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Everything posted by sheson
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Read the first post which log and debug log to upload when making posts. The crash log tells us exactly and pretty straight forward what causes the crash: MESHES\DynDOLOD\NoHavok\mgmagicfirepillar01_nohavok.nif That NIF is crated by DynDOLOD on demand from an original and just its collision flag unset. Upload that NIF and the original/winning mgmagicfirepillar01.nif (most likely in meshes/effects) from the current load order or let me know which mod contains it.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, use "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Unresolved-Form-ID. In case the message mentions that a plugin might be the wrong version, double check it is the correct version for the game version and for any other plugins using it as a master and vice versa. It is likely that Lux Via - Weathered Roads Signs - Patch.esp is outdated or was made for a different version of Weathered Road Signs.esp.
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Typically I would assume the folder and subfolders where you installed DynDOLOD, the game and where the mod manager stores all mods. I suggest to white list file extensions, like BSA, NIF, DDS, BTO, BTR, BTT, TXT, INI, JSON etc. Also see "High memory usage / Out of memory" at https://dyndolod.info/FAQ to reduce memory usage of the tools.
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This is caused by mods containing NIFs that use the parallax shader or plugins changing the snow shader. Remove these mods until you find the culprit, then make sure to carefully read its installation instructions and requirements. As example, check which mod contains rockcliff03.nif from the screenshot via MO2 right data tab. If there is no loose rockcliff03.nif may be it is in an BSA, in that case use the xEdit Assets Browser (CTRL+F3) to find out which BSA other then Skyrim Meshes1.BSA contains it. Also lookup the base record 0005B56A in xEdit and check the DNAM material. In vanilla it usually is 0002871B. If a plugin changes it check its installation instructions and requirements. When the LOD patch is generated, DynDOLOD might overwrite the base record. It should have the same DNAM material as the winning plugin before it, hence the instruction to make sure to generate LOD for the current load order. See more here https://www.nexusmods.com/skyrimspecialedition/mods/52111
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Test what happens with this version https://mega.nz/file/EYgBySSZ#KwaD-zLGmkzOynIhLU0FvpcKrIltsBl72Kmwikl0BYM
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Follow the clean save instructions https://dyndolod.info/Help/Clean-Save when updating. The steps can be done at any time to reset the current data (e.g. script instances)
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You mixed DynDOLOD 3 with DynDOLOD 2. 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\.
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This has nothing to do with DynDOLOD. If this only happens when enabling the LOD patch, generate LOD for the current load order so all updated/changed base records are carried forward into the DynDOLOD plugins. It has to do with parallax meshes and/or single pass snow shaders. The auto parallax SKSE plugin can help after the fact https://www.nexusmods.com/skyrimspecialedition/mods/79473
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Looks like two tents, one with snow shader. Get their form ids and look them up in the plugins. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots with some information like getting the form id of the original reference. See https://dyndolod.info/FAQ "Out of place or floating objects"
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Load order FileID can not be mapped to file FileID
sheson replied to BathwaterThief's question in DynDOLOD & xLODGen Support
Zero actual information was provided. If there are problems following third party guides, you need to ask the author of the guide. From the DynDOLOD 2.x DynDOLOD-FAQ.txt FAQ: DynDOLOD.exe: Load order FileID [xx] can not be mapped to file FileID for file xxx.esp A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video https://www.youtube.com/watch?v=Zr7pz4JGSEM Use DynDOLOD 3 Alpha, it might produce a more detailed error message. -
These problems have obviously nothing to do with DynDOLOD.
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Read the first post which log and debug log to upload when making posts. Do not post screenshots of text. Post the text instead. As explained, read the explanations for messages https://dyndolod.info/Messages/Moved-Large-Reference and follow their links.
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You posted a lot of screenshots for "Terrain lod not loading/working." Many of them show terrain LOD just loading fine. So I am assuming this screenshot https://ibb.co/album/zshJ2Q shows the problem that you are referring to. This looks like what can happen when seasons are switched but the terrain, object, tree LOD meshes are missing from the load order, while NGIO extends gras and large references load outside the active cells. Also refer to https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Large-References. Using different guides is not troubleshooting. If there are problems following a guide, you need to ask their authors. I suggest reading the first post, the readmes included in the download archive and https://dyndolod.info/Help/xLODGen Troubleshooting would be to check the log for errors etc. The last generation seems to look fine. Double check all desired worldspaces and seasons have been generated and their files are installed properly in the load order. Doublecheck the season switching is setup and working properly. Make sure the the LOD was generated for the current load order. Do not post screenshots of mod managers. Use the modwatch or loadorderlibrary websites instead.
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See what happens with the test version from this https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=265077
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If in doubt, flag whatever tree mod as ESM if you want to make sure all/most tree references are made large. I would assume, most tree replacer mods that do add/modify new reference are pretty simple and self contained, so most of the can be changed without problems. Of course there probably will be one for which that is not the case for some reason... If you require more log messages about things that do not potentially need user attention, enable the notices and then check the debug log.
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For now references that have non-ESM overwrites, enable parents or are initially disabled are not made large references.
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If you have to spell it out for particular plugins, then it might be worth mentioning that AFAIK EVT does not add new tree references, only AA does. The position/rotation of a reference has no effect on its "size" / the condition if a reference can be a large reference or not. A record being overwritten does not change if the original record is added by a master plugin.
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https://dyndolod.info/Messages For certain warning and error messages DynDOLOD and TexGen create a summary of messages and opens it in the default web browser. https://dyndolod.info/Help/Summary-Of-Messages DynDOLOD and TexGen create a summary of some similar warning and error messages for easier review and better understanding. It does not substitute having to pay attention to all log messages. In case there were matching warning or error message printed to the log, the summary should automatically be opened in the default web browser once all steps of the session ran. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing Instead of the typical warning messages like overwritten large reference or initially disabled large reference, the log will print a line for each affected cell. Once we are certain the newly added experimental workarounds work, this particular message will not be written to the log anymore by default. Just like the messages for all the other fixes that are already known to work. The summary contains messages about things that affect visuals or the game negatively to notify the user so they can be checked immediately or when they are noticed in the game in order to rectify the cause. In a properly setup game with well made mods there should be no warning or error messages and thus no summary either. That is the expected result. Large references are references that are shown outside the loaded cells. This is done by adding the form id of a reference to the RNAM list on the worldspace record. The engine only reads the RNAM data from master plugins. The Large checkbox adds all references of trees added by master plugins with a "size" greater or equal than TreeLargeRefSize to the RNAM record in DynDOLOD.esm. The only relevance base records have is their object bound values. The DynDOLOD DLL NG patches the engine so that doing this does not trigger the large reference bugs.
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Use the DynDOLOD 3 Alpha thread to ask questions or report problems with DynDOLOD 3 Alpha. Read the first post which log and debug log to upload in that case. Not sure what "../DynDOLOD/Logs/LR%20Fix%20Off/Summary/." is supposed to mean? https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages. The summary is only crated for certain warning and error messages. I have no idea what "our tree mods" are. The vanilla game master files add several 10k tree references to Tamriel and other worldspaces. https://dyndolod.info/Help/Large-References
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https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/Merged-Plugins With DynDOLOD there is no need to set Has Distant LOD flag (in fact the flag is counter productive in game in some cases) or define LOD models on base records. The existence of LOD models with properly made filenames that are matching the full model name is enough. If a LOD model is assigned to a base record by whatever method (file name matching or directly on the winning base record), there is typically no need for reference rules. Reference rules are for references that do not have a LOD model assigned to a base record or in case a reference should behave differently to all other references with the same base record. Rules and everything is applied to the current loaded plugins and models/textures. Only if there are map.txt or map.json files form the supported merge tools will rules be carried forward to the new merge plugin name / form id automatically. Otherwise reference rules need to match the final plugin and name of the load order. If there are new merge tools that create different mapping files, support for them should be requested. The plugin file name in the rule should typically be unmodified.
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This https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing and feedback that things work and the lack of problem reports for a wile.
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Read the first post which log and debug log to upload when making post. Do not forget to tell DynDOLOD to use gid files instead of cgid files with GrassGID=gid in the DynDOLOD_SSE.ini. https://dyndolod.info/Help/Grass-LOD
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https://dyndolod.info/Help/Summary-Of-Messages Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug to upload when making posts. Do not post screenshots of text. Use modwatch or loadorderlibrary websites instead of posting screenshots of modmanagers. Read https://dyndolod.info/Messages and the summary of messages https://dyndolod.info/Help/Summary-Of-Messages for explanations of messages andwhat/if anything needs tone done about them. Ask specific question if help with a particular message and mod is required.
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See https://dyndolod.info/Messages/File-Not-Found-Textures The message tells you the plugin and NIF that require the texture. Make sure the mod and its requirements are installed correctly. Check the comments and bug report of the mod.

