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Everything posted by sheson
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https://dyndolod.info/Help/Occlusion-Data LOD Occlusion data hide LOD that is hidden behind terrain LOD. If object LOD changes, occlusion may need to be updated. The occlusion plugin (like the DynDOLOD plugins) is created by copying worldspace and cell records from the plugins in the load order. If any of those records changes it may be necessary to update. If the change is just season swap data, then worldspace and cell records do not change and we can assume the object LOD height is about the same, so most lily occlusion does not need to be updated. Great. Enjoy. Read the first post which log and debug log to upload. Do not post screenshots of text or message. Use the link "Copy message to clipboard" and paste the text instead as explained in the first post. Remove special characters from the installation path, for example the #.
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What makes a computer turn off is a hardware, BIOS setting or OS/driver problem. Objects bounds have no affect on grass placements AFAIK, so there should be no need to update the grass cache.
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What do you mean the plume is not occluded by mountains? It typically is a simple mesh that should be behind other meshes. Dynamic LOD means to enable/disable references at 5.5 (near grid) and 10.5 (far grid) cell distances. I doubt anyone wants the plume to be enabled/disabled abruptly crossing cell borders. Reference FormID Rules can be used to overwrite Mesh Mask Rules ("sky" in this case) https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Reference-Form-ID
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BTO files are NIF files and can be opened with NifSkope. If you tell TexGen to generate textures in the BC7 format, then you need to use a DDS plugin that can read BC7 format. Otherwise set TexGen to use DXT1 for 3 channel and DXT5 for 4 channel (if just for a test). The most important thing to check is if the base records have large enough object bounds so that all (most) grasses have billboards generated. If you check the TexGen debug yourself, you will see a lot of lines like Ignoring Meshes\landscape\grass\*.nif bounds volume 0, height 0 Seasonal Landscapes.esp ... Those should be fixed with the CK recalc bounds function, so that billboards are generated for them automatically.
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Read the first post which TexGen and DynDOLOD log and debug log to upload when making posts. Search for similar posts to find corresponding answers for the same problem / grass mods. Refer to the source of the constantly updated instructions at https://dyndolod.info/Help/Seasons#Grass-and-Grass-LOD instead on posts repeating them. Go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List Test all seasons in game when troubleshooting.
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The message seems self explanatory. There seems to be a problem with the involved file system(s). Could be powersavings related,.
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Moved the post to the DynDOLOD 3 Alpha thread. See the first post. If it (sometimes) generates logs, then upload them as explained in the first post. If there is no bugreport.txt either, check the Windows Event log to check what is actually crashing outside of the tool or why the OS is terminating it. TexGen/DynDOLOD is NOT closing on its own if it doesn't write any log files. Based on other posts in this thread, update MO2.
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It means LOD was generated for a different load order or the full model NIF is invisible for whatever reason.
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No concrete information was provided. If something works without MO2 and does't work with MO2, then the problem is with MO2. I can not provide support for MO2. Update MO2 to the latest version. Check the MO2 logs. Use MO2 support/forum/comments/discord for help with MO2 problems.
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Moved the post to the DynDOLOD 3 Alpha thread. Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts. If there is a message prompt, use the "Copy this message to clipboard" link in order to paste the entire message. If there is a message prompt, click onto the "Click on this link for additional explanations and help for this message" if it exists to open a webpage with explanations and help for the message, e.g. see https://dyndolod.info/Help/Texconv Check answers to similar posts https://stepmodifications.org/forum/search/?q=80070003
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs DynDOLOD does NOT close itself. When DynDOLOD closes itself (e.g. is being shutdown properly), it writes logs and/or bugreport.txt. Since that does not happen, it means that DynDOLOD is being terminated by the OS or other 3rd party programs having a problem. It seems you never uploaded the event logs. Based on the little information that was provided so far and similar cases, update MO2. -
Read the first post which entire log and debug log to upload when making posts. Read https://dyndolod.info/Messages/File-Not-Found-Textures File not found errors are easy to troubleshoot with MO2 right window data tab. The NIF using these textures are from Veydogolt Trees. The trunk textures are generated by TexGen when the Tree/Grass LOD Billboards and Rendered checkboxes are checked. TexGen rendered the trunk textures from the *_trunk.nif files included with the 3D Hybrid LODs resources for the mod.
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Typically all messages are explained at https://dyndolod.info/Messages and when clicking through the summary at the end https://dyndolod.info/Help/Summary-Of-Messages
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https://mega.nz/file/kExX1SLZ#H5SIxtLy4ucXXPq0_AQPMy73OyCJDljhZKZf1jRyw18 Doublecheck the generated atlas is actually 16k in at least one dimension and not split anymore.
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
There seems to be an issue with usvfs_x64.dll from MO2. That's related to the virtual file system. Update MO2 to the recent version. -
It would be better to raise the max atlas size to 8k x 8k. If it already is that size, I will add 16k option for a test.
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I suggest to rather fix the actual problem causing this. Is the object LOD atlas being split into several files because there are too many large textures? Also there should/are be INI settings (mipmap bias ?) to fix or address this if I remember right.
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
You can doubleclick a message and then use the Copy button in order to paste it. The pure text is enough, no need for the XML code. -
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
Delete all files in the log folder, so we are not confused by old log messages. Then run again. If no log or debug and no bugreport.txt in the same folder as the *.exe is created, it might mean the process is killed prematurely by the OS or antivir maybe. In that case, check the Windows Event log for related log messages. Use google to find explanations about Windows OS tools and features. For example https://www.m-files.com/user-guide/2018/eng/faq_checking_windows_event_logs.html -
The rule files included in the DynDOLOD Standalone are all created by me. Test the one attached. Put it into the data/DynDOLOD/DynDOLOD_SSE_snowelftoweresp.ini (e.g. in MO2 open the filetree of the mod, right click add new folder called DynDOLOD, copy/move the INI into it) DynDOLOD_SSE_snowelftoweresp.ini
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That is not possible. Typically only a fraction of references of a plugin actually can have or even require LOD. The idea is to use mesh mask rules for the base records that are suitable for LOD so that all references using those base records have LOD. Reference rules are then used for the handful references that might need different settings instead,
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Last line in the log: Error: Found Plocktons Culling Glitch Fix.esp. DynDOLOD replaces it. Remove it permanently from the from load order. Click the help link to open further instructions: There is supposed to be a message window with a help link to https://dyndolod.info/Help/Occlusion-Data
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No need to run xLODGen / terrain LOD. If no texture files change, it is fine to keep the current TexGen output, too. It would great of you could upload the bluesskyrim.esp for me to check to analyze this further. Let me know the outcome. Thanks.
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Read the first post which log, debug log and bugreport.txt to upload. If none of those files were created check the Windows Event log. Make sure to use a recent MO2 version and that OS, antivir does not interfere,
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log to upload. If there is a message window, use the "Copy this message to clipboard" link of the message to copy paste the text of the message when making a post. Use the "Click on this link for additional explanations and help for this message" to open and read https://dyndolod.info/Messages/Unresolved-Form-ID

