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Everything posted by sheson
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That is a typo.
- 545 replies
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Read the first post which log and debug log to upload when making posts. Read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
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Load order FileID can not be mapped to file FileID
sheson replied to BathwaterThief's question in DynDOLOD & xLODGen Support
Read what I wrote and linked. Nobody can help with anything without any information, obviously. -
Load order FileID can not be mapped to file FileID
sheson replied to BathwaterThief's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum and the first post of https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-108/ -
Read the first post which log and debug log to upload. Get a base record form id of a full model and look it up in the ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt which should show the used texture, which you then can check where it comes from. https://dyndolod.info/Mods/Majestic-Mountains Make sure to run TexGen before generating LOD.
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Load order FileID can not be mapped to file FileID
sheson replied to BathwaterThief's question in DynDOLOD & xLODGen Support
Really read all of what wrote. Use DynDOLOD 3 Alpha. -
Will have to check if the potential wild edits are valid. If they are they won't be reported in future versions. The duplicate cells requires an updated exterior Solitude patch. It probably works fine for now as is. Will be addresses in next version as well.
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Read the first post which log, debug log and bugreport.txt to upload when making posts. Edit: Should be fixed in Alpha-108 Read the first post which debug log to upload as well. Use the 'Copy message to clipboard' and post the text instead of making screenshots as explained on the first post. Read https://dyndolod.info/Messages and if the process completes the summary https://dyndolod.info/Help/Summary-Of-Messages to learn what warning and error messages mean and if they require action or not. Edit: item not found error should be fixed in Alpha-108
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This is a case of Nexus notifying you about a file that is uploaded to the Archive section. It is hidden on purpose. https://dyndolod.info/Changelog
- 545 replies
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Error reading grass [worldspace] [x,y] Unknown grass data file format
sheson replied to Nemo92's question in DynDOLOD & xLODGen Support
The way to fix invalid grass cache files is to create valid grass cache files for Skyrim SE with No Grass In Objects. https://dyndolod.info/Help/Grass-LOD#Error-reading-grass-worldspace-x-y-Error-processing-grass-data-CGID-Unable-to-read-beyond-the-end-of-the-stream-System-IO-EndOfStreamException -
The log file and the readme tells you where and what files in the meshes and textures folder are created. The vanilla game has no meshes/texture folders in data.
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If everything works fine no need to update, just an optimization and to work better with next new DynDOLOD 3 alpha. Just update whenever you update LOD anyways.
- 545 replies
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Moved to the xLODGen terrain LOD beta thread. From the first post and included readmes: Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. The log file - the saved messages you see will running the program - tells you where files are generated to. The log file is saved to the same folder where the program is. Make sure to read Terrain-LOD-Readme.txt included in the download, which details the paths for the terrain LOD meshes and textures.
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https://dyndolod.info/Help/Occlusion-Data The game uses several different optimizations methods, like manually placed occlusion planes/boxes or view frustum culling. In addition to those methods, each exterior cell record has a field (TVDT - Occlusion data) that keeps track if LOD is visible or occluded by terrain. For example a big mountain hides any LOD behind it. Occluded LOD is disabled, which helps performance. They all can be used at the same time. Placed occlusion planes/boxes typically need patches, though. The holy cow is always the correct choice. Thanks for letting us know. Will be included in the next alpha.
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No need to apologize. If the result is a fix, it is time well spent.
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DynDOLOD Resources SE version information not found
sheson replied to jjensson's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Do not post screenshots of messages, instead use the "Copy message to clipboard" link and paste the text as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text. Text like "DynDOLOD Resources SE version information not found" can be searched. Use the "Click on this link for additional explanations and help for this message" as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Help/DynDOLOD-Resources. The page has a "Troubleshooting" chapter. Searching for the error messages as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search would find this thread. -
[04:53] <Warning: File not found meshes\sess_lod\rocks\rockl04_lod_1.nif Solitude Exterior Sovngarde Statue Set V.esp SESSV_RockL04 [STAT:FE8D2805]> Are you saying that your version of the base record FExxx805 in Solitude Exterior Sovngarde Statue Set V.esp does not define that path for the MNAM - Distant LOD levels? Use xEdit or CK to check the base record.
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No. The linked discussion is irrelevant. See https://dyndolod.info/Messages/File-Not-Found-Meshes [04:53] <Warning: File not found meshes\sess_lod\rocks\rockl04_lod_1.nif Solitude Exterior Sovngarde Statue Set V.esp SESSV_RockL04 [STAT:FE8D2805]> The error message tells you the plugin and base record that expects the NIF to be at the mentioned path. Find out which mod contains the plugin Solitude Exterior Sovngarde Statue Set V.esp and check its installation, requirements and options. Typically the mod installer installs its required LOD assets. Make sure you use its latest version and have installed its requirements. Maybe the mod author made a mistake. Check the mods comments and bug reports. DynDOLOD, like every other program, use OS functions to check if a file exists or to read/write files. The OS tells DynDOLOD, that the file does not exist at that location. The path DynDOLOD queries is: H:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\meshes\sess_lod\rocks\rockl04_lod_1.nif It is the OS that is telling DynDOLOD the file does not exist at that path.
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Unpack stitched.frag from the attached archive to..\DynDOLOD\Edit Scripts\DynDOLOD\Shaders\stitched.frag and let me know if it works or upload new logs, including bugreport.txt if it exists. Edit: Use latest alpha version. It has the updated stitched.frag included.
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The BSA error is irrelevant. The actual problem that needs to be fixed is the missing LOD asset. Install the missing file.
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TexGen Duplicate ID error, further clarification
sheson replied to CloudLambda's question in DynDOLOD & xLODGen Support
I do not and can not provide support for CK. Make a backup of the plugin you are going to edit. The message is self explanatory, close all other programs that might currently use the file. If it is a master file you need to look up how to edit master files with CK. I suggest to check the mods bug/comments and/or notify the mod author. The CK Wiki and general modding or mod author forums might be able to help with how to use CK. If all fails remove the mod. -
Read the first post which debug log to upload. The BSA seems to be corrupt or contain unexpected data. In order to know what files are in an archive, the archive needs to be opened and looked at. Are you just assuming it does not contain relevant files or did you actually check? Same principle. The actual error is the message "file not found meshes\sess_lod\rocks\rockl04_lod_1.nif" in LODGen_SSE_Tamriel_log.txt The DynDOLOD log also shows [04:53] <Warning: File not found meshes\sess_lod\rocks\rockl04_lod_1.nif Solitude Exterior Sovngarde Statue Set V.esp SESSV_RockL04 [STAT:FE8D2805]> SSE-Terrain-Tamriel-Full-Extend.esm should only be active when generating terrain LOD.
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It might be that things work different in Skyrim. It did help the users with their problem which seemed like it was what we now believe is the ref handle cap.
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Moved to the DynDOLOD 3 Alpha thread. The screenshot seems to show billboard tree LOD in object LOD using the wrong object LOD atlas texture. Make sure that absolutely nothing whatsoever overwrites any of the DynDOLOD output files. Make sure the output folder is empty when generating LOD from scratch, so there are no old files preventing creation of newer files. Do not use object LOD output from LODGens that did not complete successfully. Fix the file not found error reported in LODGen_SSE_MSWorld_log.txt The mentioned BSA is probably corrupt. https://dyndolod.info/Generation-Instructions#Prerequisites Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards Do not install 3rd party LOD billboards. Use TexGen to generate them. https://dyndolod.info/Messages/Texture-Resolution For mipmap generation, textures should have resolutions that are divisible by 4, which is also a requirement of the newer compression formats like BC7. In case there are 3rd party LOD billboards listed in the message (textures\terrain\LODGen\*), remove all 3rd party LOD billboards and instead use TexGen to generate all the desired LOD billboards. See TexGen Configuration for more. https://dyndolod.info/Messages/Deleted-Reference The mentioned plugin(s) needs to be cleaned. Pay attention to similar LOOT messages. Reread what I wrote here https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-106/page/345/#comment-262975 CoreLocationsStandard.esp and HybridLocationMerge.esp seem to intentionally trigger as many large reference bugs as possible. Maybe turn the large reference system off and set IgnoreLargeReferences=1.
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It is supposed to use _1 texture if there is no _3 texture. Might be defunct. The "alt" are used for grass LOD with GrassBillboardX= Temporary=1 seemed to work for the couple users with the "overmodding symptoms" at the time before Skyrim SE was out and before we knew about the ref handle cap. Knowing what we know now temporary/persistent should make no difference for ESP, but it helped those users anyways.

