Jump to content

sheson

Mod Author
  • Posts

    13,181
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. Which DynDOLOD version is being used? Did you generate LOD with the mod installed? Did DynDOLOD initialize successfully in the game?
  2. Read this link https://dyndolod.info/Mods/Caranthir-Tower-Reborn. Check the top, which mods are listed/linked. It has both LE and SE version.
  3. But xx041be6 is in 18,-2. Was it listed with the other large references in the grid list for 18,-3? If so, was that also the case with the script from github? (the one I sent was my current test version). Edit: test attached script, it should add the reference to the correct grid list instead. Skyrim SE - Generate Large References.pas
  4. Read the documentation and search this thread for similar posts as explained in the first post. https://dyndolod.info/Help/Grass-LOD#Not-all-grass-types-have-LOD-grass-LOD-billboards Check that TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic tree/grass LOD billboard generation. See TexGen Configuration for further details. Also read the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List Screenshots looks like some grasses do not have billboards probably for above mentioned reasons and thus have no LOD. No TexGen log or debug log were uploaded, so I can not check billboard creation. Check https://stepmodifications.org/forum/search/?q=Veydogolt&quick=1&type=forums_topic&item=16796, maybe this came up before If you have problems or question about a modding guide you need to ask in its appropriate forums. Pay attention to log messages and the summary https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages. While unrelated to the grass LOD, for example clean all plugins that have deleted references.
  5. From DynDOLOD 2.x ..DynDOLOD\docs\DynDOLOD_Manual.html Caranthir Tower Reborn - DynDOLOD Resources contains an optimized full model of the tower for a little bit more performance friendly Neverfade LOD. Mesh rules also add LOD for the stone dragon and the portal building. Optional: to sync concealing/revealing the tower from far distances install and overwrite the two original scripts with the ones matching the mod version from DynDOLOD Patches. Make a backup of the original scripts first. For DynDOLOD 3.x https://dyndolod.info/Mods -> https://dyndolod.info/Mods/Caranthir-Tower-Reborn DynDOLOD Patches can be found at https://www.nexusmods.com/skyrim/mods/59721?tab=files
  6. Try with vanilla INIs, also make sure they are no custom and no plugin ini loaded either.
  7. Test what happens without the DynDOLOD plugins but the LOD meshes still active.
  8. Then I suggest to continue looking at the plugins overwriting the persistent cell I inquired about earlier. Check if any of those contain references in the affected cell.
  9. The "stride" changed from 256 to 128. It is basically the distance to add to lower left cell to how far away the top right cell is used for CK LOD generation AFAIK. I never encountered it having any such effect in the game, no less on large references. No idea why I am not able to replicate either. There are not any noticeable INI settings either.
  10. Files still in BSA or any loose *.lod files? Update ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_arnimaesm.txt to point to new location textures\bscyrodiil\architecture\farmhouse\cyrodiilfarmstucco02.dds
  11. Moved the post to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts. You make it sound like Occlusion.esp generated by DynDOLOD 3 Alpha might behave differently from Occlusion.esp generated by xLODGen. In either case make sure that Occlusion.esp has been generated for the current load order. All the records in the Occlusion.esp are copied from the plugins before it. Occlusion.esp should not affect any interior cells. I would expect you have checked Occlusion.esp in xEdit if it modifies any of the affected interior cells. If it doesn't then the data in the Occlusion.esp should not really be the problem. This sounds more like an issue of exceeding plugin limit or other resource limits or something related to navmeshes (and/or flagging esp as esm) Do proper elimination troubleshooting with binary search: Make a backup of plugin. Remove half the records. If problem goes away, restore backup, remove the other half of records. Repeat until only the data that causes the issue remains.
  12. I have never encountered models/textures causing large ref LOD not disabling. I also can not imagine how atm. In that case I would assume assets from a 3rd party mod (or vanilla assets have been changed in some way). If the problem went away, see if you can redo whatever might have caused it, maybe then you can narrow it down to something specific.
  13. Sounds like one of the usual problems: wrong/bad installation or output folder of the game, MO2 or tools. OS/Antivir interfering. Add RealTimeLog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, then check/upload that log. "Blah blah" is not a useful problem description. See https://dyndolod.info/Messages to learn what certain log messages mean.
  14. 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 LOD mod generated by DynDOLOD? Check the log and summary. https://dyndolod.info/Messages https://dyndolod.info/Help/Summary-Of-Messages Check the crash log for hints. https://dyndolod.info/FAQ "ILS or CTD" and ..\DynDOLOD\docs\DynDOLOD-README.txt
  15. Check if the LOD is disabled once the cell attaches.
  16. The LOD included with the mod does not mark anything as large reference, so all cells not ever unload any LOD inside the uLargeRefLODGridSize. The two mountaincliff objects in the screenshot do not have vanilla LOD, though. I only generated large refs for ArnimaDuplicate003 and none of the other worldspaces.
  17. I can not replicate. This is the plugin after generating large refs https://mega.nz/file/MMI0HTwL#o0zRU_fJPzS5iTctFMeN6TUwVnPGXqrwE4i35vJ6x6s Can you list all plugin that overwrite Wordspace: arnimaDUPLICATE003 "The Reach" [WRLD:xx000D62] Persistent Worldspace Cell: [CELL:xx003882] (in arnimaDUPLICATE003 "The Reach" [WRLD:06000D62]) Cell: [CELL:xx01DCBE] (in arnimaDUPLICATE003 "The Reach" [WRLD:06000D62] at 18,-3)
  18. If the CRC32 of your version of arnima.esm is not EE7FCD5E, send it to me.
  19. See if there is anything different if you generate large references with the attached version. Skyrim SE - Generate Large References.pas
  20. Have you tested if problems go away when setting uLargeRefLODGridSize to 5? Make sure to use latest version to generate large refs https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.5/Build/Edit Scripts/Skyrim SE - Generate Large References.pas Only large references can trigger large reference bugs.
  21. xLODGen is a CK replacement LOD generator. It requires LOD models to be defined on base records. Only STAT base records can do that. So only reference that use STAT or SCOL which then use STAT base records can be used for static object LOD generation. If anything, we would use DynDOLOD for anything beyond that. Either way, that would be a considerable time investment - the list of things to add to xLODGen (bake fake grass for example) and DynDOLOD is already quite long... so anything like this is still some time in the future. If you have a fixed list of LOD objects you could add them to the export file manually for the xLODGen or maybe via LOD options file. Keep in mind though , that the static object LOD will truly be static, it can not move and not change how it looks.
  22. Use the "Copy message to clipboard" link to copy paste a message as text instead of making screenshots as explained on the first post. C0000142 just means "failed" without any further information. There might be a problem with the texture treeaspenbranchcompautumn03.dds (especially if the error is repeatable)_ or something happened to it after it was copied to the temp folder/filename or the OS or antivir interfered with texconv or it had some kind of trouble. Check the texture is fine and what happens if you execute the command line on a copy on the windows command prompt.
  23. Read the first post which entire log of the session, debug log and bugreort.txt if it exists to upload when making posts. As explained in the documentation DynDOLOD reports certain error in the load order. See https://dyndolod.info/Messages The osex.pex script maybe be corrupt. Check if it works in game without errors and it doesn't have errors in the papapyrus log. Otherwise try reinstalling/recompiling it. https://dyndolod.info/Messages/File-Not-Found-Scripts https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32
  24. Moved to the DynOLOD 3 Alpha thread. Check the first post which logs of the entire session and debug logs to upload. The TexGen log says: Error: System Error. Code: 1155. No application is associated with the specified file for this operation. The OS does not seem to know how to open HTML files. Associate a webbroweser with them. No logs uploaded for DynDOLOD. See https://dyndolod.info/FAQ answer for "Object LOD model and full model show at the same time causing texture flicker" and "Billboard tree LOD shows in active exterior cells" What did removing a mod fix exactly or what is it that was patched exactly? The texture flicker caused by large reference bugs?
  25. Read the first post 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 message as text as explained in the first post. Click the "Click on this link for additional explanations and help for this message" to open and read further explanations about the error. This message informs you about an error in the load order. Either use a version of Requim.esp that was made for the older versions of the plugins in the load order or update all plugins to the required versions. Or use/create a patch. I would assume that there has to be some kind of documentation or guide how to setup the mod properly and what its requirements are. Maybe it also has instructions for the different game versions / load orders. Unrelated: Do not install third party billboards, use TexGen to create all desired/required billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.