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sheson

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Everything posted by sheson

  1. No need to generate Occlusion.esp again if the load order didn't change.
  2. Thanks, that helps. Fixed in Alpha 114. Generate again from scratch.
  3. Thanks. Unfortunately I am not able to reproduce this yet. Is this a repeatable issue? Does it also happen when clicking "Rebuild Atlas" in expert mode? https://dyndolod.info/Help/Expert-Mode
  4. Read the first post which log and debug log to upload when making posts. Pay attention to error messages in the game. Check/post screenshot of the DynDOLOD SkyUI MCM Information page.
  5. Upload one or more of the affected full source textures (.dds and _n.dds). Upload DynDOLOD_WrldMorrowind00.dds and DynDOLOD_WrldMorrowind01.dds (and their _n.dds) Upload C:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_WrldMorrowind.txt
  6. How is it crashing? Do you mean it simply does nothing after clicking the start button and goes straight to prompting the Exit message? Upload the log and debug of new the version, both sets, starting with MO2 and starting directly. If there happens to be a bugreport.txt, upload that, too.
  7. Read the first post which log and debug log to upload when making posts. No information whatsoever has been provided. What is the purpose of the post? As explained in the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.
  8. Read the first post which logs and debug logs to upload when making posts. DynDOLOD can only be active if dynamic LOD has been generated for a worldspace and the player is currently in it. Pay attention to error messages in the game. Check the DynDOLOD SkyUI MCM Information page. The output folder never contained a "scripts" folder.
  9. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
  10. Read the first post which log and debug log to upload when making posts.
  11. What is a hard silent CTD? Does it show the options window? The log looks like what happens when none of the 3 main options are checked and start is clicked. Make sure there are no files from older DynDOLOD Standalone installations being used. Test what happens if the tool is started directly from Windows Explorer. Do not install the game into special Windows folder like Program Files x86 to avoid issue with UAC, antivir etc.
  12. Let me know which mod contains the textures\cubemaps\GlacierIce_e.dds that does not have a power of 2 resolution. Edit: Alpha-113 should load the texture regardless of its not power of 2 resolution
  13. Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and entire debug log to upload when making posts. Yes, when the log has an entry "ignoring meshes\... *.nif", it means the mesh has been ignored/filtered out because of bounds/height or it doesn't match the criteria (above water for example) https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards The volume of the model is the result of v( (X2 - X1)2 + (Y2 - Y1)2 + (Z2 - Z1)2 ) and needs to be greater or equal to the Min[Tree|Grass]ModelVolume setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini. For the height the Z2 value is used instead of (Z2 - Z1) - as Z2 is typically the height above the ground - and needs to be greater or equal to the Min[Tree|Grass]ModelHeight setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].ini. Read the rest of the chapter as well how to force specific billboard creation without changing the INI settings.
  14. https://dyndolod.info/Messages/File-Not-Found-Textures Check with the xEdit Assets Browser (CTRL+F3) if the texture exists in the load order and can be opened form the first shown container (data = loose file) with an image viewer. Double check if it really has a resolution of 3500 x 2500. If it does, remove the texture or resize it to a power of 2 resolution. Same for WRStoneFloor02_n.dds Let us know which mod the textures comes from.
  15. The screenshots do not seem to show the object that goes missing before DynDOLOD output is enabled? I suggest to really follow every step how to generate LOD for Open Cities explained at https://dyndolod.info/Mods/Open-Cities-Skyrim
  16. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots When making screenshots of things in the game, open console and click the object in question to show its reference form ID. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. If making screenshots of objects missing with DynDOLOD output enabled, make a screenshot of the objects as explained above without DynDOLOD output enabled.
  17. 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 Size increase of grass LOD depends highly on density of grass and density of grass LOD. Generating Seasons can mean up to 5x the size. The output will have the result the mods, settings and options you selected require. 56GB is a lot but why does it matter? I would say what matters is the visual result / performance impact.
  18. No information or logs were posted. https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info/FAQ "Long running time or output several GB in file size" Existing files in the output folder will be overwritten.
  19. As explained on the first post, use a file or text sharing service to upload logfiles. The log only shows one LOD generation session. if you followed the linked instructions for open Cities Sktyim, there should be two session in the normal log, unless you deleted the log file after the first session. Provide useful screenshots as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots, especially of the object that is missing.
  20. Read the first post which log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum for explanations about posting screenshots. What troubleshooting have you done that makes you believe what is shown in the screenshot has something to do with the output DynDOLOD generated? Read https://dyndolod.info/Mods/Open-Cities-Skyrim What makes you believe the crash has something to do with the output DynDOLOD generated? Install the latest version of Crash Logger.
  21. Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log from TexGen and DynDOLOD to upload when making posts. https://dyndolod.info/Generation-Instructions Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. https://dyndolod.info/Help/TexGen
  22. The message tells you a fact. The DynDOLOD Resources version is outdated for the DynDOLOD Standalone version. Despite forum instructions and the DynDOLOD documentation you did not post the actual log file(s), which would tell us which DynDOLOD Standalone and DynDOLOD Resource version you have installed and the actual message. Both the first post of the DynDOLOD 3 Alpha thread and the DynDOLOD documentation have links to the downloads of DynDOLOD Standalone and the latest required DynDOLOD Resources SE 3 as well. https://dyndolod.info/Downloads, https://dyndolod.info/Help/DynDOLOD-Resources, https://dyndolod.info/Official-DynDOLOD-Support-Forum
  23. Is the CPU overclocked or are you using custom memory timing settings? Upload Edit Scripts\LODGen_Terrain_Tamriel.bin to help troubleshoot the index out of range error of the meshes generation. In regards to the texture generation, disable mipmap generation for terrain normal maps. The game only uses mipmaps of LOD Level 4 diffuse textures. All other mipmap generation can be disabled.
  24. The xLODGen_log is saved when the program is closed. Only click X top right once. Always set a dedicated output path with the -o command line. Do not generated into game or mod manager folders. Disable mipmap generation for terrain normal maps. The game only uses mipmaps of LOD Level 4 diffuse textures. All other mipmap generation can be disabled.
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