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sheson

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Everything posted by sheson

  1. When running TexGen, also check Stitched Object LOD Textures.
  2. Read 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/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, carefully read the message "Nature of the Wild Lands.esp might be the wrong version" and "Error in Northern Roads - Nature of the Wild Lands Patch.esp". As explained, use the "Click on this link for additional explanations and help for this message" link to open https://dyndolod.info/Messages/Unresolved-Form-ID to read further explanations and help: 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. [..] For example, patch plugins might need updating in case any of the plugins they are patching changed. You either need an updated patch plugin or need to make sure that the plugins it is patching are the correct versions for the patch. Follow proper modding practice to find such errors in the load order before making any patches. https://dyndolod.info/Generation-Instructions#Prerequisites: Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. https://stepmodifications.org/forum/topic/15567-unresolved-formid/
  3. Install E:\Tools\Modding\DynDOLOD 3.00 Alpha\DynDOLOD\Edit Scripts\Export\TexGen_Output.zip in MO2 as a mod called like TexGen output. Activate the TexGen output mod in MO2. Move the TexGen output mod in MO2 to the highest priority so it overwrites everything. In MO2 right windows Data tab, unfold [+] Textures [+] DynDOLOD, [+] LOD and check that the file file version.ini exists and is from the TexGen output mod. In MO2, menu Tools, Settings, Paths tab check that Managed Game is E:\SteamLibrary\steamapps\common\Skyrim\TESV.exe
  4. Do not create new threads, just reply/quote to the existing thread/ As explained on https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs also upload the ..\DynDOLOD\Logs\DynDOLOD_TES5_log.txt ..\DynDOLOD\Logs\DynDOLOD_TES5_Debug_log.txt ..\DynDOLOD\Logs\DynDOLOD_TexGen_log.txt
  5. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, make use of the "Click on this link for additional explanations and help for this message" link to open https://dyndolod.info/Messages/TexGen-Output. Scroll down to https://dyndolod.info/Messages/TexGen-Output#No-TexGen-output-detected for hints.
  6. It is planed to add the beta code to main xEdit eventually. Until then here is a diff https://mega.nz/file/NcxGDaII#DC8N4VGTxL-UpcHPsoa0b-IeR1tTb1z8HVwlnxXAEyg
  7. If it still shows black, check the messages log, upload the new log, debug log and bugreport.txt. If there are no obvious errors, also upload the full model NIF and the full textures it uses.
  8. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Messages/File-Not-Found-Textures This can happen if not all required textures where included in the download archive of a mod or there are typos in the *.NIF files. A mod replaces whclancruelsea.nif and it defines to use whicedecal01.dds, which is not found in the load order. Make sure to properly install the mod and all its requirements.
  9. Delete old TexGen log and debug log and bugreport.txt. Start TexGen and click the Preview button for HD Tree. Change the drop down to change the preview to that full model. If it still shows black, check the messages log, upload the new log, debug log and bugreport.txt. If there are no obvious errors, also upload the full model NIF and the full textures it uses. If it shows OK, then generate new output with TexGen, install and update the the atlas textures with DynDOLOD.
  10. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log, debug log and LODGen log to upload when making posts. As explained in the https://dyndolod.info/Generation-Instructions, "Pay attention to all log messages" and as explained in https://dyndolod.info/Messages, check the https://dyndolod.info/Help/Summary-Of-Messages They most likely already show https://dyndolod.info/Messages/File-Not-Found-Meshes for the missing NIF, which should include information about the base records requiring the assets. Whatever plugin adds or is the last to overwrite those base records in the cause. The plugin needs to be updated to not require those LOD assets.
  11. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots from an affected full model and then of the LOD area for it. You seem to reporting that the same load order and settings produced different results in the tree LOD? First they had their proper color and now they are black? The provided logs are from that generation? In that case also upload the D:\Modding\DynDOLOD 3.00-68518-Alpha-155\Logs\DynDOLOD_SSE_Tree_Report.txt from that generation.
  12. I do not really provide rudimentary/generic modding help or support for 3rd party tools. Typically refer to the manual/documentation for the 3rd party tool or the file format or just search for existing posts, guides, discussions, videos etc. https://www.google.com/search?q=nifskope+texture Texture paths are defined on BSTextureSet blocks which are children of shaders, typically BSLightingShaderProperty blocks, which are children of NiTriShape or BSTriShape blocks. If you change the Block List view to "Show Blocks in List", you should have no problem going through all BSTextureSet blocks of a NIF. The texture paths are shown in the Block Details once you select a BSTextureSet block. The typo should be reported to the mod author so they can fix the assets in their mod for everyone.
  13. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating Depending on clicking the Low, Medium or High buttons the tree mesh mask rule is populated with different defaults. Mesh mask tree LOD Level 4 Billboard[1-6] Level0 for 3D tree LOD LOD Level 8 Billboard[1-6] LOD Level 16 Billboard[1-6] Flags VWD Grid Far LOD Reference Unchanged Typically set LOD Level 4 to Level0 for 3D tree LOD. The log shows that LOD Level 4 is set to Billboard1 instead of Level0.
  14. See https://dyndolod.info/Mod-Authors#How-to-add-LOD-textures-creation-rules-to-TexGen Check ../DynDOLOD/Edit Scripts/DynDOLOD/Configs/DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt It contains 4 lines: 0 1 1 1 textures\landscape\glacierslab.dds 0.5 0.5 0 0 textures\lod\glacierreallod.dds 1 1 0 1 1 1 textures\landscape\glacierslab.dds 0.5 0.5 0 0.5 textures\lod\glacierslabreallod.dds 1 1 0 1 1 1 textures\landscape\glacierslab.dds 0.5 0.5 0.5 0 textures\lod\glacierslabreallod.dds 1 1 0 1 1 1 textures\landscape\glacierslab.dds 0.5 0.5 0.5 0.5 textures\lod\glacierslabreallod.dds 1 1 Just rename the source and destination texture filenames to your needs and add the lines to a new DynDOLOD_[GAME MODE]_TexGen_[pluginfilenameesp].txt you create in the DynDOLOD folder in "Data". The LOD meshes should still reference the full texture file name and have their UV between 0.0 and 2.0, it will then be automatically replaced with the LOD texture in the process. 0 1 1 1 textures\landscape\o_glacierslab.dds 0.5 0.5 0 0 textures\lod\o_glacierslabreallod.dds 1 1 0 1 1 1 textures\landscape\o_glacierslab.dds 0.5 0.5 0 0.5 textures\lod\o_glacierslabreallod.dds 1 1 0 1 1 1 textures\landscape\o_glacierslab.dds 0.5 0.5 0.5 0 textures\lod\o_glacierslabreallod.dds 1 1 0 1 1 1 textures\landscape\o_glacierslab.dds 0.5 0.5 0.5 0.5 textures\lod\o_glacierslabreallod.dds 1 1 https://dyndolod.info/Help/TexGen#Stitched-Object-LOD-Textures https://dyndolod.info/Help/TexGen-Configuration#Stitched-Object-LOD-Texture
  15. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. The messages you quoted do not contain the word "error", they are notifications that are printed to the debug log. https://dyndolod.info/Mods/Base-Object-Swapper#Transform-Overrides If any of the transformations contain a random min/max setting, the affected reference is ignored for LOD. https://dyndolod.info/Mods/Base-Object-Swapper#Chance Any randomized swaps defined with Chance are ignored by default. Any LOD will be generated for the original reference or base record. Set SwapsChance=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini in case all these references or base records should be ignored for LOD. Chance of any form is not supported.
  16. 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. It is disabled (set z = -30000) and replaced with a copy (non-large) reference (in DynDOLOD.esp) to fix the vanilla large reference bug seen in the video https://dyndolod.info/Help/Large-References#Large-Reference-Bugs if not using the large reference bugs workarounds.
  17. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The texture filename whstoneflattrim.dds_n.dds is obviously a typo and should either be whstoneflattrim.dds or whstoneflattrim_n.dds which are the vanilla texture filenames used in the vanila NIF. https://dyndolod.info/Messages/File-Not-Found-Textures This can happen if not all required textures where included in the download archive of a mod or there are typos in the *.NIF files. Fix the typo in the whwallwulfharth.nif mentioned in the error message using NifSkope.
  18. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Do not post screenshots of messages, instead use the "Copy message to clipboard" link and paste the text as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text. Text like "DynDOLOD Resources SE version information not found" can be searched. Use the "Click on this link for additional explanations and help for this message" as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Help/DynDOLOD-Resources. The page has a "Troubleshooting" chapter. Searching for the error messages as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search would find this thread. "Tried a lof of tings" does not tell us anything. Try reading the entire error message and make use of its links and read the pages they are opening.
  19. Assuming you now have a clean driver only install or terminated the crapware: Delete the log folder. Delete bugreport.txt. Run DynDOLODx64. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs 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. 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.
  20. Those seem to be the same log, debug log and bugreport.txt uploaded earlier today which show that crapware is installed and active. Assuming you now have a clean driver only install or terminated the crapware: Delete the log folder. Delete bugreport.txt. Run DynDOLODx64. If there is an error, upload the new log, debug log and bugreport.txt If the tool seems to be stuck, read https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures
  21. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and enitre bugreport.txt (if it exists) to upload.
  22. Either really make a clean driver only installation or terminate all the crapware in task manager. https://imgur.com/14VpsWk https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures Black textures are typically either running out of VRAM in the game or there might have been errors when textures and/or LOD was generated. No TexGen/DynDOLOD logs and debug logs were provided for the "successful" generation.
  23. The already given answers above still apply. Nobody knows what "all of the recommended fixes" means. You are still not using the x64 version. There seems to be no purpose in posting the child world copy log instead of the DynDOLOD log, debug log and bugreport.txt
  24. 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. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. If making screenshots of the LOD area, also make screenshots of the close-up object or full model for comparison. Note that tree LOD or object LOD does not have a form ID. To determine if something is LOD, toggle LOD on/off with tll in console. In that case, also walk close to an object, so its reference with the full model is loaded in order to get its form ID and provide that screenshot of the full model in addition to the screenshot of the LOD.
  25. If the tools experience a long running time, then the first thing to do, is to do a clean install of the graphics driver only. Alternatively terminate all the crapware that is shown in the screenshot via task manager so they are not running when using the tools. 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. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful in game screenshots with more informative console and textual explanations of what is being shown. The screenshot of Whiterun is pretty much self explanatory, however the screenshots from Windhelm are not. Also compare Windhelm to vanilla. The only way for it to have a good representation in Tamriel is to use Open/Exterior Cities. Do not set ScanChild=1 in DynDOLOD_SSE_childworld_WhiterunDragonsreachWorld.ini Do not set ScanChild=0 in DynDOLOD_SSE_childworld_WhiterunWorld.ini Only one child worldspace in an overlapping area should be scanned and it needs to be WhiterunWorld in this case, so it works with the mesh mask/reference rules.
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