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sheson

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Everything posted by sheson

  1. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. Use the x64 version. BC7 Max just means texconv will spend a considerable longer time to create a BC7 texture compared to BC7 Quick.
  2. Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log to also upload in addition to the debug log. As explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, do not post screenshots of messages but use the Copy message to clipboard and paste the text instead. As explained on the first post and/or 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 additional help. As explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search, search the forum for similar posts before posting. https://dyndolod.info/Messages/Exceptions If there are any kind of memory errors, make sure to use the x64 versions of the tools. Check FAQ answers for High memory usage. https://dyndolod.info/Messages/Exceptions#OpenGL If they are memory related also check FAQ answers for High memory usage. https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory https://dyndolod.info/Installation-Instructions Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.
  3. Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log, debug log and bugreport.txt to upload when making posts. https://dyndolod.info/Messages/Exceptions If there are any kind of memory errors, make sure to use the x64 versions of the tools. Check FAQ answers for High memory usage. https://dyndolod.info/Messages/Exceptions#OpenGL If they are memory related also check FAQ answers for High memory usage. https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory https://dyndolod.info/Installation-Instructions Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.
  4. Moved to the thread where the question how to set the temp folder has already been answered. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search All programs use the temp folder advertised by the OS. You should change it then. I suggest to not sync temp or personal user folders ... https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Help/Texconv 80070026 - The texture is corrupted and needs to be replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is.
  5. Use this test version https://mega.nz/file/5IhWEABT#kXwLkR67UPnTaDIy-QCug_OgnO2deupYmqxPBPndRzc and upload new logs. Try to keep an eye on memory just in case.
  6. What other errors are reported by xEdit that you choose to ignore? You said Yes to this message prompt: Update existing plugin(s)? If this is not successful start from scratch. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Pay attention to all log messages. For example these messages which are repeated many times: <Warning: File [B9] DynDOLOD.esp with Group GRUP World Children of [..] is missing an overriden record for[..] Delete the output folder log folder, delete bugreport,.txt and then generate DynDOLOD from scratch - that means to disable/remove old DynDOLOD output in the load order. If problem persists, upload new log, debug log and bugreport.txt. https://dyndolod.info/Updating
  7. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Read https://dyndolod.info/Help/Grass-LOD how to generate grass LOD. It is always the same procedures regardless of the load order. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Click Start and wait for the process to complete without errors. Pay attention to all log messages (especially "file not found textures"). It should end with the log message 'TexGen completed successfully'. Do not use the output if there were errors that stopped the process prematurely. https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages https://dyndolod.info/Messages/File-Not-Found-Textures In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS automatically. The first should be very obvious in case the generated object LOD texture or LOD billboard is used in the game and typically needs to be fixed. The flat normal map substitute means the surface of the object will be flat, which might not be a very visible problem if at all.
  8. Read https://dyndolod.info/How-LOD-Works The image on top shows the active cells grid of 5x5 cells. All LOD has been disabled in the image with tll in console. LOD shows beyond the active cell grid. LOD always shows the levels 4, 8, 16 and 32 for terrain LOD according to the distance settings. The LOD distance settings do not change where LOD starts, they define how far a LOD level shows.
  9. Moved to the thread for this error message. Read my answers above. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  10. 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 problem reports. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make use full screenshots of the full model with more informative console, both with and without DynDOLOD enabled. If you use DynDOLOD and participate in the alpha test, then you are required to upload the repeatedly requested logs and screenshots. This will ensure nobody, including you is wasting time doing useless things. You do not seem to know how anything works. You do not seem to know how to properly troubleshoot the problem to find the actual cause. So you already wasted days. You are wasting time by actively refusing to simply upload the repeatetly requested logs and screenshots. The actual cause could have probably been found and fixed by now. You are wasting time by making up reasons for the cause of the problem. I am trying to reply to these assumptions as best as possible by explaining how things normally work for everyone else. It doesn't help anyone, including you, to find the actual cause of the problem. I have not decided anything because you did not upload any of the repeatedly requested logs and screenshots. I suggest to read the past decade of posts being made here. You are making a fool of yourself with your attitude, behavior and and wrong claims. If you know how to fix the actual cause of the problem in DynDOLOD, then provide your fix so it can be applied for everyone. Do not use DynDOLOD and do not participate in the alpha test until you are able to meet the requirements.
  11. https://dyndolod.info/Mods/Beyond-Skyrim-Bruma Changing the setting to show the worldspace in the list and then not ticking it, means that nothing is done differently. LOD for the worldspace will still not be generated. Changing the setting does not change the fact that the mod has missing assets. In this case that typically won't affect LOD being generated for other worldspaces.
  12. You are using xLODGen to generate terrain LOD, so you will find relevant information in its download archive in the files Readme.txt and Terrain-LOD-Readme.txt and https://dyndolod.info/Help/xLODGen. Terrain LOD textures are generated from full landscape textures. Make sure the output folder does not contain old terrain LOD textures, so nothing is skipped. For DynDOLOD see https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Help/Load-Overwrite-Orders https://dyndolod.info/Mods/Majestic-Mountains Download and install the DynDOLOD V3.0 LOD Pack (all versions) from the mods file section. https://dyndolod.info/Generation-Instructions. Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.
  13. That's odd that it shows twice. Which xEdit version are you using? This is a Windows OS, not Wine/Proton on Linux? Before we spend much time on the textures lets do another check first: Make a backup of DynDOLOD.esm. Start xEdit and bring up 1D0422B9 again, double click on the entry SBlackSmith [STAT:0008618F] in the row NAME - Base row in order to edit it. Type 3B then hit enter to change it to the XMaker [STAT:0000003B]. If that does not crash, restore DynDOLOD.esm, start xEdit and this time bring up 0008618F. Double clock the entry Architecture\Solutide\SBlackSmith.nif in the row MODL - Model FileName in the right column for DynDOLOD.esp and replace it with MarkerX.nif (it is just the filename without folders). Test if that still crashes.
  14. Can you make a screenshot of the asset browser showing the list of used textures as well?
  15. That was just a troubleshooting step. So it still crashed with the NIF from unofficial patch or the vanilla NIF? Make sure in MO2 right window data tab. In that case we should have a look at the used textures. To list the used textures, open the Asset Browser in xEdit with CTRL+F3 Enter sblacksmith.nif into the filter field. Highlight the found file in the list, the status at the bottom will then list all used textures. Check with MO2 right data tab again which mods the used textures come from.
  16. All good. Records are fine. To double check if the records or NIF are causing the crash, make a backup of DynDOLOD.esm, bring up 1D0422B9 in xEdit again and then right click DynDOLOD.esm in the header column of the right window that shows the record, select remove, save. If there is still a crash, upload the new crash log. If there is not crash just let me know.
  17. Make sure to enable archive parsing in MO2 Settings, tab Workarounds. Once you are down to the Unofficial Patch or the vanilla Meshes0.bsa for the NIF, we can probably assume that the NIF is OK. In that case start xEdit and load the entire load order. Then enter 1D0422B9 in the form ID field top left and hit enter so the right window shows the record. In case DynDOLOD.esm is not loaded at load order 1D, adjust the first two digits accordingly to what is shown in the left tree view for DynDOLOD.esm. Scroll to the very right and make a screenshot. If necessary also scroll down and make more screenshots. Repeat with form ID 0008618F Upload those screenshots.
  18. What the crash log seems to point to is Architecture\Solitude\SBlackSmith.nif which is used by the mentioned references and base records defined or overwritten by DynDOLOD plugins. Test if the NIF opens in NifSkope, run it through CAO or try removing or replacing it. If you found that the NIF really causes the crash and it comes that way with a mod, then upload the NIF as is.
  19. You do whatever you need to do with the output. If you want to install it as a mod, what you do depends on the mod manager you are using. One option is to zip the output. Another to copy or move files into an existing mod folder.
  20. I must have forgot to check that this is the latest version check box. Fixed.
  21. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD https://dyndolod.info/Help/xLODGen https://dyndolod.info/FAQ#Out-of-place-or-floating-objects Wild edit added by a plugin. Get the plugin and reference form ID via the console in the game (use tfc to get close to object). If the object can not be clicked in console, it may be a deleted reference or a wild edit added in the child world, so for example try again while being in Whiterun). Check the DynDOLOD log messages for Potentially wild edit reference with z = 0.0. Look up the form id in xEdit and remove the reference, clean the plugin afterwards. Notify mod author. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates. https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages
  22. Thanks. RIght now here is what I am seeing: it reserves memory for a texture with X*Y resolution, and a few milliseconds later asks for the X*Y of the reserved memory and at some point the values returned are wrong, while everything worked perfectly fine for the same texture several times before for the earlier worldspaces. So this seems to be something random. Can you double check that there are no instabilities caused by CPU overclocking, memory timings, other BIOS settings etc? Can you double check main and video memory usage while the tool runs. Maybe really close everything else, including browsers and whatever else might be using video memory. Run this test version https://mega.nz/file/9FYRHZ5C#dNqoWMpDrH9LRN1nmGq5Brwnjo29MjQ9eBmVTn4GieY and upload new bugreport.txt, log and debug log.
  23. 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 problem reports. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make use full screenshots of the full model with more informative console, both with and without DynDOLOD enabled. By default DynDOLOD is not doing anything to the vanilla reference for the bridge when running in the TES5 game mode. When DynDOLOD is running in TES5 game mode, it does not load any patch files for the SSE game mode. The cause of the problem will be most likely something else entirely. Making manual edits to generated files or patches is not really solving the cause of the problem. Making baseless assumptions without having any understanding how anything works is not going to help with finding the actual cause of problems. Proper troubleshooting with the help of the log files and screenshots is. Do not use DynDOLOD and do not participate in the alpha test until you are able to meet the requirements to do so which includes being able to provide repeatedly requested logs and screenshots so the problem can be properly troubleshooted and solved.
  24. Then try lower values, like -1500 or -2000 for example. Yes it is possible that the automatic lowering of terrain LOD could be the cause. It may also be just the usual z-fighting. Other worldspaces cover up terrain LOD with object LOD, not so those far away land masses in Solstheim. If the underside is not required/desired then simply do not check the option. If you just do not want to generate the underside for Solstheim add DLC2SolstheimWorld to the ignore list in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini TerrainUndersideIgnoreWorlds=Blackreach, DLC01SoulCairn, DLC2ApocryphaWorld, ccBGSSSE067DeadlandsWorld, ccKRTSSE001QNWorld, DLC2SolstheimWorld
  25. 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 problem reports. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make use full screenshots of the full model with more informative console, both with and without DynDOLOD enabled. https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how. Posts are answered based on the actual information given which without the requested logs and screenshots is pretty much none. The requested information is required for qualified troubleshooting to quickly find out the actual cause in this particular case. Skyrim LE should not use patch files for Skyrim SE. If it did, the replacement copy to the DynDOLOD.esp is made before moving the original reference below ground. Hundred other users and I do not have this problem with the current alpha version with Skyrim LE.
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