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sheson

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Everything posted by sheson

  1. If you want those changes to always win and to survive updating, make a new patch file in (virtual) ..\Data\DynDOLOD\DynDOLOD_SSE_updateesm_tamriel.patch with overwrite2esp=skyrim.esm;00038380,XCLC\Land Flags=11 overwrite2esp=skyrim.esm;00038384,XCLC\Land Flags=2 They will then be added to the DynDOLOD.esp as well. The water record is done by DynDOLOD_SSE_arnimaesm_arnimaduplicate003.patch These patches are "for me" and this avoids forcing them on everybody.
  2. I already explained that the reason why this seems odd is because the decal flags of the vanilla full model. Decals draw in front of other shapes the further away they are, in this case the mountain bolders of the model. The model looks and works like this since 2011, in particular if decal fading is disabled via INI settings. In SE, the no fade shader flag is set on many models, having the same effect as the IN disabling the fading of decals. Without the decals flag, there probably would be z-fighting beyond some distance.
  3. 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. https://dyndolod.info/Help/Seasons The checkbox is only available if swap data for a season has been found and loaded successfully. Without a ..\Data\Seasons\*[SPR|SUM|AUT|WIN].ini. the Seasons options are disabled. The debug log typically reports the found INIs.
  4. They are changed on purpose by DynDOLOD_SSE_skyrimesm_tamriel.patch. The vanilla land not showing can cause visible holes especially in the mountain north/west behind the palace while I did testing with the parent/child copies. Many of the mountain references in the child world do not match with the ones in the parent world. They only being done in the esm is on purpose (albeit not the perfect solution). It is assumed that any non vanilla plugins changing the areas/cells should win any comnflict.
  5. By the time shiprope01lod is reported in the log it has been created from the full textures to the output folder. Textures in the data folder with the same filename as the created textures are irrelevant. See https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-134/?do=findComment&comment=273438
  6. The underside should have the correct "holes" next version matching the ones in the terrain LOD.
  7. Thanks. Will be fixed next alpha version. For future reference https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots If making screenshots of the LOD area, also make screenshots of the close-up object or full model for comparison. When making screenshots of full models, open console and click the object in question to show its reference form ID. Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise. Knowing the form ids of one or two of the objects makes troubleshooting things easier right away.
  8. As explained by https://dyndolod.info/Generation-Instructions, the load order should be cleaned and error checked with xEdit before generating LOD. As further explained pay to attention to all log messages. See https://dyndolod.info/Messages. Log messages like this reported in the DynDOLOD log are the cause of the access violation. They would also have been reported by the xEdit error check: <Error: Unresolved FormID [E70048D3] RealisticWaterTwo.esp might be the wrong version. Error in RealisticWaterTwo - Unique Region Names - MissingEZs_AllExteriors.esp POIReach03 [CELL:00007040] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,11)> See https://dyndolod.info/Messages/Unresolved-Form-ID. RealisticWaterTwo.esp is probably the wrong version for the patch RealisticWaterTwo - Unique Region Names - MissingEZs_AllExteriors.esp or vice versa. It should run through without an access violation once all the CELLs that have unresolved form ID have been fixed.
  9. Remove Occlusion.esp from the data folder and also do not check the Occlusion data checkbox. After LOD generation put it back.
  10. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload also.
  11. 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 post. Disabling mods is a troubleshooting step and not a fix.
  12. Fix all the unresolved form ID errors shown in the log like: <Error: Unresolved FormID [460048D3] RealisticWaterTwo.esp might be the wrong version. Error in RealisticWaterTwo - Cutting Room Floor Patch.esp NightgateInnExterior03 [CELL:0000905C] (in Tamriel "Bordeciel" [WRLD:0000003C] at 18,11)> https://dyndolod.info/Messages/Unresolved-Form-ID RealisticWaterTwo.esp is probably the wrong version for the patch RealisticWaterTwo - Cutting Room Floor Patch.esp or vice versa. It should run through once all the CELLs that have unresolved form ID have been fixed.
  13. 1.7.5.2 worked in this case https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-134/page/516/#comment-273025
  14. Thanks. Delete the old bugreport.txt and log. Download this test version of DynDOLODx64.exe https://mega.nz/file/xNRh2YRC#Z28FOQcPMgLp4YDHq_1XKdzKVcd3gpd2oMup-Sqj87Y and replace the one in the installation folder with it. Then run it again. I expect the same or similar error to happen again. Upload new log, debig log and bugreport.txt.
  15. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt to upload when making post. Use the "Click on this link for additional explanations and help for this message" as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Exceptions#Access-violation. Click "Copy message to clipboard" to paste the text instead of making screenshots of messages as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
  16. Great. Thanks for letting us know.
  17. Check with this attached test version of the DynDOLOD DLL NG. DynDOLOD.7z
  18. Please upload the papyrus log and ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt
  19. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug logs to also upload when making posts. https://dyndolod.info/Messages/File-Not-Found-Textures A file not found error is fixed by installed or copying the missing file to the folder it is expected to be found. A texture not found error is the same. Not all mods and/or their requiremtns are installed correctly, or the mod author forgot to include the texture. For troubleshooting the message also mentions the NIF, the model, that uses that texture. You can use the MO2 right window data tab to find which mod contains the mentioned NIF. Read the mods description to make it and its requirements are installed correctly. xEdit can not load or save textures. It does neither does it have a save as option. I doubt anyone could or would write such instructions. If a file is missing it does not need to or can be open and saved in a program. Use normal OS file manager functions to copy, move or rename files. As explained, the missing texture will be replaced with a red color texture when generating billboards. So the worse that happens with TexGen is that the billboard is going to be red and having red tree LOD in the game. The DynDOLOD log shows the LOD patch generation completed successfully. However, it also shows 2 errors that can cause CTD: <Error: Texture resolution 2232x4096 not a power of 2 Texture textures\bark\ambientcg\bark001.dds Used by Meshes\landscape\trees\treepineforestdead02.nif Ulvenwald.esp TreePineForest02Dead [TREE:000B927B]> <Error: Texture resolution 2232x4096 not a power of 2 Texture textures\bark\ambientcg\bark001_n.dds Used by Meshes\landscape\trees\treepineforestdead02.nif Ulvenwald.esp TreePineForest02Dead [TREE:000B927B]> https://dyndolod.info/Messages/Texture-Resolution https://dyndolod.info/Messages/Max-Tree-LOD-Billboard-Count-Of-256-On-Atlas-Exceeded You might want to use ultra tree LOD. It is unclear what the actual problem with loading or starting a game is or why you believe it is has anything to do with the TexGen or DynDOLOD outputs.
  20. From the log you uploaded: [DeletedReferencesChecks] <Debug: Deleted reference Dawnguard.esm [REFR:000F9625] (places RailLeanMarker [FURN:00070EA1] in GRUP Cell Temporary Children of HalloftheVigilantExterior01 [CELL:00008FCF] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,16))> Clean the Dawnguard.esm. Consider reading the log file yourself. https://dyndolod.info/Generation-Instructions#Prerequisites Clean every plugin that LOOT suggests to clean
  21. From the debug log you uploaded: [DeletedReferencesChecks] <Debug: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))> Clean the Update.esm.
  22. With the attached test version of the DynDOLOD DLL NG the doors should be unaffected. Let me know. DynDOLOD-DLL-NG.7z
  23. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and at least one of the mentioned lodgen logs. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt The impexttowershelltop01_lod_3.nif included in DynDOLOD Resources SE 3 has a time stamp from 2021-07-24. If the file is corrupt it probably happened because of an incomplete archive download or after unpacking.
  24. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds In case a deleted reference is found and the log and error message report Deleted references: yes, the debug log will contain a line like this: [DeletedReferencesChecks] <Debug: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))>
  25. The MCM showing the same API version for everything is expected.
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