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sheson

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Everything posted by sheson

  1. Read the first post which log and debug log to upload when making posts. If there are no errors there is nothing to look at. If the process takes an exceptionally long time (seems slow) a known cause is the crapware installed with the AMD driver.
  2. "generated for all worldspaces without errors" the usual troubleshooting step would be to check the xLODGen log for errors, especially from the terrain LOD meshes generation. "typically from Terrain LOD Redone" the usual troubleshooting step would be to make sure the xLODGen output in the mod manager needs to overwrite all files from Terrain LOD Redone. Another troubleshooting step would be to remove Terrain LOD Redone from the load order.
  3. The message "Broken Tamriel terrain LOD meshes detected" really means that Oscape terrain LOD meshes are detected as winning overwrites in the loader (typically from Terrain LOD Redone). That really means that not all of these broken terrain LOD meshes are being overwritten by terrain LOD meshes generated by xLODGen. The solution is to really do what the message explains to do: Permanently remove the broken terrain LOD meshes or use xLODGen to generate terrain LOD meshes to overwrite the broken terrain LOD meshes.
  4. Read the first post which log and debug logs to upload when making posts. If you have the "same issue" then the solutions/troubleshooting steps are the same, too. If you really generated terrain LOD meshes with xLODGen, then make sure they have been generated for all worldspaces without errors and are not being overwritten by anything.
  5. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/FAQ "Long running time or output several GB in file size" Crapware installed with graphics drivers is known to prolong running times. Install only the drivers and not any of the bloatware.
  6. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Messages All messages are appended to ..\DynDOLOD\logs\[DynDOLOD|TexGen]_[GAME MODE]_log.txt when the tool is closed. A debug log of the last session is saved to ..\DynDOLOD\logs\[DynDOLOD|TexGen]_[GAME MODE]_debug_log.txt when the tool is closed. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds For the Large reference bugs workarounds check box and options to become available on the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. See the Prerequisites section of the Generation Instructions for more. https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean In case a deleted reference is found, the debug log will contain a line like this: [DeletedReferencesChecks] <Debug: Deleted reference Update.esm [REFR:000C8701] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of FrostflowLighthouseExterior01 [CELL:00008F29] (in Tamriel "Skyrim" [WRLD:0000003C] at 15,21))> If not all 3 requirements are fulfilled, the Large reference bugs workarounds checkbox and options are not enabled. Since you already generated LOD with DynDOLOD, the message log will list the deleted references (https://dyndolod.info/Messages/Deleted-Reference) the process encountered and they will then also be nicely listed in the summary. https://dyndolod.info/Help/Summary-Of-Messages
  7. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds For the large reference bugs workarounds check box and options to become available on the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. See the Prerequisites section of the Generation Instructions for more. When DynDOLOD is started, a log message will notify if the large reference bugs workarounds are enabled, for example: Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)
  8. What bugs?
  9. Read this entire page https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds. Do not install the DynDOLOD DLL NG and its scripts if you do intent to enable the large reference workarounds.
  10. Thanks that helps. The access violation will be fixed next version.
  11. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds DynDOLOD DLL NG and Scripts 3.00 Alpha-2 (Mega) overwrite DynDOLOD Resources SE, do not install older versions of DynDOLOD DLL or the papyrus scripts
  12. What is the actual mod the plugin is from? Deleting base record is "fine". It is not supposed to cause any issues either way. Let me know if the process runs through without the plugin as a troubleshooting step only, so I can try to replicate the issue.
  13. The xEdit log shows these same 2 log lines as TexGen while loading the plugins Background Loader: [00000000] [TES4 \ SNAM - Description] <Error reading string: [EEncodingError] No mapping for the Unicode character exists in the target multi-byte code page>. The log messages are for Correctif Special.esp and Morskom.esp. I do not know enough about languages or this error to judge how severe is it. Best to check with the xEdit discord. The screenshot from MO2 does not tell us anything about the path of the file. The tools use OS functions to query if a file exists at a certain path (E:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\textures\landscape\trees\erowanbranch01_n.dds). The OS reports that the file does not exist, that is why the error message is written to the log. In this case the OS asks MO2 if the file exists, so most likely MO2 returns the information that the file can not be found. If TexGen output will be fine as it only generate textures. If DynDOLOD runs through without stopping the created plugins will most likely be fine, too. Just double check the mentioned worldspace records made it into the DynDOLOD plugins OK. They should contain the same data for the records as the plugins before them. You can then run TexGen/DynDOLOD as many times as you want. You do not need to generate terrain LOD again if you are already satisfied with the result.
  14. Load the load order with xEdit and you should see the same worldspace encoding errors. Typically it means you might want to create default game INIs so that the code pages are configured and discovered correctly. In case the problem persists in xEdit, check with the xEdit discord. I am not sure what you want us to do about a mod not containing a texture? https://dyndolod.info/Messages/File-Not-Found-Textures In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS automatically. The first should be very obvious in case the generated object LOD texture or LOD billboard is used in the game and typically needs to be fixed. The flat normal map substitute means the surface of the object will be flat, which might not be a very visible problem if at all. Otherwise just search for the texture and install it from one of the other available resources, for example: Hoddminir Plants and Trees K747 Patches for Special Edition - Immersive College of Winterhold DynDOLOD error missing texture fix
  15. What plugin is the last to overwrite 00060220? It seems it is deleting it (and some others) and has Form Version 39, too. It seems to be a really bad idea to delete base records that are being used by references.
  16. Please upload meshes\terrain\DLC2SolstheimWorld\objects\DLC2SolstheimWorld.4.-24.-56.bto from the DynDOLOD output. What is the filename of the *.BTO with the largest file size in meshes\terrain\DLC2SolstheimWorld\objects\? Alternatively upload that file.
  17. Read the first post which log and debug log to upload when making posts. This includes uploading new log and debug after changing suggested settings.
  18. As far as we know is crapware that is installed with the driver slowing things down, not the drivers itself. Also not really surprised that using the latest Alpha version it works, as it is constantly being updated based on users actually uploading logs and bugreports. There should be no html files in the log folder, only txt files. xEdit/DynDOLOD is a program (compiled to run on Desktop Windows), not an app. The process ended with an out of memory error while generation occlusion, so do the suggested changes to the settings so it runs through without issue.
  19. This might actually be the 260 character limit for path of Windows. Enable the long path setting in Windows 10 might help. Also look into the newer alpha versions of MO2 from the their discord.
  20. Read the first post which debug log to also upload when making posts. Read the plain English error message that tells you what the problem is and its solution: Error: Required resource file not found meshes\dyndolod\lod\clutter\slighthousefire_dyndolod_lod.nif. Make sure to install the latest DynDOLOD Standalone with the latest matching DynDOLOD Resources SE archive. Make sure the archives downloaded and installed completely. As explained on the first post, the message should show click on this link for additional explanations and help for this message. On that page read https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting Really follow the already provided links and really download the latest DynDOLOD Resources SE 3 alpha version.
  21. You mean you entered argreatwelkyndstonestatic01 .nif in the filter field of the Asset Browser and it didn't find it anywhere? Usually that means the file does not exist in the data path (loose and not in any BSA). It should at least exist at in meshes\creationclub\bgssse067\clutter\greatwelkyndstone\argreatwelkyndstonestatic01.nif in ccbgssse067-daedinv.bsa If the Asset Browser also does not show the file being available at meshes\creationclub\_shared\dungeons\ayleidruins\interior\argreatwelkyndstonestatic01.nif, then at least it os consistent. Double check the file exists or not with the MO2 "Explore Virtual Folder" executable. Enable debug logging in MO2 Tools/Settings/Diagnostics, after starting DynDOLOD, there should be a line similar to [D] hook_GetFileAttributesW [lpFileName=C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\meshes\creationclub\_shared\dungeons\ayleidruins\interior\argreatwelkyndstonestatic01.nif] [reroute.fileName()=C:\Users\[USERNAME]\AppData\Local\ModOrganizer\SkyrimSE\mods\DynDOLOD Resources SE\Meshes\creationclub\_shared\dungeons\ayleidruins\interior\argreatwelkyndstonestatic01.nif] [res=820] [originalError=0] [fixedError=0]
  22. Read the message and my entire post carefully. The log clearly shows you installed DynDOLOD Resources SE 2.88 for DynDOLOD 2.x You probably closed DynDOLOD before it could write it then.
  23. Read the first post which log and debug log to upload when making posts. As explained in the first post, in case of error messages prompts, read the entire message carefully and click the link Click on this link for additional explanations and help for this message https://dyndolod.info/Help/DynDOLOD-Resources Read https://dyndolod.info/Downloads and follow the links to Nexus to download the correct version. Or use the links from the first post.
  24. If there is a debug log for DynDOLOD there should be the normal log for DynDOLOD as well. If LODGen has been running, there should be a LODGen log, which will tell you the current threadsplit. Read https://dyndolod.info/FAQ "High memory usage / Out of memory" If DynDOLOD runs out of memory while generating occlusion, see Out of Memory while Generating Occlusion Data. https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data Set OcclusionMaxThreadsObjectLOD=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini in case the parallel reading of large object LOD meshes consumes too much memory.
  25. Read the first post which log, debug and LODGen log to upload when making posts. You wrote "i have also problem ...", without providing any information, so the assumption was made you actually followed the two recent discussions about LODGen problems. The default is not 24 threads. That number of cores or threads showed up in those discussions. The default number of main threads is number of cores. So let me repeat from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-111/?do=findComment&comment=267693 Read https://dyndolod.info/FAQ "Long running time or output several GB in file size" and "High memory usage / Out of memory", especially these: If too many concurrent LODGen processes running at the same time consume all available memory while generating seasons, limit their number per worldspace by changing the MaxLODGenPerWorldspace setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. If a single LODGen process uses a lot of memory, set LODGenThreadSplit in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI to a higher number. Set to the number of virtual cores for lowest possible memory usage. Since terrain LOD meshes are used to optimize object LOD, consider not enabling high resolution terrain LOD meshes (so it uses vanilla terrain meshes) while generating object LOD. Also read the similar/related explanations at https://dyndolod.info/Help/Seasons#Out-of-Memory-errors and https://dyndolod.info/Help/LODGen#Out-of-Memory
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