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sheson

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Everything posted by sheson

  1. It looks like the new alpha version was not installed into a new and empty folder. 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\. It seems you started DynDOLOD one more time after the issue, thus the debug log that shows the problem has been replaced. Please run DynDOLOD again to get new debug log and bugreport and upload them. https://dyndolod.info/Messages/Can-Not-Copy-Record Check the mentioned cell record xx0D7D2F in Lux - Teldryn Serious.esp in xEdit if you can spot a problem and the entire plugin for errors. Double-check what is the last plugin to overwrite the cell record. Test if it works without the batched patch.
  2. Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts. As explained of the first post, if there are error messages prompts, read the entire message carefully and click the link "Click on this link for additional explanations and help for this message" or read https://dyndolod.info/Messages or https://dyndolod.info/Help for the associated help topics yourself. If help with a message is required, use the "Copy this message to clipboard" link and past the text.
  3. xLODGen is a tool mode of xEdit. While archive loading is an option in edit mode, the lodgen mode should have it enabled by default. If you have any issues with loading plugins, or archives, test with xEdit and in case there are issues report them via xEdit github issue or on the xEdit discord. If there is a problem that only happens in LODGen tool mode, upload the log here and provide concrete information or the plugin and the BA2. xEdit/xLODGen loads BA2 via sResourceIndexFileList, sResourceIndexFileList, sResourceArchiveList, sResourceArchiveList in Fallout4.ini, Fallout4Custom.ini and of course via the usual [plugin name*].BA2, which is the normal and preferred method to load archive files for mods/plugins in the game and all tools. plugins.txt is created by the game/mod manager to know which ESM, ESL, ESP to load. Whatever plugins are enabled in it, will be used to look for matching [plugin name*].BA2.
  4. No logs and no bugreports about the known AMD issue with older DynDOLOD versions have been provided for the latest alpha version as far as I remember. I beg for them every time a user posts about that problem. I have no ideas what the "new AMD issues with the latest versions of DynDOLOD" is supposed to be as I do not recall any logs or bugreports about it either.
  5. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum what logs and bugreports to provide when posting about problems with the latest alpha version.
  6. Test with this version of DynDOLOD DLL NG https://mega.nz/file/JIxxWLyR#WQ5Da9xkK-jRVANdI31lmYA1BTngNKrkUB7OxgJBn9U If the issue does not happen and if there are no other weird side effects, this is an actual fix.
  7. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum which log and debug log to upload when making posts. Without concrete information about a particular case and all the settings of a rule there is no yes or no answer. Hence the explanations for the different combinations.
  8. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum which log and debug log to upload when making posts. Dynamic LOD is only used in case object LOD can not be used for technical reasons, if the rules for LOD Levels are set to none or if the Dynamic checkbox is checked to force it in addition to object LOD - and Grid is set to an options that enables dynamic LOD. See https://dyndolod.info/Help/Dynamic-LOD and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
  9. The workarounds do not disable large references. That could only be done by removing them from the worldspace RNAM list in the plugin(s) that add them. Large references are references with the base record STAT or MSTT. Check the exported list. There is no NPC in that list.
  10. It only lists plugins and worldspaces that have large reference data. Does the issue still happen if you disable EnhancedWetnessandPuddles.esp?
  11. Read the first post which log and debug log to upload when making posts. Set the Season Type in po3_SeasonsOfSkyrim.ini accordingly to the list which should be above the setting. ;0 - disabled ;1 - permanent winter ;2 - permanent spring ;3 - permanent summer ;4 - permanent autumn Set Season Type = 0 to generate the default grass cache. See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
  12. You did not provide a log, debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum and also not the DynDOLOD_SSE_Object_Report.txt required to answer questions for your load order. If a base record is not listed in the object report, then no LOD models have been matched and/or no rules setting the full model etc. have been applied. Dynamic LOD is only used in case object LOD can not be used for technical reasons, if the rules for LOD Levels are set to none and Grid to an options that enables dynamic LOD or if the Dynamic checkbox is checked to force it in addition to object LOD. See https://dyndolod.info/Help/Dynamic-LOD and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
  13. Thanks.
  14. Very good! Download attached script and put it into the Edit Scripts folder of your SSEEdit installation. Download the latest xLODGen terrain LOD beta from https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ Rename xLODGenx64.exe to SSEEditx64.exe and place it into the same folder as SSEEdit.exe. Add SSEEditx64.exe to the MO2 executable dropdown and execute it from MO2. Have it load all plugins as you would in the game. Click the hamburger menu (3 lines) top left and select Options, General tab. Make sure Hide ignored and Hide "never shown" are not checked. Mark all plugins in the left tree view. Right any plugin in the left tree view and select Apply Script to execute the attached script. Once it completed, there should be a file LargeReferences.txt in the same folder that SSEEditx64.exe is in. Upload that file. Skyrim SE - List Large References for Plugin.pas
  15. Can you do a binary search with that DynDOLOD.esm I uploaded? 1. Make a backup 2. Remove a worldspace 3. If problem does not happen, restore backup 4. continue with 2. until only the worldspace with which the problem happens remains. I would expect this to be Tamriel
  16. Can you double check the issue does not happen without a DynDOLOD.esm (e.g. no DynDOLOD plugins at all)? It is not reported because the references are not identical. Different flags and different form versions.
  17. If there are LOD models matching the full model by filename, the VWD flag needs to be set for rules to take effect. If there are no LOD models matching the full model by filename, the VWD flag need to be unset for rule to take effect. The mesh mask DynDOLOD\lod\azura_snow_lod_3.nif used in the rules of SBoss Azura v2 with enb light 4 sun and moon 4.0 does not match any full model mesh path and thus are pointless. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask As suggested by the documentation, verifying in the DynDOLOD_SSE_Object_Report.txt (saved after a minute into generation), with the current version of DynDOLOD 3 Alpha 108, object LOD will use the meshes\dyndolod\lod\shrineofazura01_lod_3.nif (basically the full model without the lights) included in the mod for object LOD 4, 8 and 16 and for dynamic LOD in case object LOD can not be used - which is not the case here. As usual, DynDOLOD will unset the IsFullLOD flag on the persistent reference, since object LOD is generated for it instead. Since two references are added at the same position, the full model (and its LOD - curiously this is not detected as duplicate and ignored for LOD by DynDOLOD) will be loaded twice in the active cells - this might cause the lights to be double bright. It takes only a couple minutes to generate object and tree LOD for the vanilla game plus a mod just for Tamriel to test these things.
  18. Let me know what happens when using this DynDOLOD.esm with the original NG DLL and scritps. Do not add/enable a DynDOLOD.esp. DynDOLOD.esm
  19. Moved to the DynDOLOD 3 alpha thread. Read the first post which log and debug log to upload. Also read https://dyndolod.info/Official-DynDOLOD-Support-Forum "it says a bunch of dragonborn.esm trees are not found" This is not a proper error description. As explained in the documentation, pay attention to log messages about errors or problems. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards
  20. A LOD model is matched to the full model by filename. If it matches visually or doesn't is irrelevant. A rule without VWD flag set will simply be not applied in this case. If there is no LOD model matched to the full model by filename, then the VWD flag should not be set for the rule to take effect.
  21. DynDOLOD uses filename matching to assigned LOD models to full models. Rules can be used to influence that. That method exists since the original LODGen.pas script since 9 years or so to avoid having to update thousands of base records manually to set LOD models. See https://dyndolod.info/Mod-Authors#How-to-add-your-own-object-LOD-models and https://dyndolod.info/DynDOLOD-Reference The LOD generation process uses the LOD models it finds in the load order. DynDOLOD Resoures ships with thousands of new and updated LOD models for the vanilla game and also a few LOD models with CRC32 of the full model in case of mods replacing file models or filename collisions. https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue: If a mod replaces full models of statues like Azura without including updated object LOD models, the generated object LOD will not match anymore. DynDOLOD ships with LOD models (e.g. shrineofazura01_lod_0.nif) for shrineofazura01.nif. It does/can not know if the LOD model visually matches shrineofazura01.nif or not. A LOD model was matched to the filename. Hence, rules for shrineofazura01.nif need to set the VWD flag in order to take effect. This works the same for everything.
  22. Thanks, can you also upload c:\Users\[username]\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log
  23. In MO2 right windows data tab, right click any folder and select "Save tree to text file" and upload that. The crash logs like a problem with the WeaponMace NIF for the Weapon xx013780 in DIS_Armor_Fractions.esp.
  24. No need to generate LOD, just drop-in the different DLLs into a load order that has the issue to test.
  25. Please test with version 1 (rename from *.1dll to just .dll), I expect the issue to still happen. Then test with version 2 (rename from *.2dll to dll), I expect the issue not to happen. This is just a test, not really a fix just yet. Post a list of all other DLL plugins that are installed.
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