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sheson

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Everything posted by sheson

  1. The papyrus scripted dynamic LOD uses references with cell sized trigger boxes in each cell to know where the player is. These references also act as an activate parent for dynamic LOD references in that cell to signal them to check/change their enable/disable states. The actual covered area SW/NE min/max depends on what cell coordinates have dynamic LOD references +- far grid / 2.
  2. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt to upload when making posts. As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, do not post screenshots of messages, use the "Copy this message to clipboard" and post the text instead. As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages click the link "Click on this link for additional explanations and help for this message" link of the message to open and read https://dyndolod.info/Messages/Exceptions. https://dyndolod.info/Messages/Exceptions#Access-violation This could be low or out of memory problems. Use the x64 version of the tools.
  3. https://dyndolod.info/DynDOLOD-Reference#11-Generate-dynamic-LOD The "current" activator is the reference with the ACTI base record for the cell player is currently in. The "active" one is the center cell for which the far and near grids are being updated. They should be mostly the same reference, but do not have to be.
  4. Download the attached pex script and replace it in the scripts folder of the "DynDOLOD DLL SE - Scripts" mod. Start new game and let me know if things look correct then. SHESON_DynDOLOD_LODObject.pex
  5. Yes, you need both the scripts and actual SKSE DLL plugin.
  6. Install DynDOLOD DLL SSE, both the DynDOLOD DLL SE - Scripts that need to overwrite DynDOLOD Resources and DynDOLOD DLL SE - SKSE64 Plugin - Skyrim Special Edition 1.6.640. See https://dyndolod.info/Help/DynDOLOD-DLL Make a clean save beforehand. https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil Report if that makes a difference in regards to the issue in Helgen. Deactivating dynamic LOD does not affect tree, object or terrain LOD.
  7. Try terminate all crapware that is installed with the AMD driver or install the graphics driver only to see if it makes a difference. If not change, test with RenderSingle=1 added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini If no change upload new logs, bugreport.txt if it exists.
  8. Thanks. Use the DynDOLOD SkyUI MCM https://dyndolod.info/Help/Mod-Configuration-Menu to deactivate DynDOLOD. Close the menu and wait for the deactivated message. Then activate it from the MCM again. Does the LOD show again or stay disabled as it should? Also test coming back once you have been to Riverwood or Whiterun.
  9. Install SSEEdit.exe and add it to the MO2 executable and start it from the drop down similar to TexGen/DynDOLOD. It should have all plugins already selected to load. So just OK the "Module Selection" window. Wait for "Background Loader: finished" in the right windows "Messages" tab. First time may take a bit. it will cache some things for later. Enter (copy/paste) the form ID 0008C16E into the FormID field top left and hit Enter key. The right window will switch to the "View" tab and show the record and a column for each plugin overwriting it. The most right listed plugin is the last to overwrite and "winning". I expect it to show Skyrim.esm and DynDOLOD.esm for a vanilla load order. Do the same for form ID 000AD3AE, which I expect to only show Skyrim.esm for a vanilla load order. If something overwrites either record or not, helps determining the next troublehsooting step.
  10. Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload. "Start a new game" means the vanilla intro with the dragon attack? Check with xEdit if a plugin other than DynDOLOD.esm overwrites 0008C16E in Skyrim.esm. Also check if any plugin overwrites 000AD3AE in Skyrim.esm.
  11. Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugrepost.txt (if it exists) to upload when making posts. Or enable the realtime log if no logs are created. By not generating certain group of textures you did not get anything to work. You just ignored the issue and did not generate certain textures.
  12. Moved to the appropriate thread. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log for the session, entire debug log and bugreport.txt (if it exists) to upload and how to do it - text service or zip and upload to a file service - when making posts. The message means there still exists a file (can be in a BSA) for those coordinates and that it still has an unknown format. Usually that means a vanilla file. Also check posts/answers above.
  13. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots. See https://dyndolod.info/FAQ "Something does not have LOD" The LOD model norbridgewoodplanks01_lod_0.nif is part of DynDOLOD Resources at least since 2015, so if something only started to happen recently it is probably because of mods or if something changed. Smaller often not having LOD assets (yet or ever) is pretty normal, too.
  14. Upload the log(s).
  15. Read the first post which logs and debug logs to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Help/Grass-LOD In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times. https://dyndolod.info/How-LOD-Works LOD does not cast or receive shadows. This can be mitigated by the ENB distant shadow effect. By default complex grass already uses DynDOLOD_flat_4x2alt1_lod.nif which should not have any backlighting. Changing settings TexGen applies to the grass LOD billboard textures. Textures typically do not change in the game. So just like the brighntess INI settings, they always apply.
  16. If you want 3D tree LODp with the mod, install its 3D LOD resources which were made for DynDOLOD 2.x. Since you are using DynDOLOD 3, hide or remove the billboards that are installed with it. Right above the list of mods it says this: https://dyndolod.info/Help/Ultra-Tree-LOD Below is a list of mods that are known and tested to contain hybrid trees. Read their description for information which versions, trees or install options contain dedicated/optimized 3D LOD models. Install hybrid trees assets according to their documentation. Let TexGen generate all required tree LOD billboards. It is recommended to not install any legacy billboards. In case legacy billboards are included in a mods download it is recommended to hide/remove them. Seems like highhrothgarentrance01glow_lod_2.nif which should only be installed when checking the option is erroneously installed with the Core Files, too. That will be fixed with the next Alpha version of DynDOLOD Resources. You only "need" to generate if you notice visual issues that seem related to the mentioned billboards or the High Hrothgar window glow and you want to fix that. Cleaning a plugin will apply the proper UDR settings automatically to deleted references.
  17. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool is being terminated and can not write its log files. Use search https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. https://stepmodifications.org/forum/search/?q=nvoglv64.dll&quick=1&type=forums_topic&nodes=223&updated_after=any&sortby=newest Add RenderSingle=1 under [TexGen] in D:\Utilities\DynDOLOD 3\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. It helped other people in the past that also had an exception in the NVIDIA driver nvoglv64.dll
  18. When llarge reference bugs workarounds, the log will list all cells that contain large reference bugs, e.g. that will exhibit texture flicker etc. and not the large references causing the bugs anymore. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing The texture hhwin02noalpha_n.dds is installed as part of the DynDOLOD Resources "High Hrothgar Windows Glow" option. Do not modify anything in the installed DynDOLOD Resources manually after its installation. https://dyndolod.info/Help/DynDOLOD-Resources https://dyndolod.info/Help/TexGen#Stitched-Object-LOD-Textures This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the TexGen configuration files. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the scale defined in the special models. https://dyndolod.info/Messages/Deleted-Reference. Clean all plugins with deleted references. It fast and simple to do. https://dyndolod.info/Messages/Wrong-Billboard-Path. Do not install any third party billboards and remove wrong billboard files at wrong paths. Use TexGen to generate billboards. Click the links read the pages that open for further explanations.
  19. You uploaded the LODGen_log.txt, which only shows meshes generation. Upload the xLODGen log instead (FO4LODGen_log.txt) Test if not unchecking "No vertex colors" for object LOD generation makes a difference. The "No vertex colors" checkbox should be checked by default. If that makes no difference, use the process of elimination to narrow it down to a specific LOD file. First hide all xLODGen output to make sure, the problem goes away. Then restore the terrain LOD meshes for the worldspace, e.g. meshes\Terrain\Commonwealth\*.BTR and terrain LOD textures\Terrain\Commonwealth\*.DDS to see if the problem comes back. If not, hide the terrain LOD again and restore the object LOD meshes - meshes\terrain\Commonwealth\Objects\*.bto and object LOD textures\Terrain\Commonwealth\Objects\*.DDS to see if the problem comes back. Once you know which LOD type needs to be active, hide only the textures or vice versa only the meshes, so you know what needs to be active for the problem to occur. Then narrow down to a single file using binary search, e.g. hide half the files, if problem goes away, restore and remove the other half until you are down to a single file.
  20. According to the log, the only plugin left that has a deleted reference would be The Only Cure - Man_Peryite Shrine Patch.esp https://dyndolod.info/Messages/Deleted-Reference
  21. 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. 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. Clean every plugin that LOOT suggests to clean [..] Cleaning of plugins that contain deleted large references is mandatory for the large reference bugs workarounds. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that. Every well made modding guide should include how to clean plugins, for example https://stepmodifications.org/wiki/SkyrimSE:2.2.0#Cleaning_Vanilla_Master_Plugins. If you generated without the DynDOLOD DLL NG, look for log messages like https://dyndolod.info/Messages/Deleted-Reference In regards which plugins cause large reference bugs, check the old log for related messages about large references. The Summary Of Messages should create a combined listing them under Large Reference Bugs. It should include messages like https://dyndolod.info/Messages/Overwritten-Large-Reference for example. The point of the large reference bugs workarounds is that using plugins causing them should not require users having to do anything out of the ordinary. It is still recommended for mod authors to avoid causing the bugs to minimize the number of workarounds needing to be applied, though.
  22. Install latest graphics driver only. Disable all overclocking etc. Add TextureCache=10 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Keep an eye on VRAM usage. Close other programs to free up VRAM usage if needed. If no change, test with AtlasThreads=1 (and RenderSingle=1) added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
  23. When you close the tool via X top right it should also just save the log and debug log you could then upload instead. Check in task manager if there are TexConv processes the tool might be waiting on. Test with RenderSingle=1 added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
  24. Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugrepost.txt (if it exists) to upload when making posts. TexGen is probably waiting for a TexConv process to finish. Add LockTexconv=1 under [TexGen] in B:\Mods\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything. It helped users with the same problem a couple pages back where TexGen seems to be stuck or stopped.
  25. Cell EditorIDs are not used in the game by DynDOLOD. They are used while the plugins are generated or updated. 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. In case there is a reason to change the EditorID, consider this common sense explanation: https://dyndolod.info/Mod-Authors (that would include patch developers) Remember, DynDOLOD is a patcher to automatically generate a LOD patch. The LOD patch it generates is not supposed to require patching itself. Reach out and describe the problem or issue with as much information as possible in order to discuss and to address it one way or the other. https://dyndolod.info/Mods/Base-Object-Swapper Swapping typically works for large references, too. Large reference bugs are triggered if the new base record type is changed from STAT or MSTT (a warning message Base Record Type Not STAT or MSTT For Large Reference is written to the message log - the large reference bugs workarounds fix this) or in case the volume of the objects bounds of the new base record is smaller than the required minimum (this is automatically fixed by DynDOLOD). https://dyndolod.info/Help/Large-References The base record not being of the type STAT or MSTT. For example if the base record is changed by a plugin or base object swapper for a large reference, even if the plugin is an ESM. A warning message Base Record Type Not STAT or MSTT For Large Reference is written to the message log.
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