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sheson

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Everything posted by sheson

  1. Terrain LOD is splatted from the full terrain textures and layer information so it matches. If someone were to make a mod/shader to change full terrain works in one of the supported games, we would try to accommodate that.
  2. You reported the error also happens while running xLODGen outside of MO2, which I take means it was started while MO2 was not running. In that case it is typically more like an OS issue - and whatever tools tie into file access/reading. Are there any other command lines being used other than -sse and -o? I assume -d -m and -p? Copy and paste them.
  3. Read the first post, my signature or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log files to a file service.
  4. In that case try changing MaxMultiSamples to 8 or 4.
  5. Add exceptions for all executables, including texconv in Edit Scripts to antivir. Also try rebooting Windows. Report if there is change to the error messages.
  6. Test what happens with this script SHESON_DynDOLOD_ObjectEnabler.pex
  7. Did you change MaxTextureSize in TexGen_SSE.ini? Change it back to 16384 or try lowering it to 8192.
  8. For example, the xEdit screenshot does not show the model information. Use this test version https://mega.nz/file/YA4WEDJK#h_nXE34JLaMexrwDwVN3AeJVs-d0BG9wZb6g4pvYff0
  9. Test what happens with this script SHESON_DynDOLOD_ObjectEnabler.pex
  10. xLODGen is not able to load any of the textures. This could be to due to problems with BSAs, UAC or antivir preventing access. Enabling and checking the MO2 debug log for the texture filenames might help. Load the load order into xEdit, start the Asset Browser with CTRL+F3, enter dirt02.dds into the Filter field and if selecting it shows its header data in the lower status field and test if it can be opened opening by double click and saving it from the first mentioned container works.
  11. The message was from MO2 and not TexGen. You are not supposed to use the Create files in mod instead of overwrite option of MO2 with xLODGen, TexGen or DynDOLOD but always generate into a dedicated output folder outside of MO2, mods and game folders with the -o command line argument for xLODGen and the built-in output folder UI option of TexGen/DynDOLOD.
  12. What is the CRC32 of the seemingly problematic SHESON_DynDOLOD_ObjectEnabler.pex from DynDOLOD DLL NG? Alternatively just upload it.
  13. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.l See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console of the 2 windmills in action. When making screenshots of xEdit, make sure to unfold every element to to show everything as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots This looks like the DynDOLOD.esp may have been generated for a different load order or there was a problem with the full model.
  14. The source *.psc are not used by the game. Test what happens without DynDOLOD.DLL and without SHESON_DynDOLOD_ObjectEnabler.pex from DynDOLOD DLL NG but all other scripts from it still enabled, so it uses SHESON_DynDOLOD_ObjectEnabler.pex from DynDOLOD Resources.
  15. You are positive that the CTD only happens if enabling SHESON_DynDOLOD_ObjectEnabler.pex from DynDOLOD DLL NG and nothing else? DynDOLOD Resources SE and the scripts it contains are still enabled in all teste?
  16. Try with test version https://mega.nz/file/NYgUwAxB#2u1CY-r9pXwYpG8TNvCNVx-KqBFO7vyhniaZAKQtkgk. It should ignore the renamed *.INI files and also add a snow version for the dynamic LOD docks. Report results.
  17. Download this test version https://mega.nz/file/9Eo0ADga#qlf_rWNmTzRlMVtMs04lmcBQCb_RvEyT40jShtMrUX0 Delete all old logs and bugreport.txt. Run test version. Only check to generate grass HD and nothing else. Upload new logs if problem persists.
  18. Enable SHESON_DynDOLOD_ObjectEnabler.pex only and test. Next test would be to only enable SHESON_DynDOLOD_Alias.pex, SHESON_DynDOLOD_Quest.pex and SHESON_DynDOLOD_MCM.pex
  19. Upload the entire load log starting from the first line SSEEdit ... starting session Are you using a recent version of xEdit? Get 4.1.5m from #xedit-builds channel of the xEdit Discord. Redo the error check in case you used an older version. Start xEdit enter 000094E2 top left and hit enter to open the cell record -5,6 in Tamriel. Do the same with 000094E3 for -6,6. Check if they look OK. Report which are the last plugins (most right) to overwrite them.
  20. Load the load order into xEdit, let it build the reference cache for every plugin, then check all non vanilla plugins for errors. See if that runs through.
  21. Repeat test with this https://mega.nz/file/5ZxUHJzI#gKut_CcBKSn_EybEjDtbGo97V7AdhdKukzC2EN3dzr4 If possible, also repeat test with just no DynDOLOD.DLL at all in the load order to see if freeze or crash is still related to it. Take your time.
  22. I suggest to ignore everything posted by random people on third party forums. I suggest to first investigate and fix whatever is causing xEdit to take 15 minutes to load. If you removed the texture, wasn't there a different error, like for a different texture? See posts above. Start by testing with adding RenderSingle=1 under [TexGen] in Z:\home\shiho\Games\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini If the same error still happens also add RenderBillboardsSingleThread=1. If there still is an error add GLDebug=1 and upload new logs.
  23. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Provide links to mentioned mods. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of references with more informative console. https://dyndolod.info/FAQ#Out-of-place-or-floating-objects Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for mods modifying the walled cities. Users are asked and welcome to provide feedback to the official DynDOLOD support forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with open console / form id) to show the issues if possible. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates. Also see Child/Parent Worldspace Copies and How to ignore all references of a child worldspace for copying to parent worldspace and LOD. https://dyndolod.info/Mod-Authors#How-to-ignore-all-references-of-a-child-worldspace-for-copying-to-parent-worldspace-and-LOD To disable this scan for a specific plugin and worldspace, create a rule file for the plugin in the ..Data\DynDOLOD\ folder as explained above. Add a new section [Skyrim Settings] and a new line line IgnoreWorlds=[List of worldspace Editor IDs]. For example: [Skyrim Settings] IgnoreWorlds=WhiterunWorld,SolitudeWorld For example "DynDOLOD_SSE_WhiterunDibellaClubesp.ini" with [Skyrim Settings] IgnoreWorlds=WhiterunWorld For example "DynDOLOD_SSE_SolitudeArenaesp.ini" with [Skyrim Settings] IgnoreWorlds=SolitudeWorld
  24. Repeat test with this version https://mega.nz/file/EBIAVBCQ#AbxKtAl_cUV81g4KU9iG-9j3bg0yhGTSckXmF_2nULY
  25. 1. If you pack LOD files into BSA any problem is your own responsibility. In case of problems, the first troubleshooting step is to use loose LOD files. It looks like in the first screenshot the terrain LOD for winter was not loaded while in the second it was. DynDOLOD does not generate or modify terrain LOD. DynDOLOD/xLODGen do not change how the game loads and displays terrain, object or tree LOD meshes/textures. Disabling DynDOLOD as a test should not affect any terrain LODs or problems with it caused by third party mods or settings. SOS has no hard requirement for DynDOLOD object LOD meshes to be in the load order (the description of SOS says "Seasons will fallback to using default LOD if these DynDOLOD/LODGen generated LOD files are not found."). It should still switch the seasonal terrain LOD regardless. AFAIK it should support loading from BSA. Check the po3_SeasonsOfSkyrim.log for what it reports. 2. It seems SOS does not apply the automatic snow shader, presumably because the model the path contains 'LOD\'. The LOD model itself works fine with the auto snow shader if moved somewhere else. Adding an entry under Multipass Snow Whitelist did not seem to work, looks like the internal blacklist takes precedence. I will try to address this in one of the next alphas, either by using the full model or adding a winter variant base record with the snow LOD shader.
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