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sheson

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Everything posted by sheson

  1. The message about TexGen output already existing means there are textures from a former TexGen run already installed. Ignoring this message means that a few textures can not be updated and might be wrong if their original source changed. Disable the mod that you created from the TexGen output in the mod manager so that no old TexGen output exist in the load order anymore. Read all log messages, also the ones below the error message and follow their suggestions. Search this forum for the error message to find similar posts. If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt
  2. Check triangle count in Blender of the LOD model NIF before/after changing the UV. If it increases a lot, then tiled textures should help.
  3. That's great. I you find redoing UV for 1x1 texture is creating to many triangles, let me know so we can add 2x2 or higher tiling LOD textures to TexGen generation. Make sure to use lod_[0|1|2].nif to define the LOD Levels. If you only have one LOD model and want to add it to all LOD Levels use lod_2.nif. If you feel the LOD model does not need to be on the map use lod_1.nif. If you believe a small LOD model only needs to be in LOD Level 4, use lod_0.nif. If you have 2 or 3 LOD models for the same full model with decreasing detail use the same number scheme, e.g highest detail lod_0.nif to lowest detail lod_2.nif. Also make sure the NiTriShape/BSTriShape name is exactly the same as the full model so texture replacements works. Keeping the same order of the shapes is good, too.
  4. It uses textures\shared\white01_s.dds as default. If there is a better alternative present in the vanilla game files let me know. There should be a warning message for every occurrence a normal map or specular map texture can not be found. It needs to be fixed on the user end regardless of which texture is used for replacement.
  5. See if anything is different if you use this version https://mega.nz/file/YN50QDBA#yl5fCJWtr4qIaQwAuVbfXD0e7VwxC2GsvQqNNEW0FV0
  6. The log you uploaded is from a successful the terrain LOD meshes generation from LODGen. The screenshot seems to indicate the problem happens while generating terrain LOD textures. Upload the SSELODGen_log.txt and bugreport.txt. Use the x64 version in case you are not using it. Double check the 2 channels of the source _s.dds are somehow modified while being put on the texture atlas like ..\Textures\Terrain\Commonwealth\Objects\Commonwealth.Objects_s.DDS Also check the mipmaps.
  7. Try to answer the question: Check if the files from the file not found message exist in the (virtual) E:\Steam\steamapps\common\Skyrim Special Edition\Data\ folder. If they do, then DynDOLOD is prevented from acess by the OS, anti vir or another third party tool.
  8. Does this happen with vanilla trees and only vanilla LOD resources and no mods, especially no ENB and/or lighting mods? Sounds a bit like missing/wrong _s.dds texture for the LOD asset.
  9. There is no error in the debug log you posted. Generating Rendered Tree/Grass Billboard with Happy Little Trees 1.01 and Happy Little Trees Add-On - DynDOLOD 3 1.0 I do have these files in the TexGen output: dlc1treewinteraspensnow01_4eaf2dff_trunk.txt dlc1treewinteraspensnow01_4eaf2dff_trunk_1.dds dlc1treewinteraspensnow01_4eaf2dff_trunk_1_n.dds dlc1treewinteraspensnow01_4eaf2dff_trunk_2.dds dlc1treewinteraspensnow01_4eaf2dff_trunk_2_n.dds I get the same for all trunks as expected, there is no missing _1 or _2 after _trunk.
  10. Read the first post of the DynDOLOD 3 Alpha thread where to post. I moved your post. Also provide debug log. Also provide TexGen log and debug log if problem persists. Are you saying the files it reports as not fond do exist in the load order? It seems more likely they actually do not exist... Generate the required Billboards with TexGen first as explained https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Check [x] Tree/Grass LOD Billboards and [x] Tree underneath it. Generate the textures. Make sure there are no errors. Install the generated output.
  11. FAQ: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt to https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ You might want to try DynDOLOD 3 Alpha. It might provide a better error message.
  12. Read the first post of the DynDOLOD 3 Alpha thread where to post. I moved your post. Always use the latest version of the DynDOLOD 3 Alpha available. Use the "Copy message to clipboard" link to copy and paste test instead of making screenshots, as explained on the first post of the DynDOLOD 3 Alpha thread. As explained on the first post, use the "Help for this message" link to open additional explanation and help for the message. Search the forum for the error message to find similar posts, as explained in the first post of the DynDOLOD 3 Alpha thread. Install the DynDOLOD Resources SE for the DynDOLOD 3 Alpha as explained at https://dyndolod.info/Installation-Instructions. They are required per https://dyndolod.info/Downloads.
  13. See my signature about using a paste or a file service for uploading log files. If there are errors in the log, it should be no surprise things are not working as expected... As explained on the first post, unpack xLODGen into a dedicated, empty new folder outside of Steam, Game and special Windows folders like Program Files x86. Use the latest xLODGen terrain LOD beta 85 from the first post. It is based on 4.1.4 Extremely Experimental. It seems the Texconv.exe that ships with the xLODGen archive got replaced. Do not replace single files or tools from the archive. When unpacking always unpack into a new empty folder. Use 7zip to unpack. Make sure there are no files from other versions. Since Texconv is also used when reading textures, it possible that the troubles of not using/loading certain textures is automatically solved as well. Always set a dedicated output folder with -o that is outside of Steam, game and mod manager folders as explained on the first post. Starting xLODGen terrain LOD beta in edit mode can generate terrain LOD without any problem. Enable simple records in the options first as indicated by the message in case they are disabled. After a restart, right click on the plugin that adds the worldspace you want to generate LOD for, select Other, then select Generate LOD. The log prints a list of loaded archives and which data folder is used. Verify that these things are what is expected. If in Edit mode, use the Asset Browser (CTRL+F3) to enter filenames into the filer field to see which containers are found. The first container listed is the one winning. It is "data" for loose files. If the Asset Browser behaves the same for the different versions, provide an example plugin and/or the steps how to reproduce the claim xEdit/xLODGen loads archives and/or loose files differently now compared to older versions.
  14. The first double quote of the command line you posted is not actually a straight double quote but a curly one. ” should be " That can happen if copy pasting stuff from websites that have braindead WYSIWYG Editors automatically "pretty" up stuff. Always set a dedicated output folder outside of Steam, game and mod manager folders.
  15. Provide logs, instructions and examples how to reproduce a problem. To select plugins, start the tool in Edit mode, e.g. rename to xEdit.exe or use -edit command line. Then start LOD generation via right click, Other, Generate LOD. Upload a simple example plugin/mod that can be use to reproduce and troubleshoot the problem with the LOD material/LOD Meshes not being used. What exact version is the regular version? xEdit/xLODGen loads from BA2 and loose files just like the game. Loose files always win. If a loose file isn't used, it is typically because it doesn't exist at the exact same path. Maybe the OS, antivir or something else interferes with the scanning of files and folders. AFAIK the code in xEdit that loads BA2 and loose files hasn't changed between versions. If the generated texture cause CTD, then its probably because of an unsupported compression format. Use the default settings for them. xLODGen generates the textures in 888 format and then uses TexConv to convert them. Maybe the OS, anti or something else interferes in the process of saving/converting files. Isolate a texture with binary search and upload it.
  16. Are you trying to generate LOD for Enderal SE? Same issue compared to ...? Only you can change the OS or 3rd party tools blocking the tools. Zip all desired logs into an archive and upload it to https://ufile.io/ for example.
  17. Compared to standard tree LOD it requires 4 textures instead of one. It requires 8 triangles instead of 4. That's a significant change compared to standard tree LOD. The defaults are somewhat supposed to have consistent results visually and resource wise across the versions. So new features and options are optional.
  18. https://dyndolod.info/Help/Object-LOD Object LOD uses the single texture in case the UV coordinates of a 3D shape do not allow the use of the object LOD texture atlas. For a shape in the object LOD *.BTO to be able to use a texture on the object LOD texture atlas requires its UV coordinates to be inside 0.0 and 1.0. If any of the UV coordinates are outside, the single source texture will be kept instead. DynDOLOD may try to update the UV on the fly. If that is attempted and succeeds or has acceptable results depends on each case.
  19. Uploaded a new DynDOLOD DLL version for Skyrim Special Edition 1.6.353 (Anniversary Edition). It requires SKSE64 2.1.5 or higher.
  20. Read the first post which explains that this is an ALPHA to test things and iron out bugs. Read the first post what log files and bugreport.txt to upload when making posts. Rad the first post which explains how to use the "Copy message to clipboard" instead of making screenshots. Click on the link "Click on this link for additional explanations and help for this message." It should open https://dyndolod.info/Messages/Exceptions Item not found This is a bug with the tools encountering unexpected situations. Make a report on the official DynDOLOD support forum. That explanation links to https://dyndolod.info/Official-DynDOLOD-Support-Forum which also explains which log files and bugreport.txt to upload when making posts. No reason to be anxious about a tool reporting problems in the load order. It makes it easier to fix/troubleshoot problems and errors.
  21. 1. Maybe. 2. See https://dyndolod.info/Help/Load-Overwrite-Orders, https://dyndolod.info/Mods/Majestic-Mountains. For third party mods typically refer to its install instructions. too. 3. What does this have to with DynDOLOD? DynDOLOD generates LOD for objects that are added by the vanilla plugins and mods. DynDOLOD typically does not add new objects. Open console, click the object to get its load order form id.
  22. The archive contains DynDOLOD 3 Alpha-60. No other user report a problem. Follow the installation instructions explained at https://dyndolod.info/Installation-Instructions to use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Do not unpack over old versions. Do not install the DynDOLOD Standalone with a mod manager or into mod manager or game folders.
  23. It is unclear what "your page" is supposed to mean. The Nexus file sections clearly states what and which version a listed download is. https://www.nexusmods.com/skyrimspecialedition/mods/32382?tab=files lists 3 download archives: One is labeled DynDOLOD 3.00 Version Alpha-60. Are you saying that the file that downloads after clicking its Manual Download button is not the file DynDOLOD 3.00-32382-Alpha-60-1641286187.7z or does that archive not contain DynDOLOD 3.00 Alpha-60?
  24. As the plain English message says, you need to use DynDOLOD Standalone 3.x with DynDOLOD Resources SE 3.x The log messages you posted prints lines like DynDOLOD Worlds 2.97..., DynDOLODx64.exe 2.97 Use DynDOLOD Resources SE 2.88 with DynDOLOD 2.x or use DynDOLOD Standalone 3 Alpha-60.
  25. Read the first post which log files to upload when making posts. We would probably see Open Cities Skyrim.esp in the list of plugins. https://dyndolod.info/Mods/Open-Cities-Skyrim Unpack new version into a new empty folder as explained in the install instructions. Generate all required/desired billboards with TexGen for the current load order before running DynDOLOD.
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