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Everything posted by sheson
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There are no data files for child worldspaces that use the parent worldspace Tamriel for LOD. It is not really clear when the CTD happens. It sounds like the CTD happens with no DynDOLOD in the load order... which means it would be caused by something unrelated. Read the FAQ DynDOLOD Game Questions / ILS or CTD. Read the ..\DynDOLOD\docs\DynDOLOD-README.txt which explains how to troubleshoot. A crash log is often the best option to determine the cause. Post it if help is required with troubleshooting. Check the log and the summary for error and warning messages. Read the first post which log and debug log to upload when making posts.
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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. https://dyndolod.info/Generation-Instructions Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD. xLODGen can be found here https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-90-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/
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Read the first post which log and debug log to upload when making posts. Follow the suggestion of the first post to use search. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-73/page/225/?tab=comments#comment-256967 This was reported for Alpha--69 back then and fixed in Alpha-70. Using the latest alpha version?
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That's awesome and looking great!
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https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-73/?do=findComment&comment=256728
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Open console and click on a waterfall to show and report its reference form id. the base record 000FC85E is used by many references. See https://dyndolod.info/Help/Load-Overwrite-Orders DynDOLOD Resources also contains a few updated full models and textures to fix various minor issues. They should overwrite unofficial patches and Skyrim particle patch for ENB. Remove bright waterfall fix for enb - dyndolod addon. It should not be used with DynDOLOD 3.x Then generate LOD again, with the default mesh rules to see if the problems is fixed. There is not really any use discussing this with the author of Water for ENB since that mod does not contain any dynamic LOD models.
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Read the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved your post. This problem has already been reported, discussed and fixed days ago. Always use the latest version.
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Seems like a strong ENB image based lighting effect. See what happens if you disable it or lower its numbers. If the grass LOD billboards look fine in color and brightness, keep lowering GrassBrightnessTop* or GrassBrightnessBottom* as explained at https://dyndolod.info/Help/Grass-LOD.
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Keep DynDOLOD and its plugins active in the load order when starting DynDOLOD. Make the mesh mask change and generate object LOD for Tamriel only. Then install as a second mod in MO2 that overwrites the older DynDOLOD output mod. If result is fine you can merge them. I will have to check the distance between the static and animated LOD waterfalls and optimize them for the next Resources version. Please upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt I would rather need to know the form id and extra information about the full models. Are you using any other mods in addition to Water for ENB that might modify the waterfalls or their LOD models, for example anything from Bright Waterfall Fix for ENB? Any mods overwriting DynDOLOD Resources?
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So Water for ENB waterfalls. See if there is a change if you increase object LOD 4 distance fBlockLevel0Distance in the DynDOLOD SkyUI MCM. When making screenshots of things, open console and click the object to show the form id, so I know where to look. For now you could try changing the mesh mask rule for "fxwaterfallbody" and set LOD Level 4 to None and then generate LOD with that to see if the problem goes away.
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Read the first post what log and debug log to upload when making posts. Use tf to get close see if you can make out what it actually is. Are there waterfalls in that area? If that is the case what mod are those waterfalls from. Was the terrain underside generated? Did you use xLODGen to generate terrain LOD meshes?
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Search every *.NIF in the data folder (and the in the BSAs) for the text "MLOS_lantern_11_anim". Thanks for confirming the fix worked.
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That is great. Thanks for letting us know.
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Why do you believe this CTD has anything to do with the DynDOLOD Resources or especially that version? Do you also have generated DynDOLOD output activated when this happens? Obviously when generating grass cache there is no need or reason for DynDOLOD Resources or any generated TexGen or DynDOLOD output to be active. Generating grass cache should happen before generating or installing any LOD with DynDOLOD.
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Great! Thanks for letting us know.
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Seasons typically affect all LOD types. So it it needs to consistently checked or unchecked in both passes. I updated texconv in Alpha-73 which might help with this problem. Otherwise upload the log and debug log of TexGen and DynDOLOD as explained on first post. In case a bugreport.txt exists upload that too I updated texconv in Alpha-73 which might help with this problem. Otherwise upload the log and debug log of DynDOLOD as explained on first post. In case a bugreport.txt exists upload that too
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Thanks. The next version will default the setting to 1 for now. this is fixed with Alpha-72. I believe this to be fixed in the Alpha-72, though it is possible similar problems happen later in the process since I can not seem to replicate the problem to check myself. If that is the case upload new bugreport , debug log and log. Test with Alpha-72. With some luck it might work.
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TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
That's for generating LOD with DynDOLOD right? That's close enough to be the same. OK, one last thing: can you run this test version of TexGen with the RenderThreads=2 and RenderContexts=2 setting and see if works or if it creates a bugreport.txt in case it terminates? In case it creates a bugreport.txt upload it please. -
TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
I assume you mean TexGen instead of LODGen If you could just let me know if there is any difference with the test version. Most likely not. You have an AMD graphics card right? No idea if it matters, just taking notes. Oh, and if could check if the event log entry is always the same or not. Especially the exception address /fault offset. -
TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
Instead of having the default of 2 threads, it does render in a single thread. I take it you did that with the test version? If you could check if it also works with the alpha-71. Then with either version remove the RenderThreads or set it to two 2 and then add a line RenderContexts=1. Let me know if this works and compare time difference to RenderThreads=1 It won't be dramatic as far as I know. -
TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
If you mean the game or the OS, don't do that. The game install should have no direct affect on this (though it is possible that different input or the different output files size, content or whatever could have an affect) You could try running in Windows safe mode, see if that makes a difference. Check if there is anything different with this test version If not, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and add RenderThreads=1 right under [TexGen] at the top to test if that makes a difference. If not, set OldMethod=1 in the INI to see if that makes a difference. -
Upload the log, debug log and bugreport as explained on the first post.
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Out of curiosity try this: Check what happens if you unpack DynDOLOD into C:\DynDOLOD\ and start it from there. Generate to the default output folder inside the c:\DynDOLOD\ folder Start TexGen with -T:"C:\DynDOLOD\temp\" command line argument to set a custom temp path.
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Fixed in Alpha-71

