-
Posts
13,181 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
The OS tells the program that D:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\meshes\creationclub\_shared\dungeons\ayleidruins\interior\argreatwelkyndstonestatic01.nif does not exist. As already suggested, read https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting In particular the part about checking the MO2 log. Check the file exists at this location with xEdit Asset Browser (started with CTRL+F3) It should have a similar error. If that works, then the OS, antiviral, whatever block DynDOLODx64.exe specifically.
-
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/LODGen If happening randomly can be a sign of hardware issues like CPU or memory being unstable. You can use expert mode and just rerun by usingt he button "Execute LODGen" for the Tamriel worldspace. See https://dyndolod.info/Help/LODGen, Keep an eye on memory usage of the LODGenx64Win.exe in task manager. It may be because you set LODGenThreadSplit=24 in the DynDOLOD_SSE.INI. Try 0, 2, 4 or 8. Maybe 12. If you use expert mode and "Execute LODGen", set ThreadSplit= in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt directly. Test if it works when using LODGenx64.exe. To do that simply hide LODGenx64Win.exe. When you start DynDOLOD it should show that it uses the fallback as explained at top of https://dyndolod.info/Help/LODGen -
Read the first post which log and debug log to upload when making posts. 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. https://dyndolod.info/Official-DynDOLOD-Support-Forum Always use the latest DynDOLOD Standalone and DynDOLOD Resources version. Bugs and other problems may already be fixed or addressed. https://dyndolod.info/Changelog Version 3.00 Alpha 107 TexGen.exe - fixed stitched.frag compile error Because you are refusing to upload the log and debug log, it is unclear what version you are using. It sounds like you are probably still using a long outdated version with other bugs and only updated the stitched.frag. If you are using the latest version and still needed that file, then something else might be wrong.
-
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. See https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting
-
Read the first post which log, debug log and bugreport.txt to upload when making posts. https://dyndolod.info/Messages/Exceptions#OpenGL-invalid-operation, https://dyndolod.info/Official-DynDOLOD-Support-Forum
-
There is most likely memory trashing. You have too many LODGens with too many threads and not enough memory for them all. That is why you need to limit the amount of concurrent LODGens and most likely more importantly should change the threadsplit. Keep in mind, you are generating grass LOD with LOD density 100% (and whatever full grass density), ultra tree LOD etc. times 5 for the different seasons. It will take a "while".
-
The google links just show LODGen_SSE_Tamriel_WIN_log.txt and LODGen_SSE_Tamriel_log.txt and no DynDOLOD log, debug log. In any case 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
-
Just wait for the next alpha version.
-
The actual error is that the plugin is too high for a record to be copied into the DynDOLOD.esm. Which is correct, since Bittercup - Tweaks and Enhancements.esp is not a master file. It is a safeguard check to make sure nothing goes wrong. Will be fixed next alpha version.
-
When making posts, upload the entire log as text. Do not post screenshots of text, post the text instead. See https://dyndolod.info/Official-DynDOLOD-Support-Forum The message says that a directory does not exist. The directory this refers to is typically the data path that is found via the Windows registry key for the game. The found data path is listed earlier in the log. See https://dyndolod.info/Messages/Windows-Registry-Key Use a legal game version. Could also be a permission problem because of the OS, antivir etc.
-
As the message says, verify the game is being started in the desired game mode. The current mode is TES5. That is Skyrim. However, you mention the Skyrim SE launcher, which means you actually want to start the game in Skyrim Special Edition, e.g. SSE mode. From DynDOLOD_QuickStart.html in the download archive. By default the tools start in Skyrim mode, which is the same as adding the -tes5 command line parameter. Add -sse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim Special Edition mode. [..] See DynDOLOD-Shortcut.txt for help.
- 79 replies
-
- SKYRIMLE
- DynDOLOD 2
-
(and 4 more)
Tagged with:
-
Just set OcclusionMode_Tamriel=+TVDT in the INI. You can just then load DynDOLOD with the current output installed and only check the Tamriel worldspace and Occlusion generation in the advanced option to update the existing Occlusion.esp. Also see https://dyndolod.info/Help/Occlusion-Data You said you already generated Occlusion.esp for Tamriel with xLODGen, so just use that, same thing. Future versions of DynDOLOD will automatically remove +Border from the options if the original option it didn't find any cells. Not sure about other side effects unsetting the flag, but it seems better and easier to simply set bBorderRegionsEnabled=0 in the SkyimCustom.INI or [Pluginname].INI in.
-
Read the first post which log and debug log to upload when making posts. You edited ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini as explained in https://dyndolod.info/Mods/Open-Cities-Skyrim and are at the second step to generate dynamic LOD only for a load order with Open Cities Skyrim.esp in the load order. DynDOLOD should automatically open the advanced options and both Object LOD and Tree LOD should be disabled. .. Remember to restore the settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini before generating LOD again later in case of an update.
-
Read the first post which log, debug log and bugreport.txt (if it exist) to upload when making posts. Use the "Copy message to clipboard" link in case there is an error message and paste it as explained on the first post https://dyndolod.info/FAQ "High memory usage / Out of memory" If TexGen runs out of memory, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI. Try lower settings. Make sure as much video memory as possible is available by closing other programs. Use forum search to find similar posts and answers https://stepmodifications.org/forum/search/?q=opengl: out of memory&quick=1&type=forums_topic&item=17510
-
Zip large/many log files and use a file service as explained on the first post. Check with xEdit which plugin(s) unset the Border flag of the record. Maybe more than one plugin is doing it. I would like to know all of them. if the Border flag is unset for this record, the +Border setting does not match any cells. For now you could set OcclusionMode_Tamriel=+TVDT for example.
-
There is no specific characters(s) for the start of lines with comments in INI files. Any line that does not start with LODGenX= under the section heading [GameName LODGen] or [GameName Pluginname] is ignored. GameName = Skyrim/Enderal, Pluginname = pluginname without any non alpha numerics just like the INI filenames, rules are only loaded if pluginname is present, too. Anything else would be a "comment", so you can use // for consistency.
-
Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. If problem persists upload new log and debug log. Use xEdit to check which is the last plugin to overwrite the cell record. Use xEdit to check which is the last plugin to modify region record 000C5859
-
Zero information has been provided. Read the first post which log and debug log to upload when making posts. The problem is most likely that vanilla occlusion data being used for the cell the player character is in. Use xEdit to check which is the last plugin to overwrite the cell record.
-
Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. To fix holes in the ocean, simply generate occlusion with DynDOLOD. https://dyndolod.info/Help/Occlusion-Data Any quality setting will work and generate working occlusion data for the current load order. https://dyndolod.info/Generation-Instructions Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp.
-
https://dyndolod.info/Mods/Useful-3rd-Party-Mods LOD Unloading Bug Fix - dynamic LOD already fixes this engine bug so the mod is typically not needed. Install the mod only in case dynamic LOD is not used. I am nor aware of any issues if both are active.
-
I just updated https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds with this information: 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))> The checks stop after finding the first deleted reference for now. Once the experimental workarounds are not experimental anymore and become the default for SE, there might be more detailed log messages, prompts etc. For now it is on the down-low on purpose. Curios that LOOT did not report those plugins for you.
-
tree lods have a square/rectangle around them when rendered in game
sheson replied to er1254's question in DynDOLOD & xLODGen Support
The alpha channel is missing from the used textures. No information whatsoever was provided. If you believe this has something to do with TexGen or DynDOLOD make a post in the appropriate DynDOLOD 2 or DynDOLOD 3 alpha thread and provide information. See first post of the DynDOLOD 3 alpha thread and also https://dyndolod.info/Official-DynDOLOD-Support-Forum -
Thanks for letting us know.
-
Moved to the DynDOLOD 3 Alpha thread. Read the first post which log, debug log and bugreport.txt (if it exists) to upload when makin posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum Always use the latest versions as explained on the first post. https://dyndolod.info/Changelog This looks like the bug that was already reported and fixed in Alpha 110 As explained on the first post, click the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Can-Not-Copy-Record for more explanations and help. Search this thread for similar posts and answer as epxlained on the first post. https://stepmodifications.org/forum/search/?&q="can not copy [CELL"&type=forums_topic&quick=1&item=17510
-
Thanks. Same problem. Will be fixed next version. Edit: Should be fixed in Alpha-110

