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sheson

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Everything posted by sheson

  1. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The screenshots seem to stuff in the active cells. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots To determine if something is LOD, toggle LOD on/off with tll in console. Why do you believe either screenshot shows something that has anything to do with DynDOLOD? What rudimentary troubleshooting have to done so far? The first screenshot might be full model grass missing textures. DynDOLOD does not change the seasons or full model/textures. Most likely both things happen with no DynDOLOD output. Follow, read https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Help/Seasons
  2. https://dyndolod.info/Generation-Instructions#Prerequisites Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. Usually errors that prevent successful LOD generation are errors reported by xEdit. The background loader of xEdit reports the duplicate, overriden or invalid object IDs etc. The xEdit error check reports the unresolved form ID errors. Having a stable/working load order or creating a patch plugin is pretty much impossible with these errors in the load order. Most of the stop errors should have been discovered and fixed long before running DynDOLOD when following proper modding practice. One would expect mods or plugins that have errors are fixed by mod authors or in case the mods are older/unmaintained and nobody made a fix yet they have newer alternatives. You can "try/dry run" most of the checks quicker by selecting dynamic LOD only and not selecting anything else, in particular object LOD.
  3. I will add an option to set/flag any snow to HD (or non HD, just case someone wants that option) for LOD 32.
  4. Read the first post which log and debug log to upload when making posts. Also post the papyrus logs as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs / https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing
  5. Uncheck Auto Santize before Save in the file menu. There is no need to have unique names. The BTOs can be saved as is with this setting disabled.
  6. Looking at screenshots of ACMO this seems "normal". Typically only LOD level 4 mountain LODs have models that require HD snow, everything else that does not have vertex color alpha must have the non HD shader. Looking at that I am just not sure if either HD is made too dark or non HD is made too bright? If you have the time do these tests: Remove all LOD 32 BTO but one. tamriel.32.0.-32.bto. Test that the map still works and still exhibits the difference. Make screenshot. Change all objSnowHD to objSnow. Screenshot. Change all objectSnow to objSnowHD. Screenshot. TO define which shader is used it is typically it is not necessary change the LOD_Objects / HD_LOD_Objects flags of the Shader Flags 2 BSLightingShaderProperty but test that as well if it has any effect. If any of the tests has acceptable results I can add an option to the LOD generation to set things as needed for LOD Level 32 until a better solution can be found.
  7. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. As explained on the first post, if the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text. Installation path not allowed If you set any command line arguments, copy and paste them as well. It looks like you set the data folder to D:\DynDOLOD\ and that it also contains a data folder, which is not part of the DynDOLOD Standalone download archive. Typically the data folder should be discovered automatically via the registry entry. https://dyndolod.info/Messages/Windows-Registry-Key If using command line arguments the -d command line needs to point to game data folder. https://dyndolod.info/Help/Command-Line-Argument https://dyndolod.info/Installation-Instructions
  8. If a LOD level or bto contains any HD snow depends on the LOD model/texture being used. I would test what effects the values have that are different between the two shaders. The map has additional overlays and settings for snow https://stepmodifications.org/wiki/Guide:Skyrim_INI/MapMenu I would have assumed if any of those settings affecting the LOD shaders, they whould apply equally to either snow shader, but that needs to be tested.
  9. See https://dyndolod.info/Help/Snow-Ash-LOD-Shader
  10. Does this also happen when you run that version from a command prompt? Unlike the official version, it should simply return nothing when started without arguments. Check the windows event log for related entries and copy/paste them.
  11. Great. I wonder if there is anything different with this version of https://mega.nz/file/gMoD3Cwa#E-sZiAi_dbdzzXNhGJBuQRcQslsPSkCcmfCTx5LNA6M Remove or set TexconvAdapterIndex=0. Download and replace ..\DynDOLOD\Edit Scripts\Texconvx64.exe, run TexGen. If the same problem happens, just set TexconvAdapterIndex=-1 again to disable GPU usage. You probably want to add the line under [DynDOLOD] in DynDOLOD_SSE.ini as well in case DynDOLOD stops waiting for Texconv forever as well.
  12. The odd thing is that I can not replicate it with just Better Tel Mithryn and Lux. in any case, the logs from the test version show that it is not happening anymore. So this means it should be fixed in next version. The output of the test version will incomplete in regards to the parent/child work copies though. If you are actually playing and want to have working output, use Alpha 128, generate Solstheim in its own session (or maybe all but Tamriel), install and activate and then update the remaining wordspaces in a second session.
  13. Normally TexGen should not take more than a few minutes. If you terminate that texconv in task manager, TexGen should have a related message and stop. This happens regardless of LockTexconv=1 or 0? Download latest texconv from https://github.com/Microsoft/DirectXTex/wiki/Texconv Open a command prompt (Windows Key + R, cmd, Enter) to where you downloaded that texconv version and run it by typing its file name. I am interested in what it lists for feature level and adapter at end if its output. Typically the best/only video card should be adapter 0: In case it is not 0, add TexconvAdapterIndex=X under [TexGen] in the TexGen_SSE.INI. Set x to the adapter level. If the best/only graphics card is adapter 0 already or setting it to another level does not change anything, set TexconvAdapterIndex=-1 to disable GPU usage to see if that runs through.
  14. Can you test if happens if you generate Tamriel + Solstheim only? You do not need to check object/tree LOD, just dynamic LOD and keep the fake light options to make things go a bit quicker. If not, test with all worldspaces again. Once know which one, do the same worldspace selection with the test version as well, and upload the logs.
  15. Can you do the same run with Solstheim only from scratch with DynDOLOD 3 Alpha 128 and upload those logs as well?
  16. Use this version https://mega.nz/file/EcIEXTRT#nslaMTPe2omO1vU9AElGTIE-jQgpdpGL8tqKCPDzBbM Just to create/upload log and debug log.
  17. It does not care which plugin adds them. Download and run this test versions of DynDOLODx64.exe https://mega.nz/file/tYhSTZaR#gBDvuhylv96TRJP7m60jFAthPPJV0JEr2WGOQhbkwXs Only select Solstheimworld, upload log and debug log. Do not use output for anything.
  18. Are you sure there are no Texconv processes listed in task manager? You might need to unfold TexGen or enable a show all option. Have you tried with RenderSingle=1 and LockTexconv=0?
  19. The debug log shows that either RenderSingle=0 is set or it is missing from the INI. LockTexconv=1 is set. Add RenderSingle=1 under [TexGen] as well and then test what happens. If the problem persists, upload new logs. Check in task manager if there are Texconv processes TexGen might be waiting on. Terminating then should let it continue/fail with an error message in that case.
  20. The "missing" land is a game engine bug and the missing references in childworlds are for vanilla optimization. So far it requires manual patching to fix. Currently DynDOLOD includes a manual patches for Dragonsreach Balcony, Whiterun/Solitude exterior for example but nothing for Riften. The next alpha version will do landscape fixes and reference copying from parent to child world automatically. It will make the manual exterior patches that add copies of cells/references obsolete.
  21. What mod is the ferry that you are taking from? Doesn't it also happen if you just fast travel? Upload Papyrus log c:\Users\[Username]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log DynDOLOD output ..\skse\plugins\DynDOLOD_Data\DynDOLOD_DLC2SolstheimWorld_Objects.txt
  22. Doing some simple checkings for known issues saves time for everybody. The tools protect users that are not reading or following instructions from doing mistakes that are known to cause problems.
  23. The link for the logs is incorrect. Let me know where to find the logs.
  24. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. https://dyndolod.info/Updating The existing DynDOLOD plugins need to load after any other plugins of the same type (e.g. DynDOLOD.esm after the highest priority ESM, DynDOLOD.esp with the highest priority possible). In case Occlusion.esp exists, it needs to load after DynDOLOD.esp. You most likely generated the synthesis.esp patch after generating DynDOLOD, so it contains DynDOLOD.esp as a master. https://dyndolod.info/Generation-Instructions Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD.
  25. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Delete the H:\DynDOLOD\ folder and follow the installation instructions. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Refer to the manual of the mod manager how to add the DynDOLOD/TexGen executables, for example Mod Organizer
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