section of the Generation Instructions for more. When DynDOLOD is started, a log message will notify if the large reference bugs workarounds are enabled, for example: Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no) In case a deleted large reference is found and the log and the Large reference bugs workarounds requirements not met error message report Deleted references: yes, the message will contain a line that mentions the plugin that requires cleaning like this: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))> If this is the message you get, then clean the mentioned plugin so it does not have deleted references anymore. Using search as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search should have found this thread. See questions/answers above. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts in case you still have have questions or require further help.
  18. The BluePalaceTerrace-LegacyOfTheDragonborn-Patch.esp will be fixed in the next alpha version. I will look at the other mods when I find the time. If a LOD model does not exist or would take a lot of work to create, mesh mask rules to use the full model can be created. I will probably add both for some of these mods in the future.
  19. Let me know which patch plugin is the last to change xx13DD6F in LegacyoftheDragonborn.esm. If you want NewPit.nif to have LOD, you need to create a LOD model for it or add a mesh mask rule for NewPit.NIF to use the full model for LOD level 4 (and higher if desired). Together with the Child > Parent feature an automatic copy should be made to Tamriel in case the reference is in the child Windhelm world. In case that copy does not happen with a mesh mask rule, upload new log and debug log.
  20. Where full grass ends is defined by the DynDOLODGrassMode setting in NGIO. Where grass LOD starts is defined by the Mode in the advanced options of DynDOLOD at generation time. If they do not match there is a gap or overlap. The grass cache does not change that.
  21. Use the latest version form the first post instead of an old version from 2022. Use LODGenx64.exe instead of the x86 version. Upload new log and bugreport.txt if problem persists.
  22. The links ask me to sign up for an account. https://dyndolod.info/Messages/Exceptions#Assertion-failure
  23. The links ask me to sign up for an account. Setting the WD flag is irrelevant. https://dyndolod.info/FAQ#Something-does-not-have-LOD See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules to learn how rules work.
  24. https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit .. \ Record Flags -> <Unknown: 2> for MSTT terrain underside base records are intentional and can be ignored.
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