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sheson

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Everything posted by sheson

  1. This is a vanilla bug. The model is so placed it spans across cells and since there are no large references when LOD has to show for it just peeks into active cells. Next version will have an update to the mesh mask rule that already exist for arnima.esm to just delete it. There are already so many mountain models placed in the parent world that cover up the terrain I did not see any bad side effects doing a brief check.
  2. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log debug and papyrus log to upload when making posts. Read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds DynDOLOD problem with worlds config file You probably did not generate LOD with the Large reference bugs checkbox checked or there was a problem with the generation being incomplete. If it is not that, then upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log and ../Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt if it exists in addition to the other logs.
  3. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug log to also upload when making posts. DynDOLOD is a modified xLODGen, which is a tool mode of xEdit. The xEdit background loader is what loads plugins. xEdit automatically loads plugins that are enabled in C:\Users\crichmond\AppData\Local\Skyrim Special Edition\Plugins.txt. xEdit automatically loads plugins that are masters required by plugins.
  4. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum which log, debug and bugreport.txt (if it exists) to upload. I will list the things that worked for people in the past as discussed in this thread. Try one at time until it hopefully works: Make sure UAC and antivirus are not interfering. Add exceptions for all executables, also for in ..\Edit Scripts\Texconvx64.exe for example. Update the graphics driver to the latest version. Install the driver only without the crapware or terminate the crapware before using the tools. Check the task manager for stuck Texconvx64.exe that TexGen might be waiting for. If you terminate all Texconvx64.exe TexGen should have a related error message and stop. Add LockTexconv=1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI to see if that changes anything. If not, test if adding RenderSingle=1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI lets it run through. If not, test if adding RenderTexturesSingleThread=1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.IN changes anything. If not, test if instructing Texconv to not use the GPU by adding TexconvAdapterIndex=-1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.IN changes anything. If it still gets stuck, upload both the log and the debug log.
  5. The terrain heightmap is a modders resources that by itself doesn't do anything. The INI setting is just exposing an option in xLODGen.
  6. There is not need for a new game. Just a clean save. See https://dyndolod.info/Updating and https://dyndolod.info/Updating
  7. The DynDOLOD plugins were generated with an outdated version of DynDOLOD 3 Alpha. Get the latest DynDOLOD 3 Alpha. Generate new DynDOLOD, Occlusion plugins from scratch and install them. Backup the debug log from that generation. Then try to update Occlusion.esp to see if a duplicate EditorID error still happens. If that is the case upload the debug log you backed up and the DynDOLOD plugin mentioned in the message.
  8. Upload the terrain BTR and the underside NIF.
  9. Users who do not want to edit the configuration file themselves can post on the official DynDOLOD support forum with logs and useful screenshots, thus help improve the tools for everyone and themselves with the next update. Users who can edit the configuration file with the help of the explanations can at the same time post the edits to the official DynDOLOD support forum to help improve the tools for everyone without having to wait for the update to be released. Once they install the new version, the changes are included and they won't have to remember to edit the configuration file again.
  10. Will be fixed next alpha version of DynDOLOD Resources.
  11. Get DynDOLOD DLL NG and Scripts 3.0 Alpha-10
  12. I am going to answer to each thing in a separate posts. If there is something I haven'r replied to in say a week (and it is still present after any updates that I might release in the meantime) feel free to post a reminder for that particular issue. So far the hide quad flag was only used for terrain under side generation. Get xLODGen beta 99 that now has a corresponding check box for LOD level 4. Unless the hidden quads are properly covered by LOD objects, the holes might become very visible. That is probably one of the reassons CK doesn't do it for terrain LOD generation. Hence disabled by default. If you know the exact filename of the terrain LOD mesh, just use Specific Chunk: 4, -44, 0 for example.
  13. 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. If you can not click full meshes for useful information in screenshots, remove the mod that is causing the problem, e.g. temporarily remove the mod that is adding multipass show shaders. Why do you believe this has something to do with thew new alpha version and not with any changes in the load order or the settings? Did you verify with an older version and exact same setup and settings otherwise? If so, which version? This might be related to the terrain underside. Disable LOD with tll in console so the underside remains, click it in console and disable it. Enable LOD again, to see if things look more normal in the distance. If that is the case, increase the object LOD distances in the DynDOLOD SkyUI MCM Settings. Consider increasing the height distance of the underside by a bit. https://dyndolod.info/Help/Terrain-Underside#Optional-Configuration and https://dyndolod.info/Help/Terrain-Underside#Updating
  14. Regarding the Fence mod, it is not good it relies on a old mod that breaks with Bethesda convention to always use unique filenames regardless of folders, so the vanilla fence LOD will be used whenever there is a duplicate filename of fencewoven[01|02].nif being used... In any case, next alpha version should add a accompanying SWAP.ini for those new references. For Markarth, just unsettling the use parent LOD flag is not enough when having generated the LOD patch with the terrain underside. It will still load the underside for Tamriel. Normally Markarth has its own LOD and thus its own underside. To compare, generate LOD without that flag. If you check the cell 0x20EED you will notice that it sets the Hide Quad 1,2,3,4 flags, which effectively disables terrain in that cell. Do the same to the cell 0x75AD in Tamriel, so no terrain LOD is generated for the cell with xLODGen and for the underside with DynDOLOD. The MCM You Are Here not showing the parent world LOD file names correctly for evermore is a side effect of it not having dynamic LOD generated by default. Since it uses the parent world for LOD, the LOD files for it are irrelevant. To test if something is LOD, just tll to disable it. Unsetting the flag just has the same effect with more steps. The references in the child worldspace evermore used to be not properly aligned with the parent worldspace, in fact the whole city is rotated somehow. I assume that is still the case and the cause. So if object LOD peeks through because of that, find the reference in the parent worldspace and get a screenshot with More Informative Console of it. Next alpha version will make sure the HD LOD flag is also always set with AllHD. From the papyrus log: [08/16/2023 - 05:14:20PM] DynDOLOD successfully initialized The message is printed to the screen right before that as the debug.trace is right below the debug.notification command in the script. The screen message can be delayed by the engine if there are a lot in the queue, but it might as well just show while the screen is still black.
  15. 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 in ALPHA test to find and report bugs. If you using the experimental large reference bugs workarounds DynDOLOD DLL NG and Scripts, also an ALPHA test, then the message is expected to show after loading a save as well. Also see https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing
  16. Cells with navmeshes are ignored by default for some child worldspaces atm. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child NoCellsWithNAVM - set to 1 to not copy references from the parent worldspace if the child worldspace cell contains a nav mesh. Use to only copy reference that are really outside the walled cities. Settin NoCellsWithNAVM=0 for Solitude, Riften should address the views. For copies, not all possible conditional features of BOS are supported yet. I assume the fences are using locational swaps. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshots of objects showing usefull information with the More Informative Console mod. Provide a link to the mod adding the swaps. Regarding Markarth, parent child worldspace copies are made after LOD is generated for a worldspace. By default Markarth does not use the Tamriel parent worldspace for LOD. When its own LOD is generated, there is no reference adding the bridge, hence it has no LOD. If you set ScanParent=1 for Markarth and you also want LOD to match, edit the Markarth worldspace record and set the flag to use the LOD of Tamriel. Get the cell coordinates and terrain LOD filename from DynDOLOD SkyUI MCM - You are here to check the CELL and LAND records and the terrain LOD meshes. Make sure terrain LOD is generated for the load order in high enough quality. If necessary also check the object LOD meshes for culprits.
  17. I added export of the native terrain height data to a texture/image for doodlum for a test. It is also part of not yet released xLODGen terrain LOD beta. The readme has a bit of information. Terrain-Heightmap-Readme.txt
  18. Each new DynDOLOD release should be unpacked to a new empty folder. https://dyndolod.info/Updating#New-DynDOLOD-Version Always install DynDOLOD Standalone into a new or empty folder. Always replace old DynDOLOD Resources. DynDOLOD 3 Alpha-134 has this as the first logline: DynDOLOD 3.0 Alpha-134 x64 - Skyrim Special Edition (SSE) (B365340B) starting session YYYY-MM-DD HH:MM:SS However, the missing billboard error is unrelated to which version is being used. It is about required LOD assets not being found in the data folder.
  19. The log shows Alpha-133 on top. Old log again? The error message from the log is: Error: LOD billboard(s) not found. Check the log for the individual warning messages. Generate LOD billboards with TexGen first. The log shows the list of missing billboards. They should have all been generated by TexGen and installed as a mod as usual. As explained, use the Click on this link for additional explanations and help for this message to open https://dyndolod.info/Help/Tree-Grass-LOD-Billboards and scroll down to LOD Billboard(s) Not Found for some troubleshooting tips.
  20. Thanks! Will be fixed next alpha-134 in a bit.
  21. Unfortunately the debug log got replaced already, but the log seems good enough. Can you do a quick check with xEdit to see if anything overwrites 0005c854?
  22. https://dyndolod.info/Updating#New-DynDOLOD-Version Always install DynDOLOD Standalone into a new or empty folder. Always replace old DynDOLOD Resources. Click to the advanced mode and save the preset. https://dyndolod.info/Help/Advanced-Mode: Use the Save preset and Load preset buttons to save custom rules for later use. Save to a folder outside the DynDLOD installation to keep the preset file, so you can load it with the new version.
  23. That depends if you want to update an existing output or generate a new from scratch, if I understand the question right. Ask specific questions if something is left unclear after reading the explanations at https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save if links to.
  24. Both log from Alpha-128 and the bugreport.txt appear to be old ones from past months? I assume you are using the latest Alpha-133 but somehow uploaded an old logs. Upload the log and also the debug from the generation that is used in the screenshot. FormID 0005c854 is supposed to be "deleted" by a DynDOLOD plugin. Probably a bug with the manual patch file included in the latest alpha. The mesh being replaced is most likely irrelevant for the duplication.
  25. Thanks, that is exactly what was needed. This is fixed in Alpha-133. If you do not want to generate LOD to update this right away, you can remove the reference from the plugin with xEdit by just right clicking their entries in the left tree view or by right clicking the plugin name in the top row in the right window and then selecting "Remove". Then close and save the plugin.
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