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Everything posted by sheson
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Test with this version https://mega.nz/file/hUQiADhB#0wjEwbhAfDKBXBowcZYzyJS8RCtVcMB2jciismNjpC0. Thanks for letting us know.
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Read the first post which log and debug log to upload when making posts. The screenshot seems to show full models and full terrain in an active cell. DynDOLOD does not affect terrain in active cells. DynDOLOD does not generate terrain LOD. What does this supposedly have to do with DynDOLOD? The last plugin to overwrite a record wins. The conflicting record in this case is the LAND record of the temporary CELL for this location. Adjust the priority of the involved plugins so the one with the desired terrain height information wins.
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If the game supports sRGB there should be no reason not to support it. In fact, there is no reason for the image library to have this bug with BC1 sRGB. Texconv converts it properly I think. Try with this test version https://mega.nz/file/JR4xGBAI#sM7AUUgx6SZpCLll7kz7ycW-QrgJUkiLa95vJd6m4U4 Make sure it has no side effects on the other texture formats. This test version should fix that https://mega.nz/file/YYoxxYxR#mNlC7ezYqCMRxDo7YnJ55hCtGPN-Pkhu_wZoV8uCN5k
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Great. Thanks for letting us know.
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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, read https://dyndolod.info/Messages -> https://dyndolod.info/Messages/File-Not-Found-Textures for explanations of log messages and/or read the https://dyndolod.info/Help/Summary-Of-Messages. It is not the period that is added at the end of a sentence. The texture is part of the core files of Realistic Water Two and is missing while the RealisticWaterTwo.esp is installed.
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Fixed. Thanks for reporting.
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Test if it runs through now with Alpha-100.
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Check before generating LOD if any plugin overwrites 03010F54 or the enable parent 03016DF1. The Lux Orbis - Master plugin.esm overwrite of 03010F54 should be fine if it is only adding the BYOHHouse3Location If there is nothing else overwriting / patched, let me know the new form id of the LOD reference in the DynDOLOD plugin and upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel_Objects.txt from the output.
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Read the first post which log and debug log to upload when making posts to accompany meaningful screenshots. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make meaningful screenshots with additional information by opening the console and clicking the object in question (best with More Informative Console installed).
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Use the Adrenalin 22.5.1 Recommended (WHQL) driver. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-99/?do=findComment&comment=264226 https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-99/?do=findComment&comment=263254 https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-99/?do=findComment&comment=263135 https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-99/?do=findComment&comment=263132 https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-99/?do=findComment&comment=262984 https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-99/?do=findComment&comment=262759
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Thanks for this insight. This will help dealing with this error message from unsuspecting users, which will most likely be coming up for years unless Vortex is "fixed".
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Pay attention to log message https://dyndolod.info/Messages and the summary https://dyndolod.info/Help/Summary-Of-Messages In this case the issue is probably caused by several plugins adding the same new cells: [00:48] <Warning: Potentially wild edit cell JKs Skyrim.esp [CELL:27023913] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1)> [00:48] <Warning: Potentially wild edit cell RLO - Exteriors.esp [CELL:390116D5] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1)> See https://dyndolod.info/Messages/Potentially-Wild-Edit-Cell [00:48] <Warning: Duplicate Cell at -1,-1 in JKs Skyrim.esp [CELL:27023913] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1) and RLO - Exteriors.esp [CELL:390116D5] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1)> See https://dyndolod.info/Messages/Duplicate-Cell Riften is not near the center of the map, so there is most likely no real reason for any plugin to add new cells at -1,-1 for it. The cell records can/should probably be removed with xEdit for example. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely. https://dyndolod.info/Messages/File-Not-Found-Textures In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS automatically. The first should be very obvious in case the generated object LOD texture or LOD billboard is used in the game and typically needs to be fixed. The flat normal map substitute means the surface of the object will be flat, which might not be a very visible problem if at all. If the trees / billboards are not used in the game / for LOD generation, then you won't see any visual issues.
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If you set it single threaded to read the BTO, there is really not much else to do, other than generating Occlusion in a separate step for minimum initial memory foot print. Check if the mentioned BTO open in NifSkope without error. Honestly, if generation starts taking hours for Tamriel, then there is just too much stuff being added. How large are the BTO files? I will see if I can replicate the HearthFires house with the experimental workarounds.
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That is great. Thanks for letting us know.
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Something is weird with the OS locale / globalization or .NET setup, since it won't accept en-us for some reason. Lets try not to use a specific culture at all and see what happens with this test version https://mega.nz/file/FVx32RoY#Lmwwv_fFG-OXlRJAIGk82Ma0AVFIurgx6Su86ZiEmzk, just replace the file in the Edit Script folder. That DynDOLOD 2.x and DynDOLOD 3.x LOD assets are mixed together in a single download archive is unfortunate and needs to be rectified some time in the future.
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See https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-99/?do=findComment&comment=264361
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Address the memory errors https://dyndolod.info/FAQ "High memory usage / Out of memory" and https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data Check for errors/messages from the SHESON_DynDOLOD_* scripts in papyrus log in regards to the house. Should there be any HearthFires buildings at all or was nothing built yet? Did you speed run (above 500)? You got there by walking from where? Can it be replicated? fBlockLevel0Distance sets the max distance of the first LOD level 4, e.g. where LOD level 8 starts. LOD Level 4 is 4x4 cells = 16384 x 16384 game units. It is not entirely clear what is used as origin for the fBlockLevel0Distance setting, for example center of current cell, edge of active cells. Center would be another 2.5 = 10240 game units. Since the next LOD level 8 covers 8x8 cells the game can only replace 2 LOD level 4s at a time with a LOD Level 8. See https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Object-LOD#Settings It should be impossible to have LOD Level 8 touch the active cells. There always has to be a LOD Level 4 next, as it is the only one to contain segments so it can disable object LOD per attached cell.
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Is this running a real Windows? Did you set an environment variable DOTNET_SYSTEM_GLOBALIZATION_INVARIANT? If this does not mean anything to you, open a command prompt and execute the "set" command and check its ouput. Unrelated: Read https://dyndolod.info/Generation-Instructions and error check the load order with xEdit and clean plugins before generating LOD. Do not install outdated LOD assets for DynDOLOD 2.x. See https://dyndolod.info/Mods/Majestic-Mountains.
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As explained on the first post, "Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions." If problem persists with new latest, upload new logs.
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Read the first post which log, debug log and bugreport.txt to upload when making posts. Unclear what "tried to pack output myself and load it into the game" is supposed to mean. No actual information about "a bug with light source causing high density particles near them" See https://dyndolod.info/Official-DynDOLOD-Support-Forum
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Read my entire post, especially the parts from the documentation I linked about the deleted references.
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Before you reply to this post, you are required to count how often I posted https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map in a reply to you. This time, actually read it. For example this part: If no LOD level 32 object LOD files exist, the setting can cause stuck object LOD in active exterior cells or object LOD to be missing entirely. To generate LOD level 32 object LOD, set Level32=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini. LOD level 32 object LOD can only show on the map with the INI setting.
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Uploaded a new untested DynDOLOD DLL version for for Skyrim Special/Anniversary Edition GOG 1.6.659. It requires SKSE64GOG 2.2.2 or higher.
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If I didn't know any better the video looks like object LOD models with slightly different textures have been added to the same BTO. Like duplicate references/models with different textures. Since you say you can fix it by removing lines from INI files that theory is ruled out. Wild. I assume you are using SSE Engine Fixes and have MaxStdio to the max the OS supports? That is the one known thing that could be related I can thing of right now. Try to estimate the max number of lines, if it is close to a power of like 4096, 8192, 16384, 32767 etc. then this could very well be a line counter of buffer limitation thing. If you have the willpower and time, try to check some LOD related INI setting right in the game via the getini command to see what they actually are.
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Download and use this test version. https://mega.nz/file/ZJhCDLaR#55i96PrOSVkStquO4Tz9aL0-w6nQOprGvZUh8GBNWzQ It should properly deal large references being moved to cells that didn't lave large references before. Let me know in case there are still problems and upload new logs in that case. Also note this: https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements The workarounds require plugins containing deleted large references to be cleaned. Every plugin containing deleted references should be cleaned. See the Prerequisites section of the Generation Instructions for more. https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean - ignore misinformation that cleaning any plugins is not needed or causes problems. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that.

