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Everything posted by sheson
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See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of a full model with Mfg Console that has LOD affected like this and upload it as well. Or provide base record form ID / billboard filename.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. If LOD models for changed full models do not exist, then this applies from 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. in that case also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
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The log folder upload is missing the DynDOLOD debug log. It should be saved together with the DynDOLOD_TES5_log.txt when the program closes normally. Upload E:\Modding\Skyrim\DynDOLOD\Logs\DynDOLOD_TES5_Debug_log.txt Upload E:\Modding\Skyrim\DynDOLOD\Edit Scripts\Export\LODGen_TES5_ObjectAtlasMap_Tamriel.txt Upload E:\Modding\Skyrim\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Alpha.dds See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of a full model with Mfg Console that has LOD affected like this and upload it as well.
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Looks like I forgot to include the new crc32 file I made for 1.6.1130 Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_mesh_crc32.txt with this DynDOLOD_SSE_mesh_crc32.txt, then generate again.
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Is this a real Windows? If you rename the official texconv.exe to texconvx64.exe and put it into the Edit Scripts folder does the log show the usage information as it did when running it from command prompt and then the same return code? The official texconv might fail later in the process, though.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which explains which logs to initially upload when making posts. See https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages. Read https://dyndolod.info/Messages/Textures-Do-Not-Match, which has further information for the message. It also suggests to check the mod LOD Model Library for DynDOLOD, which should have updated LOD models for SMIM.
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See https://dyndolod.info/Help/Ultra-Tree-LOD#Generating While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each tree and which types of assets were found and used for the different LOD levels: The Logs\DynDOLOD_SSE_Tree_Report.txt shows that pretty much every tree has been replaced and that its 3D LOD was not found. Maybe you changed the full models with a tool like CAO?
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What happens if you start TexGen directly without MO2?
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As explained on https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, use the Copy message to clipboard link and post the message as text instad of a screenshot. 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 The version of the plugin you have is missing a record. This error is normally already discovered when checking the load order for errors with xEdit. Install the latest version of the mod.
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Let me know if there is anything different with this version https://mega.nz/file/YNIlXQ7C#-NY9FcWU1B8N_QdSxtRyNrgIih7cSxSPNy0EJKBF834
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Ah sorry, didn't see there were two posts while being on mobile. Great that it works now. Thanks for whatever donation you may make on Ko-fi. Did the plugin with 1.8 come like this from a mod or do you know how it happened that it has that version?
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https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-106-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ xLODGen beta 106 - based on xEdit 4.1.5b https://dyndolod.info/Help/xLODGen xLODGen is a renamed xEdit to automatically start the -lodgen xEdit tool mode. https://www.nexusmods.com/skyrimspecialedition/mods/106712?tab=posts Various tools have or are being updated for ESL support. Check them here: https://github.com/Nightfallstorm/SkyrimVRESL/wiki/Modding-Tools-status https://github.com/Nightfallstorm/SkyrimVRESL/wiki/Modding-Tools-status TES5VREdit: Support will be added soon
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. The DynDOLOD plugins use the highest version found in plugins in the load order. Permanently remove all plugin that have a too high version and/or make sure that Backported Extended ESL Support is installed.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. The game not loading plugins has nothing to with the tool creating a plugin. When start the game and test everything works with "coc whiterun" from main menu console. If that works, restart the game and load an interior save and go outside.
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The requested logs were not provided. If the NIF was the same file, then the difference is because of changes in the load order or settings now requiring to add a reference using that NIF, while before there wasn't.
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Install/update/repair https://learn.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist x64 version. Open a command prompt and run Texconvx64.exe from it to see what it prints. If it prints nothing, get official texconv from https://github.com/microsoft/DirectXTex/releases and run it from a command prompt, see what it says / posts its output. Do not replace texconv in the Edit Scripts folder.
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If it is active in the MCM and the last message is DynDOLOD activated you should be good.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs whihc DynDOLOD log and debug log to upload when making posts. As explained at 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. What SKSE log is mentioning Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif? Upload that log. too. Which mod did the NIF come from at the time the crash log was created? If the crash is repeatable and always mentioning the same base record and NIF, then it is likely it causes the crash. As a test you could edit the reference 6C0C97DE in DynDOLOD.esm to use a different base record with a different NIF to verify.
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As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, use the Click on this link for additional explanations and help for this message link to open https://dyndolod.info/Messages/Exceptions and to read the explanations under the heading Access violation. As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, if the option Copy message to clipboard is available on a message prompt, use it to copy and paste the text instead of posting screenshots. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log and bugreport.txt to also upload when making posts.
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There are two models overlapping each other. The second model defines Data\Textures\Default.dds, which does not exist. The overlapping models with the weird geometry happen because the full model has havok, is animated, has particles and lots of things that are not supported and suitable for object LOD. For LOD generation there should be a static "LOD" model with all these things removed so that only the actual 3D remains and the tools do not try to generate LOD with animation and beams etc with then happen to have the Default.dds. This affects all 3 files, so all LOD Levels. The LOD always had the problem form the start. Download and use the latest DynDOLOD Standalone 3 Alpha and DynDOLOD Resources SE 3 versions to generate LOD from scratch. This time without setting this full model to be used for object LOD, since it is not suitable. Make sure that Backported Extended ESL Support is installed. Make sure the DynDOLOD DLL NG and Scripts overwrite DynDOLOD Resources SE 3. Then start the game and test everything works with "coc whiterun" from main menu console. If that works, restart the game and load an interior save and go outside. If there are any problems in the game post the DynDOLOD log, DynDOLOD debug log and papyrus logs as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and the c:\Users\deana\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing
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Simply do the troubleshooting steps I suggested. Since it makes no sense that one NIF using texture A works and another NIF using the same texture A shows purple texture instead. This is a case that is worth finding the actual cause of the issue. I takes not a minute to verify the mod source for the LOD files as suggest. It also does not take long to zip and upload the files as suggested. I would like to see this mystery for myself and solved. The new problem report (without any logs ) also makes not much sense. The game loads all plugins that are in the data folder and listed in the plugins.txt. The existing save is typically irrelevant for which plugins are loaded, because that happened when starting the game before loading the save. Stating a new save, starting a text with coc whiterun from main menu console or loading a save should all behave the same way. Make sure the plugins are enabled in MO2 right window. Test with a new game. Is the load order maybe over the max plugin limit of 254 ESM + ESP full plugins? Is engine fixes installed? Is MaxStdio in EngineFixes.toml set to the maximum the OS supports? In case runtime 1.6.1130 is used, set EnableAchievementsWithMods, SaveAddedSoundCategories and SaveScreenshots to false. Read the first post /and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs to check/upload upload. This includes the papyrus logs.
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Here are the matching lines from the log which you find when checking the log as suggested: 10:06:04.848 <55684:56516> [D] hook_GetFileAttributesExW [lpFileName=C:\Steam\steamapps\common\Skyrim Special Edition\data\TEXTURES\M_boathiah_shrine\boe_d.dds] [reroute.fileName()=C:\Users\USERNAME\AppData\Local\ModOrganizer\SkyrimSE\mods\Daedric Shrines - All in One\textures\M_boathiah_shrine\boe_d.dds] [fInfoLevelId=0] [res=1] [resAttrib=20] [originalError=18] [fixedError=18] 10:09:00.579 <55684:55648> [D] hook_GetFileAttributesW [lpFileName=\??\C:\Steam\steamapps\common\Skyrim Special Edition\data\TEXTURES\M_boathiah_shrine\boe_d.dds] [reroute.fileName()=C:\Users\USERNAME\AppData\Local\ModOrganizer\SkyrimSE\mods\Daedric Shrines - All in One\textures\M_boathiah_shrine\boe_d.dds] [res=20] [originalError=0] [fixedError=0] 10:09:00.579 <55684:55648> [D] ntdll_mess_NtCreateFile [inPathW=\??\C:\Steam\steamapps\common\Skyrim Special Edition\data\TEXTURES\M_boathiah_shrine\boe_d.dds] [rerouter.fileName()=C:\Users\USERNAME\AppData\Local\ModOrganizer\SkyrimSE\mods\Daedric Shrines - All in One\textures\M_boathiah_shrine\boe_d.dds] [DesiredAccess=80100080] [originalDisposition=1] [CreateDisposition=1] [FileAttributes=0] [res=0] [*FileHandle=0000000000002888] [rerouter.originalError()=0] [rerouter.error()=0] As far as I can tell the last two lines mean the file was loaded, which is expected if the full model and LOD level 4 show it. What you seem to report is that the full model and LOD Level 4 bto show the textures while LOD level 16 bto seems to show purple for the exact same textures. As far I am aware tough, only missing textures cause the typical purple replacement. Double check that nothing overwrites the BTO files you are checking. Use MO2 right data tab to find the BTO files with the "mod" column enabled to see that their sources are the same, the DynDOLOD output. If the BSTextureSets are identical, check for differences in the BSLightingShaderProperty. If you are confident you are checking the right files and can not find anything, upload all the full model and textures and the BTOs.
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The game has to load every asset when it starts, loads a save and then while moving around in the worldspace. Every loose asset the game loads is reported in the log (debug log level) with the virtual path and its physical path. Check the textures being used in the higher LOD levels Tamriel.8.32.0.bto and Tamriel.16.32.0.bto then.
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Then there is no reason that the game should not be able to load and show the same textures for LOD. Did the LOD ever show the actual textures? Check the MO2 usvfs log for hints when the game tries to load the textures. You might have to increase the log level in Settings, Diagnostic tab.

