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sheson

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Everything posted by sheson

  1. You already know that this is not possible. The conclusion is that you need to use runtime version 1.5.x etc. in order to use No Grass In Objects and generate grass cache.
  2. Nobody knows what it is you are doing. "Requires Object LOD to be checked, grass LOD billboards and *.CGID grass cache files." "Hover the mouse pointer to see a tooltip with the number of found *.CGID grass cache files and grass LOD billboards." Either object LOD is not checked, the number of found *.CGID grass cache files or number of grass LOD billboards is zero.
  3. https://dyndolod.info/Help/Grass-LOD Grass LOD generation requires a warmed precache from No Grass In Objects for the current load order. It uses the *.CGID files found in the ..\Data\Grass\ folder. Check out Worldspaces with Grass SSEEdit Script for No Grass In Objects, it helps speeding up the grass cache generation. No Grass In Objects is currently only available for Skyrim Special Edition runtime version 1.5.x. The grass LOD generation however does not care about the runtime version, so the grass cache files can still be used to generate grass LOD with the runtime 1.6.x. https://dyndolod.info/Help/Grass-LOD#Generating Generate or update the grass cache of No Grass In Objects according to is instructions. Generate grass LOD billboards with TexGen and install the TexGen output as usual. To enable grass LOD generation, check the Grass LOD checkbox in the advanced mode of DynDOLOD. The option is disabled if its requirements are not met. Hover the mouse pointer to see a tooltip with the number of found *.CGID grass cache files and grass LOD billboards. https://dyndolod.info/Help/Advanced-Mode#Grass LOD Check Grass LOD to generate grass LOD in object LOD. Requires Object LOD to be checked, grass LOD billboards and *.CGID grass cache files. The option is disabled if its requirements are not met. Hover the mouse pointer to see a tooltip with the number of found *.CGID grass cache files and grass LOD billboards.
  4. Use this one instead https://mega.nz/file/BZJxkLoQ#TFzb93ZIyRlyr-pRjVUq8KpAg_utv94LPdmzr7C7n88
  5. Do not install any third party billboards. Pay attention to log messages. Remove ..\Textures\Terrain\LODGen\*.* from any mods but TexGen output. Use TexGen to generate all desired billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards In case problem persists upload new log, debug log and bugreport.txt
  6. Also upload the debug log as explained on first post. Is this error repeatable, does it happen every time?
  7. A mod mod containing terrain LOD meshes and textures made by somebody else for their load order with xLODGen will not match your load order. Generate terrain LOD meshes and textures for your load order with xLODGen. Read the first post and the included readmes which explain the settings and make suggestions. I can not give any specific suggestions for your load order of mods. That is like asking the developers of Word to help you to write a novel. Generate with different settings and compare yourself. Typically the defaults for the terrain LOD textures are perfectly fine. For the mod, I am pretty sure the terrain LOD texture settings were kept default for the mod. Keep only the noise.dds from the mod or test with one of the linked options from the first post.. If you really want nice terrain and terrain LOD, then check out Cathedral Landscapes and generate terrain LOD textures with its special textures for LOD generation only and check the linked STEP discussion and https://stepmodifications.org/wiki/SkyrimSE:2.0.0#xLODGen
  8. Instead of disabling Windows security follow any modding guide that explains how to not install the game to Program Files x86. The program that generates object LOD textures and LOD billboards is called TexGen. It can not really cause the cause the object LOD texture atlas to be missing in the game. Clean all plugins that have deleted references as explained in the instructions and as notified by LOOT.100% repeatable CTD are best troubleshooted by checking the crash log from .Net Framework as explained in the .\DynDOLOD\docs\DynDOLOD-README.txt You can also narrow it down to a single BTO quickly with a binary search. The problem will most likely be a texture from a 3rd party mod.
  9. Ultra tree LOD and also 3D tree LOD is all explained at https://dyndolod.info/Help/Ultra-Tree-LOD. See the first post for major feature changes compared to DynDOLOD 2.x Ask more specific questions if needed.
  10. Say this out loud: "Terrain LOD Redone not working after generating Terrain LOD" Terrain LOD Redone contains buggy terrain LOD meshes made with Oscape and terrain LOD textures made with xLODGen for a specific setup of the vanilla game and full landscape textures made by the mod author just for the terrain LOD texture generation process. Generating terrain LOD with xLODGen and installing the output as a mod overwriting everything else is obviously supposed to replace any other pre-made terrain LOD in the load order. The terrain LOD included in Perfect Terrain LOD was made with xLODGen for a vanilla load order + whatever version of landscape texture mod available at the time. Which means, the generated terrain LOD meshes and textures will not match your specific load order, specially any terrain or landscape texture changes made by other plugins or mods / updates. The mod author then renamed SSE-Terrain-Tamriel.esm to Perfect Terrain LOD.esm, which means loading a plugin meant for terrain LOD generation only is unnecessary loaded while playing the game. The only useful files from that mod are the noise.dds textures.
  11. This version of DynDLODx64.exe should fix that the problems does not happen with SeasonsCombineAtlas=0. It fixes the season atlas map files do have miniatlas maps like the default season file. Set Verbose=1 in the DynDOLOD_SSE.ini Then run with this version of LODGenx64.exe, hopefully that one will write stuff to the log.
  12. Adding mods with assets that require lots of more resources being constantly loaded when moving around in a large map where new cells attach is very different from a game with a fixed map where everything is most likely constantly loaded. Use default INIs with BethINI. Try using lower settings. Use sane texture resolutions/sizes and settings. Rendering full grass and Grass LOD is very demanding. Reduce density and distance as explained in the performance section. If there is a performance issue at regular intervals without moving around or doing anything, then something is probably running at said interval, could be in-game or external.
  13. Read https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Help/Object-LOD, https://dyndolod.info/Help/Advanced-Mode, https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Help/Ultra-Tree-LOD The last makes it obvious what will happen: While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels: ... Level0: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures... Level1: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures... Level2: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures... Dynamic: Meshes\landscape\trees\treeaspen01.nif using textures... LOD4: Level0 LOD8: Billboard1 using internal LOD16: Billboard1 using internal Typically there is only one set of 3D tree models, so Level1 and Level2 would define the same as Level0. Setting a 3D tree LOD model to a LOD level means that it will show the 3D tree LOD models (if available) instead of Billboards.
  14. The cache typically does not need any deleting. It contains the xEdit reference cache files (if crated code demand only) and large reference list. The DynDOLODx64.exe from the post addresses access violation in DynDOLOD while processing base records. It should affect any issues regarding the the combined atlas causing in LODGen.
  15. Actually, see if this version reports something to the LODGen log. https://mega.nz/file/0NJ3xYqC#umzsHLqWyV1hEqllZT7P_a2GvFy_21T8xeC2RaQNF-g
  16. No. It also doesn't seem to make sense. TexGen generates all tree LOD billboards textures from the full models and textures with the same direct and ambient settings. If those same full models and textures are used in the game, then they are all affected by the same lightning conditions. Thus all tree LOD billboards should all be matching (or being off for that matter) the same way since they all receive the same lighting conditions in the game as well. If there is a problem with TexGen generating matching billboards for specific full models / textures because of non common shader settings for example, then that needs to be reported and addressed.
  17. Do you remember the error message(s) in question other than Record Is Being Overridden?
  18. Read the first post which log and debug log from TexGen/DynDOLOD to upload when making posts. Do not install the game or DynDOLOD into special Windows folders like Program Files to avoid file access issues with UAC or antivir. Pay attention to the log message and the summary. Especially to file not found errors. As you can see from https://dyndolod.info/Changelog, nothing changed in TexGen between Alpha-87 and Alpha-88. In fact, for object LOD textures it typically updates textures to replace their vanilla version shipping with the game or DynDOLOD Resources. The screenshot looks like the object texture atlas was not installed. Install the output from the dedicated output folder as a mod and make sure none of its file missing or overwritten by other mods.
  19. I would be interested in the LODGen logs with the version included in Alpha-88 that prints the error with the NIF file name to the LODGen log, like it did in your first post "Error processing meshes\creationclub\eejsse001\architecture\eej_towerroof.nif Object reference not set to an instance of an object." To see if it always happens with the same (few) NIFs or not.
  20. https://dyndolod.info/Generation-Instructions#Prerequisites "Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD. Any other existing generated LOD meshes or textures do not affect LOD generation and will typically be overwritten by the generated outputs." When reading the DynDOLOD documentation and when paying attention to the DynDOLOD interface options it is explained and clear that DynDOLOD does not generate terrain LOD meshes or terrain LOD textures. The instructions say to generate terrain LOD with xLODGen before generating tree and object LOD etc. with DynDOLOD. LOD only looks and works correctly for the load order it was generated for. Any pre-made mods are "wrong" (as in visually not matching your specific load order or in case they were done with CK/Oscape having very obvious visual bugs) and are not needed. As explained at the first post https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-93-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ and the description of xLODGen Resource - SSE Terrain Tamriel, install one of the options when generating terrain LOD for Tamriel "so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim."
  21. The xEdit/DynDOLOD log prints the CRC32 of each plugin. You could compare the numbers from older and new log message to see if the plugin was changed.
  22. Read the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved your post to the thread. Upload the log, debug log and bugreport.txt if it exists as explained on the first post of the DynDOLOD 3 alpha thread. The message you pasted seems to tell you what to do: The texture textures\landscape\mountains\MountainSlab02_N.dds should have mipmaps.
  23. Test with the DynDOLODx64.exe version from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259053 to see if it changes anything about the Access violation from the bugreport.txt Each LOD quad is it own thread. The LODGen crash has most likely to do with a shape having different count for its geometry arrays, e.g the number of vertices and normal's became different somehow. What is odd is that nothing changed in those routines for months/years even. That is the symptom, need to find the cause. What is odd is that the try/catch that worked as expected in the initial error report and reported the error to the log with the NIF name, now doesn't seem to work anymore that could help better understand the cause of the error. What is odd is that having a few more textures on the atlas could make a difference like that. Maybe try a few times with SeasonsCombineAtlas=0 to see it really doesn't happen then. If you use the LODGen version from 88 again, do you still get the "Error processing ..." line in the log? Can you make an example list of the different NIFs it reports?
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