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Everything posted by sheson
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Read the first post which log and debug log and bugreport.txt if it exists to upload when making posts. Saving plugins and zipping the output can take a while, so be patient. If it truly gets stuck at saving or zipping, make sure that Windows UAC, antvir etc. are not interfering. Make sure there are no old plugins or zip files in the output that might prevent saving the newer files. It is best if the output folder is empty.
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It is not possible to mix different outputs with different plugins and dynamic LOD data files. Only the worldspace in the mod with the winning plugins and data files will have a properly working LOD patch. Meshes and textures for different worldspaces can just be merged of course, but especially Tamriel object LOD requires DynDOLOD plugins to be active or there would be a couple visuals issues. Use a working mod manager or unpack (with 7zip for example) the output manually into the mod folder. Or do not zip the output and manually move the output to the mod folder with a file manager (Windows Explorer for example). Best to ask/report on the appropriate forum/discordf or the third party tool if you have issues with it.
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Test with attached Scripts 3 for PapayrusUtil. SHESON_DynDOLOD_LODObject.pex SHESON_DynDOLOD_Firstborn.pex
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That is great! Thanks for letting us know.
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As explained on the first post, upload the log and debug log to a file or text service. https://dyndolod.info/Generation-Instructions#Prerequisites Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. Read https://dyndolod.info/Messages/Wrong-Billboard-Path for an explanation of that message. The message about the broken terrain LOD meshes makes it obvious that the problem has nothing to do with billboards, since the message explains the actual problem is with terrain LOD meshes and offers two solutions how to fix it. Broken Tamriel terrain LOD meshes detected. Some terrain LOD meshes generated by Oscape have bugs resulting in severe visual issues. Permamently remove the broken terrain LOD meshes or use xLODGen to generate terrain LOD meshes to overwrite the broken terrain LOD meshes Use the "Click on this link for additional explanations and help for this message" link on the message to open https://dyndolod.info/Help/xLODGen If a mod is used that ships with pre-made terrain LOD meshes generated with long outdated and buggy Oscape, there might be a message about broken terrain LOD meshes requiring replacement. The easiest and quickest solution is to simply generate terrain LOD meshes with the 'SSE Terrain Tamriel Extend' plugin installed from the requirements as explained below.
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That is why the documentation says these lines are examples and to "replace [USERNAME] and the INI and Data folder paths accordingly for the actual setup."
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Post screenshots of the game and the DynDOLOD MCM Settings and Information pages.
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Read the first post which normal log to upload as well. Do not close DynDOLOD while it is saving plugins / generating the zip file. Let it do its work and close by itself. Install the generated output as a mod. Make sure the mods and plugins are enabled and none of the files are being overwritten by other mods. Increase the tree/object LOD distance. Do not install the game into special Windows folders like Programs Files x86 to avoid issue with UAC, permissions, antivir etc.
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These are two different issues for the two mods, which will be fixed with the next version. In case of Unqiue Towns it is because the form IDs are not of the form 0x123456 but just 123456. Next version will support both. In case of Simplicity of Settlements it is because swap is set for a parent location of the location defined by the cell records. Next version will apply LOD swaps for all child locations as well.
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Have you tested if it happens with a new game, as suggested by the https://dyndolod.info/FAQ answers for "Out of place or floating objects"? Edit: Replace the script\SHESON_DynDOLOD_LODObject.pex from DynDOLOD Resources SE with the one attached. In case you have an existing save game, make a clean save, just deactivate/activate the same DynDOLOD output. Let us know how it works out. SHESON_DynDOLOD_LODObject.pex
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Read the first post which which debug log and bugreport.txt to also upload when making post. As explained on the first post, do not post screenshots of messages, instead use the "Copy message to clipboard" and post the text instead. Search this forum for similar posts with the same error as explained on the first post. https://stepmodifications.org/forum/search/?q=opengl invalid operation&quick=1&type=forums_topic&item=17510 Use the "Click on this link for additional explanations and help for this message". Does it not say to make a report on the the official support forum? There were no problems running TexGen? Optional AMD drivers seem to still have issues. Use a recommended driver version like 22.5.1
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Moved to the DynDOLOD 3 Alpha thread. Also post the log and debug log as explained on the first post.
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Out oft curiosity, could you ceck if https://www.nexusmods.com/skyrimspecialedition/mods/77779 and its max operations per tasks makes a difference? The scripts try to do something in parallel, but it is possible in some situations it might be better do just do things sequentially.
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Step-by-step guide to using DynDOLOD Alpha with paper maps?
sheson replied to Noobsayer's topic in Step Skyrim SE Guide
I can not help with third party guides. This is the DynDOLOD support forum. You probably want to ask questions about the guide and "this line of instruction" at https://stepmodifications.org/forum/forum/157-step-skyrim-se-guide/ Generally, Worldspace Transition Tweaks is just a mod that modifies landscapes and does not change whatever steps might be needed for maps after LOD generation. https://dyndolod.info/Mods/Maps-And-Map-Mods -
I spent quite some time trying to replicate the issue but no luck so far. Let me know what happens with this engine fixes toml and the minimal load order. Also, test with default low/ultra Skyrim and SkyrimPrefs INIs, without custom INI etc. really need to rule out as much as possible. EngineFixes.toml
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Read the first post which log and debug log to upload when making posts. Do you have low FPS < 60? Script lag? Same with DynDOLOD DLL and the DynDOLOD DLL Scripts 3?
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Read the first post which log and debug log to upload when making posts. Why do you believe the CTD has something to do with the DynDOLOD output? Does it not happen without the DynDOLOD output installed? Whatever the DynDOLOD initialization does has nothing to do with or does not interfere with anything else or vice versa. See https://dyndolod.info/FAQ "ILS or CTD" and DynDOLOD-README.txt. Start with installing .NET Script Framework or Crash Logger depending on the runtime version and check the crash log or upload it if further help is needed.
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Moved to the DynDOLOD 3 Alpha thread. Upload the log and debug log as explained on the first post. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Do not post screenshots of messages, use the "Copy message to clipboard" and post the text as explained in the first post. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Use the "Click on this link for additional explanations and help for this message" link to open the help page https://dyndolod.info/Messages/File-Not-Found-Textures The error message was "Error: File not found textures\effects\fxwatertile06_n.dds" The mentioned texture is missing. It is expected to be installed with the mod Water for ENB. make sure to properly install the mod and all its requirements. If nothing happens clicking on that link, check the messages log for error messages and as already explained, upload the log and debug log which are saved after closing the program. Make sure the default web browser is properly setup in the OS.
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Read the first post which log and debug log to upload when making posts. Why do you believe this has something to do with DynDOLOD? Does the problem not happen without DynDOLOD output in the load order? https://dyndolod.info/FAQ "Out of place or floating objects" Check the log messages for deleted references. Check plugins for errors and clean them from ITMs or deleted references. See xEdit Cleaning and Error Checking.
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The log shows "Loaded 2103 base record swaps." Provide information which references/base records swaps (form ids/editor IDs) do not have matching LOD updated. LOD assets for the swapped version are required of course. Name and link the mod(s) or provide the swap INI / plugin. Upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
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Read this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-105/?do=findComment&comment=265233
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Everything looks fine in those logs. Lets test a potential workaround. Test DynDOLOD.esm with 938kB first. I expect it to not change anything about the issue. It is to verify the vanilla setup I have works on your setup and has no effect on the issue. Then test if there is any difference with the DynDOLOD.esm that has 887kB. DynDOLOD.esm DynDOLOD.esm
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Read the first post which log and debug log to upload when making posts. Read https://dyndolod.info/FAQ "Out of place or floating objects" Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If the problem goes away, the updating of an existing save game with old DynDOLOD plugins went wrong. Follow the instructions how to update DynDOLOD. Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for mods modifying the walled cities. Users are asked and welcome to provide feedback to the official DynDOLOD support forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with open console / form id) to show the issues if possible. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates. Also see How to ignore all references of a child worldspace for copying to parent worldspace and LOD. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots If the form ID points to a DynDOLOD plugin, load the plugin into xEdit and look up the reference. Take note of the Editor ID, which is typically of the format pluginname_formID for the source plugin and reference. The screenshot shows the pluginname_formid is hf_lakeview_avantgarden_exesp_029999 Looking up the reference in xx0029999 in HF_Lakeview_AvantGarden_EX.esp shows it uses a STAT base record type and Clutter\GlazedCandlesStatic02.nif, while the screenshot shows MSTT base record type and GlazedCandlesStatic02_havok.nif, so it looks like got replaced by something. The reference in the DynDOLOD plugin should have the same position as the original reference, unless maybe if base object swapper is involved. As requested before, provide log and debug log and any information about what mod(s) you are using that changes those lanterns to MSTT / *_havok.nif.
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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#Post-Logs https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Read https://dyndolod.info/FAQ "Out of place or floating objects"
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That was totally expected, especially after testing with the old version of SSE Engine Fixes did not make a difference as well. There is something else is addition to SSE Engine Fixes that needs to happen to have a vanilla script command going weird all of sudden, otherwise we would have had thousands of reports in the past years about this. Typically, the number one suspect in these case are Skyrim INI settings, but I have not seen anything that sticks out in the INIs you uploaded and no stutter happened after putting the INIs into the MO2 profile I made for this issue with the full DynDOLOD.esm you uploaded etc. There is no workaround yet, we are still in the middle of troubleshooting. If you want to stop troubleshooting, then I suggest to not generate any dynamic LOD or to disable the large reference system by setting uLargeRefLODGridSize=5 and IgnoreLargeReferences=1 in the DynDOLOD_SSE.ini while keeping the scripts from DynDOLOD Resources SE. Use the default EngineFixes.toml, so the issue happens as usual and set VerboseLogging = true. Do the test, upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\EngineFixes.log (might as well upload every other log that gets updated with the same timestamp, like skse64.log for example)

