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sheson

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Everything posted by sheson

  1. See if this particular crash goes away / the crash log changes after replacing the NIF with the one attached. I would not be surprised if another form id/NIF has similar problems. treepineforest03_F7CE5204passthru_lod.nif
  2. Thank you for all the help. Use the working version and enjoy.
  3. Great! To doublecheck, can you test the attached version if it fails or works? Texconvx64.exe
  4. Test what happens if you use this version: https://mega.nz/file/9BJwUY6D#4SyqBOKuU-NplnR8B7ljcRTA_WaIzJ_ihFSowUyaIrk
  5. Check if you have a recent (e.g. timestamp matching) crash report in C:\ProgramData\Microsoft\Windows\WER\ReportArchive\, upload whatever you find.
  6. Upload one of the usvfs-*.log files from MO2 log folder. Best to clean the log folder. Then start MO2, then TexGen, close everything.
  7. Could you check for me which which mod changes ..Meshes\Architecture\Tents\LargeNordicTent01.nif?
  8. Test if Texconv works if TexGen is started directly and not from MO2. If that is the case, test with MO2 2.4.5 Alpha 3 and if that does not change anything with 2.5.0 Alpha 3 from the MO2 discord https://discord.gg/G5995VMp dev-builds channel.
  9. What are the mods that are missing the texture? If you found and installed the missing texture there is nothing else to do.
  10. Check in Control Panel / Programs Features which version of the MS Visual C++ 2015-2022 Redistributable (x64) is installed. Check Windows Event viewer application log for the error, double click it and use the copy button and paste the text.
  11. Post the log and debug log of DynDOLOD as explained in the first post. Look up the mentioned STAT base record xx058C0A in DynDOLOD.esp with xEdit and check which model.nif it actually uses. Then find that file in the load order and upload it.
  12. Check what happens if you replace ..DynDOLOD\Edit Script\Texconvx64.exe with this version https://mega.nz/file/oYpkQZrJ#FpPXBy1k3G58uiujoReHtoOHEws0xHSIAlB7-JnS8OU
  13. Form the log: [00:27] <Warning: File not found textures\clutter\common\ruground02_n.dds. Used by Better Dynamic Snow.esp NorTentLargeSnow [STAT:000EA068]> [02:56] <Warning: File not found textures\clutter\common\ruground02_n.dds. Used by Meshes\architecture\tents\largenordictent01.nif Skyrim.esm NorTentLarge [STAT:000800DE]> [02:56] <Warning: File not found textures\clutter\common\ruground02_n.dds. Used by Skyrim.esm NorTentLarge [STAT:000800DE]> [06:39] <Error: File not found textures\clutter\common\ruground02_n.dds> It seems a mod is missing a texture or a requirement. Check which mod contains textures\clutter\common\ruground02.dds as that should also have textures\clutter\common\ruground02_n.dds
  14. @Thekittymix @Jakolanten @TeostraAscend @Eliian Read the first post which log and debug log to upload when making posts.
  15. The default TexGen setting make textures a bit brighter, so the brightness INI settings can stay under 1.0 in case a user needs to brighten a color channel. Grass LOD is done in object LOD 4 only, which means all grass LOD uses the same normals and shader settings at all times. The "interesting" time of day is dawn and dusk, when one side it lit and the other side is dark. Full grass uses a different shader than the (also limited) LOD shader, so there will always be some difference in behavior. Use the same texture as the full model. Then, if LOD seems to thick, increase the threshold of the LOD model in steps of 16 (it should now have stronger impact since it is now applied after generating mipmaps). Or instruct to use the mipmaps from the source texture. See https://dyndolod.info/Help/3D-Tree-LOD-Model To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably done for all LOD models using this texture. Use an unique filenames for such textures, so there are no problems with other mods modifying the same vanilla filenames.
  16. Read the first post which log and debug log to upload when making posts. Read the https://dyndolod.info/Changelog to see what changed. Read the answers for "High memory usage / Out of memory" at https://dyndolod.info/FAQ and https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
  17. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log and bugreport.txt if it exists to upload when making posts. Make use of the link "Click on this link for additional explanations and help for this message" to read further help, especially the part about UAC and antivir. Read and follow 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\. Install latest version of MO2. Reboot.
  18. See updates to DynDOLOD 3 Alpha 96. Generate HD Grass LOD billboards with TexGen. https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered HD Grass LOD billboards will automatically use an external billboard NIF to match what ENB does to full grass https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards The billboard needs to use 8 trinagles instead of 4, so lower density accordingly for performance. the usual double side billboard will be too bright on the side opposite to the light source/sun. Default settings tested with vanilla complex grass and all other ENB effects disabled. Any other lighting settings applied to full complex grass obviously won't be applied to LOD, unless Boris adds custom LOD shaders that could do that (that could also allow to use 4 triangles again if the flip normal feature could/would be added to the LOD shader)
  19. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire session of the log and debug log to upload when making posts. Read https://dyndolod.info/Mods/Majestic-Mountains Explains that DynDOLOD V3.0 LOD needs to overwrite DynDOLOD Resources SE. https://dyndolod.info/Messages/Textures-Do-Not-Match The mod manager should be able to tell you which files of a mod (DynDOLOD Resources SE or DynDOLOD V3.0 LOD) are being overwritten. It is also possible that none of the files are being overwritten by a mod. In that case there is nothing else to do, as "Outdated LOD resources might still work fine in many cases..." applies. Read https://dyndolod.info/Help/Snow-Ash-LOD-Shader.
  20. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. You did not ask a question. Read https://dyndolod.info/Messages/Textures-Do-Not-Match As explained, DynDOLOD Resources SE or 3rd party LOD resource made specifically for DynDOLOD 3 are probably being overwritten by other mods.
  21. The attached rules file seems to be missing from the download archive. Put it into ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_caranthirtowerrebornesp.ini It is possible it will not work entirely correctly with that file either. The LOD model might be missing between the uGridsToLoad and uLargeRefLODGridSize distances. That will be fixed in the next alpha version. DynDOLOD_SSE_caranthirtowerrebornesp.ini
  22. Post the log and debug log as explained in the first post of the DynDOLOD 3 Alpha thread. Also enable papyrus logging, load into the game, go near the tower and make it visible/conceal it, do the same further away where it should have LOD. Then upload that papyrus log.
  23. I need to make a similar change as I did in the script to DynDOLOD - in fact I already did it for the next Alpha version because of other related changes - so that the LOD for the rock in the BTO is marked large ref as well. So with the next alpha version you won't have to move it.
  24. What coordinates did you load into the worldspace or from which direction do you approached the cell for it to happen?
  25. I assume that resolves the large refs bugs, right?
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