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Everything posted by sheson
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Check with xEdit which plugins modify the LAND records in the affected CELLs.
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There won't be missing LOD in the game. If there is no CRC32 match it will fall back to the default file convention. Obviously the code will be updated to handle the edge case and just create the missing stitched texture with the default_n.dds. Users and mod authors could read the documentation and create their own LOD models and textures in case there are mismatches. Lots of these things are already explained at https://dyndolod.info/Mod-Authors for example.
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https://dyndolod.info "Dynamic Distant Objects LOD (DynDOLOD) is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order of the different Skyrim and Enderal game versions for drastically enhanced and better matching tree LOD and object LOD plus optional dynamic LOD, glow LOD, grass LOD, occlusion data and terrain underside in a few simple steps." DynDOLOD does not generate or affects terrain LOD in any way. Wherever the player walks, is active cells. They do not show any LOD. DynDOLOD does not affect terrain in loaded cells. The DynDOLOD SkyUI MCM - You Are Here page shows the current player position and calculates the cell coordinates and LOD filenames based on that. What is the purpose of posting that screenshot? Why do you believe the problem has something to do with the DynDOLOD output?
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If no CRC32 match is found, the process always falls back to the default/vanilla static object LOD model, for example fxwaterfallbodytall_passthru_lod.nif in this case. As is typical, it uses a diffuse and a normal map texture. The full model has different diffuse texture assigned compared to the vanilla full model, either directly in the NIF or via texture sets. Because of that, the process tries to automatically switch the object LOD textures to the different texture as well. Since the new stitched object LOD texture does not exist, it tries to generate it on the fly. Since the replaced full model NIF has no normal map texture defined, the first file not found with nothing was shown, the filename is empty. Then it tries to assume the filename as [diffuse filename]_n.dds, which is then also not found. It is an edge case that a full model has the shader changed for a shape that also has object LOD. I would say it only ever happens with the 3 main waterfalls anyways. Anyways, now with dedicated LOD models none of this happens anymore.
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You did not follow the installation instructions and installed the DynDOLOD Standalone into the data folder/as a mod or you installed files from in the sub folder ..\Docs\SkyrimSELargeRefGrid\Data\ - which are part of a bug report example - into the data folder / as a mod. There are no such instructions anywhere to do so. Really read the installation instructions. From DynDOLOD_QuickStart.html: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation. This implies to not install the tools as a mod since the tools - programs and their data files - are not a mod.
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DynDOLOD Resources SE 3 Alpha-23 has the new LOD models for the patch.
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Please ignore my initial braindead answer I wrote before I had my first coffee and see the revised post. I am creating new LOD models with correct CRC32 for the new patch mod right now for the next DynDOLOD Resources SE 3 version.
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The promised logs and no concrete information about the what and when were provided, nothing was or could be done. The https://dyndolod.info/Changelog explains what was fixed or changed.
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The error happens because DynDOLOD tries to automatically create new LOD textures based on the replaced full model. This fails since the (default) LOD model requires diffuse/normal map while the replaced full model uses a shader that only uses a diffuse. See https://dyndolod.info/Mods/Waterfalls Need to check the new mod/patch and update DynDOLOD Resources and add the mod to the that list. This issue affects further away static object LOD for the waterfalls, so it may be not that obvious if at all.
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From https://dyndolod.info/Help/Grass-LOD "Grass LOD is currently only supported for Skyrim Special Edition and Enderal SE." The defaults are the recommended settings. That does not mean they are the best for your load order and setup.
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Thanks. Did you unpack the Standalone into a new empty folder or where there old files from an earlier version? Edit: Remove -PseudoESL from the command line options.
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Please carefully read what I wrote ("in the same folder as the executables", e.g. DynDOLODx64.exe) and what the first post says the path (..\DynDOLOD\bugreport.txt) is supposed to be for it.
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Is there no bugreport.txt in the same folder as the executables? No necessarily related but the game shouldn't be installed into special Windows folders like Program Files x86 to avoid issue with UAC, antivir etc.
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Read the first post which log and debug log and bugreport.txt if it exists to upload when making reports.
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Fixed in Alpha-84. If you backup and restore the content of the folder ..\DynDOLOD\Edit Scripts\Export\*.*, then you can just "Execute LODGen" for the worldspace(s) in expert mode to update the object LOD meshes only. https://dyndolod.info/Help/Expert-Mode
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That really doesn't look alright. Let me check the files.
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You should have the same problem with vanilla LOD meshes then? Test with default INIs. If that all works, upload the mentioned BTO files from the output.
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Can't create lodlevel32 for DynDOLOD
sheson replied to Entack's question in DynDOLOD & xLODGen Support
Do not mix output from different DynDOLOD versions. Always use the latest and matching version of DynDOLOD Resources for the latest DynDOLOD Standalone. https://dyndolod.info/Help/DynDOLOD-Resources https://dyndolod.info/Downloads https://dyndolod.info/Installation-Instructions https://dyndolod.info/Generation-Instructions -
Use Click on this link for additional explanations and help for this message to open and read https://dyndolod.info/Messages/Unresolved-Form-ID The plugin Eli_Breezehome [PATCH - JK's Skyrim].esp looks for a record with the form id xxC0385CC in Eli_Breezehome.esp which does not exist. The patch was probably made for a different version of Eli_Breezehome.esp. So either Eli_Breezehome [PATCH - JK's Skyrim].esp or Eli_Breezehome.esp are the wrong version. The plugin Eli_Breezehome [PATCH - JK's Skyrim].esp requires the option "Eli's Breezehome Optimization Package" from the same mod "Eli's Breezehome Optimization Packages and Affiliated Patches" to be installed. That version of Eli_Breezehome.esp from "Eli's Breezehome Optimization Packages and Affiliated Patches" includes the missing record. Make sure the plugin overwrites Eli_Breezehome.esp of the original "Breezehome" mod.
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Open Tamriel.4.-4.-12.bto, Tamriel.8.-8.-16.bto and Tamriel.16.-16.-16.bto in ..\Meshes\Terrain\Tamriel\Objects\Tamriel.16.-16.0.bto in NifSkope. Click on the Bleak Falls Barrow arcs to open its BSSubIndexTriShape in the Block List to check that their name contains "snow", for example objSnow-LargeRef or objSnow for the higher LOD Levels. If they do, check which plugin is the last to change the Snow LOD Shaders https://dyndolod.info/Help/Snow-Ash-LOD-Shader, though based on the logs there probably aren't any.
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Read the first post which log, debug log and bugreport.txt to upload when making reports. If no such logs exists check the Windows Event log. https://support.microsoft.com/en-us/topic/-windows-cannot-access-the-specified-device-path-or-file-error-when-you-try-to-install-update-or-start-a-program-or-file-46361133-47ed-6967-c13e-e75d3cc29657 It is unclear when and how this message appears. Such file access issues directly from the OS itself are typically unrelated to the simple program itself.
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Yes you should run xLODGen twice with seasons on/off and only selecting the desired worldspaces for each run. Or generate terrain LOD for all worldspaces and no seasons (= default) checked first. Then second run select only the worldspaces with seasons and do not check the default season, only the WIN,SPR, SUM, AUT as desired.
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See if using the LODGenThreadSplit setting explained at https://dyndolod.info/Help/LODGen#Out-of-Memory helps. If problem persists, set verbose=1 in DynDOLOD_SSE.INI, run and then upload LODGen log and DynDOLOD log, debug as explained on the first post.
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Can't create lodlevel32 for DynDOLOD
sheson replied to Entack's question in DynDOLOD & xLODGen Support
"create the option when I run DynDOLOD" lodlevel32=1 tells LODGen to generate LOD Level 32 object LOD files. Are you saying there are no [Worldsspace name].32.[x].[y].bto files being generated? "I've tried re-downloading the files and still doesn't work" What files does this refer to? "I also set expert on and off" Changing to https://dyndolod.info/Help/Expert-Mode does not change anything about the LOD Level 32 generation.

