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sheson

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Everything posted by sheson

  1. Generate with this test version https://mega.nz/file/lJ4CTRJY#yMEdGCSbM7w_2s8wFBCRPa5N-ueCArpntkHYiwdXhEQ It should hopefully run through. Upload new debug log either way.
  2. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen/DynDOLOD logs and debug logs to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures. By default the vanilla LOD models are used. Object LOD does not support any special shaders like parallax for example, so good matching LOD for ice bergs and glaciers is not easy to achieve, especially automatically. https://dyndolod.info/Mods/Useful-3rd-Party-Mods Glacier LOD Meshes - updates the vanilla LOD models for glaciers with better UV mapping. Can be used with any game version. No conflict with DynDOLOD Resources.
  3. Do not post screenshots of messages, use the Copy message to clipboard link and paste the text instead as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Texconv error 40010004 Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts.
  4. It prevents the issue from happening, because the load order is different now. Upload the old log, bugreport.txt with the error.
  5. See the first post of this DynDOLOD 3 Alpha thread and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug and bugreport.txt (if it exists) to upload.
  6. Thanks for letting us know.
  7. Thanks. Fixed. Use this version, it includes updates for unofficial patch.
  8. @aljoxo @David2408 @BuddyKidd @Mephitic Thanks for all the logs and bugreport.txt. This will be fixed in the next alpha version a bit later today.
  9. If there are visual issues in the game, then make useful screenshots of them and upload those screenshots together with the log and debug log for that generation. Always use the latest version. Maybe something changed in the meantime, maybe not. You do not have to do a full generation. Just Tamriel without extra options Occlusion etc. A small test load order with minimum required mods.
  10. 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. As explained, this is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. You are asked to report the actual problem as explained, also at https://dyndolod.info/Official-DynDOLOD-Support-Forum. Are you reporting that there is tree LOD visible from SolitudeWorld that fades into nothing when getting close to the trees inside SolitudeWorld? If that is the case, make a screenshots, including the full model tree in the Tamriel worldspace for which the LOD has been generated. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots and post that in addition to the log and debug log. Parent to child world copies are done once all rules have been applied. See https://dyndolod.info/DynDOLOD-Reference. (4) Applies rules, (12) copies parent to child. Rules files for plugins are included to make things compatible automatically if the plugin is present. If they require changes, then those changes will be part of future versions.
  11. 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. Are you reporting, that there is LOD for a tree that can be seen when being inside Solitude, that does not have a full model when getting close to the tree, so the LOD fades to nothing? Ignoring Master: it is assumed that if a plugin (other than the game plugins) adds new references to a cell in the parent worldspace and also adds new references to the same cell in the child worldspace, that the mod author knows what they are doing and there is no need to copy anything from the parent worldspace to the child worldspace for that cell for that plugin. The unofficial patch deletes a vanilla tree (000E13C5) and then adds a new tree references (xx063113) with the exact same parameters in cell -17,26 of Tamriel. What the is supposed to accomplish other than causing stuck tree LOD in the Tamriel worldspace I am not sure. The unofficial patch adds references to the cell -17,26 in SolitudeWorld, however they do not add new references for the trees. DynDOLOD_SSE_ChildworldMatches.txt in the log folder is the combination of the references listed in the same file in the config folder that were found in the current load order plus any new the references that were matched. There is no discrete log file for the references that have been copied from parent world to child world. The debug log has them, for example: [AddMissingReferences] <Debug: Skyrim.esm [REFR:0010408C] (places MountainTrim01ReachMoss01 [STAT:00041B04] in GRUP Cell Temporary Children of [CELL:0000768A] (in Tamriel "Skyrim" [WRLD:0000003C] at -47,-7)) -> DynDOLOD.esm skyrimesm_10408C_MarkarthWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD [REFR:0967BDAC] (places MountainTrim01ReachMoss01 [STAT:00041B04] in GRUP Cell Temporary Children of MarkarthWorld&DynDOLOD&CELL&%47&%7 [CELL:0967BDAB] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -47,-7))>
  12. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Do not post screenshots of messages, use the "Copy message to clipboard" link instead and paste the text as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Do not post uninformative screenshots of mod managers. Use https://modwat.ch instead. The screenshot does not show the entire load order. The screenshot does not show the load order priority column. The screenshot does not show the Conflicts column. The screenshot does not show any of DynDOLOD scripts the data\scripts\ folder in the right window and the sources column. "Wrong papyrus scripts found for DynDOLOD DLL" At least one script from DynDOLOD DLL NG and Scripts 3.00 is overwritten with a wrong script that was made for PapyrusUtil. The papyrus scripts for DynDOLOD DLL LE/SE/VR and DynDOLOD DLL NG do not require and thus do not use PapyrysUtil. Use the original scripts and make sure they are not overwritten. If there is something not working as expected with the original scripts or they would benefit from additional features, then make a post to report the actual problem or to suggest additional features.
  13. That is the first thing the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List suggests to check.
  14. Great!. Thanks for letting us know.
  15. As explained on the first post of this xLODGen terrain LOD beta thread and in the Readme.txt of the download archive: Always set -o:"c:\OutputPath\" command line argument to change where files are generated to. The default is the game folder which risks replacing existing files and is problematic with mod managers, especially if they use some kind of virtualization. Do not generate into any game or any mod manager folders that are part (direct or indirect) of the virtual file system. Install the output as a mod.
  16. Great. Thanks for letting us know.
  17. Yeah, I kind of know that. Filename will be fixed next alpha (and test version below) Will be added to the list of things not to copy next alpha. Let me know if this is fixed with this test version https://mega.nz/file/sBwU3RxY#P5csfxnK62FKCSZpkj7alOL-VkDkqRhu-idjUlM9HWM If not upload new log, debug log.
  18. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload when making posts.
  19. If you have a problem or bug, report it as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum There are currently two different reports about a fake glow issue on Solstheim with Alpha-138. All other reports that have been made here in the past had been resolved at the time. I do not use the Comments or Bugs feature on Nexusmods. Posts anywhere else but the official DynDOLOD support forum made by users ignoring the official DynDOLOD documentation, requirements and messages from the tools might as well yell at clouds.
  20. The link to the debug log says "The transfer you requested has been deleted" and I am not able to download. Maybe upload again or try a different file service. Also upload bugreport.txt if it exists as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  21. For future reference, since you made screenshots for a different generation than the logs, the screenshots are a bit "out of date". In any case, the logs show you did not check "Fake lights selected world" but only "Fake light child world", so there should not be such fake lights to begin with. "Fake light selected world" are supposed to not show in the active cells either. But that is not the problem here. This happens because of some weird interaction with Worldspace Transition Tweaks and will be fixed next alpha version. Edit: You can test with this test version https://mega.nz/file/sBwU3RxY#P5csfxnK62FKCSZpkj7alOL-VkDkqRhu-idjUlM9HWM in the meantime.
  22. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs and debug logs to upload when making posts. The Grass_Map text file might not exist because it did not find any grass billboards and that is why there are no grass billboard textures added to the atlas texture. Go through the entire troubleshooting list.
  23. See https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save.
  24. If it did not add DynDOLOD.esp as master to DynDOLOD.esm, so no error in LOOT, then all is fine and you can do that very long play through til Thursday afternoon. This is an Alpha version, so if anything with LOD acts weird and a new version fixes that, you can usually do a clean save and generate from scratch in the meantime without the rest of the play through being affected. Or just ignore the visual issue ... Random freezes or driver errors hint at problems with hardware, BIOS settings, drivers etc.
  25. DynDOLOD does not change terrain/land or generates terrain LOD. What makes you believe DynDOLOD has anything to do with the gap between a reference that is placed by a 3rd patry plugins and the terrain/land? What rudimentary troubleshooting have you done? Does the problem go away without DynDOLOD output or plugins in the load order?
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