Jump to content

sheson

Mod Author
  • Posts

    13,122
  • Joined

  • Last visited

  • Days Won

    429

Everything posted by sheson

  1. Moved to the appropriate thread for the issue. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload. Also upload S:\Modding\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Post links to the mods that affect the statue.
  2. The log still reports deleted references for a handful of plugins, including Jk's Riverfall Cottage Tweaks.esp. In case cleaning does not remove them, remove the deleted references manually from the plugin with xEdit (right click, remove). https://dyndolod.info/Messages/Deleted-Reference If a master record is deleted (or permanently disabled via the enable parent opposite to player) and it is not referenced by any other record, it can most likely be removed from the plugin entirely.
  3. The Lux.esp in your load order does not seem to be the latest 7.0 version or the update for it. Did you do the test with just Lux.esp enabled/disabled or also with all the other plugins and patches enabled/disabled requireing it? There are quite a bit of plugins and patches depending on it it - including at least one plugin that need to be cleaned. It is also possible the issue is caused by the broken plugin with the HITME error. Make sure to use the correct version of Lux and the plugins depending on it. I suggest to eliminate all other uneeded plugins. The issue might be a record that is forwarded into a DynDOLOD plugin. Once a problematic plugin is found, doing the binary search of eliminating half of its records per step to narrow it down to a single record is typically pretty quick in order to find the actual source of the issue.
  4. Moved to the appropriate thread for the problem. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Write/post the text instead of screenshots of text as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots How to take a screenshot in Skyrim. Do not use a camera to make pictures of the monitor. See https://dyndolod.info/Messages/Plugin-Limit In case the plugin limit is surpassed in the game, there might be an error message "DynDOLOD.esp not found or too high in the load order". The game will load too many plugins and may seem to work for a while until exhibiting strange errors and CTD, saves will have unrecoverable problems. Permanently remove or merge full plugins or in case of Skyrim Special Edition convert full plugins to light plugins if possible to reduce the number of full plugins. Surpassing the plugin limit after generation probably means the load order changed and the LOD patch might be outdated and needs updating or generating from scratch anyways.
  5. It showed up in both crash logs, so it might be of interest. Cross check which records use it via the Referenced By tab in xEdit. Of interest is any base record, like the vanilla 0x000C2CD8 container, which again is used by a reference 0x000C2CED in the smoke test cell. Maybe something else uses it. It is possible a DLL plugin make use of it in the game. If you have a plugin being involved in the issue, use binary search to only keep the record(s) required for the crash to happen. E.g. remove half the records, test, if crash does not happen remove the other half. Typically start with the worldspaces, then the cells of the remaining worldspace, then references of the remaining cell. I suggest to fix or look into these: Error: Worldspace Editor ID changed from to StormLightningHoldingWorld StormLightning.esp StormLightningHoldingWorld [WRLD:06000801] Use xEdit to correct the empty EditorID in ESLifier_Cell_Master.esm. Newer versions of ESLifier should not cause empty EditorIDs anymore. Clean all plugins for which deleted references are reported. See https://dyndolod.info/Messages/Deleted-Reference. Check and fix all plugins for which Warning: Found a NULL reference are reported. Check and fix the Duplicate Cell errors if possible - or test things with removing one of the conflicting mods - which probably requires generating new output from scratch. Fix or remove broken plugins for which Warning: internal file FormID is a HITME are reported. See https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
  6. The link for DynDOLOD_SSE_log.txt in your post does not work. [DynDOLOD|TexGen] means either DynDOLOD or TexGen [GAME MODE] means SSE for example. See https://dyndolod.info/Help/Game-Mode So it becomes DynDOLOD_SSE_log.txt or DynDOLOD_SSE_Debug_log.txt for example. Again, the provided crash log mentions Armor with form ID 0x000D9394 and this time also Parrying.dll. There is also the reference 0x0403D49C using the marker 0x0000003B being mentioned. The crash log does not mention any DynDOLOD plugins being the last to overwrite any of the listed records. The only mention is the Tamriel worldspace record. It is unclear what cell record you are deleting from LUX.esp (and what child records are removed with it) or what city world record you are deleting (which would also delete all its children cells and references). Removing the children in a binary search to find if they are involved and which one exactly would be the next troubleshooting step.
  7. I suggest to look at similar LOD models included in DynDOLOD Resources for examples. 1) If a shape has an alpha property typically check Enable Testing, function to Greater, threshold to 128 so the LOD model works properly in editors and if used directly. 2) Typically set the same flags as in the LOD models included in DynDOLOD Resources. 3) If I decimate an existing full model, I typically its optimize UV first as much as possible, then optimize the full model mesh before decimation. 4) https://dyndolod.info/Mod-Authors: Make sure you understand that UV should be able to be atlassed (e.g. use textures from the object LOD texture atlas) by making sure the source UV is inside 0.0 and 1.0 coordinates for rendered object LOD textures and their scaled equivalent for stitched object LOD textures. That means the UV of the actual LOD model can also be inside 0.0 and 2.0 if there is a TexGen config file for the used full texture to create a 2x2 stitched object LOD texture. If the UV of a LOD model defines full texture for which TexGen configs for stitching exists, their UV can be greater than 1.0. In any case, it is suggested to always have positive UV coordinates near 0.0 and 1.0 as much as possible. There is no reason to stretch/squish UV instead of editing it properly. Typically, for performance it is more important to make sure UV can be atlassed than having a few more triangles that might be required in order to be able to split the UV for large. 5) https://dyndolod.info/Mod-Authors: When adding new object LOD models, it obviously makes sense to keep adhering to existing file and folder conventions established by Bethesda and sort LOD meshes under meshes\lod\[MOD NAME|OBJECT TYPE] or meshes\[NEW WORLD MOD NAME]\lod\[OBJECT TYPE].
  8. Moved the post to the appropriate thread for the message. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Can-Not-Resolve-Cell: There is a problem with the mentioned cell record. Check the log message for related messages above about the cell or the mentioned plugin. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix errors before generating LOD. https://dyndolod.info/Messages/Deleted-Reference The mentioned plugin(s) needs to be cleaned. Pay attention to similar LOOT messages. Error: Deleted reference 1Goblins.esl ... Error: Deleted reference [SunJeong] Ninirim Collection.esp Error: Deleted reference JK's Skyrim - Lightened - Cities of the North - Morthal.esp Error: Deleted reference WiZkiD Shack Doors and Windows.esp Error: Deleted reference Northern Roads - Whiterun Repaired Bridge Patch.esp Error: Deleted reference Paraglider - Alternate Acquisition.esp Error: Deleted reference Jk's Riverfall Cottage Tweaks.esp Also fix https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell: Warning: Reference attached to wrong cell. Should be [x,y] Natural Waterfalls.esp Warning: Reference attached to wrong cell. Should be [x,y] Realistic Boat Bobbing.esp Warning: Reference attached to wrong cell. Should be [x,y] Nature of the Wild Lands.esp Warning: Reference attached to wrong cell. Should be [x,y] Nature of the Wild Lands - JK Riverfall Cottage Patch.esp Warning: Reference attached to wrong cell. Should be [x,y] dt_hjertesten hall.esp If the issue persists after fixing those issues, upload new log and debug and the cleaned Jk's Riverfall Cottage Tweaks.esp and/or whatever plugin is the last to overwrite the mentioned cell record. Also make sure to not follow outdated misinformation to temporally disable plugins as the message prompts and their linked explanations explain. In case of issues use the test version https://dyndolod.info/Downloads/Test-Versions.
  9. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting https://dyndolod.info/FAQ#ILS-or-CTD The DynDOLOD and Occlusion plugins might show up in crash logs a lot, since they are typically the plugins last to overwrite worldspace and cell records, so careful reading and interpretation of the stacks and registers etc. might be required to identify the actual cause of the problem. It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not really cause crashes. What in the crash log makes you suspect DynDOLOD has anything to do with the crash? Is it 100% repeatable? The stacks seem to indicate a problem with SkyrimSoulsRE.dll, BetterThirdPersonSelection.dll or with Armor with form ID 0x000D9394. Further down STB_Widgets.dll, Only one crash log was provided and the name of the already disabled plugins was deliberately not mentioned. It is unclear if the provided crash log is original one or one already into troubleshooting. Use latest version of crash logger https://www.nexusmods.com/skyrimspecialedition/mods/59818 Make sure to use latest version of DynDOLOD DLL NG. Make sure the LOD patch was generated for this load order of plugins.
  10. Moved the post to the appropriate thread for the message. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Can-Not-Resolve-Cell: There is a problem with the mentioned cell record. Check the log message for related messages above about the cell or the mentioned plugin. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix errors before generating LOD. The error is typically with the reported cell record 0x00009695.
  11. No additional logs and none of the suggested rudimentary troubleshooting tests with the issue were provided, so we do not know if/what LOD or plugin data might have been involved. LOD generation does not affect/change the LOD or full water records/shaders. See https://dyndolod.info/Help/Terrain-LOD-and-Water-LOD. There is no setting that can cause whatever was shown in the first screenshot. DynDOLOD will report and stop in case DynDOLOD Resources are missing. They do not affect water or water LOD in any case. See https://dyndolod.info/Help/DynDOLOD-Resources If the load order changes, then worldspace or cell records that define/affect water in the generated plugins may be out of date and conflict. In that case generate a new LOD patch from scratch or resolve such conflicts manually.
  12. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots When making screenshots in the game, make them in broad daylight. Use console command 'sw 15e' to change to the default weather or 'sw 81a' for sunny weather. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and report/screenshot results for all DynDOLOD output disabled, with all static LOD disabled by using tll in console. If tll makes a difference, hide the meshes folder in the DynDOLOD output while keeping the plugins and everything else enabled. If tll does not make a difference, test if only disabling DynDOLOD.esp while keeping only DynDOLOD.esm active makes a difference. DynDOLOD typically does not affect water directly, but it will copy worldspace and cell records from the winning plugins and those affect water. Report if you are using Community Shaders. DynDOLOD Resources is irrelevant for terrain LOD generation with xLODGen and for LOD texture generation with TexGen. DynDOLOD Resources contains full models of some buildings that ParallaxGen will update. See https://dyndolod.info/Generation-Instructions#Prerequisites. None of this is relevant to water.
  13. Moved the post to the appropriate thread for the message. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Can-Not-Resolve-Cell: There is a problem with the mentioned cell record. Check the log message for related messages above about the cell or the mentioned plugin. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix errors before generating LOD. The error message mentions ccbgssse005-goldbrand.esl, so this plugin should be cleaned. Do remove random references. Also do not edit any of the DLC plugins with xEdit other than using QuickAutoClean. While irrelevant for the actual issues with the CC plugin, the coordinates 33,15 is cell record 0x0000B3D3.
  14. You are updating existing DynDOLOD output. Can you upload the old DynDOLOD.esm, DynDOLOD.esp and Occlusion.esp from the old output and also the new one that were saved to E:\Games\DynDOLOD\DynDOLOD 3.00-68518-Alpha-196-1757405466\DynDOLOD\DynDOLOD_Output\? Do what the message prompt "Update existing plugin(s)? If this is not successful start from scratch." at the start suggested and generate a new LOD patch from scratch to test that it works for the load order and report results.
  15. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Errors are not normal... It is supposed to create those texture if they do not exist. Do they exist in the old DynDOLOD output?
  16. Check if DepthsOfSkyrim.esp is a master in any of the created patch plugins. If that is the case, check the patch plugins for errors in particular for unresolved form IDs. In that case those should be fixed manually or by generating from scratch. Otherwise, if there are CTD or odd issues in the game, test without output/patch plugins and in case that makes a difference generate new output from scratch. https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit
  17. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. None of the screenshots seem to show a color mismatch but maybe a difference in brightness. See https://dyndolod.info/Help/Grass-LOD#Settings: In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times. You posted a screenshot of Windows Explorer showing icons. Open the billboard texture in an image viewer to see how it actually looks. Grass LOD billboards are typically really small since they do not need more than a few pixels on screen in the distance where they are used.
  18. Unless CS makes LOD shader modifications it will be not really possible to match the exact look with the standard and limited LOD shader. Especially the different metal/glossiness reacting differently weather. If you happen to know how to program shaders, look at the DirectX shader source from CS and the OpenGL shader source used by TexGen I uploaded. Right now, the OpenGL is just some standard implementation. I will continue testing to see what's is possible to change or influence when baking into a standard diffuse instead of converting it from sRGB to linear.
  19. Lets try this: Download these shaders https://mega.nz/file/tdYCjKpJ#SxhmH9iQ-5bi7b6MNDSanhGNg9JXRbN_U75SXQ0WuHw and replace the files in D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ Edit D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and change sRGBGamma=1.412 as a new starting point. Start TexGen and only check Rendered Object OD Textures and click the Start button to generate them. Install output as a second TexGen output mod that overwrites the first so it replaces the old rendered LOD textures. Start DynDOLOD in Expert Mode and select only the Tamriel worldspace and click the Rebuild Atlas button. Install output as a second DynDOLOD output mod or merge with the existing one so it overwrite the old atlas textures. Compare in game if the LOD for the roof now matches better and that the rest of Solitude that was fine before still matches as well. Also compare the the LOD of copper roofs and doors of Markarth and Dwemer ruins before/after. Report results.
  20. Assuming the screenshots show 3D tree LOD models and not billboards. It is not entirely clear which tree base records are shown in the screenshots. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a screenshot of an associated full model with more informative console. I assume Treepineforest01, Treepineforest02, Treepineforest03, Treepineforest04 and Treepineforest05 are their editor IDs. While editor IDs are supposed to be unique in a load order, that is not guaranteed. Lets assume Treepineforest01 is 0001306D, TreePineForest02 is 00018A02, TreePineForest03 is 0004B016, TreePineForest04 is 0004FBB0, TreePineForest05 is 00051126. Based on the provided logs I see that the LOD model for 0001306D and 00051126 are unchanged. Only the LOD models for 00018A02, 0004B016 and 0004FBB0 (which uses the same full and LOD model as 00018A02) seem to differ. Based on that, I did this here for a test: Change the alpha threshold of the crown from 110 to 55 in the LOD model spruce_forest_slim01_summer_16985565passthru_lod.nif used by 00018A02. Do not change the alpha threshold of 55 in the LOD model spruce_forest_big03_summer_lod_0.nif used by 0001306D. The screenshots shows the LOD of 5 trees up front in the center. Two of then are 0001306D and three are 00018A02. The first is the default LOD models, middle is with both LOD models having an alpha threshold of 55. The third screenshot is with both LOD models having an alpha threshold of 1. The different thickness of the 3D tree LOD can be spotted easily. You should notice similar changes if doing similar changes. If you do not notice a difference, then you might be looking at LOD models that were not changed, the updated LOD not overwriting the old LOD or maybe at billboard tree LOD from the higher LOD levels.
  21. Can you upload a screenshot of the actual full model from inside Solitude so we can see what it actually looks with the CS shading using the PBR textures? This is probably about "metalness" PBR shading not being accounted for when dong a simple diffuse conversion from sRGB to linear with a gamma setting.
  22. Then just start the game and check if that makes a difference. Report results. I assume that did not change anything. The texture you uploaded looks as expected with the typical dark blue roof. Also upload ..\textures\lod\spbr_lod02.dds (should also be in TexGen output) ..\textures\architecture\solitude\SRoofBlueMetal01.dds and SRoofBlueMetal01_n.dds - report which mod they are from. Also upload ..\Meshes\architecture\solitude\sbluepalace.nif and sbluepalaceroof.nif from PGPatcher output.
  23. Did you verify that the far away screenshots show object LOD by toggling it off/on with tll in console? https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots explains to use tfc to get closer to the object LOD. In MO2 right window Data tab, check which mod ..\Meshes\architecture\solitude\sbluepalace_lod.nif comes from. It should be from DynDOLOD Resources SE. It seems the NIF was modified, try restoring it from the download archive. Then just start the game and check if that makes a difference. Report results. If that does not make a difference, check/report in MO2 right window Data tab that ..\textures\lod\SLOD02.dds is from TexGen output. If it is, upload that file. I suggest to try to fix or remove the broken plugin DepthsOfSkyrim.esp. See https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
  24. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts so I can verify what NIF the GrassBillboard# settings are defining. No screenshots were provided. Read the explanations in the DynDOLOD_SSE.ini above the GrassBillboard# settings. By default, GrassBillboard6 sets DynDOLOD_flat_4x2alt3_lod.nif. The filename still says 4x2, which means 4 planes with 2 triangles each. alt3 = softlight/backlight using diffuse - for shader development - do not use The shader settings are typically not supported by object LOD and usually end showing the sky background instead of diffuse textures. https://dyndolod.info/Help/Grass-LOD#Settings When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value.
  25. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log from TexGen and DynDOLOD to upload when making posts. Make a useful screenshot with more informative console of the close up version of the palace and also a close up of the far away static LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and properly test if the issue is related to DynDOLOD, e.g. test how things look without DynDOLOD output but with CS and PGPatcher output. Report which particular files in DynDOLOD Resources are overwritten. See https://dyndolod.info/Mods/Community-Shaders
×
×
  • Create New...

Important Information

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