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sheson

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Everything posted by sheson

  1. Moved to the already existing thread for that message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log to also upload when making posts. Do not post screenshots of messages, instead use the "Copy message to clipboard" link and paste the text as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text. Text like "DynDOLOD Resources SE version information not found" can be searched as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search: https://stepmodifications.org/forum/search/?q="DynDOLOD Resources SE version information not found"&quick=1&type=forums_topic&nodes=223 Really read the entire message prompt. It tells you what the problem is and gives a suggestion what to check and a link to further help. DynDOLOD Resources SE version information not found. Verify correct installation. The message is really just a file not found error. Use the "Click on this link for additional explanations and help for this message" as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Help/DynDOLOD-Resources. The page has a "Troubleshooting" chapter with lots of suggestions what to check.
  2. Was the C0000005 exception reported in the Window Event Log? https://dyndolod.info/Downloads#Additional-Requirements
  3. https://dyndolod.info/Help/Glow-LOD "Glow LOD" covers several different things. I assume you are probably replacing or attaching to the "fake lights" NIFs that are added for certain references using LIGH base records. See https://dyndolod.info/Help/Glow-LOD#Fake-Lights The DynDOLOD INI settings FakeLightsMinScale/FakeLightsChildWorldMinScale are compared to the XRDS - Radius (ignoring the base record radius) currently define a minimum reference "XRDS - Radius" / 128 >= FakeLightsMinScale|FakeLightsChildWorldMinScale. So if you want to cover more lights set it to 0. Only LIGH base records without a model are eligible. I might be forgetting additional qualifiers right now. If so this can be all addressed ofc as needed. The the fake lights are added as dynamic LOD references always using the same NIF - really did this a long time ago. It would be possible to create different NIFs with different shader properties/parameters on the fly. However if you can attach/replace this to specific Shapes or Shader settings/textures in object LOD based, then that would be a better solution, especially for further distances, easily adding these to the map and performance but also for setting additional parameters like color etc. from the base record.
  4. Add LockTexconv=1 under [TexGen] in D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything where TexGen seems to be stuck or stopped.
  5. From first post: If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. https://dyndolod.info/Installation-Instructions Refer to the manual of the mod manager how to add executables, for example Mod Organizer, Vortex. If the tools are started without setting a Game Mode with a command line argument, a message window will prompt for the desired Game Mode. https://dyndolod.info/Help/Game-Mode If DynDOLOD or TexGen is started without a game mode command line argument, select the desired game mode from the menu and click Start DynDOLOD or Start TexGen. What in the https://dyndolod.info/Changelog prompts you to ask if you have to add the game mode as command line argument again other than FO4/FO4VR?
  6. You had the error prompt that explains that there is a problem with a record in a plugin. You naturally clicked the link "Click on this link for additional explanations and help for this message" that opens https://dyndolod.info/Messages/Invalid-Object-ID and read the explanations why the error happens and how to fix the broken plugin. You made a post telling us that you get this error with screenshots from MO2 but you did not ask a question. Do you require any further help beyond what the page and I explained about removing the ESL flag and/or compacting FormIDs?
  7. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum which entire log and debug log to upload when making posts. Was there not a pop-up error message that looked something like this? TreePineForest03 [REFR:FE001A3A] has invalid ObjectID 00AA3A in HPTaF-WRGate.esp for a light module (ESL). These errors can cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins. Click on this link for additional explanations and help for this message Clicking on that link opens https://dyndolod.info/Messages/Invalid-Object-ID with further explanations about the error and how to fix the problem. Fix the broken light plugins by removing the ESL flag and/or compacting their form IDs.
  8. Read the first post which TexGen log and DynDOLOD debug log to also upload.The TexGen debug log just shows it being started and closed - as it is replaced every time, unlike the normal log which is appended to. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum how to report the actual problem and provide additional information with screenshots etc. The DynDOLOD_SSE_Tree_Report.txt you upload shows, that billboards for only 3 trees and 4 3D LOD models were found. https://dyndolod.info/Generation-Instructions Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. Change options as desired. The defaults are fine for standard tree, object and dynamic LOD generation with DynDOLOD. Generate HD tree LOD billboards and rendered billboards for ultra tree LOD generation. The DynDOLOD_SSE_Tree_Report.tx shows that you set the tree mesh mask rule to use full model trees for LOD level 4 and none for the higher ones. Do not use full models for tree LOD. It is unclear what the problem with the crowns is, since no screenshots were provided. "Flat models" must mean billboards or rendered trunks of hybrid 3D tree LOD models. I already explained that 3D tree LOD models (that includes hybrid models) are used as LOD assets for ultra tree LOD and that billboards are rendered from tree full models. Hybrid tree LOD models typically use only flat trunks rendered by TexGen (from the full model trunk) and the full crown / textures from the full model, though that can be different for 3rd party tree LOD models. No comparison screenshots or logs from DynDOLOD 2.x were uploaded either. Report the actual problem.
  9. Moved to the xLODGen terrain LOD beta thread. Upload the log from xLODGen. The first screenshot looks terrain textures are missing the the active cells. Terrain LOD generation requires the used full terrain textures to exist. https://dyndolod.info/Help/xLODGen#Seasons
  10. Read the first post which logs and debug logs to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum 3D tree LOD models can be used for ultra tree LOD as explained at https://dyndolod.info/Help/Ultra-Tree-LOD https://dyndolod.info/Help/TexGen#Tree-Grass-LOD-Billboards HD Tree LOD billboards are for the optional ultra tree LOD generation. They are rendered from the (static parts of) tree full models Mesh mask rules define which LOD assets should be used. The Tree_Report.txt details what LOD assets were found and are actually being used. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating
  11. If you mean you have a mod that adds trees to a child world like Whiterun and want to see them when being outside in Tamriel, then see https://dyndolod.info/FAQ "No tree and no tree LOD for trees added to child worlds (cities) show in parent world": The scan ignores most trees by default. The list of ignored base record Editor IDs is controlled by the Ignore= setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_childworld_[WORLDSPACE].ini under the [PARENT WORLDSPACE] section. For DynDOLOD to automatically make copies for trees, remove the matching Editior IDs from the list. So, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_Whiterun.ini to remove editorIDs that match thetrees you want to show from the Ignore= line If you mean you have a mod that adds tree to Tamriel but the same area as Whiterun and there is stuck tree LOD when being in the city, then see https://dyndolod.info/FAQ "Billboard tree LOD shows in active exterior cells": Tree LOD billboard showing in a child world like the walled cities, is caused by a game engine limitation. A plugin added a tree reference into the same area in the parent world. Tree references added to the Tamriel worldspace with positions that fall into the known vanilla areas of Markarth, Riften, Solitude, Whiterun and Windhelm should automatically be done as object LOD when LOD is generated by DynDOLOD 3 to avoid this engine limitation. For other child worldspaces or if the child worlds have been expanded, either disable that mod when generating tree LOD, or create a reference rule that targets the plugin and form ID of the full model tree and sets the Reference option to Enable - set all the other options the same as the tree mesh mask rule.. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don't have the limitation. If neither generates the desired outcome, see first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum how to make a post with logs and screenshots to report/ask about an actual problem. I suppose you mean how do you generate grass LOD for complex grass. Generate HD grass LOD billboards with TexGen, then generate grass LOD with DynDOLOD. No INI settings need to be changed. https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered HD Grass LOD billboards are for optional grass LOD generation. The option becomes available if grass models using ENB complex grass textures are found in the load order. Typically it is assumed that ApplyToBasicGrass=true is set in enbseries.ini, so HD grass LOD billboards will be generated for all grasses by default. Set ForceComplexGrass=0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini to generate both types of grass LOD billboards. Set ForceComplexGrass=2 to always force HD Grass LOD billboards. https://dyndolod.info/Help/Grass-LOD#Generating
  12. Read the first post which log, debug log and bugreport.txt if it exists to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum See https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data See https://dyndolod.info/FAQ "High memory usage / Out of memory" It is unclear what process / action is actually running out of memory and what settings where changed. Grass LOD is part of object LOD. LODGen can be restarted in expert mode, see https://dyndolod.info/Help/Expert-Mode
  13. I dropped a couple hints that there is an INI setting to disable them in DynDOLOD 2.x/3.x over the past years and to ask on the official DynDOLOD support forum for it. Users complaining somewhere else about easter eggs instead of simply asking on the official DynDOLOD how to disable them did not submit their firstborn, lacking requirements to use DynDOLOD. Posts made somewhere else do not affect development, features or problems and as such are useless in this regard. Modding the game and using tools like DynDOLOD requires [..] the ability to read documentation and follow instructions and the willingness to ask questions, report problems and provide feedback on the official DynDOLOD support forum for qualified help and advice and to improve the tools, processes and compatibility.
  14. After almost a decade of telling people to use the official DynDOLOD support forum to ask questions, finally someone asks about how to disable the loadscreens. To disable the addition of loadscreens add AddLoadScreens=0 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[TES5|SSE|ENDERAL|ENDERALSE].ini for DynDOLOD 2.x or DynDOLOD 3.x https://dyndolod.info/Mod-Authors 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.
  15. Good. You might need to add the same setting under [DynDOLOD] to D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI So TexGen got terminated because it was perpetually waiting for Texconv processes to finish.
  16. What is the filename of the text file? How can TexGen still show its Window and not be listed in task manager? Is there anything in the Windows Event log about Texconv or TexGen? Add LockTexconv=1 under [TexGen] in D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything. If not, add TexconvAdapterIndex=-1 under [TexGen] in D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything.
  17. I am not going to repeat all the other things to check and report.
  18. Do not cheery pick a random thing to answer only. Read my entire posts. I am not going to repeat all the other things to check and report. When TexGen is stuck, is the folder empty or not?
  19. TexGen can not be running/be stuck and not be listed in task manager at the same time. Sort by Process name (right click the header row to enable/disable columns) in task manager and scroll down to where TexGenx64.exe is listed. Unfold it, too. Check the Process name column for TexConvx64.exe as well. Check that the folder C:\Users\Abby\AppData\Local\Temp\TexGen_SSE\ is created shortly after TexGen is started, that txt and dds files are appearing/disappearing while it is generating textures. Check/report the output folder for the textures (and their *_n.dds) from the last couple lines have all been saved/exist. Check/report if they are still uncompressed (888 or 8888 format) or if they have been successfully converted by Texconv
  20. Moved to the DynDOLOD 3 Alpha thread. I find it curious that you believe the problem to be a particular texture, while the different sessions in the log show it not be the last every time or it generating fine when doing it for vanilla. In fact what the log lines "creating..." show is that the textures is going to be saved uncompressed. Since things are running in parallel the log order is not necessarily the order in which things actually happen. Check/report the output folder for the textures (and their *_n.dds) from the last couple lines have all been saved/exist. Check/report if they are still uncompressed (888 or 8888 format) or if they have been successfully converted by Texconv. Before closing TexGen, check/report if there are any txt or dds file in the temp folder C:\Users\Abby\AppData\Local\Temp\TexGen_SSE\ for Texconv. Doublecheck there are really no Texconv processes TexGen might be waiting on.
  21. Its comparing its version to the FO4Edit Nexus page since I have not replaced it with an URL to a DynDOLOD Nexus page.
  22. https://dyndolod.info/Generation-Instructions Depending on preferences and desired options, use the wizard mode or click to advanced mode. Select the worldspaces to generate the LOD mod for. https://dyndolod.info/Help/Wizard-Mode#Select-Worldspaces The image on top of the page shows the worldspace selection box on top right under "DynDOLOD". For convenience all worldspaces are already selected. Use right click to select all or none. https://dyndolod.info/Help/Advanced-Mode#Worldspaces The image on top of the page shows the worldspace selection box top left. Select the worldspaces to generate the LOD mod for. Use right click to select all or none. After generating for the desired list of workdspaces with one set of options, install output. Start DynDOLOD again with the output active. Select different worldspace and options. Install new output merging with old output, overwrite all old files from first generation, in particular the plugins and SKSE json/data files. Typically all LOD types should be generated for all worldspaces for consistency. If there are issues they should be troubleshooted or reported so they can be fixed if possible
  23. Read the first post which log and debug log to upload when making posts. Also read https://dyndolod.info/Official-DynDOLOD-Support-Forum. Unsurprisingly testing with Vanilla and Holidays.esp in the load order, it is not added as a master to DynDOLOD.esm.
  24. Moved to the DynDOLOD 3 Alpha thread. Read the first post which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum
  25. Bethesda did this for performance, memory usage reasons. Past the wall is basically just a bit of terrain that does not reach very far with very few references if any. You might notice just a single rock reference placed per cell because of engine reasons. The mod will make much better distance views from inside Markarth. We discussed this long before Special Edition came out. Enabling this used to have noticeable performance impact in Skyrim. Probably less so now. Creating a patch file for for DynDOLOD to set the flag instead of a plugin could probably make this compatible with everything.
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