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Everything posted by sheson
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It is sufficient to report in a simple sentence that the textures seem to exist in MO2 right tab data folder. Is the full model using the same textures (typically minus the Data\ prefix)? 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.
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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" to open https://dyndolod.info/Messages/Exceptions Integer overflow Always use the latest version of DynDOLOD/TexGen as explained above. This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload when making posts. As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, if the option "Copy this message to clipboard" is available, copy and paste the text instead of posting a screenshot.
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I assume you do not have the old DynDOLOD logs anymore for that generation. 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. It will show the reference and full model being used, which might be helpful in further troubleshooting. Open Meshes\Terrain\Objects\Tamriel.4.36.4.bto in NifSkope and click the statue so its BSSubIndexTriShape is marked in the Block List window, unfold it to see its BSLightingShaderProperty, unfold that to highlight the BSShaderTextureSet, then the Block Details list the used textures that are missing. Restore those textures.
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The link contains the TexGen log and debug log, while the issue you are having was with extracting the DynDOLOD.zip. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. DynDOLOD uses 7zip to create the zip file from the files generated to the output folder. If 7zip has problems on your hardware/OS, then you should troubleshoot that. Do not use the Save & Zip button, instead use the Save button to not invoke 7zip. Then move the files from the output folder to a new MO2 mod folder. Or zip the output folder yourself for installing.
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The transparent background being black or not has no effect on the alpha values of pixels or the alpha threshold set in the NIF, or for LOD being hardcoded to 128 in the engine. Using modified LOD assets for LOD generation works (until a user generates LOD on their own). Typically there are not many occurances where LOD trees they are used directly.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Also continue to read it for: The log and debug log are saved when the program shuts down. Do not interrupt the shut down process so it can write the log files. While the new log is appended to older logs, the debug log is replaced every time. Keep a copy somewhere else for future references if required. If there are no logs or debug logs because the tool is being terminated prematurely, check the Windows Event log for related messages. Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Then execute the tool again to generate a debug log in the Logs folder in real time and upload that. "Loading active plugin list" and the background loader is xEdit code . If reading that file works in xEdit/xLODGen but not in TexGen or DynDOLOD, then it is most likely because of the OS, antivir or an other process blocking access. Check the MO2 file access logs for hints (might need to increase the log level). However, consider that it might have read the plugins.txt and then has problems loading the plugins or anything else after that. Remove/disable crapware installed with graphics drivers.
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It is not a LODGen issue if you compared the terrain LOD textures with an image viewer that they are identical in color tone and their only difference is the number of cells they cover and their resolution per cell. Mods, including the ones changing snow shaders that cover objects, are installed in the games data folder.
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This only applies to textures with entire black transparent background. If they are fixed - in this case the textures Simplygon produces are kept as is - nothing is done anyways.
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That seems just to be the normal DynDOLOD log. Not the debug log In any case the new Alpha that fixes the bug has already been published.
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No log file or link to the mod has been provided. The first screenshot looks like a typical map, with the usual noise texture and map overlays applied by the game. See map INI settings https://stepmodifications.org/wiki/Guide:Skyrim_INI/MapMenu Check/compare the actual generated textures, LOD level 4 and LOD level 32, they should look exactly the same in terms of color tone etc. provided you left gamma, contrast and brightness default. See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness and https://dyndolod.info/Mods/Maps-And-Map-Mods Use better quality for terrain LOD level 32 and optimize unseen 550 for better coastlines. https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes
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As explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions, always use the latest version.
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This is the debug log from TexGen. It seems it completed without errors. But the upload works, so you are set in case you need to provide large logs/files in the future.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to upload large files to a file service. See https://dyndolod.info/Messages/Exceptions#Item-not-found Thanks to the bugreport.txt this will be fixed in the next Alpha version.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt to upload when making posts. As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, use the Copy message to clipboard link and post the text instead of a screenshot. See https://dyndolod.info/Messages/Exceptions#Item-not-found I meant side effects like LOD textures issues in the game.
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Instead of posting screenshots of messages, use the Copy message to clipboard link and post the text as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which debug log and bugreport.txt to also upload when making posts. See https://dyndolod.info/Messages/Exceptions#Item-not-found
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I made a different attempt at blending an average background color for textures where it is black. Hopefully it doesn't have unwanted side effects this time.
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The blending had an adverse effects and I had to disable it a later update. Make a bug report for the mod on Nexus, attach the fixed asset (with correct threshold, maybe fixed textures, too) so the mod author can really include the fixed asset(s) in their next update. Or use a better working/better supported tree mod.
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https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-162/?do=findComment&comment=276404
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This is the DynDOLOD 3 Alpha thread. Whatever full grass does has nothing to do with DynDOLOD. I do not really provide modding support and since the LOD generation does not care about full grass in the game beyond the grass cache files, there also nothing in the logs about it. Double check all INI settings in the game via console getini. Verify that Grass Cache Helper NG is actually working as intended, in particular in regards to the breaking changes in the 1.6.1130 runtime. If you have problems with 3rd party mods, especially if they are unrelated to LOD/DynDOLOD, then you should be asking their authors or post on its forum/comments section.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which DynDOLOD log and debug log to upload when making posts. Obviously start by reading https://dyndolod.info/Messages/Textures-Do-Not-Match
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The grass cache does not affect how far full grass is rendered in the active cells. Grass LOD generation does not affect full grass. DynDOLOD does not affect full grass. >for some reason this issue only happens on Grass Cache Helper NG but not on NGIO. The log shows you generated LOD for 1.5.97. Use NGIO and set it to DynDOLODGrassMode=1 so it renders full grass to the square edges of the uGridsToLoad. Otherwise make sure that the Skyrim INI settings that control grass distance are set high enough so full grass renders to the edge of the active cells.
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This is the DynDOLOD 3 Alpha thread. The DynDOLOD manual is not a modding guide that explains rudimentary modding practice and 3rd party tools. If you require help with Vortex, you should read its manual and ask questions on its support forum.
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Simply read and follow the official generation instructions under https://dyndolod.info/Generation-Instructions#Prerequisites to clean plugins. It is clearly explained several times to be a requirement for the large reference bugs workarounds, and then again as the fix for the message, which states the plugin name to be cleaned. The instructions link to https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html so even if you do not know yet what it means exactly, learning about and howto fulfill the requirement is just a click away. Cleaning is a well known, well explained rudimentary modding step that people typically learn when they read about setting up their load order long before using advanced tools like DynDOLOD.
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The logs only show starting the tool without the generation. The game should be using the records from the last plugin to contain them. If the load order in the game is the same as the one shown by the xEdit screenshot, it should be the one from Northern Roads - Water for ENB (Shades of Skyrim) - Water patch.esp If you want DynDOLOD.esp and Occlusion.esp to not use the partial form flag and instead copy the record from the last plugin so it stays the same even if the load order before them changes, set PartialWorldspace=0 in H:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini>
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Posts-Logs which log, debug log to upload when making posts. See https://dyndolod.info/Changelog for Alpha-160 DynDOLOD.exe - added support for Partial Form flag DynDOLOD.exe - added PartialWorldspace and PartialPersistentCell INI settings to set the partial form flag on these overwrite records in the DynDOLOD and occlusion plugins In the changelog entry, you can hover the term Partial Form Flag for a hint or check https://dyndolod.info/Terminology: Records that have the Partial Form flag set do not overwrite the data of the record from the plugin loaded before them. Only a few record types support it. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-162/page/592/#elControls_276351_menu This means the game should use the record from the last plugin before DynDOLOD.esp and Occlusion.esp as they do not contain/overwrite it.

