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sheson

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Everything posted by sheson

  1. There is really nothing a program (in this case both TexConv can do about the OS or antivir denying write access. I mean if a program could circumvent it it would be malicious. Texconv.exe didn't change since December. The way TexGen uses to build convert textures did not change since Alpha-66. If the same setup and paths work with Alpha-66 to Alpha-69 I can not really suggest anything else but to hope the next version has different byte code again so it won't trigger anything. No need. Thanks.
  2. Yes, I think something "broke" Occlusion generation reading object LOD meshes so it takes forever. Will be fixed in Alpha-71 ASAP.
  3. Keep an eye on memory usage and maybe set OcclusionMaxThreadsObjectLOD=1 in the DynDOLOD INI as explained on https://dyndolod.info/Help/Occlusion-Data I think I will set that value automatically if Grass LOD is generated as well.
  4. I moved your post to the the DynDOLOD 3 Alpha thread. If you look at a few of the posts above, then you will see that Alpha-70 should fix that problem. In case it doesn't, upload the log and debug log as explained in the first post.
  5. Alpha-70 should not create those anymore. Let me know in case there are still problems.
  6. The bugreport does not seem to match what is happening in the logs and I am not yet able to replicate this. Is this with the default season INIs? Please delete all logs and bugreport and run again. Thanks that helps! Should be fixed next version. Edit: Should be fixed in Alpha-70
  7. Upload the log and debug as explained on the first post. I can not guess load order and selected generation options. Should be fixed in Alpha-70
  8. Do you have any 3rd party crapware from AMD running that install with the driver installation? See if anything behaves differently with newer Alpha versions.
  9. Please upload the entire debug log to and the entire log from the last meaningful generation. Zip and use a file service if as explained on the first post. Please the upload the po3_SeasonsOfSkyrim.ini that went missing somehow. Upload the debug log, log and bugreport as explained on first post. If they do not exist check the Windows Event log for messages. See if anything behaves differently with newer Alpha versions.
  10. This is with the latest Alpha-69? Test if still happens when setting R8G8B8A for diffuse alpha and normal specular on the left and R8G8B8 for diffuse and normal on the right. Clean out log beforehand, upload new log if it still happens. Keep an eye on memory usage with task manager if possible. Upload the log and debug log from TexGen and DynDOLOD as explained on first post. Reupload the po3_SeasonsOfSkyrim.ini which became "unavailable" (I have no idea why) maybe use paste.ee or ufile.io services instead. Not sure what Serialization.ini is?
  11. Do not generate into any mod manager folders, especially not into active mod folders while the mod manager is running. Generate into a dedicated output folder outside of game and mod manager folders. The install as a mod. If xEdit/xLODgen closes "itself" it writes the log file. If it is prematurely terminated by the OS then it can't do that. No need to upload the LODGen log from the meshes generation if there does not relate to the problem. Check if the error is repeatable. Then check with this test version. If the error is not happening consistently try to generate several times if possible.
  12. That is how is should work yes. Do not hesitate to ask more detailed question or PM me on Discord if something does not seem to work as explained and more in-depth discussion is needed.
  13. 80070070 = ERROR_DISK_FULL Free up some disk space. Seems c: is full. TexGen should generate tree LOD billboards for every tree record that has object bounds larger than the required limit automatically. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards for details or how to force generation. In case you want to include 3D tree LOD models for LOD generation, make sure to read https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards to learn how to add the CRC32 of the full model to the 3D LOD model filename so they can be matched with each without. For each full model with different meshes or textures a matching 3D LOD models has to be created. Unfortunately TREE records do not support texture replacements like STAT records unfortunately. 3D tree LOD model filenames should never be made without the CRC32 of the full model. The last ditch effort fallback without it only works correctly if the full model filename is unique to the entire modding hemissphere and the full model is never going to be changed again. Otherwise there will be conflicts eventually that users will have to understand and solve which is best avoided. DynDOLOD itself does not generate LOD models. It generates LOD from the LOD models found in the load order. No information whatsoever was provided so the generic answer is to generate ultra tree LOD. Either with HD Billboards and Billboard4 or with 3D tree LOD models as explained at https://dyndolod.info/Help/Ultra-Tree-LOD There is really no point to generate billboards with 4k resolution unless the screen has 4k or more vertical resolution as explained at https://dyndolod.info/Help/Texture-Resolution. For example the screenshot nicely shows that those tree LOD ony require half the resolution of whatever the full resolution is of that screenshot. xEdit/xLODGen/DynDOLOD like any other whatever version use the Windows Registry entry for the game to find the data folder. See https://dyndolod.info/Messages/Windows-Registry-Key how to update it.
  14. Set RealTimeLog=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and upload whatever files have been written to the log folder. It is hard to troubleshoot if the OS just terminates the program without letting it go through its own exception handler and shutdown procedure.
  15. Check if the event id 1000 is preceded by other events with a similar timestamp. For example like event id 1005 like shown in the screenshots of from this post https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-65/?do=findComment&comment=256156 Make sure Antivir or other 3rd party tools are not interfering. Check the used filesystems/disks for errors.
  16. Nice.
  17. This should be fixed now in the latest Alpha-69
  18. https://dyndolod.info/Help/Seasons "The checkbox is only available if swap data for a season has been found and loaded successfully." "The feature requires season swap files in ..\Data\Seasons\*[SPR|SUM|AUT|WIN].ini."
  19. Thanks for reports and feedback. The fixes are now uploaded as Alpha-69
  20. Error: Unresolved FormID [E0000804] ButterfliesUnchained.esp might be the wrong version. Error in ButterfliesUnchained(ESL) - CACO Patch.esp CritterMothNewD07Akatosh "Akatosh Butterfly" [ACTI:DF5168A1] The message already contains a hint what might be wrong. ButterfliesUnchained.esp is not the ESL version, while ButterfliesUnchained(ESL) - CACO Patch.esp is for the ESL version of ButterfliesUnchained.esp. So either install Butterflies Unchained (ESL Version) or use Butterflies Unchained - Complete Alchemy and Cooking Overhaul Patch with the non ESL version of ButterfliesUnchained.esp.
  21. Check with this test version. That should fix the item not found when it tries to disable a specific neverfade a second time. If not please upload new bugreport.txt and debug log.
  22. It is not possible to generate LOD for a single mod, because how LOD works. As explained at https://dyndolod.info/How-LOD-Works, "These different LOD types are basically optimized and pre-combined models or meshes and textures for a group of cells that represents the full content in the exterior cells." Also, for example, the tree LOD atlas for a worldspace contains the billboard textures for all trees in a worldspace. Hence in order to have all require billboards added to it, tree LOD needs to be generate for the entire worldspace and because LOD only works and looks correctly for the load it was generated for, it really means that tree LOD needs to be generated for the current load order. This includes the sort of of plugins to not have engine bugs like stuck tree LOD. See https://dyndolod.info/Updating It is not possible for tree LOD only generation (e.g. object LOD generation is not checked) to change existing object LOD *.BTO meshes, which are what affect LOD for Dragonsreach. It sounds like you are probably generating tree LOD without loading the exiting DynDOLOD plugins but then overwrite the old plugins with the new DynDOLOD plugins that only contain basic tree LOD information. If there is an existing DynDOLOD installation and only tree LOD should be generated for the current load order, start DynDOLOD with the existing DynDOLOD output so that all its plugins are loaded. Only check tree LOD in the advanced options. Generate it and then merge new output with new output, the updated plugins should replace the old plugins. But only if the old plugins were loaded at generation time. However, even if not generating ultra tree LOD, a few trees will have LOD done in object LOD. If those cases are noticed to be wrong in the game, check object LOD to be generated as well. If updating fails or has incomplete results, generate from scratch.
  23. Read the first post which log files and bugreport.txt to upload when making posts. Read https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
  24. See https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-68/?do=findComment&comment=256899
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