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Everything posted by sheson
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No. Read the first post.
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Record ... is being overridden by record
sheson replied to narphous's question in DynDOLOD & xLODGen Support
Read 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, use the "Copy message to clipboard" link and paste the text instead as explained on the first post. Record [FURN:FE5428AE] in file InnBath.esp is being overridden by record [ACTI:FE5428AE] in file Water for ENB Patch Simple Inn Bath.esp Use the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Record-Is-Being-Overridden as explained on the first post. No links to the involved mods were provided The patch was probably made for a different version of the plugin or vice versa. Edit: According to Water for ENB bug report you installed the wrong patch. -
Read the first post which log ande debug log to upload when making reports. Also upload the papyrus log. Do not make assumptions or try to fix things. self.worldpace is incorrect. See https://dyndolod.info/FAQ "DynDOLOD could/can not read/find *" Make sure to use a new or a clean save. https://dyndolod.info/Help/Clean-Save Download scripts again from alternative mega link. Make sure nothing overwrites the Scripts 3 files for either PapyrusUtill or DynDOLOD.DLL depending on what you are currently testing. Test with the alternative DynDOLOD DLL.
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Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. fxglowdefault_dyndolod_lod.nif is used for fake lights https://dyndolod.info/Help/Glow-LOD#Fake-Lights that are added for references using LIGH base records and has nothing to do with mesh rules for candles or fxglow[fill|flat]*.nif meshes. The reference could have only been added if Fake lights selected world was checked or you have a mod that changes Sovnguard into a child worldspace or moved the reference into a (new) childworld space of Sovnguard while Fake lights child world was checked.
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Either is fine and appreciated. You either support me directly or this support forum.
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https://dyndolod.info/Installation-Instructions Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.
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SKYRIMSE DynDOLOD not creating Occlusion.esp when checked?
sheson replied to Lotsawhale313's question in DynDOLOD & xLODGen Support
Read the forum instructions at the top of https://stepmodifications.org/forum/forum/223-dyndolod-xlodgen/ or https://stepmodifications.org/forum/forum/223-dyndolod-xlodgen/ Read the first post of https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-106/ Read https://dyndolod.info/Official-DynDOLOD-Support-Forum- 1 reply
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- DynDOLOD 3
- occlusion
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Being able to render textures is a new feature. Read ..\Skyrim\DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html in the DynDOLOD 2 archive about using the manually created atlas texture for 3D tree LOD creation and then read https://dyndolod.info/Help/3D-Tree-LOD-Model for the new process separating full trees into trunk and crown meshes. Do not use, rename or make available 3D tree LOD models with a CRC32 in the filename that do not match their full model. Create matching 3D tree LOD models from the full models or use automatically generated billboards. The CRC32 solves the problem of users being unable to deal with overwrite orders and mixing and merging different tree mods or versions. When people complain about generating LOD being complicated, this is the main reason. Do not add to the number of mods doing things wrong on purpose or because of ignorance. If the solution to a problem is to do something wrong on purpose, then you are wasting your time and the time of others. Spend that time to learn and how to do things properly right away. https://dyndolod.info/Mod-Authors
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Asked twice and answered twice in this thread already. https://stepmodifications.org/forum/search/?q=changelog&quick=1&type=forums_topic&item=13451, on the xEdit discord in the xLODgen-builds channel. The bug fixes are typically preceded by reports and test versions in this thread or the xLODGen support channel. If there are actual relevant feature changes, they will be mentioned here.
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No cache then. Make sure to set [Grass] bEnableGrassFade=0
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https://dyndolod.info/How-LOD-Works The game does not know that grass has LOD and that object LOD should only be disabled for the cell once grass loaded. Make full grass load faster by using the grass cache.
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https://dyndolod.info/FAQ "High memory usage / Out of memory" Use the x64 versions of the tools. Let the OS handle virtual memory/page file settings. Close other programs and background processes. 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.
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If a crash happens without DynDOLOD output in the load order, then DynDOLOD has nothing to do with the crash. When using 1.5.97 use the .Net Script Framework Crash log. The CTD at address D6DDDA is well documented and explained. https://www.nexusmods.com/skyrimspecialedition/articles/3031 It is either a Windows virtual memory problem or a corrupt texture. The corrupt texture can typically be found in the crash log. The NIF using the texture is often mentioned as well. .Net Script Framework might have the form ids of the involved records.
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What the post demonstrates is that users not following the official instructions to ask on the official DynDOLOD support forum to get qualified answers and help or to report issues. This is the way.
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As the link gives away the Skyrim version was tested many years ago for DynDOLOD 2.x https://dyndolod.info/Help/3D-Tree-LOD-Model explains the CRC32 filename convention. The CRC32 just needs to be inserted into the filename between _ and passthru.nif
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You are not using the latest xLODGen terrain LOD beta version based on xEdit 4.1.4c linked from the first post but an 4 and a half year old version 3.2.1 that doesn't support light plugins.
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I think tree size, billboard (mipmap) resolution, screen resolutions (and actual physical pixel size), fov and whatever AAs plus distance just visually hides it for most people. I am not sure when this regression started either.
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Will be fixed next version. The mipmap generation is wrapping the texture instead of clamping it.
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If you require help or want to report a problem, read what I wrote and linked.
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Large Reference Bug Fix Explained
sheson replied to z929669's question in DynDOLOD & xLODGen Support
For the log messages run, only checking dynamic LOD should be enough, no need to check object LOD. Note that the plan is to make the large reference workarounds the default. xLODGen terrain LOD beta edit mode is the same thing as xEdit Extremely Experimental, just with the RNAM data not removed from the Tamriel worldspace record in Skyrim.esm and of course the changed LOD beta code.- 15 replies
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- SKYRIMSE
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What is the actual game screen resolution, graphics card, driver version? The V for those trees is indeed set exactly to 0.5 Kind of wild that those happen to exhibited this problem. Do you actually notice it when walking around normally in the game?
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It is unclear what the load order is, which game version you are using, what it is you are doing or what the actual problem is since you are not providing a log or actual information. There is never a need to disable plugins or mods of a working load order to generate LOD. If there are too many plugins reported by the current xLODGen terrain LOD beta, then there also are too many plugins for the game, e.g the max plugin limit the game version supports is exceeded.
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Do not post screenshots of text, copy and paste the text instead / upload the logfile that is created after closing the program. The log tells you where files are written to or if not why like "skipping chunk * because"... as explained in the Terrain-LOD-Readme.txt included in the download archive. The screenshot showing an empty folder does not have the same path as shown in the xLODGen messages log. Do not install anthing into any game or steam folders. Make sure paths do not contain weird characters Use DynDOLOD 3 Alpha and if you have problems with it use the appropriate threads.
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Large Reference Bug Fix Explained
sheson replied to z929669's question in DynDOLOD & xLODGen Support
I added a couple more "rules" to the list.- 15 replies
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Moved to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. Also read https://dyndolod.info/Official-DynDOLOD-Support-Forum As explained check the FAQ https://dyndolod.info/FAQ answers for "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. Make sure that best graphics card with the most VRAM is the default/first one the OS uses and not some integrated one.

