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sheson

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Everything posted by sheson

  1. https://dyndolod.info Dynamic Distant Objects LOD (DynDOLOD) is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order of the different Skyrim and Enderal game versions for drastically enhanced and better matching tree LOD and object LOD plus optional dynamic LOD (hence the name), glow LOD, grass LOD, occlusion data and terrain underside in a few simple steps. You will notice the description does not list terrain LOD. 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. Existing object LOD or tree LOD meshes or textures do not affect the LOD mod generation with DynDOLOD and will typically be overwritten by the generated output anyways. https://dyndolod.info/Help/Occlusion-Data DynDOLOD offers both options - generate the occlusion data into the DynDOLOD.esp or a separate Occlusion.esp (which is equivalent to using xLODGen) - in the advanced mode options.
  2. https://dyndolod.info/Generation-Instructions Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely. The last error message window said "Error: OpenGL: Source framebuffer objects unsupported." You then clicked Exit. The output is not usable as explained in the documentation. See if changing MaxTextureSize=8192 in ..\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini lets the process run through. Also read https://dyndolod.info/Messages/Max-Tree-LOD-Billboard-Count-Of-256-On-Atlas-Exceeded
  3. The internet is full of crash logs with navmesh pathing CTD. https://www.google.com/search?q=crash+"BSPathBuilder" Use the xEdit error check. Do not randomly flag any plugin as master. The DynDOLOD plugins do not touch/overwrite/change any navmeshes. Rerunning DynDOLOD will change nothing about navmeshes.
  4. Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. What basic troubleshooting have you done that makes you believe that this CTD / pathing (navmesh) has anything to with DynDOLOD?
  5. That's just the bugreport.txt, it was enough for a next test version. Upload bugreport.txt and debug log for this test version https://mega.nz/file/JR4Q0bwL#E1p3R0TyPtsa2qH_BYVUQlfsqiI8BzYqshG6GojyFTc
  6. You didn't install the crapware with the driver, did it get an update or did you just do a clean install so maybe some settings got reset? Build numbers of Windows 11 start with 10. The build is 10.0.22621. The bugreport is made by madexcept. Let me know what happens with this test version https://mega.nz/file/8Zx3nL4b#JgL8vWl-jdA2z_QF0A2481bpyC1sP-E85_-y-zmezPI
  7. Is there a bugreport.txt for this one?
  8. Let me know what happens with this test version https://mega.nz/file/YMZHhabZ#mEYVLmGV7ryiEcHLb5hPCqUUNRCxwJb0MUwQ6e0HqIs
  9. Really read what I wrote including the FAQ answers and also the linked pages. If you have DynDOLOD DLL NG and scripts installed last, then the plugins you generated are not version 3.0 but version 2.45 because the large reference workarounds checkbox was not checked. If DynDOLOD plugins 2.45 have been generated and installed in the load order, remove the DynDOLOD DLL NG and scripts.
  10. Read the first post which log and debug log to upload when making posts. Read https://dyndolod.info/Messages for explanations of warning and error messages and/or the summary https://dyndolod.info/Help/Summary-Of-Messages If you have questions about a particular message then ask a specific question.
  11. This is the DynDOLOD support forum. If you have problems with third party guides - including STEP - you need to use their forum or forum section https://dyndolod.info/FAQ "DynDOLOD papyrus scripts are the wrong version" In case the large reference bugs workarounds setting has been enabled and DynDOLOD plugins with version 3 have been generated, make sure to install the DynDOLOD DLL SE - Scripts 3 or DynDOLOD PapyrusUtil SE - Scripts 3 as explained and linked by the Large Reference Bugs Workarounds Requirements. Otherwise, if DynDOLOD plugins of version 2.45 have been installed, make sure that nothing overwrites papyrus script 2.x in DynDOLOD Resources SE for PapyrusUtil or the DynDOLOD DLL SE - Scripts 2.x for DynDOLOD DLL. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
  12. It does fix itself when you travel away and come back, right? Nevertheless, this will be fixed in the next DynDOLOD DLL NG and scripts version. As long as the workarounds and the DynDOLOD DLL NG are experimental, the uploads are hidden at https://www.nexusmods.com/skyrimspecialedition/mods/57264 on purpose, though based on users asking about it, I still think Nexus notifies about an update to it.
  13. Do not hesitate to ask. Things also change and evolve. https://dyndolod.info/Mod-Authors
  14. https://dyndolod.info/Help/Large-References In case the large reference system is not used and stays disabled for good, a single DynDOLOD.esp can be generated. As explained on the page, the DynDOLOD.esm is needed because of the large reference system. If it is not used, there is no need for the DynDOLOD.esm. If you set IgnoreLargeReferences=1, then you do not need to worry about warnings about large references. This did not change between DynDOLOD 2/3. https://dyndolod.info/Help/Occlusion-Data. DynDOLOD 2 already offered to generate the occlusion data into DynDOLOD.esp with an INI switch. With DynDOLOD 3, the options have been added to the advanced interface (while Wizard mode does things automatically), saving the extra step to generate Occlusion.esp with xLODGen.
  15. According to the TexGen debug log, there seem to be a lot 0 bounds in Grass FPS Booster.esp. Those grasses will have no billboards generated and show up as ",False" in the mentioned C:\Games\DynDOLOD 3.0\TexGen_Output\Textures\Terrain\LODGen\TexGen_SSE_Grass_Billboards.txt https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
  16. Yes, most form IDs change with every run. If the CTD is caused by a problematic NIF or texture, the crash log should look similar and just show a different form ID for the reference.
  17. DynDOLDO/TexGen uses texconvx64.exe to convert textures. Nothing new there. Really no need for videos. As long as the program is not killed by the OS or you, it should write the logs when shutting down when left alone. The DynDOLOD DLL NG and Scripts is used by the game only. Use this test version https://mega.nz/file/AAJzzJAB#y9Yo8cYuN8V9hhB3xQVMd-cMRbgjs4MKyL_8MMrLFfg
  18. ..\Docs\DynDOLOD-FAQ.txt "Q: Game: ILS or CTD" and ..\Docs\DynDOLOD-README.txt Look up the reference xx00204C in DynDOLOD.esm mentioned by the crash log in xEdit. Check the reference has a base record defined (not null not unresolved). Check what NIF the base records defines and that it exists. Check that the NIF loads in Nifskope without error. Check what textures the NIF uses, if they exist and if they are using a valid compression and have [power of 2 resolution. Use DynDOLOD 3 Alpha. It is much better avoiding using/reporting problematic assets.
  19. Thanks. That helps.
  20. Fingers crossed...
  21. As explained at first post, upload both the log and the debug for both TexGen and DynDOLOD. https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
  22. This does not show if the latest alpha-111 was used or not. Upload the accompanying TexGen/DynDOLOD logs and debug logs for which the checks have been done. "Grass mapping not found" means that those grasses found in the cgid will not have grass LOD. This is expected for underwater grasses and grasses that do not have billboards generated. If some BTOs have no grass LOD, it means there should be corresponding no "mapping not found" or "no grass data" messages. The first tells you which grass LOD billboards are missing, which you can then double check for creation in the ..\textures\terrain\lodgen\TexGen_[GAME MODE]_[Tree|Grass]_Billboards.txt log file as explained at https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards. Use expert mode to only generate a specific BTO again, so you only have log message for those 16 cells it covers. https://dyndolod.info/Help/Expert-Mode#Specific-Chunk Use the DynDOLOD SkyUI MCM - You Are Here to know the coordinates for a BTO.
  23. Third party guides are categorically outdated, especially when it comes to ALPHA version and experimental features. Read and use the official documentation that I already linked instead. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds The updated DynDOLOD DLL NG version does not affect LOD generation, though. As I already wrote, if problem persists, also enable and check/upload papyrus log and also upload all files from DynDOLOD Output ..\skse\plugins\DynDOLOD_Data\
  24. Update DynDOLOD DLL NG and Scripts to the latest version From your log: DynDOLOD DLL: F:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.dll, Version: 3.0.1.0, Game Version: SE/AE 1.5.x/1.6.x, VR 1.4.15, Date: 2023-01-06 21:00:00 Latest version of the DLL is Version: 3.0.2.0
  25. Random success or not is the question...
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