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Everything posted by sheson
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I just installed DynDoLod, do I need the following?
sheson replied to Saladinbobbins's question in DynDOLOD & xLODGen Support
The list of mods you posted are mods that contain assets used for LOD Generation and also mods that seem to only contain pre-generated LOD. Pre-generated LOD is typically generated with xLODGen/DynDOLOD, so if it matches and works correctly, it should often be comparable. Pre-generated LOD only looks and works correctly for the load order it was generated for. Mixing pre-generated LOD for the same worldspace from different mods typically does not work. To see the Red Mountain plume from Tamriel depends on if you have mod that adds it and not on LOD generation. Understanding this difference why that is might be helpful, so in case ask for more detailed explanation if required. -
Increase object LOD (and tree LOD distances in the DynDOLOD SkyUI MCM. https://dyndolod.info/Help/Mod-Configuration-Menu Otherwise see https://dyndolod.info/FAQ
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I will check what is going on with the the smfarmhousewindmillfan.nif. Check if the tree outside Solitude is LOD by toggling LOD off/on with tll. If it is LOD, see if you can find a line for it in the LODGen_SSE_Export_Tamriel.txt based on the position values.
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I just installed DynDoLod, do I need the following?
sheson replied to Saladinbobbins's question in DynDOLOD & xLODGen Support
See this page for requirements and optionals https://dyndolod.info/Downloads See https://dyndolod.info/Mods, in particular https://dyndolod.info/Mods/Useful-3rd-Party-Mods: HD LODs Textures SE - install the DynDOLOD version. Overwrite any textures from DynDOLOD Resources SE but not the textures generated by TexGen. Adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. Do not install / remove any tree LOD billboards. Use TexGen to generate all desired billboards. See https://dyndolod.info/Help/Ultra-Tree-LOD Skyrim 3D Trees and Plants - Install Skyrim3DTrees and Plants 3dLOD Resources. There is no need to rename 3D tree LOD model files. DynDOLOD automatically falls back to the standard object LOD filename convention. See https://dyndolod.info/Help/Tree-Grass-LOD-Billboards Do not install 3rd party LOD billboards. Use TexGen to generate them. See https://dyndolod.info/Generation-Instructions Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD , as the terrain LOD meshes are used to optimize object LOD meshes. See https://dyndolod.info/Help/xLODGen Read the mods descriptions to learn what they do. If more specific information about a mod is required, then post a link to it in addition to which LOD options and settings you intend to use or the logs if you already generated LOD. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs -
If making screenshots of records in xEdit best to not hide no conflict/empty rows if there are plugins overwriting. So the SMIM DynDOLOD install option is still working for the Solitude rotor as it is supposed to. Great. Can you check if the full path of the second screenshot is architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif? Are the files shown in the third screenshot identical - same CRC32? LOD is typically added for full model references that exist (and are not permanently disabled through player) with the exact same position and rotation of the winning record at generation time. See if you can find the form id in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt Can you look up the tree form id form the last screenshot in xEdit 0x98EA7 if any other plugin is overwriting it before the DynDOLOD plugin? I think the trees are being moved to a different cell by The Great Village of Kynesgrove.esp and should thus not be made large references in this case. That will be fixed in the next alpha version.
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SSE - CTD after DynDOLOD setup, no ENB
sheson replied to Eccelestis's question in DynDOLOD & xLODGen Support
Disabling the DynDOLOD output in the left mod list window of MO2 is the same as not installing the DynDOLOD output. -
Search the forum to find similar question and answers https://stepmodifications.org/forum/search/?&q="Could not find ini"&type=forums_topic&page=1&quick=1&nodes=223 While you are using DynDOLOD 2, these explanations also apply https://dyndolod.info/Messages/INI-Files You can see from the log that the data path, cache path and INI path are all empty. If you added line arguments to set path, they are wrong. The tools name is TexGen.
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SSE - CTD after DynDOLOD setup, no ENB
sheson replied to Eccelestis's question in DynDOLOD & xLODGen Support
Have you tested what happens without the DynDOLOD output being installed? DynDOLOD does not affect navmeshes (pathing) or vice versa. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs In case of making posts related to the process or for error reports, always upload/paste these files to a file upload service or text sharing service -
SSE - CTD after DynDOLOD setup, no ENB
sheson replied to Eccelestis's question in DynDOLOD & xLODGen Support
Still no log or debug log. This looks like a navmesh issue. Why do you believe this crash has anything to do with the LOD mod generated by DynDOLOD? What rudimentary troubleshooting have you done? -
Report the actual problem as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum What is the problem about Northern Roads bridges. Which one? Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide information about objects in the game. Read https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Read https://dyndolod.info/Help/Advanced-Mode#Mesh-Mask-and-Reference-Rules Use the Save preset and Load preset buttons to save custom rules for later use.
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SSE - CTD after DynDOLOD setup, no ENB
sheson replied to Eccelestis's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum, in particular which logs and debug logs to upload when making posts. As explained, also pay attention to all log messages. Read https://dyndolod.info/FAQ "ILS or CTD" and also read ..\DynDOLOD\docs\DynDOLOD-README.txt includes in the DynDOLOD Standalone archive. Post the entire crash log. -
https://dyndolod.info/Help/Advanced-Mode Once the OK button is clicked, the current settings are saved as a preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_Default.ini for the next time DynDOLOD is started.
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Installing mod managers or other tools into the game folder is a typical beginners mistake. The game and all tools load plugins.txt and the INIs from the c:\users\... standard paths. It always works and is always compatible. Mod manager/profile folder paths change sooner or later. Use the standard paths instead. The mod manager controls the physical files. The game and everything else uses the virtual/mapped files and their standard paths.
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Toggle LOD off/on with the tll console command to verify something is LOD or not. xLODGen does not generate grass LOD. Full grass does not affect LOD generation with xLODGen. Terrain LOD textures are created from full landscape texture. If there is tiling, it is because of the full landscape diffuse textures (or maybe the normal map textures in case the bake option is selected). Not generating mipmaps for LOD level 4, different resolutions and/or compression formats can help to counter artifacts from resizing the full textures. The game also adds the noise.dds on top, so it could be also causing this.
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Installation path not allowed. C:\Games\Skyrim Anniversary Edition\Modding Tools\DynDOLOD\ Reason: game data: C:\Games\Skyrim Anniversary Edition\ Make use of the "Click on this link for additional explanations and help for this message" as explained on the first post and at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Path-Not-Allowed. The page explains: Do not install DynDOLOD into special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not into SteamApps, game or any mod manager folders. Follow the installation instructions at 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. The installation instructions explain to not install DynDOLOD into any game folders. The error message says that DynDOLOD was installed into the game folder: "C:\Games\Skyrim Anniversary Edition\.." As the linked explanations say, do not install DynDOLOD into any game folder. Read the page https://dyndolod.info/Help/Command-Line-Argument where/how to properly set the command line arguments. The -p command line argument should point to the actual plugins.txt the game reads and which the mod manager maps to whatever profile is active. This would typically be somewhere in C:\Users\.. as shown in the example. on the page. Do not point it to files in a mod manager profile folder. The -m command line argument should should define the actual folder (not a file) where the game reads the Skyrim, SkyrimPrefs and SkyrimCustom INIs from instead of a specific file. This would typically be somewhere in C:\Users\.. as shown in the example on the page. Do not point it to a folder or file in the mod manager profiles.
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Upload the log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs when making posts. Read answers for DynDOLOD could/can not read/find at https://dyndolod.info/FAQ It could be related to the bug you reported with DynDOLOD_Worlds.txt/DynDOLOD_Worlds.json not retaining the "worlds" from the former generation and which will be fixed in the alpha as I mentioned in the edited post. If that is the case, copy/pasting the missing lines from the first generation to the new file should do the trick in the interim.
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Upload log, debug and/or the realtime log. Check for TexConv background processes in task manager that DynDOLOD might be waiting on. Terminate or uninstall any crapware installed with graphics drivers. See https://stepmodifications.org/forum/topic/18763-vastly-underestimed-times-for-xlodgen-texgen-etc/#comment-271754
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The logs show that there seems to be a problem reading Skyrim.esm by the xEdit background loader. This might be caused by corrupt files, reading errors or instability because of hardware (disk, CPU, memory problems) or software interfering with the loading. UAC, antivir should typically prevent loading of files entirely.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Do not post screenshots of message, instead use the "Copy this message to clipboard" to copy and paste the text instead. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Make use of the "Click on this link for additional explanations and help for this message" as explained on the first post and at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Path-Not-Allowed: Do not install DynDOLOD into special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not into SteamApps, game or any mod manager folders. Follow the installation instructions at 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. Also, read https://dyndolod.info/Help/Command-Line-Argument where to properly set the command line arguments. Point -p to the actual plugins.txt the game reads and which the mod manager maps to whatever profile is active. Do not point it to files in a a mod manager profile folder. Point -m to the actual folder where the game reads the Skyrim, SkyrimPrefs and SkyrimCustom from, instead of a specific file. Do not point it to a mod manager profile.
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See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs When the OS needs rebooting , then there is something with the OS, drivers, hardware etc. Simple programs can not cause this. Verbose=1 does not change anything with DynDOLOD. It simply enables more log messages for the spawned LODGen processes write to their log.
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If this happens while all physical memory is being used by all the processes and the OS starts to use virtual memory/paging, then we know the cause. Let the OS handle virtual memory with default settings. Enable the realtime log, so you can upload that if that type of crash happens again.
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With WHQL I mean not to use a beta driver. Make sure to not install anything but the driver - or terminate all AMD services, background programs etc. The new logs show the tool being seemingly closed by the user right after start before any real work was done or any LODGen processes were started. They are probably not from another session. The tools can only save their log files when they are allowed to properly showdown after user interaction. Check the Windows event log for messages if TexGen/DynDOLOD are being terminated. Enable the realtime log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Keep an eye on memory usage of the main DynDOLOD process and the number of spawned LODGenx64Win.exe processes and their memory usage in task manager. Enable the "Peak Working Set" column to keep a record of the maximum. With the 6 cores the automatic split should be 6, so yes, see what happens with 12, but you can set any number in between as well or even lower to test what happens.
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TexGen/DynDOLOD do not close themselves without user interaction. The debug log you uploaded seems to show the tool was closed by the user. The debug log is not necessarily from that session, since logs are only saved when the program is allowed to handle its own shut down after user interaction. If a program "closes itself" without a exception message prompt and without being able to save the log, debug log, it means it was terminated by the OS (in that case there should be Windows event log entry), because of hardware issues like CPU overclocking, temps, memory etc. or the task manager for example. Install the latest WHQL Recommended graphics drivers only, without any crapware. The debug log shows that MaxLODGen and LODGenThreadSplit is still the default 0 and MaxLODGenPerWorldspace is still the default 2. Read https://dyndolod.info/Help/Seasons#Out-of-Memory-errors.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts. DynDOLOD supports updating/adding new worldspace to existing output. If there are problems with features make a problem report as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum with the log and debug log as explained. If doing several session, secure the debug log, as it gets overwritten with every new session. Edit: I was able to reproduce this regression in the current alpha version. It will be fixed in the next alpha version. Rebuilding the atlas is a feature to replace the existing atlas textures.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts. See answers for High memory usage / Out of memory at https://dyndolod.info/FAQ See https://dyndolod.info/Help/Seasons#Out-of-Memory-errors See https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data When running different sessions for different worldspaces, the output needs to be installed/merged every time, overwriting all older files before starting a new session.

