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sheson

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Everything posted by sheson

  1. From the DynDOLOD log: <Error: Game runtime version 1.6.640 does not support plugin _ResourcePack.esl version 1.71 with form ID < 0x800. Install Backported Extended ESL Support _ResourcePack.esl RP_DweRmLgMid01_DetailedCeilingCollision [STAT:FE012001]> You need to install Backported Extended ESL Support That should make the game be able to load all plugins in the load order, including the generated DynDOLOD.esm, DynDOLOD.esp and Occlusion .esp.
  2. >Would I be correct in assuming that switching from SKSE v2.2.3 to 2.2.2 would solve the issue because of this log? No. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and papyrus log to upload. See https://dyndolod.info/Help/DynDOLOD-DLL DynDOLOD DLL SE/VR: For Skyrim Special Edition, Skyrim Special Edition GOG, Skyrim Anniversary Edition, Skyrim Anniversary Edition GOG, Enderal SE, Skyrim VR or Enderal VR the papyrus scripts are a separate download from the DynDOLOD.DLL SKSE plugins. Always download the DynDOLOD DLL [SE/VR] - Scripts archive and one of the DynDOLOD DLL [SE/VR] - [SKSE64/SKSEVR] Plugin archives for the SKSE version and game runtime version that is used. The DynDOLOD DLL papyrus scripts need to overwrite DynDOLOD Resources. Double check the DynDOLOD.esm and DynDOLOD.esp are actually loaded by the game. In case the MCM works, check the DynDOLOD SkyUI MCM Main page for the Last Message. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and in case of an error message you might be able to look it up on the https://dyndolod.info/FAQ
  3. https://dyndolod.info/Official-DynDOLOD-Support-Forum#id="Read-Log-and-Error-Messages" If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution. Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message. See https://dyndolod.info/Messages/Worldspace-Bounds 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 questions you need help with.
  4. 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. The game is not loading the DynDOLOD.esm and DynDOLOD.esp. Without the two plugins being loaded, the LOD patch, large reference bugs workarounds, dynamic LOD, DynDOLOD SkyUI MCM etc. do not work. It is very likely that there are one or more other plugins which are not being loaded. A common and well known reason right now would be having a runtime version < 1.6.1130, while having plugins version >= 1.71 without Backported Extended ESL Support or having SSE Engine Fixes and not setting EnableAchievementsWithMods=False for example. Paying attention to the DynDOLOD log messages at generation time and uploading them as required and requested could help to actually determine the cause and fix the issues instead of ignoring them.
  5. 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. The DynDOLOD.esm and DynDOLOD.esp plugins need to be both installed and activated so that thee LOD patch, large reference bugs workarounds, dynamic LOD, DynDOLOD SkyUI MCM etc. work properly. Tree and Object LOD will work regardless, however without any bugfixes.
  6. As I wrote, the problem the screenshot shows most likely already happens before generating LOD and is unrelated to LOD generation or the reported textures. A "file not found texture" message means the reported file does not exist. If you need further help understanding or troubleshooting file not found errors, then ask a specific questions while also including the required log files.
  7. 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. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots. See https://dyndolod.info/Messages/File-Not-Found-Textures Check that all requirements of the mod containing the reported NIFs are fulfilled and that it is installed correctly. The problem the screenshot shows most likely already happens before generating LOD and is unrelated to LOD generation or the reported textures. It looks like meshes that have parallax are being used with snow shaders that do not support it. One way to fix that would be Auto Parallax.
  8. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The grass problem sounds typical to having generated grass LOD with mode 2, but NGIO being set to DynDOLODGrassMode=1. https://dyndolod.info/Help/Grass-LOD#Settings With No Grass In Objects full grass can render past the active cells, so Grass LOD can either start right beyond the active exterior cells (uGridsToLoad) which equals to Mode/DynDOLODGrassMode=1 (better for performance) or beyond the large reference distance (uLargeRefLODGridSize) which equals to Mode/DynDOLODGrassMode=2. If No Grass In Objects is not used, set Mode to 1, obviously. Set the desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode in ..\NetScriptFramework\Plugins\GrassControl.config.txt. While the DynDOLODGrassMode can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.
  9. Moved to the appropriate thread. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Messages/Unresolved-Form-ID In case the message mentions that a plugin might be the wrong version, double check it is the correct version for the game version and for any other plugins using it as a master and vice versa. Update the required plugins and use matching versions. Also, after game updates, do not forget to update the cleaned versions of Update.esm, Dawnguard.esm, HearthFires.esm, Dragonborn.esm etc. which might be installed as a mod. The message already tells you that the form ID 01003203 does not exist in Update.esm. That is why the STAT record xx0D205A in DBM_CC_HallOfWonders.esp has an unresolved form id error. If you removed the record xx0D205A from DBM_CC_HallOfWonders.esp, then it is not possible to get the same exact error message. DBM_CC_HallOfWonders.esp was made for a different version of Update.esm Instead of trying to fix one record in DBM_CC_HallOfWonders.esp, the games vanilla plugins and assets should be updated to the version the mods installed in the load order actually require. Otherwise it is very likely that there are more similar issues.
  10. Check the Ultra checkbox and configure the ultra tree LOD "tree" rule to whatever you want after loading the low preset rules. https://dyndolod.info/Help/Ultra-Tree-LOD I suggest to use Billboards in LOD level 8 and higher and only use 3D tree LOD models in LOD level 4. In case this affects performance too much and the log shows that the texture atlas is greater than 8192 resolution in any direction, try setting MaxTextureSize=8192 in C:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
  11. Stuttering while turning the head is usually because of full models loading in, as LOD is always loaded and enabled/disabled when crossing cell borders. Test with standard tree LOD. Test with low preset. If problem persists, do more specific tests with either disabling dynamic LOD in MCM, hiding LOD meshes folder, disabling plugins. Report results. The crash logs seem to show that the load order of plugins is different to the one when LOD was generated. You might need to generate LOD for the current load order. The first crash log shows a crash in CrashLogger.dll, the register show it might be related to skeleton, the stack mentions collisions. The first crash log mentions skse64_1_6_1130.dll and a Eldergleam Sap reference with a temporary formid, which should not be related to DynDOLOD at all. The crash logs do not point to any issues with assets/records or problems with DynDOLOD plugins. Doublecheck that all DLL plugins (especially the ones that do not report a version number in the crashlog) are the correct version and reported as working for 1.6.1130. Double check the SKSE log as well the loaded. If in doubt, disable them.
  12. This second crash log has same address, same keyword/horse record and NPC like the first crash log and EngineFixes.dll between. Start looking at the most likely culprits, which are the records/plugin listed on top of the stacks as they are ordered by recent the engine was working on last. This looks like a crash when reading data from the SKSE cosave (done by DLL plugins) which seems related to horse/keyword and/or the NPC. Maybe creating the cosave makes it contain data that causing the read of it to fail. A random reference in a DynDOLOD plugin that shows up in one crash report but not the other, while the relevant things on top stay the same is typically unrelated. Crashes caused by assets/records used by DynDOLOD are 100% reproduceable and would be right at the top. Crash caused by wrong version or problem in DynDOLOD.DLL should list it every time in the probably call stack.
  13. Look at the crash log. The only time "DynDOLOD" is mentioned, is the list of DLLs and plugins. Make sure the EngineFixes.toml has all the required changes for 1.6.1130. Doublecheck that all DLL plugins (especially the ones that do not report a version number in the crashlog) are the correct and working version for 1.6.1130. Double check the SKSE log as well the loaded. If in doubt, disable them. I also suggest to actually pay attention to log message from DynDOLOD and the summary as explained at https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages Use NifSkope to fix meshes that have root blocks that are BSXFlags / NiNode. https://dyndolod.info/Messages/Root-Block Use NifSkope to fix (make pure statics) or delete "LOD" meshes that have controller blocks. https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block Try to fix or permanently remove broken plugins that have HITMEs. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME Do proper troubleshooting by elimination, where you remove everything step by step that does not contribute to the CTD until only the thing(s) that contribute remain.
  14. Moved the DynDOLOD 3 Alpha thread. 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. They also explain how to zip and use a file service for large log files. The crash log is not mentioning any DynDOLOD record/plugin in the call stack, which lists skse64_1_6_1130.dll, registers and entire stack, which lists the a horse record first, then EngineFixes.dll, then an NPC. The papyrus log has only expected messages about DynDOLOD and its MCM. What is the "1160 update"? Do you mean the 1.6.1130 update, which came out over a month ago? Always use the latest version, generate LOD for the current load order from scratch. Why do you believe this crash has anything to do with DynDOLOD?
  15. Moved to the DynDOLOD 3 Alpha thread. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable realtime logs if there are no DynDOLOD log, debug log and bugreport.txt because the OS terminates the tools prematurely. "I definitely do not have a faulty disk". Tell that to the OS, which is what records that message when it terminates the tool and thus prevents it from going through its own exception handler and shutdown procedure where it would saves logs. It could be some kind of hardware/OS/driver problem. Use xEdit to check which plugin is the last to overwrite the Tamriel worldspace and what it does to its Full Name which is usually "Skyrim" before generating DynDOLOD from scratch. Might be a problem with translations. Pay attention to https://www.nexusmods.com/skyrimspecialedition/mods/77893?tab=posts "The Floating Grass Fix causes patches of water to appear in the road between Riverwood and Whiterun, with the latter being completely underwater. The problem carries over to Smash Patches and DynDOLOD built with it in the load order. Removing Floating Grass Fix and rebuilding the patches fixed the issue for me." That probably refers to Northern Roads - Floating Plants Fix.esp
  16. The Billboard3 NIF was added before TexGen could create billboards. If it does not work with three textures make an error report. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-165/?do=findComment&comment=249893 https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-165/?do=findComment&comment=266927
  17. If TexGen would be able to generate 3 planes, then it would be explained in the documentation.
  18. 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. As explained at https://dyndolod.info/Help/Grass-LOD, grass LOD generation requires grass cache files to generate grass LOD in object LOD. It is not really surprising, that generated object LOD works as it is designed to do. If you have performance issues with full grass positions being loaded from grass cache files, but not when full grass positions are created every time new cells attach, then it most likely means, that the grass cache is out of date and should be updated. If there is a message you need help with or you have questions about, then common sense is to reproduce the exact message. Any in-game error message, means there is a problem that should be fixed. Fixing the cause of the problem so that everything works, typically means there is no more message about the problem. The message may still be shown in the Last Message section of https://dyndolod.info/Help/Mod-Configuration-Menu#Main or can probably be found in the papyrus log. The https://dyndolod.info/FAQ may cover the message. >only some invisible wind mills That means LOD is not working normally and you should fix the error causing that. It is unclear what MCM settings aren't getting saved. Most of the settings shown on the DynDOLOD SkyUI MCM - Settings page https://dyndolod.info/Help/Mod-Configuration-Menu#Settings are just the game INI settings, which the game loads/saves from its INIs. If they change, then it typically means a third party mod is setting them, for example SSE FPS Stabilizer.
  19. Uh, use this x64 version of course https://mega.nz/file/xcJ0wD6b#-Tn_Eizjm4GnlYiXFDE6QAS8QkVzGjQ7ItoOE3xckLo to replace the one in Edit Scripts, then execute LODGen for Tamariel in Expert Mode.
  20. Could you test if BTOs generated with this text version of LODGen https://mega.nz/file/AAwRmJCQ#o5CTFmNsibqiQUIGbbQ3P4xDQPz16xdWGKrfd4FVLz8 make any difference if AA is enabled?
  21. It is easier to check with NifSkope after converting the BTO to SSE format with CAO, because then you can select a vertex and its UV is part of the Vertex Data. Do you remember if there was a graphics driver update in the meantime, changed INI settings related to mipmaps maybe? Test if changing the Texture Clamp Mode to WRAP_S_WRAP_T in the shader changes anything in game. It shouldn't since it is the texture in the second row under the object LOD textures.
  22. This is the DynDOLOD 3 Alpha thread. I do not support 3rd party mods or tools. Full grass and thus grass cache is affected by plugins adding/changing GRAS, LTEX, LAND records.
  23. No DynDOLOD plugins should never be compacted or flagged ESL.
  24. https://dyndolod.info/Messages/Textures-Do-Not-Match: if and only of if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. A fix would be to create a copy of the LOD model, amend the LOD filename with the CRC32 of the full model and to update the textures paths. See How to add your own LOD models. Check if the LOD representation for the full model has matching textures to the full model in the game. In case there are visual discrepancies, make a post on the official DynDOLOD support forum to request updated LOD models for the mod. The idea is typically that if you notice an issue in the game of LOD not matching the full model, you check the reference with More Informative console open to get its base record form id and/or full model filename and cross check the DynDOLOD log to quickly find a possible reason for the mismatch. If there are visual issue in the game for the reported models, then make a report with screenshots https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. If there are no visual issues, then there is nothing else to do.
  25. While looking at the atlas, assuming it is one of the billboards below the Whiterun object LOD textures. They all have a 512 pixel vertical position, so there shouldn't really be any mipmap artifacts. Check the BTO they use the alpha texture atlas. Check the UV is 0.25 or maybe 0.250244 even.
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