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Everything posted by sheson
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From ..\DynDOLOD\docs\help\LogMessages.html Property not found * in scripts\*.pex A property (variable) is defined for a papyrus script, but its definition does not exist in the script. This can happen in case scripts are updated or being overwritten. In case the property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record. The error message for the missing property myexplosion is suppressed (in debug log only) for the master record in Dragonborn. I will have to extend that to plugins that overwrite it. If the OS reports an existing file as not found it might have to with UAC or antivir. I did not get any such error message testing SoundsOfSkyrim myself just now. Is that error repeatable? Is the file found if using xEdit Asset Browser (CTRL+F3)?
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xEdit does not really get the filename of the plugin for a record wrong. If the plugin is not listed, unfold the Bash Patch itself to find the mentioned form id manually. The record might be out of order somewhere else. Which could be the very reason for the errors and assert. Use the xEdit error check to find all unresolved form IDs and other errors in plugins.
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The last plugin to the right, most likely the mentioned Bashed Patch, contains an unresolved form id. This could really only happen if the load order changed after the Patch was generated. Provided Wrye Bash is not copying the error from another plugin.
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The unresolved form ID message is from the xEdit error check. DynDOLOD then also tells you that there probably is an outdated update.esm. Could be the other way around, too, <Error: Unresolved FormID [01016FDE] Update.esm might be the wrong version. Error in Bashed Patch, 0.esp Tamriel "Skyrim" [WRLD:0000003C]> Read ..\DynDOLOD\docs\help\Unresolved.html. Are you saying that the error check of recent xEdit versions is not reporting the unresolved error for the same load order? Look up 0000003C in xEdit. It should also present the error one way or another.
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<Error: Unresolved FormID [01016FDE] Update.esm might be the wrong version. Error in Bashed Patch, 0.esp Tamriel "Skyrim" [WRLD:0000003C]> Read ..\DynDOLOD\docs\help\Unresolved.html Can not copy Tamriel "Skyrim" [WRLD:0000003C] from Bashed Patch, 0.esp into DynDOLOD.esp. Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 6071) Read ..\DynDOLOD\docs\help\CopyRecord.html
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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 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 -
Click the Help for this message link for more information as explained in the first post. Use Copy this message to clipboard and paste the text instead of posting a screenshot as explained in the first post. Read the first post what log files and bugreport.txt to upload when making posts. That's all I need to know. The difference is preventing the access violation.
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Test with this version. It should run through. Pay attention to texture not divisible by 4 message(s).
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Exactly. The export folder and its content is created when running DynDOLOD with the object LOD option checked. DynDOLOD create these files for LODGen to generate the object LOD meshes.
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Plugin being checked will be fixed next version. The debug is being replaced for each session. You need to reproduce the error and upload that debug log please.
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Also upload the debug log of DynDOLOD as explained on the first post. Do not install any 3rd party billboards as explained in the included manual. Use TexGen to generate them all. Fix this error reported in the log: <Error: Texture textures\rbroriksteadtextures\planks_lod.dds resolution 256x171 not divisible by 4 used by meshes\rbroriksteadmeshes\mergedhousewithwall13lod.nif RedBag's Rorikstead.esp 000Inn2FarmsMergedRBRorikstead [STAT:4B000D62]> Probably this mod https://www.nexusmods.com/skyrimspecialedition/mods/56114/ Texture resolutions need to be power of 2, like 128,256,512,1024 etc. for textures that are used directly. The UV of the custom "LOD" model using this texture is not inside 0.0 and 1.0 so the LOD for it has to use the texture directly instead of the version on the object LOD texture atlas.
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This should be fixed with Alpha-15 of DynDOLOD Resources.
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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" 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 -
From ..\DynDOLOD\docs\help\Advanced.html Also hover the mouse pointer over things to see hints For Enderal occlusion data is always automatically enabled and generated into the DynDOLOD plugin since years. The default settings to accomplish that did not change. E.g. the Plugin checkbox is not checked by default for Enderal. Read the first post which debug log and bugreport.xt to upload as well when making posts. Click the "Help for this message" link to open addition help. It should mention to check the load order with xEdit for errors. Also pay attention to warnings and error message and address them as needed. See ..\DynDOLOD\docs\help\LogMessages.html
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Record ... is being overridden by record
sheson replied to narphous's question in DynDOLOD & xLODGen Support
Perfect. Add a line WindhelmGateFixes_ESL.esp=WindhelmWorld to ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_mod_world_ignore.txt Then generate LOD. This update will be included in next alpha version. -
The included vanilla LOD model combined two buildings rtmeadery01 and rtmeadery02 the way they are placed in Riften. I just split them apart. I didn't do anything else, so its quality or lack thereof is still the same.
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As explained in ..\DynDOLOD\docs\DynDOLOD_Manual.html, fSkyCellRefFadeDistance sets the distance of neverfades (IsFullLOD) full models, like clouds and the dynamic LOD. Like with all other settings, there is no such thing as the "best" setting for all load orders, setups and personal preference. Compare 400,000 to lower values if you notice a performance difference.
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Grass only renders in loaded cells. You No Grass In Objects to render full grass beyond the loaded cells. Generated grass LOD for object LOD level 4 as explained on the second post or ..\DynDOLOD\docs\help\GrassLOD.html. Do not set LOD level distances all to the same value. That does not make any sense. Use sane settings from the games launcher or BethINIs Use xLODGen to generate terrain LOD meshes with protect cell border on.
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So, it seems to be random record and not reproducible. Wait for next alpha version to see if it still happens. Do not post screenshots of the error messages, use the "Copy message to clipboard" and paste the text instead as explained on the first post. Also upload the debug logs and bugreport as explained on the first post. Make sure the DynDOLOD Standalone archive downloaded and unpacked completely without errors. Use the x64 versions. Use the legal Steam version of the game. Make sure that the tools are not denied access to files and folders by the OS, UAC, anti vir etc. Read the ..\DynDOLOD\docs\DynDOLOD-FAQ.txt FAQ: Game: Tree LOD: LOD trees show in loaded cells A: Make sure that nothing overwrites the generated LOD files. A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order. Consider using ultra tree LOD (also possible with billboards only) to avoid such engine limitations.
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As explained in the manual LOD starts beyond the uGridsToLoad or ulargeRefLODGridSize. A cell has 4096 units. So the first LOD Level shows after about ~ 10240 and ~ 22528 units. fBlockLevel0Distance=57000 and fBlockLevel1Distance=60000 are way to close together. It wouldn't be surprised if it showed LOD level 16 right after LOD Level 4 and skips LOD Level 8 on occasion. Start the games launcher to set ultra settings. Then adjust only fBlockLevel0Distance to avoid it causing stuck object LOD. Use the DynDOLOD SkyUI MCM Settings page to adjust the distance in the game. Read ..\DynDOLOD\docs\DynDOLOD-FAQ.txt "Q: Game: ILS or CTD". As suggested follow the trouble steps in the DynDOLOD-README.txt. Obviously the most important log to check for the reason of a CTD is the crash log from .Net Framework. Upload that if help is needed. Pay attention to log message and their meanings. For example, plugins with deleted references should be cleaned.
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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
Only notify the mod author if the NIF does not open in NifSkope. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Why don't you take the time to read the log message yourself and to search for it on the forum? Error accessing D:\Mods\SE\Data\meshes\clutter\blackreach\blackreachcrystalm03.nif Unable to read beyond the end of the stream. There seems to be a problem with that NIF. Check if it opens in NifSkope. Find out which mod is the last to supply it. Reinstall it. Run NIF through CAO. If a NIF with that error is shipping with a mod but open fine in NifSkope, let me know which one it is. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-47/page/108/?tab=comments#comment-249712 -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Why don't you check the LODGen logs as explained in the message, the DynDOLOD logs and the "Help for this message" help file to find out what error LODGen printed to its log files? [19:21] <Error: LODGenx64.exe failed to generate object LOD for Blackreach. LODGenx64.exe returned 25B. Check D:\Mods\Mod packs\DynDOLOD\Logs\LODGen_SSE_Blackreach_log.txt> [19:21] <Error: LODGenx64.exe failed to generate object LOD for DLC01FalmerValley. LODGenx64.exe returned 25B. Check D:\Mods\Mod packs\DynDOLOD\Logs\LODGen_SSE_DLC01FalmerValley_log.txt> [19:21] <Error: LODGenx64.exe failed to generate object LOD for arnimaTheHollow. LODGenx64.exe returned 25B. Check D:\Mods\Mod packs\DynDOLOD\Logs\LODGen_SSE_arnimaTheHollow_log.txt> -
Existing LOD files in meshes or textures\terrain\[worldspace]\*.* do not affect LOD generation. DynDOLOD always uses the "correct" folder and filename path convention for billboards first. Pay attention to the log messages about the billboards. LOD assets do not affect full models.
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DynDOLOD copies the base record from the highest winning plugin at the time of LOD generation to create the DynDOLOD plugins. What that last record says the full model for the tree is, is the full model of the tree the game will load and show in the game. Finalize the load order before generating LOD. Make sure the overwrite order of plugins is what you want it to be. Then generate LOD from scratch so the winning records are being copied. If DynDOLOD reports errors in a plugin, fix the errors in the plugin or remove it permanently.
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