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Everything posted by sheson
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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 If you want to generate an Occlusion.esp, check the boxes Occlusion Data and Plugin on the Advanced Mode options accordingly. https://dyndolod.info/Help/Occlusion-Data#Generation and https://dyndolod.info/Help/Occlusion-Data.
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Dark tip on the lod trees
sheson replied to moduntilitbreaks's question in DynDOLOD & xLODGen Support
No information. https://dyndolod.info/Official-DynDOLOD-Support-Forum Type tll in console to toggle LOD off/on to verify this is LOD. https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees" Use https://dyndolod.info/Help/Ultra-Tree-LOD with HD Billboards or 3D tree LOD models for better matching tree LOD. -
Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum If you want to generate LOD Occlusion, check the options on Advanced Mode accordingly. https://dyndolod.info/Help/Advanced-Mode#Occlusion-Data and https://dyndolod.info/Help/Occlusion-Data#Generation
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Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts. https://dyndolod.info/Help/Grass-LOD#LODGen-takes-a-long-time-or-uses-a-lot-of-memory https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data https://dyndolod.info/FAQ "High memory usage / Out of memory"
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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 text/log. Post the text/logs instead. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Search the forum to find similar posts as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://stepmodifications.org/forum/search/?q="Error loading plugin list"&quick=1&type=forums_topic&nodes=223 Error loading plugin list. The specified path was not found. [D:\Skyrim\The Elder Scrolls V Skyrim - Special Edition\Data\] The log messages already explains what the problem is: the data path does not seem to exist, so the plugins can not be loaded. This is an error message from the xEdit loader. See https://dyndolod.info/Messages/Windows-Registry-Key Use a legal game version. Could also be a permission problem because of the OS, antivir etc.
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As explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds, install DynDOLOD DLL NG and Scripts instead of the "normal" DynDOLOD DLL and Scripts and make sure it overwrite DynDOLOD Resources. Then start DynDOLOD and check the log for Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no) If that is the case, then there will be additional options available on the Advanced Mode as shown in the image at the top of the page. Check the Large reference bugs workarounds checkbox However, pay attention to https://dyndolod.info/Mods/Open-Exterior-Cities There is a known issue when using the large reference bugs workarounds. In cases a mod replaces vanilla large references with normal references the object LOD for them will have gaps. In that case do not use the large reference bugs workarounds for now. ATM to make both work together it probably requires to use an ESM version of the SR Exterior Cities and generate large references data for it. It is just an idea and I advice against this unless for testing purposes. I have not tested it myself. I am currently working/testing solutions that hopefully work with unmodified open/exterior cities mods.
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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 If you want to generate LOD Occlusion, check the options accordingly. https://dyndolod.info/Help/Occlusion-Data#Generation and https://dyndolod.info/Help/Advanced-Mode#Occlusion-Data Why do you believe DynDOLOD affects eFPS or patches for it? Occlusion planes are typically ignored for LOD generation. Occlusion planes are something very different to LOD occlusion. Why do you believe DynDOLOD has anything to do with the CTD? Does the crash log point to it in any way? Upload it as well if help is required. Also see https://dyndolod.info/FAQ "ILS or CTD" As explained at https://dyndolod.info/Mods/Open-Exterior-Cities, the first run is to generate tree and object LOD only. Any plugins should be discarded. The second run is to generate dynamic LOD and the optional Occlusion. Any new files on meshes/textures should be discarded. Occlusion can also be generated separately afterwards.
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Correct. ATM for SR Exterior Cities you have to manually make sure object and tree LOD are not checked when doing the second run for dynamic LOD only.
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Read the first post with entire log from the last LOD generation sesssion(s) and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum What does "this" mean in particular? The screenshot seems to show vanilla object and terrain LOD and maybe pre-generated tree LOD from another mod. If you have problems with third party guides ask their author for help. See https://dyndolod.info/Generation-Instructions how to generate and to install the output - in particular how the generated output need to overwrite everything. Pay attention to the Prerequisites and how to use xLODGen to generate terrain LOD. https://dyndolod.info/Help/xLODGen Warning and error messages, there severity and if/what to do about them are explained at https://dyndolod.info/Messages and in the https://dyndolod.info/Help/Summary-Of-Messages. If you have a questions about a particular message, ask a specific question.
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Moved to the DynDOLOD 3 alpha thread. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum Read the explanations for messages https://dyndolod.info/Messages, what they mean, their severity and if/what to do about them. https://dyndolod.info/Messages/Large-Reference-Bugs and https://dyndolod.info/Help/Large-References https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32. Really follow the generation instruction https://dyndolod.info/Generation-Instructions https://dyndolod.info/Messages/Textures-Do-Not-Match If further explanations for a particular log message is required, provide the logs and ask a specific question.
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TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
Thanks for the logs. Yes, it is OK, since we now know that none of the textures are cause of the exception in the nvoglv64.dll that can be avoided by not using multiple render contexts, which is a workable option for now. -
https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD ... https://dyndolod.info/Help/xLODGen
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TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
Yes any texture in the last 2 or so seconds that has [TwbRender.LoadTexture] <Debug: Loading ... Not necessarily the last one, as things are multi-threaded and all parallel processes write to the log at the same. In this case textures\architecture\solitude\SStoneBase01.dds is also of interest. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and add RenderTexturesSingleThread=1 under [TexGen] might help to have a clearer log - but might also make it so that the problem does not occur. See what happens if you do that. If a file does not exist as loose file but only in BSAs, you can use the xEdit Asset Browser that is started with CTRL+F3 after loading the entire load order into xEdit. After enterting part of a filename into the filter field, the first mentioned container (BSA) for a file is the winning one. Data means loose file. -
Read the first post which entire DynDOLOD log truncated to the entire last session of interest to upload. Read the first post which entire DynDOLOD debug log to upload. All quotes messages have explanations at https://dyndolod.info/Messages. They explain what is going on. https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block https://dyndolod.info/Messages/Textures-Do-Not-Match https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32 https://dyndolod.info/Messages/Moved-Large-Reference https://dyndolod.info/Messages/Deleted-Reference https://dyndolod.info/Messages/Overwritten-Large-Reference https://dyndolod.info/Messages/File-Not-Found-Scripts https://dyndolod.info/Messages/Property-Not-Found-In-Scripts https://dyndolod.info/Messages/Duplicate-Reference If you have a question about a specific message from the log or need further explanations for a warning or error, then ask a specific question. I would expect some of the assets in the DynDOLOD Resources are being overwritten causing the https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block and https://dyndolod.info/Messages/Textures-Do-Not-Match. MO2 right window data tab can help to find out and to report which mod (with link and version) overwriting file(s) come from. Since you didn't ask, I assume you do not help with the https://dyndolod.info/Messages/Exceptions#Error-reading-grass-worldspace-x-y / https://dyndolod.info/Messages/Exceptions#Unknown-grass-data-file-format
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Access violation at address ... in module DynDOLOD.exe
sheson replied to moose's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Installation-Instructions Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture. https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory Use the x64 versions of the tools. Let the OS handle virtual memory/page file settings. Close other programs and background processes. A memory address is not a form id in a plugin. -
https://dyndolod.info/Official-DynDOLOD-Support-Forum Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. Provide at least one screenshot with the Mfg for a full model tree that does not have LOD. https://dyndolod.info/FAQ "Something does not have LOD" For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation. If a LOD billboard does not exist, use TexGen to generate it. Also see TexGen Configuration. Check DynDOLOD_SSE_Object_Report.txt You will most likely find that for those tree base records you found via the game console information no billboards exists. You have a mod HLT Ivy BoS that randomly switches tree models at each new game load. Checking the TexGen log you can see that no billboards are generated for this plugin automatically. That is because the tree base records have no object bounds. https://dyndolod.info/Help/Object-Bounds and https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards In addition the mod adds random base object swapper information for some trees, e.g. the swaps are not consistent for each base record and/or game load. This can not be reflected in LOD. The outcome is not properly defined in the current Alpha version, it may generate LOD for the original base record or one of the swapped versions for all tree references using that base record. Next alpha version will properly ignore such random swaps and generate LOD for the original base record.
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What it does and what it is for is explained in the INI ; alt3 = softlight/backlight using diffuse - for shader development - do not use https://stepmodifications.org/forum/topic/18542-tree-lod-shaders/?do=findComment&comment=270049
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Wrong shapes name/textures will be fixed in the next DynDOLOD Resources version. The message must be for a different version of the LOD model than the one included in the archive you upload, since that one does not include shape name "RockPileL03Wet:8", while provided full model (which set the MountainSlab02.dds) does. Mountainslab02.dds is a "HD LOD" texture, which means LOD typically uses the full texture. The UV for HD LOD textures does not need to be limited for the atlas. The vanilla game contains a 3x3 stitched LOD texture for it, which TexGen updates accordingly. If you want to limit the UV of shapes using that texture, the max UV limits are between 0.0 and 3.0 in this case.
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This is user error, especially when constantly ignoring my begging for logs.
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Read the first post wich log and debug log to upload when making posts. Really follow the instructions on page https://dyndolod.info/Mods/Open-Exterior-Cities and follow all the instructions exactly. There is no need whatsoever to edit generated plugins. If you are certain you followed the instructions correctly, then instead of wasting time editing plugins, make a proper problem report. Does the lagging/CTD have something to do with the LOD patch generated by DynDOLOD? Read the FAQ and readme in the download archive. Follow a modern modding guide how to properly setup Skyrim LE. SafetyToLoad was superseded by the memory patch build into SKSE, which is superseded by Crash Fixes OSAllocators. https://www.google.com/search?q=skyrim+le+crash+log First result: https://www.nexusmods.com/skyrim/mods/106929
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TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
The load order of mods, especially when they do not contain textures used by TexGen, should have any effect on TexGen being terminated by the OS / exceptions with nvoglv64.dll without OPenGL reporting back the problem as "invalid operation" for example and TexGens own exception handler being executed. If anything it is indirectly. Check if the last mentioned full textures that are loaded in the log are from a different mod now. -
Error reading grass [worldspace] [x,y] Unknown grass data file format
sheson replied to Nemo92's question in DynDOLOD & xLODGen Support
Check the DynDOLOD log (and the xEdit log and the xLODGen log) It shows the data folder it uses: Using Skyrim Special Edition Data Path: E:\GAMES\Skyrim Anniversary Edition\Data\ https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG Also doublecheck the INI folder and pluginsx.txt path. The log shows every plugin and every BSA it loads. -
Error reading grass [worldspace] [x,y] Unknown grass data file format
sheson replied to Nemo92's question in DynDOLOD & xLODGen Support
Ahh, that was the wrong MO2 option... Goto MO2 menu tools -> Workarounds tab -> [x] Enable archive parsing With that option enabled, MO2 should show Skryim - Misc.bsa as the mod source for the file. What the DynDOLOD log shows is that there is no Grass Cache Fixes.esp and no Grass Cache Fixes.bsa in the load order. Install the mod and activate the plugin so that the tools and the game also load the Grass Cache Fixes.bsa. The Grass Cache Fixes.bsa contains a valid version of that file as already explained. -
Read the first post which DynDOLOD log, DynDOLOD debug log and bugreport.txt (if it exists) to upload when making posts. The word "text" of the term "text sharing service" is a hyperlink you can click to find out what it is. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots - a proper screenshot of the full model without DynDOLOD output for example. Possible reasons: https://dyndolod.info/Mods/Open-Exterior-Cities Click one of the presets buttons Low, Medium or High to update the rules. https://dyndolod.info/Generation-Instructions Activate the plugins(s).

