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Everything posted by sheson
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Download and replace DynDOLODx64.exe with the test version from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259117 Delete old logs/bugreport.txt and in case there is still a problem upload new log, debug, bugreport.txt. xEdit/xLODGn/DynDOLOD are Delphi programs that do not use .Net, hence no suggestions about .Net at https://dyndolod.info/Messages/Exceptions#Access-violation-at-address
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Pay attention to error and warning message and read their explanations in the summary. Address the serious errors instead of ignoring them. You need to make sure that plugins/mods which are made for Skyrim are made compatible with Enderal. Clean plugins that delete references. Do not install the game into special Windows folders like Programs Files x86 to avoid permission issues because of UAC, antivir etc. The screenshots do not show any form ids / more informative console information. Embers XD.esp is not part of the load order while the LOD mod is being generated. Do not temporarily disable plugins to ignore error messages. Leave such plugins disabled permanently or fix the errors. Why do you believe that it is DynDOLOD that changes the full models of fires in the active cells?
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The grass cache stores the model, position, rotation, scale, brightness of each grass placement. https://www.nexusmods.com/skyrimspecialedition/mods/42161 "IMPORTANT: If you change anything about your mods or grass related settings you need to delete every file in that directory so that grass can be generated again, or you will not see any changes or even have bugs like floating grass (if terrain is changed) or grass in objects (if object placement is changed). If you only change drawing distance it's not required to delete cache files." If you change INI settings that affects density it needs to be updated.
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Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
If there is no MCM, try to put in some effort and do the obvious basic trouble shooting. Make sure SKSE works Make sure SkyUI works. Check papyrus logs for error messages that you missed on screen. Check the FAQ for related messages. Make sure PapyrusUtil or DynDOLOD DLL works. Make sure the scripts from DynDOLOD Resources are installed last if PapyrusUtil is being used. Make sure the scripts from DynDOLOD DLL are installed last if DynDOLOD DLL is being used. Check the FAQ for related messages. Make sure DynDOLOD plugins generated without error and are installed. Test with a new game. -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
Test with a new game. If that works make sure to follow the "Updating" instructions in the DynDOLOD_Manual.html and make a clean save as explained in the manual / DynDOLOD MCM. You can still make a clean save afterwards, by disabling the current plugins, making the clean save and then enabling the current plugins on the cleaned save. FAQ: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name] A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors. -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
There is obviously no need to change anything else but to "delete" the tree reference with a rule or remove it from the plugin with xEdit and then generate LOD. -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
That is what generating LOD as usual with DynDOLOD means. -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
Now the interesting part is that the mod sets the enable parent as explained in the FAQ/manual for all other trees to avoid the bug but the gilder green it adds to Tamriel. Though as mentioned it is better to remove the tree altogether. It is pretty straight forward and easy to do. For example: Start DynDOLOD. Click to Advanced. Right click the Mesh Mask/Reference listing anywhere above the last "/" rule. Insert. Mesh mask / FID = LeafeatersWhiterunTreesOverhaul.esp;0000441E LOD4, LOD8, LOD16 = set to empty VWD = Checked Grid = empty Reference = Delete Generate LOD as usual. Install output as a mod as usual. OR Load LeafeatersWhiterunTreesOverhaul.esp in xEdit Type xx00441E into the form ID field top left and hit enter. xx = load order id of the plugin in xEdit. In the left tree view right click the highlighted entry xx00441E Placed Object TreeWRTTemple01 [TREE:00023611] Remove. Say yes to whatever might pop up. Close xEdit to save the plugin. Generate LOD as usual. Install output as a mod as usual. -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
You are using a mod that is incompatible with CK/xLODGen tree LOD generation. The FAQ explains that this is an engine limitation. The FAQ points to different solutions how to work around this problem. The manual has more detailed explanations. in case of the gildergreen added by the mod to Tamriel it probably would be best to use "Delete" instead of "Enable" for the mesh rule. If you do not want to spend a few seconds adding a mesh rules in DynDOLOD or simply remove the tree reference(s) from the plugin but want to generate LOD with the plugin/mod active, use DynDOLOD 3 Alpha, which doesn't use xLODGen tree LOD generation anymore and so there should be no such problem anymore automatically. If the tree LOD does not match the full model tree, install or create better billboards for the vanilla trees or for whatever tree mods you are using. Or use TexGen from DynDOLOD 3 Alpha that generates all required billboards for the load order. No 3rd party billboards should be installed with that version. -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
Start the game without DynDOLOD. coc whiterun from main menu console. tlc in console. Walk into the air over Whiterun staying in the Tamriel worldspace. Do not enter the city. There should be a tree in there. Open console, click the tree to know which mod adds it. Note its form ID to add mesh rules for it. -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
I have no idea what "MIC" is. If you do not understand the technical terms for people that have basic knowledge with CK/xEdit, follow the suggestion to read the manual "See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the ..DynDOLOD\Docs\DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue." Typically, there is no need to use a mod that adds a copy of the Gildergreen in the parent world. DynDOLOD already takes care of that. In that case it is best to not use the mod or use CK/xEdit to remove the unnecessary tree references from the Tamriel worldspace. Or you can use the mesh rules from the explanations in the manual and set "Delete" instead of "Enable" in case the full tree added by the mod to the Tamriel worldspace conflicts with the tree DynDOLOD copied to the parent worldspace automatically. Best to use mods that have been made with LOD generation in mind to avoid these types of problems. -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
What is "this" supposed to mean exactly? There are 3 distinct parts in that answer. Read the explanations in the manual. Ask a specific question. Can not help if there is zero effort whatsoever. You should know which mod it is you have in your load order that is incompatible with how tree LOD works. Just open console and click the full tree in the parent worldspace (Tamriel) to find out the load order form id of the plugin or use More Informative Console. -
Upload the log and debug log when making posts as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Do not install the example plugins from the docs / large reference bug report. Read the installation instructions where and how to install DynDOLOD Standalone and the requirements and how to generate the LOD mod. Pay attention to all log messages and the summary. In case of CTD read the DynDOLOD FAQ answer for ILS or CTD and the ..\DynDOLOD\docs\DynDOLOD-README.txt. Upload the crash log if further help is required.
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Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
Then the DynDOLOD 2.x FAQ answer I quoted above applies. -
Thanks.
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Read the first post which log, debug log and bugreport.txt if it exists to upload. The mentioned textures\architecture\whiterun\WRPlasterDecals.dds is most likely corrupt. The obvious thing to check would be trying to load the texture in an image viewer to see if it works. MO2 has one build in. if the textures is in an BSA file, use xEdit Assets Browser which is started with CTRL+F3 to open it via double click or to extract it.
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Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
Without concrete information like load order, used DynDOLOD version or logs, the FAQ answer explains why this typically happens and what to do about it: FAQ: Game: Tree LOD: LOD trees show in child worlds / towns A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the ..DynDOLOD\Docs\DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue. Or use DynDOLOD 3 Alpha, it should detect such trees and automatically generated LOD for them in object LOD. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
You have the .Net event log for that with the trace? Can you generate without Season Aspen Trees to rule out that there is a problem with the assets? I am pretty sure they are not the problem since I have no issues despite the 3D tree LOD models containing orphaned blocks and left over collision. That's all ignored anyways. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Have you ever tested the hardware with something like prime95 blend test? Just wondering. Run with this version of LODGen https://mega.nz/file/AVQHETyI#uc3iBydpHCx0rWp2sX2tvHaW3ZHFC7Sbq1FHqbIhA4A and upload the logs for whichever worldspace/season failed. -
LOD only showing when far away, not when at medium distance
sheson replied to ulanbaatar69's question in DynDOLOD & xLODGen Support
Test with a new game. If that works, it is most likely because the Daedric Shrines - Azura - Replacer.esp does not forward changes made by the unofficial patch (IsFullLOD, Persistent flag). You may be able to fix it by going close to the statue so its full model is loaded, open console and type prid 00033DCB recycleactor Otherwise, edit Daedric Shrines - Azura - Replacer.esp in xEdit and forward the flag changes from unofficial patch to it. While you are editing the plugin, remove the deleted STATic base record xx000D61 (xx = load order ID of the plugin) and the ITM 00008F5C. Then clean masters to remove dependency on man_azura.esp. Then set ESM flag on the File Header record so the overwritten large reference in the plugin doesn't trigger large reference bugs. Optionally set ESL flag while you are at it. Make sure plugin loads after unofficial patch. Then generate LOD with DynDOLOD. -
Just deleting the billboards from all third party mods in ..Data\Textures\LODGen\*.* and only keeping the ones generated by TexGen should be enough.
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DynDOLODGrassMode 1/2 are fixed distance settings. 1 is the uGridsToLoad 5 x 5 cells around the player. 2 is whatever the uLargeRefLODGridSize setting is. It should not change how full grass fades in or out.
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
I keep testing with that mod and 3D models without problem. Can you start DynDOLOD in expert mode and just execute LODGen for that season again to see if the same error happens with the same NIF consistently? With the trace I can start looking into the 3rd party code that optimizes triangles/vertices order to see whats up tomorrow. -
Once you have a crash log, check it for mentioning a texture *.dds. It will most likely not have a power of 2 resolution. Or upload the log if you need help deciphering it. Or if you narrowed it down to a BTO, check which single textures it uses that are shipping with a mod.
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Grass LOD generation only cares about *.CGID files in the ..\data\grass folder and grass LOD billboards. It does not care about the runtime version or if No Grass In Objects is installed/working or not.

