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sheson

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Everything posted by sheson

  1. The debug log shows that these rules are being used for the ones you listed: [00:11] <Debug: 299 fxwaterfallbody None Level1 Level2 Level2 FarLOD Unchanged> [00:11] <Debug: 300 dlc2cliffbasalt Level0 Level1 Level1 Full FarLOD Unchanged> [00:11] <Debug: 295 dlc2dwecluttercolmlarge01 Full None None Full FarLOD Unchanged> [00:11] <Debug: 296 dlc2dwe Level0 Level1 Level1 Full FarLOD Unchanged> [00:11] <Debug: 301 redorantemple01 Level0 Level1 Level1 Level0 FarLOD Unchanged> [00:11] <Debug: 302 windhelmbridge Level0 Level1 Level2 Level0 None Unchanged> This seems to match the rules loaded for the maps tweaks plugin. Does that not match what is automatically saved to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini? If a rule gets replaced by a rule file that is loaded afterwards, consider using a slightly different mesh mask. For example, instead of fxwaterfallbody use \fxwaterfallbody or fxwaterfallbodyslope and fxwaterfallbodytall or just waterfallbody etc., instead of dlc2cliffbasalt use \dlc2cliffbasalt. If those rules are loaded before the other ones they will match first and be used.
  2. Post the debug log as explained in the first post.
  3. Consoles. Also, full modes and LOD models not having to closely matching 3D shapes helps to reduce texture z-fighting while both show for that brief second. Sure, you can just take the 3D shape data (maybe do a slight decimation) from the full model and update shader + textures.
  4. Of course, just create a mesh mask rule that targets part of the path/filename of the full model of whatever it is you want to target with custom rules. However, keep in mind that LOD does not support parallax, so using such full models for object LOD is probably not going to look as expected.
  5. TexGen wants to copy textures\dungeons\caves\cavebasewall05_n.dds to a new icefrozen03_n.dds in order to create it. The message "The system cannot find the path specified." typically means the OS or antivir or whatever prevents the creation of the destination path / file, e.g. icefrozen03_n.dds in this case. From https://dyndolod.info/Messages/Can-Not-Copy-Resource "For example, use the xEdit Asset Browser to filter for the source file and use right click save as to write the file. The fist mentioned container is the one with the highest priority." The source obviously is "textures\dungeons\caves\cavebasewall05_n.dds" Right clicking and saving as is synonymous with extracting the file (e.g. from BSA).
  6. The rules file shipping with the mod is not the DynDOLOD subfolder and that is why no rule is applied.
  7. Modding and DynDOLOD requires basic computer and modding knowledge. There is not really much a program or I can do about the OS or antivir blocking access. It is a problem that needs to changed/fixed in the OS or in installed 3rd party software. Just another program accessing the same folders/files can probably be cleared by a reboot. I can not and do not provide basic computer support. Refer to a general Windows help forum or the help for the anti vir program and general modding guides. "wahtever, that does'n work" It is unclear what doesn't work as there is no specific description or question. Extracting the file with xEdit Asset Browser that is started with CTRL+F3 and uses the same OS function as DynDOLOD is a troubleshooting step so see if it works or runs into the same problems.
  8. Click on the "Help for this message" link as explained on the first post, which opens 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." Use search to find posts about the same problem.
  9. The mod places the INI for DynDOLOD in the wrong folder, so it is not found. Move it from the root data folder into a DynDOLOD sub folder, so it is (virtually) available at the games data folder ..\Data\DynDOLOD\DynDOLOD_SSE_myqsgardensesp.ini The filename and folder convention for custom rule files is explained in ..\DynDOLOD\Docs\DynDOLOD_Mod_Authors.html in the standalone archive.
  10. Which DynDOLOD version are you using? Are you sure the plugin name didn't change? Temporarily disabling plugins is a troubleshooting step and not a fix.
  11. Use xEdit error check to find errors. Then fix them as much as possible. Especially the unresolved errors. If help is required with such errors, post the logs so we at least have an idea what plugins have which errors reported in order to help. Red the first post what logfiles to upload and to copy and paste an error message when making posts. Read ..\DynDOLOD\docs\help\LogMessages.html to learn what other log messages mean. I suggest to use a modding guide to avoid problematic / badly made mods containing errors.
  12. Programs use standard OS function to read and write files. If the OS function fails it returns an error message. The program can only relay that message. It is either the UAC or some the tied-in antivir or something is already accessing by another program etc. In the process it is the first time that a texture is being copied from that data folder / BSA to the output folder. AntVirs also check the contents of data being written. One file might be fine, while another isn't. Start xEdit with entire load order. Start the Asset Browser with CTRL+F3. Put the source filename into the filter field. The first listed container is the winning BSA or teh data folder for loose files. Right click and select Save As (from the winning container). See what happens.
  13. Does the error happen consistently with the same record? The debug log gets replaced with each start, so it does not contain the log from session with the error anymore. If you can reproduce the error, upload that debug log and also the normal log as explained in the first post and teh new bugreport.txt The Textures_Used and Dnamic_LOD files in the log folder are not needed. Which version of JKs Skyrim.esp are you using? Is any plugin overwriting 38009E5E?
  14. Click the "Help for this message" link for further information and help about a message. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs what log files to upload when making posts. This also applies If you require help with identifying or fixing errors in plugins or the load order. However we do not know what the problem is without the logs and error message. Proper modding practice includes either fixing or not using broken mods. However we do not know what the problem is yet.
  15. Read the first post what log files and bugreport to upload when making posts.
  16. Thanks. Put this test version of LODGenx64.exe into the Edit Script folder and run again DynDOLOD again. It should hopefully generate the underside now.
  17. DynDOLOD does not change how the engine works. The generated LOD is still the same as it was with older versions. See the change log on the first post what was changed or fixed between versions. The screenshots seem to show what happens if things are behind occlusion planes/boxes which are placed in the active cells. The screenshots seem to show full models disappearing, while LOD is still being shown. If you believe this has anything to do with DynDOLOD, I suggest to disable its output and check the location without it. In case there is a difference, generate a new LOD mod from scratch for the current load order.
  18. Upload the debug log also as explained in the first post. Are there any locations in Enderal where sun beams seem to come through terrain where an underside could help?
  19. FAQ: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name] A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors. The DynDOLOD generation log is saved to the ..\DynDOLOD\logs folder.
  20. No that screenshot does not look normal. The LOD mountain - especially without any snow cover - should be using the same texture as the fully loaded mountain, e.g. the mountainslab we looked up, to be used in the BTO. We checked all this. There is no reason that it looks like that.
  21. I am not sure there is anything wrong wrong in the on.png screenshot since I do not know what to compare it to. It is up to you to test without any mod you might suspecting of doing something you do not like. Or just go with MM and the DynDOLOD 3 LOD pack.
  22. It should show Skyrim.esm and Update.esm in the right pane after entering the form ids and hitting Enter. Update.esm sets the new Snow flag at them bottom.
  23. Seems perfectly fine. The rock mountains do use Data\textures\landscape\mountains\mountainslab02.dds as they should. Check if what you see as problematic in the screenshot is actually LOD. Open console toggle LOD on/off with tll. Whatever does not go away is not LOD. If it is LOD, we have covered everything I can think of. Meshes seem fine, uses the same full model texture as the full model mountains, so that should match. Snow LOD shaders not overwritten and LOD distances not too short. Really nothing else that could be affecting this I can think off. Other than image post processing, like ENB for example.
  24. Upload ..\Meshes\Terrain\Tamriel\Objects\Tamriel.4.0.-8.bto from the DynDOLOD output so I can have a look what was generated.
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