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Everything posted by sheson
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Assuming this means you are using DynDOLOD 3. I moved the post to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log to upload. If there is a bugreport.txt it typically means there was an error and LOD generation did not finish successfully. Do not use incomplete output in the game. Read the https://dyndolod.info/FAQ answers for Object LOD shows in active exterior cells under General Game Questions, especially the one about uLockedObjectMapLOD.
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Read he first post of the DynDOLOD 3 Alpha thread where to make posts. I moved your post. Upload the log and debug log when making posts as explained in the first post. What is "its not working" supposed to mean? What is it that is not working? Use forum search to find similar posts https://stepmodifications.org/forum/search/?q=autumn whiterun&quick=1&type=forums_topic&nodes=223
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Zip and upload large log files to a file service as explained on the first post. DynDOLOD is the second last plugin before Occlusion.esp? What is what you are doing in the game and where, which location? Occlusion or DynDOLOD typically do not change any navmesh/pathing records. Run an xEdit error check before generating LOD and fix errors as much as possible, especially if they are about navmeshes. To narrow down the problem, start by hiding all meshes and textures from the output folder. If problem still happens, disable Occlusion.esp If problem still happens, disable DynDOLOD.esp If problem still happens, disable DynDOLOD.esm If problem still happens, the problem is not caused by the DynDOLOD output. Let me know the outcome for further troubleshooting steps.
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Just another race condition. At the time the plugin is being loaded, the plugin that adds the linked record is not yet loaded, so the linked record can not be resolved. Once loading of all plugins completed, the record can be resolved and all is fine. It is expected to happen with injected records.
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When it writes to bugreport.txt it will only overwrite older reports if it is the exact same crash call stack, different ones are appended. It's fine. Check if there is any difference with this version https://mega.nz/file/IZZj2AYY#Hz3-6xjsXZuPok2exuNhA0J4ALw-_v30uT_4s2dXu7U Delete old bugreport.txt beforehand, too.
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The message about the root node is what DynDOLOD 2/3 print to the log when they skip a problematic NIF because it would otherwise cause CTD because of the wrong root node. Since it seems to be a challenge to make a valid NIF with a BSFadeNode root node I attached an Empty.nif that I made with NifSkope. It should work with Skyrim LE/VR/SE/AE. Empty.nif Ignore wrong 3rd party advice to temporarily disable plugins, mods, meshes or textures.
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The load order listed in the crash log seems to be a bit different from the load order at generation time. Generate LOD from scratch for the current load order. DynDOLOD should be the last plugin before Occlusion.esp. Occlusion.esp should be the last plugin. If the crash still happens then, upload new log and debug log and crash log.
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No logs whatsoever? No bugreport.txt? Deutsch passt schon. Du kannst den Text von den event log Eintraegen auch einfach rauskopieren. Update Mod Organizer to the latest version. Also make sure that UAC or anti vir are not interfering in any way.
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From https://dyndolod.info Skyrim Special Edition / Skyrim Anniversary Edition: Regardless of which runtime version is used for Skyrim Special Edition, if the Skyrim Anniversary Edition or Anniversary DLC is installed, the game mode is always SSE. DynDOLOD works as always with or without the Anniversary DLC and also fixes a couple bugs, like wrong meshes or texture paths and stuck tree LOD. Also see https://dyndolod.info/Mods/Skyrim-Special-Edition-Skyrim-Anniversary-Edition
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See if there is anything different with this version https://mega.nz/file/tAoGjDJK#zdpwaZ2QP-rFhXuxyRQoUxz6NZMg9_UCuxByA205n9g
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DynDOLOD simply reports that a NIF does not have a BSFadeNode root node. Instructions how to insert a BSFadeNode block in NifSkope were already given. How to use NifSkope has nothing to do with DynDOLOD. https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference Look up the form id in xEdit and remove the reference, clean the plugin afterwards.
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This is the DynDOLOD 3 Alpha thread. I do not provide generic modding help or support for third party tools. Adding new blocks is as simple as right click in Block list, Block, Insert, Bethesda, BSFadeNode.
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Check any vanilla NIF with a BSXFlags block. It is typically the first child of the root BSFadeNode. An empty NIF most likely does not need a BSXFlags block, just the BSFadeNode root without any children. I would test to unset all Flags of the BSFadeNode but Bit 0: Hidden. NifSkope can be used to remove/add any type of block.
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Trees pop-in / flickering / brightness change
sheson replied to SgtPowers's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards - do not install 3rd party billboards https://dyndolod.info/Help/TexGen#Tree-Grass-LOD-Billboards - generate HD billboards https://dyndolod.info/Help/Ultra-Tree-LOD#Generating - generate ultra tree LOD by checking [x] Ultra, consider using Billboard4 for all LOD Levels and/or Level0 for LOD Level 4 for 3D tree LOD. -
Trees pop-in / flickering / brightness change
sheson replied to SgtPowers's question in DynDOLOD & xLODGen Support
https://dyndolod.info/How-LOD-Works LOD generators like DynDOLOD do not change how the engine works. LOD does not transitions smoothly. It switches. This becomes more obvious the more stuff the engine has to load or do. https://dyndolod.info/FAQ General Game Questions: Billboard tree LOD does not match close-up full model trees. If you have questions or problems with third party mods or their LOD assets not match, then check their description, comments etc. -
The SSELODGen_log.txt upload seems incomplete or is that really all that is in the log file?
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I moved the post to the xLODGen terrain LOD beta thread. You need to generate terrain LOD for the different seasons, obviously. See Seasons-Readme.txt in the download archive. Alternatively disable switching of terrain LOD for seasons.
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I moved the post to the DynDOLOD 3 Alpha thread. The mode only filters which CELLs are being updated. There should be no such problem with the default INI files, unless you have a mod changing the Border Region flag on the 000C5859 BorderRegionSkyrim record.
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Check the Windows Event log (typically in Application) for error messages at the time the program stops.
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The log and debug log are saved when the program is closed. Delete the log folder. Do the thing. Upload the log and debug log and bugreport.txt if it exists as explained on the first post. If there are no such logs let me know.
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The debug log is replaced with each start and so only contains the last session. If you want to report or troubleshot a problem, upload the debug that contains the problem. The normal log is appended to. The one you upload contains two sessions. The first start seems successful and finds the DynDOLOD Resources and looks like the tool was simply exited. The second start shows the tool being start by Windows Explorer. When installing a new DynDOLOD version, make sure to follow the instruction to unpack the DynDOLOD Standalone archive into a new empty folder. This should be fixed with Alpha-94
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This is not a crash. DynDOLOD.exe stops with an error message. The relevant log lines are: Started by: C:\Windows\explorer.exe, Version: 10.0.19041.1706, Date: 2022-05-13 02:30:23 Error: DynDOLOD Resources SE version information not found. Verify correct installation. For tools or the game to "see" the virtual data folder they need to be started from MO2. https://dyndolod.info/Installation-Instructions https://dyndolod.info/Help/DynDOLOD-DLL#Installation https://dyndolod.info/Help/Load-Overwrite-Orders
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https://dyndolod.info/Help/Seasons In addition to DynDOLOD generating object, tree and dynamic LOD for seasons, also use xLODGen terrain LOD beta to generate terrain LOD meshes and textures for the different seasons.
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Read the first post which log, debug log and bugreport.txt if it exists to upload.

