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Everything posted by sheson
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See "Dealing with merged Mods" in..\DynDOLOD\Docs\DynDOLOD_Manual.html Depending on how it was merged and if the map.txt or map.json file still exists then it is supposed to discover the merged plugin file from that. Please check, it is possible that it broke in the alpha. Otherwise you need to copy the config files to the new plugin filename. DynDOLOD 3 properly supports texture-sets for vanilla/DynDOLOD Resources LOD models that make use of stitched object LOD textures. However, it assume that each filename is unique regardless of its path. Every shape in the LOD models that uses a direct derivative of the full texture (like the imperial towers) included in DynDOLOD Resource 3 defines the same full texture as their corresponding full model. For those vanilla textures a TexGen config rules how to create the LOD texture exists. If a base record with such a full model / LOD model combination uses a texture-set, DynDOLOD will automatically create a new LOD texture with the replaced full textures based on the same TexGen config. As usual the LOD textures are added to the atlas textures and then LODGen will do its thing and voila the LOD uses the correct LOD texture. This automatic creation uses a simple filename setting like MyAwesomeFullTexture.dds -> MyAweSomeFullTextureLOD.dds, hence the unique filename requirement for now. If you are interested, just do test with a vanilla imperial tower without creating/defining custom LOD models on the new base record with the texture-set.
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Assuming this shows the virtual file explorer from MO2. The file will be in a BSA then. Use the xEdit Asset Browser (started with CTRL+F3) to find which container (BSA or data = loose file) contains it, open it in NifSkope, extract it etc. In that case it is possible LODGen can not read the BSA itself because it is blocked or is corrupt, invalid. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
As you can see from the LODGen log, there is a problem reading the PalePass.4.1.-4.btr terrain LOD mesh file. It is probably corrupt or invalid. You could try to open the file in NifSkope to see if it is valid or not. If it opens without problem in NifSkope upload the file for me to review. If NifSkope agrees, reinstall the mod it comes from. Best solution is always to generate terrain LOD (meshes at least) with xLODGen for the current load order with xLODGen. -
https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-53/?do=findComment&comment=252276
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Post the TexGen logs as explained in the first post. It is very likely that config rules are not loaded and thus do not show up in the logs. The config files for TexGen are loaded when the matching plugin name is installed in the load order. The MO2 screenshot does not show the plugin. The config file format for TexGen did not change. This mod could use an update to give each new full texture a unique filename as per the Bethesda file naming conventions instead of using folder separation. Then there won't be any need for custom LOD models anymore and LOD textures would be generated automatically on the fly by DynDOLOD 3.
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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
Click the "Help for this message" link as explained to open https://dyndolod.info/Messages/Can-Not-Copy-Resource The system cannot find the path specified typically means the OS, UAC, antivir or some other 3rd party crap ware is blocking write access to the mentioned destination path. Add an exception to whatever it is that is blocking access. It is also possible another process or program is accessing the same folder or file and this preventing write access. In case closing other programs does not help, a reboot typically helps in these cases. Remove old files from the destination/output path, which might prevent creating the new files because they are blocked by other programs etc Search the forum for the error message as explained on the first post: https://stepmodifications.org/forum/search/?&q=system cannot find path specified&search_and_or=and -
Changing INI settings for the map or existing BTR/BTO Level 32 meshes and their textures have no relevance to LOD generation or DynDOLOD.
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This upload contain the TexGen log and debug log. They show the generation of object LOD texture and tree LOD billboards with one texture missing for one tree. After that is done, install the created output as a mod and enable it before starting DynDOLOD. I have no access to the DynDOLOD log and debug log anymore. Do not install DynDOLOD into special Windows folders under UAC control. /User or /AppData is probably a bad idea for executables. Do not install the game into Program Files x86. Same problem.
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The TexGen log shows the generation of object LOD texture and tree LOD billboards with one texture missing for one tree. Is this a quiz where I have to guess what it is you want to ask?
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Is this the message you are referring to? "Error: LOD billboard(s) not found. Check the log for the individual warning messages. Generate LOD billboards with TexGen first." What part do you need help with? The problem report or the suggested solution? Read the first post https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/ and the included Quickstart.html for requirements and instructions.
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Exception in unit userscript line 350: One or more errors occurred
sheson replied to FranViera's question in DynDOLOD & xLODGen Support
Post the ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt as well. -
Snow LOD on top of the rocky mountain are material object shaders that are applied in the game. The shader record itself is not changed by DynDOLOD and also does not affect LOD generation itself. DynDOLOD does not change how the engine works. Never seen that problem. But check in xEdit if a plugin changes 0006AE38 or 00050372. If a NIF is being set it might have the decal flags set in its shader causing this. If that is not it you need to check if a mod changes the mountain LOD models in ..\Meshes\LOD\Mountains\
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Read the first post which log files and bugreport.txt to upload when making posts when encountering problems like the program crashing while participating in the alpha test in order to find and report bugs. The Help for this message link is supposed to open ..\DynDOLOD\docs\help\Unresolved.html
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Click the "Copy message to clipboard" link and paste the text instead of posting screenshots as explained in the first post. Click the "Help for this message" to open additional explanations and help as explained in the first post. Read the entire message. Fix the errors in the plugins as explained in the help that opens when clicking the "Help for this message" link. There are plugins in the load order that have errors. These errors have to be fixed. DynDOLOD seems to working as expected reporting these errors from the xEdit error check. Temporarily disabling plugins does not fix the errors in these plugins. Temporarily disabling the plugins is a troubleshooting steps.
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Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html which explains how enable ultra LOD and how to change the "tree" mesh mask rule in the advanced options. Double or right click a rule to edit it.
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If you set UseDecalFlag=1, then the Shader Flag 1 - Decal + Dynamic_Decal and Shader Flag 2 - No_Fade are kept in the BTOs without requiring the "passthru" identifier. That will cause the shape to be always drawn in front of other shapes in the same vicinity. Using decals in LOD can cause decal fade to be short (maybe in Skyrim LE only), that is what the INI settings explained the manual try to prevent. It probably would be overall better to actually remove the "loosing" surfaces that are supposed to be covered/behind things.
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Make sure TexGen is generating grass LOD billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt and ..\TexGen Output \textures\terrain\lodgen\TexGen_SSE_Grass_Billboards.txt
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Bruma, see this post and this thread If you want to generate (tree) LOD for the new worldspace, you will need to edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE]_worldspace_ignore.txt and remove/change the line "BSHeartland (Tamriel) - bsheartland.esm". Just adding an X in front would be enough for it to show in the world selection drop down again. It is impossible to generate good LOD for new worldspaces/mods that do not include all the data for the worldspace or all the assets. I doubt telling the mod author(s) is going to change much. It is like this since 4 years. We will simply have to await for the complete release.
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
What Windows version are you using? There might be a problem with the Windows Management Interface (WMI). Use google to find explanations how to check it and in case it has issue how to repair it for your Windows version. -
If you believe there is a problem with xEdit, make a report on its github or Discord. It seems unlikely that xEdit has such an error considering that it is the xEdit loader that reports the error and that it is used by many people constantly. Maybe there is a rare condition where a check fails.
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I wasn't aware you paid for 24 hour immediate support and that I was supposed to stay on call and wasn't supposed to go to bed while you read the help page or upload the requested log files - which you never did... The reason was using an outdated DynDOLOD Standalone with newer DynDOLOD Resources.
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I haven't added that. The best option is still to make sure the UV is between 0.0 and 1.0. Read the first post what log files to upload when making posts. Click the Help for this message link if it exists on the message pop-up as explained in the first post for further explanations and tips: "DynDOLOD checks if the Core Files have been installed and are the correct version. Install the latest matching version of DynDOLOD Resources or DynDOLOD Standalone as suggested." DynDOLOD Standalone is outdated or you did not install it into a new and empty folder as explained in the install instructions.
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Read the first post which log files to upload when making posts. Read the first post which explains to copy and paste the error message. Click the Help for this message link if it exists on the message pop-up as explained in the first post for further explanations and tips. Nobody has a clue what a "weird error" is... The program uses standard OS functions to read files from disk. If the function returns a file not found error, it is because the file is not found or because file access is blocked by the OS, UAC or anitvir. In the latter case, there is really nothing a program can do about it (without trying to circumvent OS security - which then would make such a program malicious)
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Read the first post which explains what the DynDOLOD 3 alpha is and what is expected of people participating it. Read the first post of xLODGen terrain LOD beta: "Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation." The post explains the basics for generating terrain LOD. Also read Terrain-LOD-Readme.txt included in the download archive. Read What is DynDOLOD: "DynDOLOD is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order for much improved tree and object LOD for the different Skyrim and Enderal versions." Check ..\DynDOLOD\docs\DynDOLOD_Manual.html "Terminology" and/or ..\DynDOLOD\docs\help\Terminology.html Read Skyrim TVDT - Occlusion Culling Data: Finalize load order use xLODGen to generate terrain LOD meshes [and textures] use TexGen/DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization) use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples) If you are using DynDOLOD 3 alpha, then obviously Occlusion.esp can generated in step 3. already now. The terrain LOD textures included in Terrain LOD Redone were done with xLODGen. Pre-made LOD only works and looks correctly for the load order it was generated for.
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Read the first post what log files to include when making posts. Reinstalling a plugin typically does not change its content. Always use the latest version. If you look up the mentioned record 0100183E in xEdit you see that the plugin deleted the reference. The plugin should be cleaned.

