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Everything posted by sheson
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload. If you have mods that add several hundreds of new references in and around towns then maybe that is to be expected. I tested vanilla game with Capital Whiterun Expansion which adds lots of new stuff around Whiterun and it was fine. Generating LOD with the same load order and settings is going to have the same results.
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It actually progressed to a new range check error. Try this test version https://mega.nz/file/RIwhmT5R#78qJi2XifQvL4IH59gk9wjelRLJbispws4bQ5ei3Yq4
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Thank again! Try this one https://mega.nz/file/1d5TnAIK#2cDWdSG0hFDYawTXUDaqp3wnB9ezbxIZ3vudTvSCHO0
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Moved to the DynDOLOD 3 Alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log for the session, debug log and bugreport.txt to upload and how to zip and use a file service for large files. As explained at https://dyndolod.info/Messages/Exceptions#Range-check-error, this is a problem that needs to be fixed in the tools.
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Thanks! See what happens with this test version. https://mega.nz/file/hYBh0J7Y#e0mpNTqTcSaZQRpL1U0CrxkN-4W0rvSUhf---qUqycA
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Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload. Billboard tree LOD happens either as fallback because 3D tree LOD models are not found or because the tree mesh mask rule defines Billboard for LOD Level 4. See https://dyndolod.info/Help/Ultra-Tree-LOD#Generating By default LOD does not receive or cast shadows. Which means you are probably using ENB distance shadows. They will work better with actual 3D tree LODs.
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That means the request to upload the logs, debug log, lodgen log and windows event log was ignored twice. Do not ask what to do if there is no intentions doing it. Logs contain actual information that can help with identifying causes of problems or at least help with giving better troubleshooting suggestions. That means you knew not to use the incomplete output but tried it anyway. That means you mention that you searched the forum but forgot to mention you read stuff on the website. You get responses according to the information provided. LODGen generates object LOD from NIFs. Either loose files or from BSAs. So maybe a NIF or BSA is part of the problem. Removing mods either removes the need to use a NIF or BSA and/or the files themselves. However, the error code is not "normal" problem with assets or coding errors, but typically an underlying issue with the OS, .Net or used libraries, hardware maybe etc. So troubleshooting mods is typically not really going to help fixing the problems, other than just to avoid the situation altogether.
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Child > Parent "Low" is the old default that just happened automatically. "Medium" will take care of trees in cities. Vanilla Riften has some aspens that are then visible, so I'd use that. Parent > Child Since it replaces the Whiterun and Solitude Exterior patches from older DynDOLOD Resources, enable that check box if you are interested in proper surroundings and used those patches before. Especially helpful for Whiterun, Riften and Solitude if you use mods like Legacy of the Dragenborn where you can actually see outside. Do not use if performance is more important and then just don't peak outside. If large reference bugs workarounds is used, you can disable large references in child worlds from the SkyUI MCM to regain a bit of performance. Make sure to read https://dyndolod.info/Help/Child-Parent-Worldspace-Copies if controlling things individually for a specific child world is needed.
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Thanks. Download this test version of DynDOLODx64.exe https://mega.nz/file/oUZi2JDA#e0mpNTqTcSaZQRpL1U0CrxkN-4W0rvSUhf---qUqycA See if it runs through without the error. If not, upload new bugreport.txt, log and debug log.
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Thanks for the bugreport.txt. Also upload the log and debug log as explained on the post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.
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Upload the log, debug log and bugreport.txt as explained to help development of the tools. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug and bugreport to upload when making posts. As explained on the first post and https://dyndolod.info, DynDOLOD 3 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. As explained on the first post and 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 https://dyndolod.info/Messages/Exceptions: Integer overflow Always use the latest version of DynDOLOD/TexGen as explained above. This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and the lodgen logs for which the error occured to upload. Also see https://dyndolod.info/Help/LODGen for some suggestions about error code E0434352. Post related Windows Event log messages. See https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages for explanations of certain messages. From https://dyndolod.info/Generation-Instructions Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload. The entire content of the output folder is compressed with the official ..\DynDOLOD\Edit Scripts\7z64.dll once all output has been generated. Mods should not in any way be able to affect this. Make sure the drive has enough free space. Make sure UAC, anitvir are not interfering.
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Avoiding the problem is not fixing the problem. The worldspace will not have updated LOD. Hence the new test version.
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For future reference, do not post screenshots of message, use the 'Copy message to clipboard' link instead and post the text. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text See if you have more luck with this test version https://mega.nz/file/oUZi2JDA#e0mpNTqTcSaZQRpL1U0CrxkN-4W0rvSUhf---qUqycA Upload new log, debug log, bugereport.txt in case it has an error. If it stalls, check task manager for stuck texconv processors and kill them top get it to have an error. It is normal that when something that has an error is not done, the error is not happening. Kind of like staying in bed to not have accidents outside.
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Are you able to delete the incomplete output before trying again? If that is the case, try with this test version of DynDOLODx64.exe https://mega.nz/file/4BQk3C7Z#cHinjlNTRVcUyG4jL5zhFz32bf4eCbsk7IE_E612cEI If problem persists upload new log, debug and bugreport.txt.
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For future references, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug log to upload as well. The program (process) tries to read/write the file C:\Mod Tools\dyndolod\DynDOLOD\DynDOLOD_Output\textures\landscape\reachmoss01noalpha.dds using OS functions. The OS tells the program that it is not possible because: The process cannot access the file because it is being used by another process. Such messages state a fact. You could try to check the the manager for all current processes (including hidden ones and services) in order to determine which one it might be and terminate it. Otherwise a reboot typically clears that up.
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Weird Whiterun mountain texture
sheson replied to TadasTheLithuanian's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots 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. Read the rest of the section about using console and more informative console mod to learn what the model, textures, form ID, plugins are. What you probably mean by wierd, is what happens when something is set as a decal, so it keeps being drawn in front of things to avoid z-fighting. In cases like these I suggest to start the vanilla game to compare how it looks. It probably has different textures, but other behaves the same way. This has most likely nothing to with LOD. The model most likely behaves like the same way in the vanilla game. In Skryim SE most decals are set to not fade anymore. The large reference feature also loads models with non fading decals further away, making the side effects even more visible. The used textures are most likely replaced, causing a stronger tiling effect. -
We just discussed something related to this recently. Moved to thread. See discussion above. The terrain LOD textures are probably being affected by the mentioned MapMenu INI settings. https://stepmodifications.org/wiki/Guide:Skyrim_INI/MapMenu. Maybe the map weather plays a role, too. Also see https://dyndolod.info/Help/Snow-Ash-LOD-Shader#Maps, which explains the new option to force HD or non HD snow shaders on the map. Any overlays, INI settings, shaders are post processing effects in-game, which are only indirectly related to LOD generation, so you might find more detailed information and discussions about those things elsewhere.
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Moved to the DynDOLOD 3 alpha thread based on the assumption it is about DynDOLOD 3 Alpha. 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. Also upload the papyrus logs as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Dynamic LOD can only activate for exterior worldspaces for which it has been generated. See the https://dyndolod.info/FAQ "DynDOLOD Game Questions" for related error messages that might have show top left in the game, the DynDOLOD SkyUI MCM last message or in the papyrus logs.
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Moved to the xLODGen terrain LOD beta thread. See first post https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-98-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI https://dyndolod.info/Help/xLODGen#Terrain-LOD-Meshes-Fade-Setting https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-98-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/page/63/#comment-243445
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Download DynDOLOD Standalone 3.00 Alpha-130. it should fix that access violation. If not upload new log, debug log and bugreport.txt
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Read https://dyndolod.info/Downloads for requirements. Note that DynDOLOD DLL NG and Scripts is not mentioned, so it is not a requirement. If you read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds, then you will notice, that using and testing the experimental large reference bugs workarounds is optional. Read https://dyndolod.info/Installation-Instructions how to install everything. Read https://dyndolod.info/Generation-Instructions how to generate things.
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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. From the first post: 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. If you do not want to participate in the alpha test, use DynDOLOD 2.98

