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Everything posted by sheson
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Can you upload the LOD Level 4 BTO for that area?
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Am I supposed to find the tree(s) on the texture atlas among the hundreds of textures? Check the billboards generated by TexGen for those trees. Let me know the base record form ID of those trees. What the screenshots do not show is how bright or dark the full models are without shadows. I mean, maybe the same trees are in the foreground loaded, but without knowing which tree base record this actually is...
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SKYRIMSE White flash , single frame?, random
sheson replied to WizardMarnok's question in DynDOLOD & xLODGen Support
This is caused by 3rd party assets used for LOD. It will be most likely in dynamic LOD. So if you troubleshoot this, first hide object and tree LOD meshes to rule them out. Then remove dynamic LOD references from the DynDOLOD plugins in a binary search. Let me know if further instructions are needed. -
Use a file service for large logs as explained on the first post. The textures\architecture\whiterun\WRstonebase02.dds has a resolution of 16384 x 8192 Use full textures with more sane resolutions. Close any other program that uses video memory. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and set MaxTextureSize=8192 and if that still doesn't work , set it to 4096
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Check the normal map of the billboards. Maybe flat due to files not found error.
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The DynDOLOD_SSE_log.txt shows that seasons have only been generated for Tamriel. Make sure that all desired worldspaces have been selected for season generation, e.g. they shows the [Seasons] in the worldspaces list of the advanced options. Doubleclick a worldspace to change toggle it. See https://dyndolod.info/Help/Seasons. If there are season object/tree LOD that po3_SeasonsOfSkyrim.dll can switch to they must be left overs from another generation. You probably want to remove those files form the load order.
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Read the first post which log and debug log to upload. Also upload the po3_SeasonsOfSkyrim.ini and every season swap INI.
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Use copy this message to clipboard instead of making screenshots. For the time being copy Meshes\DynDOLOD\lod\water\tundrastreamtransition01_CBEEB188_dyndolod_lod.nif to Meshes\DynDOLOD\lod\effects\tundrastreamtransition01_CBEEB188_dyndolod_lod.nif My upload of DynDOLOD Standalone Alpha-74 with the updated path info got delayed. Once DynDOLOD 3 Alpha 74 is out that should be fixed.
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So there you changed the DynDOLOD INI to fall back to full model. You will have to repeat the INI change ... However, it is not really recommended to use that option for playthrough. IIRC there might a message you need to confirm, too. Install or create optmized 3D hybrid tree LOD models. Alternative set the fallback INI setting to Billboard4 (TreeFullFallBack=4). They will look better than Billboard1 since you generated HD billboards and won't be as resource intensive.
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For DynDOLOD 2.x the tree report is part of the normal log and looks a bit different. Find the same tree base record, see what LOD assets the report says it found. e.g. billboard found, 3D LOD model found / not found and what it shows for CRC32 part of the filename treepineforest01_xxxxxxxx ...
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I appears you have not read what I wrote and what I linked. Unless a new matching 3D tree LOD model for the new CRC32 of the full model NIF is created, it does not matter which DynDOLOD version you are using. Without a 3D tree LOD model with the correct CRC32 in its filename for DynDOLOD to find in the load order, it will automatically fall back to the billboard. You need to find/install/create 3D tree LOD models for HQ Tree Bark if the full model is from that mod.
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Read the explanations what a billboard is https://dyndolod.info/Help/Tree-Grass-LOD-Billboards. As the tree report says a billboard has been found but a 3D tree LOD model has not been found. So the billboard is used for the LOD representation. Do not install 3rd party billboards. Generate all desired billboards with TexGen. That full model tree Meshes\landscape\trees\treepineforest01.nif does not seem to be from Simply Bigger Trees SE 1.0SE. The NIF has been changed or is being overwritten by another mod. Hence the 3D hybrid model included in DynDOLOD Resources SE for this mod is not be used, since the CRC32 does not match anymore. See more here https://dyndolod.info/Help/Ultra-Tree-LOD and https://dyndolod.info/Help/3D-Tree-LOD-Model If you want 3D tree LOD for that tree, install or create 3D hybrid tree LOD model for it or restore the original full model tree NIF from the Simply Bigger Trees mod.
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Post the log and debug log as explained on the first post. If the tree LOD uses billboards, then most likely the 3D tree LOD models where not found/used. As https://dyndolod.info/Help/Ultra-Tree-LOD explains, check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt what LOD assets where found and used for the tree base records in question.
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Use the latest alpha version. If the issue still persists, upload new log, bugreport.txt and also the debug log as explained on the first post.
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Read the first post which log and debug log to upload when making posts. The patching process copies the winning record at generation time into the DynDOLOD/Occlusion plugins. For DynDOLOD.esm the winning record would be the one from Skyrim.esm in this case. I would assume, that the plugins were generated with a different load order where the last plugin to overwrite the worldspace record had the translated name and that plugin was removed in the meantime. Generate LOD from scratch for the new load order or manually fix the conflict.
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Will be included in next Resources update.
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The temp folder is only created when needed at runtime. When run this yourself manually you need to make sure the folder and file you are telling the command to convert actually exists. This is unrelated to texconv, so that INI setting won't affect this. This message means another process is accessing the file already. End the other process. You may need to find it in task manager. Or just reboot. The OpenGL renderer only needs graphics driver support. I would suggest to not install any of the crapware that comes in addition to the drivers.
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Settings for LODGen.exe have no effect on Texconv.exe. The message shows the command line that is basically executed like one does on a command prompt. You may want to run texconv yourself on the prompt and see what happens. In this can E:\Skyrim Tools\DynDOLOD_300_A73\DynDOLOD_Output\textures\lod\scmfloorlod.dds was copied to C:\Users\Owner\AppData\Local\Temp\DynDOLOD_SSE\4614EB6B4F3044E1A2514F5C37F7D0E6.dds so that texconv converts it to uncompressed 8888 format. Whatever happens in Texconv is out of the hands and of DynDOLOD in that moment. It just waits for the command to finish and checks the return code. If it is not zero there was a problem and the message is shown. Otherwise DynDOLOD knows it can now read the temp dds and do its thing. Edit: Actually you can try one setting in DynDOLOD.ini. Add a line LockTexconv=1 See what happens. Though I expect that above error is not to be 100% reproducible?
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Read the first post which debug log to upload, too. Error code means ERROR_USER_MAPPED_FILE and should be about the file in the temp folder C:\Users\Owner\AppData\Local\Temp\DynDOLOD_SSE\4614EB6B4F3044E1A2514F5C37F7D0E6.dds It could be because of OS, UAC, antivir interfering or a permission problem etc. You may want to look into the Texconv WARNING: DirectCompute is not available, using BC6H / BC7 CPU codec why the GPU is not available to it as well. Maybe it is related and there are windows event that explains it. It looks like the GPU / DirectX access for texconv might go away in the middle of things.
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Use the latest alpha version. If the items not found error still happens with the latest alpha version, upload the new log, debug log and bugreport.txt.
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Read the first post which log, debug log and bugreport if it exists to upload when making reports. As https://dyndolod.info/Messages/Exceptions#Item-not-found explains, item not found errors are not necessarily a problem with a plugin but with the program encountering unexpected situations. The logs will help me determine the cause of the problem. As https://dyndolod.info/Messages/Deleted-Reference explains, plugins containing deleted reference should be cleaned with xEdit.
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If the season swap data affects terrain and terrain LOD should match those seasonal changes, then you should generate terrain LOD for the different seasons.
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See changelog of Alpha-66 for the reponsible changes to TexGen. The main programs are still reporting as alpha-72 because alpha-73 just updated Texconv.

