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sheson

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Everything posted by sheson

  1. Moved to the DynDOLOD 3 Alpha thread. Read the first post which DynDOLOD log and debug log to also upload when making posts. https://www.microsoft.com/en-us/download/details.aspx?id=30135 https://dyndolod.info/Help/LODGen. There are two more suggestions for E0434352. Check/post the Windows event log entries. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. https://dyndolod.info/Generation-Instructions Select a dedicated output path. The dedicated output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.
  2. Start the game. Do not load any save game. From the main menu, open console with ~, type coc riverwood. Wait for DynDOLOD to initialize. Quit. Upload that Papyrus.log and DynDOLOD.log
  3. Make a proper report to the DynDOLOD 3 Alpha thread with the log and debug log as explained in the first post.
  4. What is preventing you from starting the game, coc riverwood from main menu, wait for DynDOLOD to initialize and in case the waterwheel did not show to upload that papayrus log and SKSE/DynDOLOD.log?
  5. Do what I actually asked you to do.
  6. The papyrus log seems to show that an existing game is being loaded. As explained, start the game and use coc Riverwood from the main menu to simulate a test with a new game. If it works then, make sure to follow https://dyndolod.info/Help/Clean-Save for the existing save. If the problem also happens with a "new" game with coc Riverwood the from main menu, upload new papyrus log and also DynDOLOD_Worlds.txt and DynDOLOD_Tamriel.txt from the ..skse\plugins\DynDOLOD_Data\ DynDOLOD output. Also upload c:\Users\rlamb\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log
  7. Really read the examples from https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG#Installation. The path set with the -m command line argument is missing the trailing \ That the last \ is missing before the Skyrim.ini can be seen in the log line that says "C:\Users\(My Name)\Έγγραφα\My Games\Skyrim Special Edition GOGSkyrim.ini" Unless you also set the data folder with the -d command line argument as explained at https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG#Installation, the tools will use the data folder found in the Windows Registry. If further help is required, see which log and debug log to upload at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.
  8. Do you mean the LOD version disappears and the full version only appears if you move forward? It is not witch out at the spot? If that is a case make proper report in the DynDOLOD 3 Alpha thread with the log and debug log as explained in the first post. If you want to have continues animation and no in place switch as it is supposed to work, either use Replace or Original for the Reference drop down. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Reference
  9. Read the first post which log and debug log to upload when making posts. As explained on the first, use the "Copy message to clipboard" and post the text instead of making screenshots. Use the "Click on this link for additional explanations and help for this message" on the message to open https://dyndolod.info/Messages/INI-Files . See https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG#Installation how to use command line arguments to set alternative paths for the INIs. Copy and paste text instead of posting screenshots of text. The command line argument is missing the double quotes around the path as shown at https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG#Installation
  10. Thanks. Please upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel_Objects.txt from the DynDOLOD output. Enable papyrus logging. coc Riverwood from the main menu and wait for DynDOLOD to initialize. Make a screenshot of the DynDOLOD SkyUI MCM - Information page. Place the mouse pointer over Grid: 20480 so additional information is shown at the bottom. Upload that papyrus log.
  11. The CPU taking much longer than using the graphics card to create mipmaps for the textures is expected.
  12. Only do the CPUMipMaps=1 in case the the default one still stalls.
  13. Might be a fluke it got through, like the other time. CPUMipmaps=1 goes into DynDOLOD_SSE.INI - same as for the other settings.
  14. As explained on the first post or my signature, use a file service. As explained on the first post, consider zipping large and/or many files into a single archive.
  15. Now generate DynDOLOD with the large reference bugs workarounds enabled for that load order. Install the output and start a new game, for example with coc Riverwood from the main menu. Wait for the DynDOLOD initialized successfully message top left, then if things work or not. If there is an issue, post the log and debug log from that generation.
  16. Both set of logs seem to be generated with CPUMipMaps=0. You can check the debug log for it [DynDOLODGenerate] <Debug: CPUMipMaps: False> Do the same 2 runs with this test version please https://mega.nz/file/wdgxmBDK#8luUkdxfC2upce7EYnHEPxsPHcKBFa4c33VE7SOu9Cs and upload the log/debug log
  17. Read the first post which log and debug log to upload when making posts. Use a file or text service as explained on the first post or my signature. Post a screenshot of one of the waterwheels selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Obviously make the screenshot while the waterwheel is visible before generating LOD.
  18. Upload the log/debug log of this test version https://mega.nz/file/JAx1WQZC#NRTxgG9vcm1VDrXNNz7a-rTSOB-u90LKIWY6fZNp_Wk Then add CPUMipMaps=1 to the DynDOLOD INI. It should run through no matter what. It is to double check that it is indeed a problem that happens when loading the textures to the GPU and not something earlier in the process.
  19. As explained on the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Make and post a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Obviously make that screenshot without DynDOLOD active when the waterwheel is visible, so it can be seen and clicked with console open. Read the first post which log (truncate to the last meaningful session) and which entire debug log to upload when making posts. As explained on the first post or my signature, use a file or text service. As explained on the first post, consider zipping large and/or many files into a single archive.
  20. As explained on the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Make and post a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Obviously make that screenshot when the waterwheel is visible, so you can click it with console open. Read the first post which log and debug log to upload when making posts. As explained on the first post or my signature, use a file or text service. As explained on the first post, consider zipping large and/or many files into a single archive.
  21. DynDOLOD works the same regardless of what program is starting it. In particular, other than actual error messages reported back by the OS file functions, it will not know about the underlying processes. Maybe the required access rights or exceptions are not inherited properly. That would be an issue out of the control of DynDOLOD. Could also be just a fluke that it ran through once without error.
  22. See what happens with this test version https://mega.nz/file/YVZgwR5R#xTdlHDwwapksrxIj7Xv8lWGrs4YXhDTozrPrtHcWfxA. Use default DynDOLOD INI settings. Clean log folder first. Upload the DynDOLOD log and debug and bugreport.txt if it exists.
  23. Check with task manager if there are any Texconv64.exe processes DynDOLOD might be waiting for. If so, kill them to see if it continues. Do not install the game into Program Files x86 to avoid issue with UAC, antivir, etc. Let me know either if there are Texconvx64.exe processes or not. Also check if DynDOLOD uses any CPU when it is waiting for whatever it is waiting.
  24. Thanks for the plugin. What is happening is that the z values for LOD4/8 exceed the half float min/max of -/+65504. It works for LOD 16/32 because the values are scaled by the LOD level. Download this test version https://mega.nz/file/EM4F3K5J#nGjW6CEhpmzBRr4h43v8Q3EFzcqJGnZqx9e3uufDvnM of LODGenx64.exe and replace the existing one in the Edit Script folder. For now it will simply set full precision for the vertices if the z values are out of the supported range. You might want to check everything in the game works with z values beyond -32000/+32000, especially navmeshes, activators, trigger boxes etc.
  25. Let me know what happens when using this test version https://mega.nz/file/sJgTUSYJ#YlmMfnHA4ClPqII38oPss9x4mR2m3yjEyvQXjjijrHs Test with UseMipmaps=0 and UseMipmaps=1 (default, same not being present in INI). Delete bugreport.txt and all files in the logs folder for each run.
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