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Everything posted by sheson
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Instead of comparing file size of logs, open them and check their content for warning or error messages as is their purpose. The LODGen logs indicate there were problems. See what they say and let me know. Instead of checking size of output (or stopping there), check that the expected sub-folders and files for the selected worldspaces were generated. Seems like object LOD generation failed for some worldspace. E.g. it only says LODGenx64.exe generated object LOD for Tamriel successfully but none of the others. See if Alpha-64 works as expected or if it reports that there were problems with LODGen as expected.
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As mentioned, follow the clean save routine when updating. See https://dyndolod.info/Help/Clean-Save That should also mean testing with a new game should also be able to save without issue.
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GUIDE Creating Tree LOD Models (by The Step Team)
sheson replied to z929669's topic in Game-Specific
Yes. Anytime the tools look for assets it is usually done recursively.- 9 replies
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Are you sure the uploaded crash log is from a saving? Quicksave or save from game menu? Test with a new game. Make sure to follow proper clean save routine when updating. Consider using DynDOLOD DLL instead of PapyrusUtil. Disable autosaves. Carefully read all warning and error messages from the TexGen/DynDOLOD log. Remove all other mods but DynDOLOD and its dependencies and whatever mods/plugnis are masters. Start new game. Save. If it still crashes with a new game, upload that crash log and the logs from DynDOLOD as explained on the first post.
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Why do you believe the game crashing while saving has anything to do with DynDOLOD or the latest Alpha? On https://dyndolod.info/FAQ read answers for ILS or CTD If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.toml. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.
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Check the Windows event log if there is a report in there. While the tool runs, check main memory and video memory usage. Maybe disable anything like Geforce experience or software from the graphics card maker, overlays etc. Everything else that is equally unnecessary running in the background.
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I think the publishing script really packed the LE version and gave it the SE filename. When I blame the script it probably means it was a firstborn pressing the wrong button.
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Uploading again as DynDOLOD Resource 3 SE as Alpha-19, see if that works.
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You have not installed the correct version of DynDOLOD Resources 3 for the game version you are using. The game version is either Skyrim, Skyrim LE or Enderal which require DynDOLOD Resources 3 or Skyrim SE, Skyrim AE, Skyrim VR, Enderal SE which require DynDOLOD Resources 3 SE as explained at https://dyndolod.info/Downloads As you can see, the runtime version is irrelevant.
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The workaround currently would be to generate the grass cache with runtime 1.5.97
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From https://dyndolod.info/Help/Grass-LOD Grass LOD generation requires a warmed precache from No Grass In Objects... require = need for a particular purpose
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Use default settings for TexGen. If it generates all rendered objects and then has a problem it is either will billboards or stitched. Just run with only one main option enabled. If it is billboards, only enable on of the options at a time to see which one it is. Add a line RealTimeLog=1 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI. Clear out all old logs in the log folder. Then run with only the option that has the problem. Upload all log files that are now in the log folder. Check main folder again if it might have create a bugreport.txt this time. Do not truncate any of the logs. Upload entire log of the session to a file service if needed.
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From 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. Regardless of which runtime version is used for Skyrim Special Edition, if the Skyrim Anniversary Edition or Anniversary DLC is installed, the game mode is always SSE.
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Bring up the mentioned form id 0804D76A in DynDOLOD.esp in xEdit. Check the base record (NAME - Base) it uses and bring that up. Check which model it is using. Start the xEdit Asset Browser with CTRL+F3, type in the model filename to know which containers supply it. Data is loose file. First mentioned container wins. Highlight the found file in the Asset Browser to see which textures it is. Most likely either the model (for example NiNode as explained in the readme) or one of the used textures (invalid format or resolution for example) has a problem.
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Read the entire message that the dialog box shows. It reports an error in the load order, which you should have found when finalizing and error checking the load order with xEdit before generating LOD as explained https://dyndolod.info/Generation-Instructions Use the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Unresolved-Form-ID. The load order is most likely not patched to properly support SE mods. I am not sure why you claim it doesn't find any mesh, script, nothing. Until the error it simply writes warnings about "some" missing assets. Especially the missing assets from the Bruma have been reported since years. Check this https://dyndolod.info/Messages to read what messages mean, their individual significance and what action they might require if any. Best not to install 3rd party billboards. Use TexGen to generate all required and desired billboards as explained https://dyndolod.info/Help/Tree-Grass-LOD-Billboards
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How to use NifSkope or other tools to edit meshes is a bit beyond DynDOLOD support... Yes, the UV needs to stay inside the red square shown in the screenshot. Just drag and drop whatever is outside. The UV coordinates are listed in the NiTriShapeData (UV Sets) or the BSTriShape (Vertex Data). No bugreport.txt in the same folder as Texgen exe? Does it always stop after the same two files? Does it run through if you uncheck rendered object LOD textures? What happens if you preview dlc01dawnguardcastle02lod.nif? Nothing changed in the code that renders object LOD textures, neither did the special NIFs change recently.
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GUIDE Creating Tree LOD Models (by The Step Team)
sheson replied to z929669's topic in Game-Specific
The filename of the crown should be that of the final hybrid model (*_XXXXXXXXpassthru_lod.nif). Only trunks should have "trunk" I suppose I must be converting it since its good pratice. When LODGen combines crown + trunk the output should have BSFadeNode either way. The Header / BS Header / BS Version is 83 for LE and 100 for SE. Whatever works and is easier for you is fine. Running through COA or something similar is good practice to make sure they do not upset LODGen.- 9 replies
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Can Not Copy Resource / The system cannot find the path specified
sheson replied to ravenRpg38's question in DynDOLOD & xLODGen Support
The TexGen_SSE_log.txt does not show a line TexGen completed successfully. Will need to fix the bug that no message window showed. Thanks. -
Can Not Copy Resource / The system cannot find the path specified
sheson replied to ravenRpg38's question in DynDOLOD & xLODGen Support
Didn't TexGen show a message window with this error message? Can not copy resource textures\architecture\whiterun\wrdragontile01.dds to C:\Games\Skyrim\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\architecture\whiterun\wrdragontileblack01_n.dds: The system cannot find the path specified [C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\textures\architecture\whiterun\wrdragontile01.dds] See https://dyndolod.info/Messages/Can-Not-Copy-Resource Neither tools needs access to the internet, so they do not need to be allowed in firewalls. -
Found DVLaSS Skyrim Underside.esp. DynDOLOD replaces it. Remove it permanently from the from load order. Click the help link to open further instructions: Read the actual message and help link https://dyndolod.info/Help/Terrain-Underside. DynDOLOD generates the underside.
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GUIDE Creating Tree LOD Models (by The Step Team)
sheson replied to z929669's topic in Game-Specific
Using CRC32 to match models is the preferred method. The last ditch effort method shouldn't be mentioned. It is only useful for cases were there is not going to be any future updates and never any overwrites/replacers. Personally I copy full models into a work folder and use a script to rename the files to *_[_CRC32_]passthru.NIF. Adding CRC32 with a script is easier this way since its the same file. I then use NIFskope to remove extraneous blocks and data, spells to clean etc. and only keep the static trunk and crown and save it to the trunk work folder. Remove the trunk from the NIF. Double check/fix UV or change to UV clamp mode in the shader. Save it to the crown folder. Then open the trunk NIF and remove the crown. Once all trunks are done, mass rename with a tool to add _trunk to the filename. >>>Copy crown nodes into ..\Any\Path\Outside\Of\Mod\List\[TreeName]_[CRC32]_trunk.nif of the target mod in the mod list. Remove trunk form the filename. Crowns should be the final filename. emptypassthru_lod.nif is Skyrim LE format. To copy BSTrIshape from Skyrim SE it needs to be updated with CAO or self made (hence my preference to remove form existing full model). For convenience of humans troubleshooting large load orders I suggest to put the hybrids into subfolders with some kind of mod id, initials etc. like meshes\DynDOLOD\lod\trees\[mod id]\, same for trunks DynDOLOD\Render\Billboards\DynDOLOD\lod\trees\[mod id]\ DynDOLOD\docs\trees.ultra\tools\emptypassthru_lod.nif only support Skyrim LE format when copy pasting hence my preferences to remove stuff from existing full model.- 9 replies
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- DynDOLOD 3
- tree lod
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Ninja'd. See above.
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Thanks for the complete report. Fixed in DynDOLOD 3 Alpha-62
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DynDOLOD uses its own routine to generate mipmaps that is different from the general alpha-to-coverage routines. I would suggest to start with the strongest value possible in whatever other tool you are using.
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If full textures become thin in the distances, also try generating mipmaps for it with an appropriate alpha-to-covergage setting. When a texture is added to the atlas, DynDOLOD does this automatically, hence the difference. From https://dyndolod.info/Help/3D-Tree-LOD-Model: Note that LOD only has binary alpha with a fixed threshold of 128. DynDOLOD reads the alpha threshold from the NiAlphaProperty from the models used for LOD and adjusts the textures before it is added to the atlas texture. The final result in game may be to thick or thin like certain objects seem to be missing or transparency looks off. Try adjusting the NiAlphaProperty in the 3D LOD model. Again, note that the UV texture coordinates need to be >= 0.0 and <= 1.0 for LOD being able to use the atlas texture. If the UV is outside those limits, LOD will use the texture directly. You can check and do simple edits to UV in NifSkope. If they are just slightly outside you can move them inside 0.0 and 1.0 in NifSkope UV editor or change wrap UV to clamp the UV in the shader settings for that shape.

