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Everything posted by sheson
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Since zero information was provided, the answer is categorically no, it is not alright.
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Either the problem only happens with DynDOLOD/Occlusion plugin enabled or not. Occlusion planes/boxes hide things that they fully occluded. So it depends on the "size" (often the axis aligned bounding box AABB) of the model. E.g. smaller things are disabled, while large things may be not.
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It was "fixed" last post https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=267022 Post the log when making problem reports. The -o command line argument is wrong and also seems to set a path into a mod manager folder. From the first post: Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod. Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86. Notice the : after -o xEdit/xLODGen save plugins to the data folder.
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If there were problems with anything then there would have been a report in the past 7 years. What troubleshooting with the disappearing tree LOD have you done to check if this has something to do with DynDOLOD? Use CK to visualize occlusion planes and boxes.
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As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, use the "Click on this link for additional explanations and help for this message" link for further help. https://dyndolod.info/Messages/TexGen-Output The message really means that there is still a file from former TexGen output installed in the load order. Deactivate the mod you created from the TexGen output in MO2. If you did that, then you might have a mod made by a confused mod author who did not pay attention to the DynDOLOD documentation.
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DynDOLOD requires PapyrusUtil
sheson replied to Wolfstorm321's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/FAQ "DynDOLOD requires PapyrusUtil". There is no issue with DynDOLOD not recognizing PapyrusUtil. A PapyrusUtil papyrus script function does not return the required version value. Either because the PapyrusUtil.dll or the PapyrusUtil scripts are not working right. The DynDOLOD DLL NG and scripts are being overwritten by the DynDOLOD papyrus scripts for PapyrusUtil included in DynDOLOD Resources. The papyrus scripts from DynDOLOD DLL do not check if PapyrusUtil is working. The screenshots do not show what files are actually in the virtual data folder. Use the right window Data tab to check what DLL and papyrus script files are the last to win the overwrite priorities and what mods they are coming from. -
Read the first post which log, debug log and bbugreport.txt (if it exists) to upload when making posts. https://dyndolod.info/FAQ "Long running time or output several GB in file size"
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Probably another bug in the xEdit NIF writer code. Will check. Regardless of that error, that NIF from Embers XD should be optimized in NifSkope for example (collapse link arrays, remove unused strings etc.) The source of patches are always *.patch files. Scroll upwards until you find the the logline with the notice what patch the patches are from: [00:07] [ApplyPatches] <Notice: Processing 67 patches from dyndolod\solitudeexterior_tamriel.patch> DynDOLOD does not do anything "blindly, especially when doing optional things the user has to install on purpose. The Solitude Exterior esp (now patch) is an optional patch that exists since May/June 2016 before Skyrim Special Edition came out. The planes/boxes are adjusted so there are no issues when watching outside while being on the walls/roofs. No issues with the Solitude Exterior patch have been reported since then AFAIK.
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Read the first post of this DynDOLOD 3 Alpha thread which debug log and bugreport.txt (if it exists) to also upload when making posts. Use the "Click on this link for additional explanations and help for this message" https://dyndolod.info/Messages/Exceptions#Assertion-failure as explained on the first post.
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Zero information was provided. https://dyndolod.info/Official-DynDOLOD-Support-Forum and first post of https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-111/ What rudimentary troubleshooting have you done that makes you believe this has something to do with DynDOLOD?
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Since there was no problem running TexGen, it is unclear why you choose to upload those logs instead. If you follow a third party guide and have problems with it, you need to ask its author(s), forum sections etc. From the LODGen log: Error accessing E:\Steam\steamapps\common\Skyrim Special Edition\Data\Meshes\Terrain\SkuldafnWorld\SkuldafnWorld.8.56.-5.btr Unable to read beyond the end of the stream. From https://dyndolod.info/Help/LODGen, which opens when clicking "Click on this link for additional explanations and help for this message" as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages: Error accessing There is a problem reading the mentioned *.NIF. Try to reinstall the file or mod from its download archive. Run the *.NIF through Cathedral Assets Optimizer. If the mentioned file is a *.BTR terrain LOD mesh, generate a valid one with xLODGen. If the file opens without error in NifSkope, make a post on the official DynDOLOD support forum and upload the *.NIF or provide a link to the mod etc. As explained at https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ and the Readme.txt included in the xLODGen download archive and at https://dyndolod.info/Help/xLODGen: Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod. Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86. -
Read the first post which log and debug log to upload when making posts. Why do you believe this has anything to do with DynDOLOD? What rudimentary troubleshooting have you done to come to that conclusion? The issue description sounds like placed occlusion places/boxes, like a patch for eFPS is missing.
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Let us know if the test version from this post https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=267397 works for you
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The log and debug are saved when closing the program. Can you not simply click the X top right and wait for the tool to shutdown? Otherwise you can try marking and copy pasting the entire messages log text with the usual Mouse/Windows key combinations. If there were OpenGL errors with DynDOLOD 3 Alpha 111 and the latest recommended driver, then the program stopped and you can just close it to get the log and debug and maybe a bugreport.txt to upload. If there are no OpenGL errors with DynDOLOD 3 Alpha 111 but runs extremely slow, it may be caused by the crapware installed with the driver. Remove the crapware.
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The logs you uploaded tell us that you generated standard tree LOD and not ultrat ree LOD. Are you saying that changing the tree LOD distances in the DynDOLOD SkyUI MCM settings page did not change anything about the tree LOD showing in the distance? You could test if the current output works OK, set [MapMenu] uLockedObjectMapLOD=16 in an any INI setting 32 instead if the object LOD was not generated with Level32=1
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Looks like a race condition when checking for complex grass textures. Thanks for reporting.
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Changing the settings has an immediate fact in the game to verify their visual/performance impact. https://dyndolod.info/Help/Mod-Configuration-Menu#Settings The best values depend on the load order, personal preference for visuals and performance.
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The user generated standard tree LOD as can be seen from the logs the provided logs.
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Increase the short fTreeLoadDistance in the DynDOLOD SkyUI MCM Settings page so tree LOD shows further. Increase the fBlock* object LOD distances so that the object LOD levels show further. Alternatively use the games launcher or BethINI to increase these settings.
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Provide a screenshot https://dyndolod.info/Official-DynDOLOD-Support-Forum Doublecheck LOD distances are not zero or very low values in the DynDOLOD MCM settings page https://dyndolod.info/Help/Mod-Configuration-Menu#Settings SeasonsOfSkyrim https://www.nexusmods.com/skyrimspecialedition/mods/62861 is not installed, correct? Explanations for log messages can be found at https://dyndolod.info/Messages and also the summary pages https://dyndolod.info/Help/Summary-Of-Messages If required ask about a specific/particular message in case the explanations are not sufficient or further help is required.
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If you follow a third party guide you should be asking teh guide author(s) for help in case of problems. No log files, no information which DynDOLOD DLL version / scripts are installed. See https://dyndolod.info/Official-DynDOLOD-Support-Forum. Use the DynDOLOD 3 Alpha thread https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-111/ also read its first post. You probably installed DynDOLOD DLL NG and scripts but did not generate LOD with the experimental large reference bugs workarounds enabled. See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds how to generate LOD with the experimental large reference bugs workarounds enabled and the requirements. Or remove the DynDOLOD DLL NG and scripts and use the default PapyrusUtil setup included in DynDOLOD Resources SE or "normal" DynDOLOD DLL 2.45 for the used runtime version and the DynDOLOD DLL SE - Scripts 2.82.4
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If you believe there is an actual error to report with DynDOLOD 3 Alpha or its requirements, make a proper problem report at https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-111/ with the required log and debug log as explained on the first post and actual information which PapyrusUtil and.or DynDOLOD DLL and scripts versions are installed. Upload the papyrus log showing the error message as well. As explained in the documentation it should not matter if either both PapayrusUtil.dll or DynDOLOD.DLL are installed or only one. The message "DynDOLOD requires SKSE" has nothing to do with whatever papyrus scripts are the ones being used, they contain the same check. Obviously only install the DynDOLOD DLL scripts if DynDOLOD.DLL is installed as well.
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Read the first post which debug log to upload when making posts. Why do you believe 5GB of LOD files being generated in 45 minutes means there is an "issue with DynDOLOD not generating any LOD at all"? The log says: [44:53] DynDOLOD plugins generated successfully [44:53] Occlusion.esp completed successfully [44:53] LODGenx64Win.exe generated object LOD for Blackreach successfully [44:53] LODGenx64Win.exe generated object LOD for JaphetsFollyWorld successfully [44:53] LODGenx64Win.exe generated object LOD for DLC01FalmerValley successfully [44:53] LODGenx64Win.exe generated object LOD for WarlordWorldSkyrimHiddenEstate successfully [44:53] LODGenx64Win.exe generated object LOD for BlastedLands successfully [44:53] LODGenx64Win.exe generated object LOD for DLC1HunterHQWorld successfully [44:53] LODGenx64Win.exe generated object LOD for DeepwoodRedoubtWorld successfully [44:53] LODGenx64Win.exe generated object LOD for Sovngarde successfully [44:53] LODGenx64Win.exe generated object LOD for SkuldafnWorld successfully [44:53] LODGenx64Win.exe generated object LOD for DLC2ApocryphaWorld successfully [44:53] LODGenx64Win.exe generated object LOD for DLC01SoulCairn successfully [44:53] LODGenx64Win.exe generated object LOD for MarkarthWorld successfully [44:53] LODGenx64Win.exe generated object LOD for DLC2SolstheimWorld successfully [44:53] LODGenx64Win.exe generated object LOD for Tamriel successfully ... [45:29] Saving G:\DynDOLOD folder\DynDOLOD\DynDOLOD_Output\DynDOLOD.esm [45:30] Saving G:\DynDOLOD folder\DynDOLOD\DynDOLOD_Output\DynDOLOD.esp [45:40] Saving G:\DynDOLOD folder\DynDOLOD\DynDOLOD_Output\Occlusion.esp DynDOLOD obviously generated tree, object, dynamic and occlusion according to the chosen settings just fine. In any case I suggest to pay attention to the messages in the summary.
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https://dyndolod.info/FAQ https://dyndolod.info/FAQ "DynDOLOD requires SKSE" SKSE is not installed, outdated or not running at all. Make sure you have the correct SKSE version for the current Skyrim version that is used and none of its file are overwritten by other mods. Check the logs in c:\Users\[USERNAME]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\ The papyrus script function SKSE.GetScriptVersionRelease() does not return the expected value, which means SKSE is not installed, outdated or not running at all.

