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Everything posted by sheson
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DynDOLOD adds dynamic LOD for dynamic full models. The dynamic LOD should only show outside the active cells, when the full model is not shown anymore. https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message instead of making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how.
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Read the first post of this DynDOLOD 3 Alpha thread which log, debug log and bugreport.txt to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum
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Remove the "Add" and space in front of the setting LockTexconv=1. It needs to look similar to all the other settings.
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TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
The log and debug log are both saved when the program is closed. Just send the signal to close once (e.g. clicking the X top right) and then wait a few seconds so the program can save the logs and shutdown properly. As explained in the already linked page https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs, use the RealTimeLog=1 INI setting in case there are no logs or debug logs because the tool is being terminated prematurely. If the screen goes black, then there is probably a hardware (including power supply), driver, overclocking, BIO setting, OS issue. -
See the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug log to also upload. Add LockTexconv=1 under [TexGen] in D:\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.
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TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
If you got to "there" why is that not the last line of the logs you uploaded? The log and debug log show it started to gather base records for billboards (uses CPU) and did not start to render a texture yet. You probably have a hardware, driver, overclocking, BIOS setting, OS issue. TexGen using Open GL API or Tecconv using DirectX API is not supposed to be able cause this no matter what they do. What is reported in the Windows event log? -
TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which bugreport.txt and debug log to also upload. The debug log gets replaced with every session, so in case it is still valid to the error, save/upload it it right away. Add RenderSingle=1 under [TexGen] in H:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. It helped other people one or two thread pages back that also had an exception in the NVIDIA driver nvoglv64.dll -
This is the DynDOLOD support forum. Questions about third party modding guides should be asked on their appropriate forum. Probably here https://stepmodifications.org/forum/forum/157-step-skyrim-se-guide/ The latest DynDOLOD DLL 2.x version works with the latest DynDOLOD 2.x/3.x Standalone. https://dyndolod.info/Downloads Always use the latest version available.
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Prompt: "Unable to read beyond the end of the stream"
sheson replied to Tito's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire logs a and debug log to post. Do not post Screenshots of text, post the text instead. Do not try to remember or paraphrase messages, copy and paste them instead. Make sure assets are valid and not corrupt. Run them through CAO. -
https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs See the mods bug reports https://www.nexusmods.com/skyrimspecialedition/mods/22070?tab=bugs https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message. Clicking the link opens this page https://dyndolod.info/Messages/Unresolved-Form-ID with lots of information and help how to deal with this error in the plugin. For example: Start by checking the plugin and record with xEdit mentioned in the Error in ... message. [..] In case the unresolved form ID is for a script property and the intended record can not be determined or the property has been removed from the script, remove the property from the properties listing. Script properties can be removed by right clicking them in xEdit.
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Read the first post which log and debug log to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots with information. See answers for https://dyndolod.info/FAQ "Out of place or floating objects"
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https://dyndolod.info/FAQ "High memory usage / Out of memory" If DynDOLOD runs out of memory while generating occlusion, see Out of Memory while Generating Occlusion Data. https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
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See https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages. Read the explanations for each warning or error message to understand their seriousness - it ranges from negligible via causing visual issues to CTD - and to decide if action is required to fix the causes of the reported problems. In case a specific message needs further explanation, help is required or to report a problem, search for or report it on the official DynDOLOD support forum. For example see https://dyndolod.info/Messages/Deleted-Reference and check the corresponding entry in the summary to see which plugins require cleaning.
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The program asks the OS if the file "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\textures\DynDOLOD\lod\defaultdiffuse.dds" exists. The OS tells the program that it does. This file is created by TexGen. It can only be at that location if it the TexGen output has been installed to it. As I already mentioned, the vanilla game does not have a data\texture folder. Whatever is installed to it was usually installed when mods were deployed with the mod manager. So if you install/uninstall something with mod manager and deploy the new load order the content of the data folder should reflect that. When TexGen generates files, it prints a line with the path and filename to the message log for everything it creates. The message log is what is appended to the TexGen log form which you uploaded the last session. Most of it will be texture\lod, textures\dlc*\lod, textures\DynDOLOD, textures\terrain but also some in textures\architecture were it can get tricky because that is used by vanilla game and mods and not just LOD assets. I suggest to do something like this: search https://www.google.com/search?q=nexusmods+vortex+documentation and you will find things like https://wiki.nexusmods.com/index.php/Category:Vortex and https://www.nexusmods.com/about/vortex/ (which has a Help and Support button). If you are looking for videos, search for https://www.google.com/search?q=gamerpoets+vortex. Gamerpoets does excellent videos for beginners, including a video for DynDOLOD. DynDOLOD does not check or know which game version a mod is made for. If encountering messages and further help is required to solve a problem, use the use the "Click on this link for additional explanations and help for this message" and if further help is required make a forum post using the "Copy message to clipboard" in order to paste it and upload the log, debug. Generally everything is supposed to be compatible unless it is superseded/replaced by DynDOLOD or if there are errors that prevent successful LOD generation, but those can usually be fixed.
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Scripted stuff is being moved into the DLL, so it will be more efficient.
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When the tool closes itself, it saves the log (and bugreport.txt in case there is an exception). If none of those files exist, then the tool was terminated by the OS etc. Check the windows event log.
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It would help if you uploaded the log and bugreport.txt as requested. The debug log is most likely overwritten by now, so don't worry about it.
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See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug to upload when making posts. As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, carefully read the error message. It instructions to "uninstall" the textures. That means to do the reverse of "installing" them as explained in the generation instructions. https://dyndolod.info/Generation-Instructions. Use the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/TexGen-Output TexGen checks if there is TexGen output already installed in the load order. It should be removed before generating stitched object LOD textures for the current load order. As usual the documentation is mod manager agnostic. Read the documentation, guide, videos etc. how to mod with the mod manager you are using. The created zip files from the tools work just as any other mod/download archive and are installed and uninstalled as any other mod with the mod manager. Typically deleting the archive is not the same as uninstalling the mod. You are using a mod manager that requires to deploy changed to the game folder after installing/uninstalling mods. If you use the tools as explained, they do not change anything in the data folder themselves. That can only be you doing things directly or the mod manager. The vanilla game does not have a data/texture folder by default, so nothing gets replaced. If modding properly with a mod manager no files in other mods are being replaced either since they all exist in separate folders. Refer to the appropriate guide, forums etc. for further help how to use mod and a mod manager. Why do you say Nature of the Wilds is not supported?
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Instead of saying it would require heavy script, lets just say, it would have made things even more complicated and convoluted back in 2016. If you disable large references setting it to 5, use the ignore option so everything works again as it does in Skyrim Legendary. But suppose the uLargeRefLOD is just 7, then those are now do not show as far as they did with NearGrid 11 in the old game, so this option can be used to easily select supposedly larger object to show further away for better visuals. You got the gist of it. DynDOLOD NG now allows me to move more and more things from script into C++ code with every update to it.
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It is not possible atm to have the same shader settings/properties in LOD as the full grass, so it is not possible to match it depending mostly on the relative sun position.
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No point in adding large references to the near grid since they cover the same distance. The limitation that only large references can use the far grid came from the fact that scripts for large references do not receive a cell attach / detach events. A third helper reference (in addition to near and far activators) for each cell with dynamic LOD for large references needed to be added using the on load/unload events to signal large ref grid changes. The limit means not having to add a fourth helper activator and even more script load, risking triggering large reference bugs etc. The large references bugs workarounds do not have that limit anymore, though.
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Read the first post which log, debug log and bugreport.txt to upload when making posts. Try the same INI setting as I suggested above.
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Add RenderSingle=1 under [TexGen] in E:\Game Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference.
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Use the "Copy message to clipboard" link instead of posting screenshots https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions https://dyndolod.info#DynDOLOD-3-Alpha Always use the latest version. Using the latest version and to provide feedback or to report problems is a requirement to participate in the alpha test. Do not waste time using older versions or reporting problems with older versions. See answers for Older versions? at https://dyndolod.info/FAQ It is normal for free, alpha or online versions of programs to require to be kept up-to-date. See https://dyndolod.info/Changelog to learn which bugs or issues have been addressed and what features have been added or changed in the last several months. See https://dyndolod.info/Updating#New-DynDOLOD-Version to learn how to update.
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How do I install DynDOLOD 3 for NMM?
sheson replied to Karkenos's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Installation-Instructions Read https://dyndolod.info/Generation-Instructions Those pages should answer all your questions. xEdit/xLODGen/DynDOLOD do not require a mod manager or a specific mod manager. DynDOLOD Resources SE and then the TexGen/DynDOLOD Outputs are installed as any other mod.

