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sheson

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Everything posted by sheson

  1. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs, which log, debug log and bugreport.txt to upload.
  2. As usual, all the DynDOLOD DLL NG and Scripts Alpha archives for the experimental large references bugs workarounds are hidden on Nexus on purpose. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
  3. https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-98-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod. Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86, Users, Desktop, Documents, Downloads etc. Readme.txt included in 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. Also see https://dyndolod.info/Help/xLODGen
  4. From https://www.nexusmods.com/skyrimspecialedition/mods/6642?tab=posts Pay attention to the URL = title of the thread: https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-98-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ xLODGen - Terrain LOD beta 98 for FNV, FO3, FO4, FO4VR, TES5, SSE, TES5VR, ENDERAL, ENDERALSE This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation. Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Also see https://dyndolod.info/Help/xLODGen xLODGen is a renamed xEdit to automatically start the -lodgen xEdit tool mode, The x stands for the game mode. For future reference: do not post screenshots of text. Post the text instead. Text can be searched.
  5. Moved to the appropriate thread for the error message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug logs to upload when making posts. I will list the things that worked for people in the past. 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.
  6. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds For the Large reference bugs workarounds check box and options to become available on the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. [..] See the Prerequisites section of the Generation Instructions for more. Also read the rest that explains the accompanying log messages, which probably reports "Deleted references: yes" Then read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements which has the links for the DynDOLOD DLL NG and Scripts and Address Library. If further help is required post the log and debug as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  7. Stuck object LOD is typically an engine issue. Test with default INIs. Test with older versions of Seasons of Skyirm, like 1.7.5.2 all the way back to 1.7.2 to see if there is a difference.
  8. The dynamic LOD already addresses LOD not unloading after fast travel, so the LOD not unloading bug fix is not needed anyways. Make sure to check the INIs that are actually used in the game, in the MO2 profile folder, use MO2 menu Tools / Tool Plugins / INI Editor. Also check SkyrimCustom.INI and every INI found in data folder with the game plugins. If the INIs are not default, make a backup and test with default INIs.
  9. You would need to do a new generation and then make sure that the debug is not being replaced later. Keep in mind for the next time. This looks like stuck object LOD. See answers for https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells I am assuming ultra LOD was generated and probably object LOD Level 32 is used for the map but the object LOD Level 32 files do not exist for that season.
  10. Unfortunately the debug log only shows DynDOLOD being started and closed. The debug log gets replaced with every session. Also upload the normal log as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshot with additional information. Use "tll" in console to see if tree/object LOD is involved as explained. After clicking an object with console open, type "disable" in the console to see if there is a duplicate model remaining. See answers for https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells
  11. The debug log is saved after the the normal log into the same log folder. Simply letting the tool shutdown (exit, only one lick on X etc.) on its own should let it save the debug log. Nothing really changed in the principle code of occlusion generation reading BTO files in xLODGen terrain LOD beta in a long time. BTO files are read in parallel loop. The OS decides if it gives requested memory to programs. The OS decides how many threads to run on which core. If reading BTOs is consuming too much memory, just lower the max number of threads as suggested or simply endure the 1 minute that peak seems to take for things complete successfully. See https://dyndolod.info/Changelog to learn what changed. The order in which BTO files are read in parallel is not guaranteed to be the same each session. The reason something is different is probably because of larger BTO files. For example, Worldspace Transition Tweaks adds Solstheim to Tamriel, way too complex 3D tree LOD assets, full models used for LOD etc. https://dyndolod.info/Messages/Textures-Do-Not-Match While they may not be the reason, those message indicate that outdated LOD assets are used. Assets from DynDOLOD Resources or the MM DynDOLOD V3.0 LOD Pack are being overwritten by another mod. This can affect visuals negatively.
  12. Post screenshots of the objects that can be selected. Preferably the ones that have LOD. Report the cell coordinates for the bridges . Upload ..\xLODGen\SEELODGen_log.txt from the terrain LOD generation.
  13. Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs It seems to be missing from the archive. The DynDOLOD log that was uploaded shows the generation completed successfully. See answers for https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory and see https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data, which explains why reading several object LOD BTO at the same time might use a lot of memory and how to limit the max number of threads to limit memory usage. BSOD is a hardware, BIOS settings, OS, drivers etc. problem. The OS is what controls how much memory a program is allowed to use. Typically leave virtual memory settings in Windows the default, so it is automatic. The screenshot seems to show about 6GB RAM usage which is less than half of the 16GB total available. The peak working set column might have recorded more. Do not take pictures of a monitor, make a proper screenshot instead. https://www.cnet.com/tech/services-and-software/how-to-easily-take-screenshots-in-windows-10-and-11
  14. Moved to the already existing thread for that message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log and entire 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 as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search to find similar posts: https://stepmodifications.org/forum/search/?q="DynDOLOD Resources SE version information not found"&quick=1&type=forums_topic&nodes=223 Really read the entire message prompt. It tells you what the problem is and gives a suggestion what to check and a link to further help. DynDOLOD Resources SE version information not found. Verify correct installation. The message is really just a file not found error. The version information INI file can not be found in the C:\Steam\steamapps\common\Skyrim Special Edition\Data\ folder. 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 with lots of suggestions what to check.
  15. Read the first post which log and debug log to upload when making posts. Read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
  16. The bridge in second screenshot seems to consist of several different objects. There are hundreds of objects in each cell that can be clicked with console open that will show a form ID and lots of additional information with more informative console. If you can not click any objects to get their form ID then troubleshoot and fix that problem first. In order to be able to troubleshoot problems with specific mod(s), records or models they need to be known. Provide the cell coordinates. Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt Did you generate any terrain LOD meshes with xLODGen (what settings for LOD Level 32?) or are using a terrain LOD mod?
  17. Provide the reference form IDs, the base record form IDs or the full model NIF filenames for the objects that you want to have LOD on the map for. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots: When making screenshots of full models, open console and click the object in question to show its reference form ID. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. The LOD model that has a wrong root node reported is ignored for LOD. The log message is not wrong. It simply means that there is LOD missing for the full model it represents and that it wasn't part of objects you are looking at in case you fixed the model. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
  18. Log messages are reporting facts. They are not wrong. https://dyndolod.info/Messages/Root-Block The screenshots seem to show dozens of objects that can be clicked. Terrain is what can not be clocked in console. There is always something can be clicked after opening console with ~, even if it is a vanilla object it could have helped to determine cell coordinates. If opening console and clcking things does not gets a form id and additional information from more informative console, then troubleshoot and fix that issue. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with console opened, with more informative console installed. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to at least provide cell coordinates. Read the first post, my signature or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log file to a file service. Do not post logs to discord instead. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
  19. This is off-topic and has nothing to do with DynDOLOD. A proper setup to easily switch between 1.5 and 1.6 profile should use the MO2 root plugin. Only DLL plugins absolutely required need to be installed in their correct version - .Net Framework and then NGIO, SSE Engine FIxes for example. DLL plugins that are not required for fixes/stability should be deactivated in the 1.5 profile. Mods consisting game plugins should stay the same version just as the game plugins and assets.
  20. This seems to be about terrain LOD, so this was moved to the xLODGen terrain LOD beta thread. No logs were uploaded. It is unclear what guide or settings were used. If you have problems with third party guides or mods, then you need to ask on its forum, comments, discord etc. How to make close up screenshots of LOD https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness If brightness, contrast and gamma settings in xLODGen are left alone, the generated terrain LOD textures match the full terrain textures perfectly before any game post effects. Generation settings and noise overlay are applied equally to everything, regardless what textures depict. The game does not support The map uses its own overlays and settings. https://stepmodifications.org/wiki/Guide:Skyrim_INI/MapMenu If you want a specific texture to look different, then you need to change the full landscape texture before generating terrain LOD. LOD is supposed to match its fully loaded things in the active cells, so maybe terrain LOD is fine, but the snow LOD shaders applied to object LOD are off. See https://dyndolod.info/Help/Snow-Ash-LOD-Shader
  21. From https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting after clicking "Click on this link for additional explanations and help for this message": Verify that the correct game data folder is being used for the checks. Check the top of the log messages that the tools are started in the desired game mode and check that the correct game data path was found in the Windows registry key. For example: Using Skyrim Special Edition Data Path: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\ (Temporarily) downgrading the game exe in order to generate grass cache should not require to change the game data path. Grass cache generation should be using the same game plugins and BSA files as the final load order. That is off topic to DynDOLOD support however.
  22. Provide the new logs for any new generation for which issues are reported. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots If making general screenshots of areas or worldspaces, provide information like the worldspace name and the cell coordinates. The DynDOLOD SkyUI MCM - You Are Here page provides the current cell coordinates of the player. "alongside the northeastern coastline" does not tell me the coordinates or form id of an effected cell. Make sure terrain LOD meshes were generated with restored data xLODGen Resource - SSE Terrain Tamriel and that the generated LOD is active when generating occlusion. Report back on every verification step or suggestion if it has been done or is the case or not. I assume "a brand new instance without any mods installed" means just the vanilla game. Does this mean the problem looks the same for the vanilla game and with Occlusion.esp generated normally or with additional height for the vanilla game? Make sure Occlusion.esp has been in fact generated for the same load order (no old files in MO2 Overwrite) and that no other plugin overwrites the cell records it contains. Provide screenshots of the DynDOLOD SkyUI MCM pages "Settings".
  23. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search how to use search to find posts with the same or similar questions. I moved the post to the appropriate thread. See above. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Apply the fix as explained by creating a valid grass cache file with NGIO. https://dyndolod.info/Messages/Exceptions#Unknown-grass-data-file-format The fix is to generate valid grass cache files with NGIO and to make sure to overwrite all vanilla/old *.gid files with them in case you instructed DynDOLOD to use *.gid file instead of *.cgid files. https://dyndolod.info/Help/Grass-LOD
  24. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug to upload when making post. Common sense information would be: DynDOLOD Resources version information - would be included in the logs. A list of the conflicting files. The DynDOLOD Resources download archive does not contain grass meshes, textures or *.gid/*.cgid grass cache files. Typically Grass LOD generation is not an option for Skyrim LE.
  25. This is the official DynDOLOD support forum. This is about helping/generating/developing xLODGen/DynDOLOD, the tools to generate LOD. I do/can not provide generic modding support or support for 3rd party guides. I suggest to ask the author of a guide in case of problems unrelated to LOD. Check the comments/forums of a mod or may be ask on a generic modding forum or discord. I am not able to recommend one specifically. If you are on reddit already, read the posting rules and then make one specific and detailed help post per problem.
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