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Everything posted by sheson
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The debug log you uploaded shows that LockTexconv is set to 0 / default. Add RenderSingle=1 under [TexGen] in D:\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. If not, check in task manager if there are Texconv processes TexGen might be waiting for. In that case add LockTexonv=1. If problem persists upload new log and debug.
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Large reference bugs workarounds requirements not met
sheson replied to RainingTacco's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Messages/Deleted-Reference to learn what deleted references are and how to fix them. 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))> https://dyndolod.info/Generation-Instructions Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean If LOOT does not report any plugin, refer to the debug log as explained above. -
Large reference bugs workarounds requirements not met
sheson replied to RainingTacco's question in DynDOLOD & xLODGen Support
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 The error message reports Large reference bugs workarounds requirements not met DynDOLOD.DLL: NG, Scripts: NG, Deleted references: yes As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, read the entire message carefully and click the link Click on this link for additional explanations and help for this message to open https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds for further help and information for that error in the load order. 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. When DynDOLOD is started, a log message will notify if the large reference bugs workarounds are enabled, for example: Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no) Use search to find similar posts https://stepmodifications.org/forum/search/?q=workarounds requirements not met&quick=1&type=forums_topic&nodes=223 -
Terminate all crapware that is installed with the AMD driver or install the graphics driver. Test with RenderSingle=1 added under [DynDOLOD] in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini The debug log shows it is set to 0 / false, which is the default, for example if the setting does not exist. If it still gets stuck upload new logs.
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As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs, zip the entire log and upload it to a file service.
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The debug is replaced every time the tool is started. The debug log you uploaded shows DynDOLOD being started and existed right away. Run the tool again and close it normally once the issue occurs so it can save a new debug log. Upload that.
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Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log and bugreport.txt (it exists) to also upload. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
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Read the first post which entire log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs 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 As explained o the first post, Click on this link for additional explanations and help for this message to open https://dyndolod.info/Messages/Unresolved-Form-ID for further help and information for that error in the load order. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages In case the message mentions that a plugin might be the wrong version, double check it is the correct version for the game version and for any other plugins using it as a master and vice versa. See https://dyndolod.info/Messages (and the summary of message https://dyndolod.info/Help/Summary-Of-Messages that open after the process went through without a stop error for explanations of other log messages.) https://dyndolod.info/Messages/Worldspace-Bounds https://dyndolod.info/Messages/Large-References-Found-In-Non-Master-Plugin Use search to find similar questions and answers as explained on the first post. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search For example: https://stepmodifications.org/forum/search/?q=unresolved form id&quick=1&type=forums_topic&nodes=223 https://stepmodifications.org/forum/topic/15567-unresolved-formid/ https://stepmodifications.org/forum/search/?&q="Worldspace bounds"&type=forums_topic&quick=1&nodes=223&search_and_or=and&sortby=relevancy You did not ask a question. If further help is required, provide the requested information and ask a specific question.
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DynDOLOD 3 and DynDOLOD Resources SE 3 are an alpha to test for bugs. It appears the current scripts in DynDOLOD Resources SE 3 Alpha have a bug. DynDOLOD DLL is a SKSE plugin and its accompanying papyrus scripts that can be used instead of PapyrusUtil. It does not matter if PapyrusUtil is installed as well. Eventually the standard will be DynDOLOD DLL NG from https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
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Install DynDOLOD DLL SE - Scripts and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640 from https://www.nexusmods.com/skyrimspecialedition/mods/DynDOLOD-DLL-SE/57264 as explained at https://dyndolod.info/Help/DynDOLOD-DLL and test if the dynamic LOD model behaves as it should, e.g. it only loads if the cell is not attached anymore.
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The mod is not doing anything to the reference or base record that could/should cause dynamic LOD to not unload. What steps are required to reproduce the problem? How do you start the new game and get to the location?
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The mod does not contain any LOD models nor where any requested so far. So for now it is expected that dynamic LOD uses the default campfire01burning_dyndolod_lod.nif shipping with DynDOLOD Resources. Report the outcome of the suggestions explained at https://dyndolod.info/FAQ#Out-of-place-or-floating-object. What steps need to be done to reproduce the problem of the dynamic LOD not unloading? When the cell is active, there should only be the original reference 00097825 with the base record 00035F49 active.
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Read the first post of https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-128/ and https://dyndolod.info/Official-DynDOLOD-Support-Forum how to report problems or issues, which log files to upload etc. As explained, also use search before posting.
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Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs If there are problem, then report the actual problems as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM. Ignore any contradicting third party instructions. Instead use correct options and settings for the desired results.
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DynDOLOD.esp is not the last plugin
sheson replied to DeathPortrait's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. DynDOLOD.esp is plugin number 1129, while the last plugin has number 1143. Check the log messages. DynDOLOD.esp really needs to be the last plugin when if want to update existing DynDOLOD output. https://dyndolod.info/Updating -
Moved the to appropriate thread. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DyDOLOD log and debug log to upload when making posts. Do not post screenshots of messages, use the "Copy this message to clipboard" instead as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Error in HeljarchenFarm.esp [REFR:3603A8A2] (places SKHFLightPost "Light Post" [ACTI:0503A8A0] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 9,7) Use the "Click on this link for additional explanations and help for this message" link to open https://dyndolod.info/Messages/Unresolved-Form-ID for further information and tips about this error as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages As explained at https://dyndolod.info/Generation-Instructions#Prerequisites, the load order should be checked for errors with xEdit. You will find that the mod has lots of unresolved form ID errors. As explained at https://dyndolod.info/Messages/Unresolved-Form-ID, if the intended record can not be determined removing the properties from the script (right click them in xEdit) will remove the unresolved entries. The script function will still not work just as before. Also check the comments of the mod. As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search, use search to find related messages: https://stepmodifications.org/forum/search/?q=heljarchenfarm.esp&quick=1&type=forums_topic&item=15567 A user made a fixed version, the link can be found in the comments of Heljarchen Farm - Skyrim Special Edition (Revamped)
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Usually the dynamic LOD model should not be enabled in attached cells, just the original full model/reference. Make sure the mod is active when generating the LOD patch. https://dyndolod.info/FAQ#Out-of-place-or-floating-object If a mod changes full models for which LOD models exist, an updated new LOD model might be required. https://dyndolod.info/FAQ#Out-of-place-or-floating-objects#Something-has-wrong-or-not-matching-LOD Provide a link to the mod you are writing about, so I can look into adding a new LOD model to DynDOLOD Resources that is then used automatically via CRC32 filename matching, or maybe add mesh mask rules to use the full model for LOD, but that is typically not a good idea if it used a lot and especially if the full models use particles. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules, https://dyndolod.info/Mod-Authors, https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue
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Deactivating from MCM disables all dynamic LOD references. It is not supposed or could stop any active scripts.
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The clean save instructions for updating DynDOLOD exists since 2014. A clean save is mandatory before adding new DynDOLOD output that was generated from scratch to avoid issues. Whatever scripts are active are attached to records, that will be removed and do not exist in the new DynDOLOD plugins anymore. The clean save is in part done to remove script data from the save, since it is not needed anymore. In case new different records have the same form ids as old different records, old script data would be causing problems. Not sure what "mcm button" is supposed to be but I have not experienced any problems with the DynDOLOD SkyUI MCM pages. If there was a general problem that would affect the DynDOLOD SkyUI MCM working properly after doing a clean save, there would be lots of reports about it. Making a new clean save file does not affect other saves files, so nothing is lost or permanent.
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Everything you wrote so far does not indicate that you made a clean save without the DynDOLOD plugins in an interior as explained. https://dyndolod.info/Help/Clean-Save
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See https://dyndolod.info/Updating#New-DynDOLOD-Version and really read and follow https://dyndolod.info/Help/Clean-Save how to make a clean save in an interior when updating. Black Reach is not an interior. Consider using DynDOLOD DLL and its scripts instead of the PapyrusUtil scripts for the new generation. https://dyndolod.info/Help/DynDOLOD-DLL
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Is there a way to disable LODs inside a City?
sheson replied to AAcronym's question in DynDOLOD & xLODGen Support
Use xEdit to unset Parent \ PNAM \ Flags \ Use LOD Data on the child worldspace record. There is no easy way to selectively disable only a specific LOD type. The mods AllinoneFPSFix or Major City FPS Boost do that. If you install after LOD generation, their plugin will have to overwrite DynDOLOD.esp/Occlusion.esp so the changes take effect. If their plugin is already installed last when generating LOD, then the changes will be used to generate the DynDOLOD/Occlusion plugins as usual. It is pretty quick to unset those flags with xEdit, to make sure changes from other plugins are not undone either. -
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD logs and papyrus log to upload. See https://dyndolod.info/Updating#New-DynDOLOD-Version and follow https://dyndolod.info/Help/Clean-Save. As explained on the first post and https://dyndolod.info#DynDOLOD-3-Alpha, this is an alpha test and you should always use latest the latest version.
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Texconv uses the DirectCompute/GPU to compress textures. Maybe there is an issue with the software, OS, graphics driver or hardware etc. decoding video at the same time.
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Didn't you say it would stop after alnus_forest_shrub01, the log shows it stopping after ulmus04_vine_003cbc18. So it now stops after having created a different billboard. The debug log shows it tries to or waits for executing texconv to convert Coldharbourtreebark01.dds (most likely from the mod Vigilant). In any case, check the task manager if there are any Texconv processes listed that TexGen might be waiting for. See i it continues with related error messages if you terminate them. See what happens if you set texture compression formats at the bottom of TexGen to A8R8G8B8 for Diffuse alpha and Normal specular and R8G8B8 for Diffuse and Normal. Report the outcome of both suggestions.

