Jump to content

sheson

Mod Author
  • Posts

    12,844
  • Joined

  • Last visited

  • Days Won

    402

Everything posted by sheson

  1. The crown brightness increase of the vertex colors caused a byte overflow because a float to byte conversion was not properly clamped at 1.0. Simplified, an ("illegal") vertex color value of 1.1 was stored as 0.1 instead of 1.0.
  2. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts. Neither the LODGen log for Tamriel nor Solstheim were uploaded. As the message suggest, check them for hints. They probably just stop in the middle of things. It is not clear what it is you have been trying for several days. https://dyndolod.info/Help/LODGen C0000005/80131506 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. The DynDOLOD debug log shows that not all suggest settings from the LODGen out of memory section and FAQ answers are applied: For example: MaxTextureSize=8192, MaxLODGen=1 Test hiding LODGenx64Win.exe, so LODGenx64.exe is used instead. Make sure the hardware, especially CPU and memory is stable, for example doublecheck BIOS settings, cooling. Test with prime95/OCCT. https://dyndolod.info/Help/LODGen To restart LODGen generation for a worldspace in case there is no LODGen_[GAME MODE]_[WORLDSPACE]_log.txt or it does not contain a useful error message, start DynDOLOD in expert mode, select the desired worldspace and click Execute LODGen. Use the expert mode as explained to simply run LODGen for Tamriel only to see if that runs through.
  3. Great. Thanks for letting us know.
  4. Moved to an appropriate thread for the problem. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search and posts above. 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#Copy-and-Paste-Text Do not post screenshots of the tools, unless it is about visual issues with the user interface. If necessary, convey the information in text form. The debug log as explained below typically contains most of the selected settings and options already. What are the screenshots showing, that you haven't already explained in text? Read the message under the box. If click the the Help as it tells you to, it opens https://dyndolod.info/Help/Wizard-Mode. Read everything under "Select Worldspaces" See answers for https://dyndolod.info/FAQ#Not-seeing-all-worldspaces-in-the-selection-box
  5. If you want to be extra sure, you could also add like your/mod initials to the filename. In particular when you use something common like 'fall' or 'snow'. Try to do a cross check with other mods - the game typically does not use a _ separator but of course check with it, too. In that case no CRC32 is needed, since filename collisions are very unlikely.
  6. If you use a mod that changes the mountain full textures like moutainslab01.dds and mountainslab02.dds, then the mod should also contain updated LOD textures to replace the vanilla rendered object LOD textures like Mtn*LOD.dds used by the far away mountain LOD models. TexGen can not update them yet.
  7. Also consider using unique filenames for your full models. In that case you do not need the CRC32. https://dyndolod.info/Mod-Authors In case of filename collisions or in case of popular full models being replaced by many different mods - waterfalls or trees for example - the CRC32 of the full model should be added to LOD model filename in the form house_[CRC32]_lod_[0|1|2|3].nif. With the CRC32 in the LOD model filename there is no more ambiguity and users do not have worry about overwrite order of LOD assets. Also see the CRC32 explanations for 3D Tree LOD Model and ultra tree LOD. The file ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt helps with checking which LOD assets were found and also what the expected CRC32 is. Every CRC32 implementation is supposed to generate the same value for the same input. You can double check the CRC32 value DynDOLOD looks for and which LOD model has been actually used by checking for it in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt. For example: BridgeNarrow01 [STAT:000CAD7D] Meshes\landscape\bridges\bridgenarrow01.nif [CRC32:BAFCFBAC] using ... It is not only sufficient but actually preferred to rely on the automatic matching. By default the LOD data on a STAT base record is only used if the automatic matching couldn't find anything. You would have to elaborate on your TexGen question as I am not sure what you are asking. Only if the texture is not yet covered consider creating a new rule for TexGen to generate 2x2 or 4x4 stitched object LOD textures for example, so that the LOD model which still defines the full texture can use UV between 0.0 and 2.0 or 0.0 and 4.0 respectively instead of having to stay between the more restrictive 0.0 and 1.0.
  8. Replace ..\DynDOLOD\Edit Scripts\LODGenx64Win.exe with https://mega.nz/file/JVQjTAyZ#AYwssw8I3HrL-RcVaprCWpR-EOqJxMzhthWszDqGMak Use Execute LODGen in expert mode to update object LOD meshes. Report results.
  9. Where does the used texture textures\landscape\trees\treepineforestbranchcompsnow.dds come from? Which mod version/option, selected install option etc. Test if fixing the bad branch UV that is outside of 0.0 and 1.0 changes anything. Install attached model to overwrite existing one and Execute LODGen in expert mode for the worldspace to generated updated object LOD meshes. SRG_treepineforestsnow05_1723F135passthru_lod.nif
  10. The considered snow flag was introduced with Special Edition. AFAK it instructs the engine the apply the "improved" snow shader if it is 'true'. It does not change if a shader is applied. To actually remove shaders, a well made mod should actually remove the shader from the base records and not just let the engine apply a shader that is not visible. The quickest solution would be to also change the EditorID of 0x0005E3F0 from 'SnowMaterialGlacier' to something like 'BlankMaterialGlacier' for example.
  11. Post a screenshot of xEdit showing the winning overwrite (last plugin before DynDOLOD.esp) of base record 02015BC9 with everything unfolded. If its DNAM element links to a MATO record with an EditorID containing the word 'snow', the object LOD will have the 'snow' identifier for the engine to apply the hard coded snow LOD shader. That can be overwritten by adding or updating existing rules for the mesh mask "iceberg" and setting the NoMato flag. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#NoMato-No-Material-Object-Shader In case of adding a new rule, set everything else like the last "\" rule.
  12. Moved to a thread with a similar problem. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Update to the latest version of NGIO as just recently discussed.
  13. The log reports: Error: LODGenx64Win.exe failed to generate object LOD for Tamriel. LODGenx64Win.exe returned C0000005. Check C:\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt The LODGen_SSE_Tamriel_log.txt was not provided, but if I have to guess it just ends in the middle of things without any additional information. https://dyndolod.info/Help/LODGen C0000005/80131506 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. The DynDOLOD debug log shows that not all suggest settings from the LODGen out of memory section and FAQ answers are applied: For example: MaxTextureSize=8192, MaxLODGen=1, TexconvAdapterIndex=-1 Texconv also uses the GPU unless TexconvAdapterIndex=-1 is set. So also watch graphics memory or set it to use CPU. Test hiding LODGenx64Win.exe, so LODGenx64.exe is used instead. Make sure the hardware, especially CPU and memory is stable, for example doublecheck BIOS settings, cooling. Test with prime95/OCCT. https://dyndolod.info/Help/LODGen To restart LODGen generation for a worldspace in case there is no LODGen_[GAME MODE]_[WORLDSPACE]_log.txt or it does not contain a useful error message, start DynDOLOD in expert mode, select the desired worldspace and click Execute LODGen. Use the expert mode as explained to simply run LODGen for Tamriel again for the test. Note these DynDOLOD log entries: Meshes\dyndolod\lod\trees\treepineforest02_eca0348dpassthru_lod.nif used 2246 times, ~ 510.95 MB Meshes\dyndolod\lod\trees\treepineforest03_48aea592passthru_lod.nif used 1618 times, ~ 342.18 MB Meshes\dyndolod\lod\trees\srg_oak1_d3240ae7passthru_lod.nif used 1901 times, ~ 282.85 MB Meshes\dyndolod\lod\trees\treepineforest05_bd3c433cpassthru_lod.nif used 1585 times, ~ 275.70 MB Meshes\dyndolod\lod\trees\treepineforest04_85dfb481passthru_lod.nif used 1384 times, ~ 246.11 MB Meshes\dyndolod\lod\trees\treepineforest01_6e882b4epassthru_lod.nif used 906 times, ~ 226.98 MB Meshes\dyndolod\lod\trees\srg_oak4_8e7f50ccpassthru_lod.nif used 1325 times, ~ 163.69 MB Meshes\dyndolod\lod\trees\srg_oak3_569fd8c7passthru_lod.nif used 878 times, ~ 138.33 MB Meshes\dyndolod\lod\trees\srg_oak5_3bd87567passthru_lod.nif used 1683 times, ~ 137.94 MB Meshes\dyndolod\lod\trees\srg_oak2_bfdd6868passthru_lod.nif used 1012 times, ~ 136.22 MB These top 10 "LOD" models (for 3D tree LOD) are not well optimized and cause increased workload increasing generation time, large output and will require more performance in the game than usual.
  14. Moved to the approbriate thread for the error 8007000E from Texconv. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Use the Copy message to clipboard link and paste the text and copy and paste text instead of screenshots as explained in 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 as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and Error-Messages to open https://dyndolod.info/Help/Texconv: 8007000E - Texconv ran out of memory. Let the OS handle virtual memory settings. Check FAQ answers for High memory usage. See answers for https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory
  15. For future reference, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots to learn how to make a useful screenshot of full the model with more informative console to provide basic information about the full model in question. In addition to the base record type and form ID, it shows the filename of the model. https://dyndolod.info/FAQ#Something-does-not-have-LOD For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Example The first example applies for OrphanRockDeadTree.nif, since it is a STATic base record without the HasTreeLOD flag set. Consider https://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin
  16. I just finished making the updates for the former version. I will have an update with this version soonish...
  17. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. The screenshots seem to show what happens when textures are missing. This can also happen if graphics memory is low. The provided DynDOLOD does not report any of the vanilla object LOD texture logs to be missing and the object texture atlas was generated without error. I suggest to check main and graphics memory usage while the game runs. Check in the MO2 right window Data tab that ..Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds exists in the installed DynDOLOD output and loads and shows as expected in the MO2 texture viewer with right click, Preview. If that is the case, open ..Meshes\Terrain\Tamriel\Objects\Tamriel.4.4.0.bto in NifSkope, click the 3D geometry of the Whiterun castle to select its BSSubIndexTriShape in the Block List and unfold it. Unfold its BSLightingShaderProperty. Unfold the BSShaderTextureSet under that. Check the first texture is Data\textures\dyndolod\lod\dyndolod_tamriel.dds If all that is the case, you could try shrinking the resolution of all textures in the Textures\DynDOLOD\LOD\ folder with texconv or another texture tool. Consider installing the Low-res LOD Tetxures from DynDOLOD Resources, changing the Base size settings in TexGen to 256 and Max billboard to 512. Also consider changing the formats from BC7 to DXT1/DXT5. In DynDOLOD advanced mode consider halving the 3 max sizes as well. You can also try to lower LOD distances and other settings to keep resource usage down. Any mod with textures should probably should be installed with the lowest resolution install option.
  18. Requested TexGen and DynDOLOD logs were not provided. File size and resolution of the reported texture(s) was not provided. Mod name where the texture(s) come from was not provided. No mention of what checking main memory and graphics memory in Windows task manager revealed. Refer to the OS manual or use an internet search engine to find how to change or restore OS settings. For example https://www.youtube.com/watch?v=FB_yoK6I_io Test if instructing Texconv to not use the GPU by adding TexconvAdapterIndex=-1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI changes anything.
  19. Moved to the approbriate thread for the error 8007000E from Texconv. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD and TexGen log and debug log to upload when making posts. Use the Copy message to clipboard link and paste the text instead of making screenshots and upload logs instead of making screenshots of log messages as explained in 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 as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and Error-Messages to open https://dyndolod.info/Help/Texconv: 8007000E - Texconv ran out of memory. Let the OS handle virtual memory settings. Check FAQ answers for High memory usage. See answers for https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory Make sure the OS handles virtual memory/page file. Check main memory and graphics memory usage in Windows task manager while the tool is running. Changing the temp disk/folder is usually not going to affect main or graphics memory usage or it running out. Report the file size and resolution of the mentioned texture whwindowmaps.dds. Report which mod it comes from. If you run DynDOLOD again without deleting the already converted linear textures, it will just use them without the need to create them again. So consecutive attempts might require less resources. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Wait for all processes including all spawned LODGen command prompt windows to complete successfully. 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. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots in the game instead of taking pictures of your monitor. If you require help with xLODGen, make a post on this thread: https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-130-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderals. Always use the -o command line argument to set a dedicated output folder and install the output as a mod as explained in the first post of that thread and the Readme.txt included in its download archive. See https://dyndolod.info/Help/xLODGen
  20. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt. See https://dyndolod.info/Messages/Textures-Do-Not-Match and https://dyndolod.info/Mods/Waterfalls. You might be using a newer version of one of the listed water mods and an update to DynDOLOD Resources SE is required, so report with water mod(s) and version(s) you are using, regardless if LOD for waterfalls seems to look OK or not. In case of the rope, that is part because of a not well made LOD model. It looks like just the full without collision, so it is not really optimized. It seems the ropes texture was later changed in the actual full model. The rope shouldn't be really part of LOD. While not optimal, it works as is.
  21. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. https://dyndolod.info/Messages/Exceptions#Access-violation This could be caused by invalid or corrupt plugins. Check the DynDOLOD log for unresolved form ID and Ignoring Cell error messages in particular. Clean and error check the load order with xEdit. Fix all unresolved form ID errors in particular. <Error: Ignoring Cell Ryn's Ustengrav - Mihail's Mummified Animals patch.esp UstengravExterior01 [CELL:000092F5] (in Tamriel "Skyrim" [WRLD:0000003C] at -7,21)> See https://dyndolod.info/Messages/Ignoring-Cell Look up the mentioned form ID in xEdit and check it for errors like unresolved form IDs or problems and correct them. You should fix the outdated patches for AdditionalHearthfireDolls.esp or whatever the cause for the overwritten records are. See https://dyndolod.info/Messages/Record-Is-Being-Overridden
  22. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload la\ge log files to a file service. Also read which TexGen and DynDOLOD debug log to also upload when making posts. Do not install the game into Program Files x86 to avoid interference with UAC, anti vir etc. Especially antivir scanning every file read/written file can slow down things. Converting all the PBR textures seems to take some time, probably because of their high resolution. You might benefit from using this test version of DynDOLOD https://mega.nz/file/0MQiUbaT#ldl240hkprEZogE9gxrjOUxYEVzpWtqloNelG7qMbQY Fixing the deleted and duplicated references might improve the time it takes to scan Tamriel a bit. Generate Occlusion.esp with quality 2 if it takes a long time. Or generate it only once for the load order and keep it separate. That will work if world, cell and land records in particular do not change.
  23. The last session in the logs just shows DynDOLOD being started and closed without generating any LOD patch. I suggest to really read the explanations for a message. If help with a specific message is required, then ask specific questions. See https://dyndolod.info/Mods/Beyond-Skyrim-Bruma File not found errors are because not all required assets for LOD generation ship with the mod. For example, Deleted reference Kaidan - Immersive Features.esp. See https://dyndolod.info/Messages/Deleted-Reference. Really clean all plugins that have deleted references reported. For example, Property not found wrackbattleaxe in scripts\weaponrackactivatescript.pex. See https://dyndolod.info/Messages/Property-Not-Found-In-Scripts: This can happen in case scripts are updated or being overwritten. The property exists in the vanilla script and the one shipping with the unofficial patch. You seem to have a mod in the load order that replaces it, which causes a conflict with other mods expecting the vanilla or unofficial patch version. For example, Textures do not match for "FXWaterfallBodyTallInner01": textures\effects\fxwatertile04.dds . See https://dyndolod.info/Messages/Textures-Do-Not-Match. and https://dyndolod.info/Mods/Waterfalls. You might be using a newer version of one of the listed mods and an update to DynDOLOD Resources SE is required, so report which water mod(s) and version(s) you are using, regardless if LOD for waterfalls seems to look OK or not.
  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. Typically messages from DynDOLOD and some from xEdit are listed and explained here https://dyndolod.info/Messages#Warning-and-Error-Messages
  25. Do not set CreateMod to 1 in D:\SkyrimTools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini when generating LOD textures. Generate TexGen output normally, install it, then run DynDOLOD again.
×
×
  • Create New...

Important Information

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