Jump to content

sheson

Mod Author
  • Posts

    13,377
  • Joined

  • Last visited

  • Days Won

    445

Everything posted by sheson

  1. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum Disabling something is typically a troubleshooting step and not a fix, especially when trying to circumvent errors or problems. Research the issue and report problems to the official DynDOLOD support forum, so they can be properly troubleshooted and fixed, whatever their reasons are. For example get the G.R.I.M - Fixed .esp, which does exactly what is suggested on https://dyndolod.info/Messages/Unresolved-Form-ID. If you can not troubleshoot and fix a problem yourself, the mod author being MIA and not fixing their mod, post an error report with logs to get help. Temporarily disabling mods is not fixing the error and means the error is still present in the game and generated patches are outdated. https://dyndolod.info/Messages/Can-Not-Resolve-Cell There is a problem with the mentioned cell record. Check the log message for related messages above about the cell or the mentioned plugin. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix errors before generating LOD. https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean .. Error checking the load order with xEdit will report possible unrecoverable errors in the load order like unresolved Form ID in a single run. Clean the plugin mentioned by the error message with xEdit.
  2. Upload the DynDOLOD log and debug log from the LOD patch output generation that you claimed was active for both screenshots as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information. What is the video showing that you haven't already shown in the screenshots or explained in text? If the 2nd screenshot with more informative console was made with a DynDOLOD LOD patch active, it is very likely that the LOD patch is out of date and was made for a different load order as the reference should be typically last modified by a DynDOLOD plugin - regardless of which DynDOLOD DLL NG and Scripts are used. The DynDOLOD.log from DynDOLOD DLL NG and Scripts also indicates the used LOD patch output was made for a different load order. Generate a new LOD patch from scratch for the current load order.
  3. Requested log files were not provided. It's unclear what "output" was supoosedly active with DynDOLOD DLL NG and Scripts Alpha-36 or Alpha-38. As already explained the latest DynDOLOD DLL NG and Scripts is Alpha-39, which means Alpha-38 is not the latest version. Be that as that may. DynDOLOD DLL NG and Scripts is a requirement by DynDOLOD Standalone to be active when generating the LOD patch output for the current load order and that LOD patch output active in the game as well. It us not suppoaed to be used by utself. If there is no DynDOLOD LOD patch output active in the game, also deactivate everything else, DynDOLOD Resources, DynDOLOD DLL NG and Scripts, TexGen output etc. See https://dyndolod.info/Downloads, https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions
  4. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed. The latest version version of DynDOLOD DLL NG and Scripts is Alpha-39. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log, papyrus log and log from the DynDOLOD DLL to upload. I assume the second screenshot was made without DynDOLOD output active and not after fast travel. Make the screenshot again with DynDOLOD active and after fast travel. Explain the steps required after starting the game to reproduce the problem, like are you loading an existing save and from where are you walking. Test with a new game / coc from main menu.
  5. The provided log has been is incomplete. Read the first post, my signature and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to upload the entire last generation session from the DynDOLOD log and the entire debug log when making posts.
  6. The error message window should have a link 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 that should open https://dyndolod.info/Messages/Exceptions. Scroll to https://dyndolod.info/Messages/Exceptions#Access-violation This could be caused by invalid or corrupt plugins. Check the DynDOLOD log for unresolved form ID and Ignoring Cell error messages in particular. Clean and error check the load order with xEdit. Fix all unresolved form ID errors in particular. The DynDOLOD log shows about 130 lines like this: <Error: Ignoring Cell Synthesis - Landscape Vertex.esp [CELL:00009183] (in Tamriel "Skyrim" [WRLD:0000003C] at 2,2)> https://dyndolod.info/Messages/Ignoring-Cell Look up the mentioned form ID in xEdit and check it for errors like unresolved form IDs or problems and correct them. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix unresolved form ID errors before generating LOD. Looks like the Synthesis - Landscape Vertex.esp is broken and needs to be redone. The mentioned cell records probably have unresolved form ID errors. Also double check the https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell messages. The help pages explains how to fix the problematic plugin with an xEdit script.
  7. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The message should have a Click on this link for additional explanations and help for this message link that should open https://dyndolod.info/Messages/Setting-EditorID. If cleaning and error checking with xEdit and checking LOOT does not help, and there are no deleted references messages reported in the log, look up the mentioned record 0x00070AE9 in xEdit to see if/which plugins are overwriting it and report that. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
  8. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. The message should have a Click on this link for additional explanations and help for this message link that should open https://dyndolod.info/Messages/Setting-EditorID. If cleaning and error checking with xEdit and checking LOOT does not help, and there are no deleted references messages reported in the log, look up the mentioned record 0x00070AE9 in xEdit to see if/which plugins are overwriting it and report that. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
  9. Moved to an appropriate thread for problem. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed. Update DynDOLOD DLL NG and Scripts. No need to generate/update the DynDOLOD output again, just replace. See https://dyndolod.info/FAQ#ILS-or-CTD If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and increase SaveGameMaxSize = 128 for newer versions or set SaveGameMaxSize = true for older versions in the EngineFixes.toml. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim. Report, double check / increase the SaveGameMaxSize setting in the EngineFixes.toml. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting, e.g. test what happens without the output.
  10. The .Net Frameworks are also covered by Mono in case .Net Framework 4.8 can not be installed properly anymore. I believe for LODGenx64.exe to work with Mono under Wine you need to set the OS to Windows 8.1 or lower in the WineCfg for the DynDOLODx64.exe. If you do not have .NET 6 Desktop installed LODGenx64Win.exe should not be able to run and would typically output something like this: You must install or update .NET to run this application. App: LODGenx64Win.exe Architecture: x64 Framework: 'Microsoft.NETCore.App', version '6.0.0' (x64) .NET location: C:\Program Files\dotnet\ The following frameworks were found: 7.0.20 at [C:\Program Files\dotnet\shared\Microsoft.NETCore.App] 8.0.11 at [C:\Program Files\dotnet\shared\Microsoft.NETCore.App] 9.0.0 at [C:\Program Files\dotnet\shared\Microsoft.NETCore.App] Learn more: https://aka.ms/dotnet/app-launch-failed To install missing framework, download: https://aka.ms/dotnet-core-applaunch?framework=Microsoft.NETCore.App&framework_version=6.0.0&arch=x64&rid=win-x64&os=win10 The LODGen logs uploaded earlier show that .NET 6.0.36 is installed. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size The DynDOLOD log provided earlier, shows this line: <Error: Occlusion generation aborted due to LODGen error> You can generate Occlusion.esp only once object LOD was generated successfully for the DLC2SolstheimWorld worldspace that failed, for example by Executing LODGen in expert mode as I suggested earlier. See https://dyndolod.info/Help/Occlusion-Data#Generation To only generate or update Occlusion.esp with DynDOLOD, disable all other options and only check Occlusion Data and Plugin.
  11. Thanks for letting us know!
  12. https://dyndolod.info/Messages/Record-Is-Being-Overridden For example this can happen if a patch was made for different version(s) of the plugin(s) that are being patched. You seem to be using an older version of JK's Blue Palace.esp while the patch seems to be made for the current version. Update JK's Blue Palace to the version the patch was made for (it has to be an ESL with 1.71 header version as well) or try to find an older version of the patch. If patches do not mention the Nexus version of the plugins/mods they are patching, going by the upload dates can be a way to way to find the correct versions. The screenshot seems to show dark terrain LOD. DynDOLOD does not affect terrain LOD. Terrain LOD can be generated by xLODGen. See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness
  13. Moved to the appropriate thread for the error message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Click the link Click on this link for additional explanations and help for this message of the message as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Record-Is-Being-Overridden, which explains: Starting with runtime version 1.6.1130, plugins with the version 1.71 can use form ID in the range 0x000 to 0x800. If the reported form ID is less than 0x800, use xEdit to make sure the plugin defines version 1.71. Install Backported Extended ESL Support to use such plugins with older runtime versions or Skyrim VR ESL Support for Skyrim VR. Without the logs I can not verify the CRC32 of the used plugins, so I am not sure which version of the Lux -JK'S Blue Palace patch.esp you are using and above applies or if something else is going in. Is it from Lux (patch hub) 7.0?
  14. Thanks for letting us know it works OK .
  15. The reported error happened with LODGen generating object LOD meshes for DLC2SolstheimWorld. <Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned C0000409. Check Z:\run\media\nvme1\MO2\Tools\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt The log itself does not reveal anything. It is possible the command line window might if you get a glimpse if it. https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD and https://dyndolod.info/Help/LODGen. Do this: To restart LODGen generation for a worldspace in case there is no LODGen_[GAME MODE]_[WORLDSPACE]_log.txt or it does not contain a useful error message, start DynDOLOD in expert mode, select the desired worldspace and click Execute LODGen. Bring the LODGen command prompt window to the front to see if it prints more details to the console. If that does not give more detail, check the Windows Event Viewer for additional messages from the .Net Framework or the .NET Desktop Runtime. If the .Net 6 LODGenx64Win.exe keeps having problems, you could try making repairing/reinstalling the .NET 6 installation, or hide the LODGenx64Win.exe by renaming it, so DynDOLOD falls back to LODGenx64.exe, the .Net Framework 4.8 version.
  16. Here is a DynDOLOD test version with the same changes https://dyndolod.info/Downloads/Test-Versions in case it has similar issues when generating textures.
  17. Your post is the first report about this problem with Alpha-37. The latest version is Alpha-38. Always use the latest version. Replace DynDOLOD.DLL with this test version https://mega.nz/file/FQxjzSiT#UqrCBiG2blKgel0xlsBnnpsXa2thII6FymVp2_PSBJE and start the game with the existing output and repeat the fast travel steps required to cause the issue. If the issue persists with the test version, edit ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt in the DynDOLOD output and change debug=true and add a line underneath it: debuglevel=1 Then start the game, do the minimum steps required to reproduce the problem and upload the new DynDOLOD.log from DynDOLOD.DLL. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  18. Test what happens with the latest test version https://dyndolod.info/Downloads/Test-Versions Set GLDebug=0 so it the first test doesn't take that long. If it fails run again with GLDebug=1 for more detailed logs. Upload logs either way and bugreport as well if it failed.
  19. https://dyndolod.info/Messages/Exceptions#OpenGL This can be also a bug with the tools encountering unexpected situations. Add GLDebug=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI and make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum. Run again with GLDebug=1 and upload those logs. Also upload bugreport.txt if it exists or report that it doesn't exist.
  20. The default value of 2.2 for the sRGBGamma setting in the INIs has been changed based on user feedback from the CS Discord. https://dyndolod.info/Mods/Community-Shaders#PBR TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=2.2 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures. Gamma values around 1.3 have been found to work well.
  21. This should be fixed in Alpha-196
  22. https://dyndolod.info/Official-DynDOLOD-Support-Forum The official DynDOLOD support forum should be preferred over any other resource where only second hand knowledge is available at best. Posting about problems anywhere else usually results in wrong answers, wrong assumptions and wrong suggestions and does not really help to fix or improve the tools, procedures or documentation for everyone. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A useful screenshot of the full model and a screenshot of no full model and no LOD in the LOD area would have sufficed. The source of the problem is unrelated to DynDOLOD and seems to be an engine limitation where overwriting temporary references to make them persistent does not always seem to work properly. Instead of instructing to flag the original reference as neverfade/IsFullLOD - which means the object LOD Levels and the Grid settings are irrelevant, set the Reference dropdown to Unchanged (in that case change the Grid drop down to Far Full) . Then the full model is used for actual object LOD generation with the HD snow LOD shader. Which should usually be sufficient. It will require a bit more performance/resources than using the object LOD models for object LOD. If you rather want the full model to not have object LOD there are two options: 1) Set the Grid dropdown to Far Full and the object LOD levels to None, so the full models are disabled past the far grid. Will require a bit more performance/resources than object LOD. 2) Set the Grid dropdown to Neverfade and the object LOD levels to None for worse performance but showing the full model past the Far Grid. The distance of the Far Grid can be changed in the DynDOLOD SkyUI Settings page.
  23. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. xEdit should report this error when error checking the load order before running DynDOLOD as explained in the instructions. Looking up the reference xx0A34B7 in JK's Markarth Outskirts.esp should certainly show the same unresolved error. In this case you are using a mod that requires Update.esm from 1.6. You will have to follow a modern guide that explains how to install the latest game plugins. For example https://www.nexusmods.com/skyrimspecialedition/articles/6529
  24. This should be fixed in Alpha-38. Upload new DynDOLOD.log and crash log if there still is an issue.
  25. You are welcome. Enjoy!
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.