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sheson

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Everything posted by sheson

  1. I suppose using UFHD mountains wouldn''t make much sense without using its textures. Read the first post and/or the the included manual. Especially the part about requirements. Read the first post what log files to upload when making problem reports. Doublecheck the DynDOLOD SkyUI MCM that the object LOD distances are not extremely short.
  2. Read the first post what log files and bugreport to upload when making posts about problems. Try with the test version as well. Check if a mod other than UFHD mountains overwrites Data\textures\landscape\mountains\mountainslab02.dds Data\textures\landscape\mountains\mountainslab02_n.dds
  3. That is for you to find out. I do not know that mod and neither have tested with it. Any plugin modifying the snow LOD material shaders with the form id 00050372 or 0006AE38 will change how snow covered LOD mountain rocks will look.
  4. It is neither that simple. DynDOLOD Resources should be overwritten if that is specifically mentioned - by knowledge people or guides. Like the LOD pack for Majestic Mountains. Read "Overwrite/Load Orders" in the DynDOLOD manual.
  5. You might have mod(s) interfering with the UFHD mountains mod or its textures or maybe the LOD models included in DynDOLOD Resources. Make sure nothing overwrites DynDOLOD Resources, nothing overwrites TexGen output and nothing overwrites DynDOLOD output. It might be possible it is a problem of the snow LOD shaders being overwritten by a mod that does not work well with the mountains textures. If I test just with the vanilla game and UFHD mountain everything seems to look as it should.
  6. Just open the mentioned DynDOLOD SkyUI MCM Settings page. Change the values under the Static Object LOD. Read the DynDOLOD Manual "How LOD works in Skyrim"
  7. As already suggested increase the LOD distances.
  8. Thanks! Download this test version and check if this one runs through without errror.
  9. Don't forget to upload the mentioned log and debug_log.
  10. From ..\DynDOLOD\docs\help\Errors.html "Item not found or Duplicates not allowed errors are a problem with the tools encountering unexpected situations that need to be reported as explained below." Read the first post, which also explains which log files to upload when making reports. The LOD generation process and the generated LOD files are still the same. DynDOLOD does not affect terrain LOD meshes or textures. Doublecheck/increase the LOD distances in the DynDOLOD SkyUI MCM, in the launcher or with BethINI.
  11. If could upload both those esp that would be great. Use a PM if you do not want to share them publicly. Also let me know which plugin is the last to modify the cell record which was used as the source to be copied into Occlusion.esp (other than DynDOLOD plugins)
  12. The only way I could imagine the TVDT data to cause any problems would be if the byte length of the entry would be somehow wrong in the plugin. The data itself is not part of the save file. It is possible that other fields of the cell record might be wrong in some way (copied from last winning plugin) and just editing and then saving the record in any way rectifies that. If you could just open the entire problematic Occlusion.esp in xEdit, find the cell record, in the left tree view right click it and set it "mark modified", then close and save it. See if that changes anything.
  13. Can not copy resource textures\dungeons\imperial\impwood01_n.dds to F:\SSE Modding Tools\DynDOLOD 3.00\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships\shipwood01_n.dds The system cannot find the path specified Click the "Help for this message" link as explained on the first post to open https://dyndolod.info/Messages/Can-Not-Copy-Resource It includes this: "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." Make sure they are no old files in the output folder and that access is not blocked, See answer to Arrocito above in this post.
  14. Yes, that is why following the installations say: Unpack the DynDOLOD Standalone archive into a new 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 or any mod manager folders.
  15. Remove all other records but that one cell from the Occlusion.esp. Test if the problem still exists then. In case it does, upload the file somewhere for review. Also check the xLODGen log if there were any error or warning messages while generating occlusion.esp
  16. If you believe this has anything to do with Occlusion.esp, edit the plugin in xEdit and remove the TVDT data from that cell, replace it with the vanilla data or remove the entire CELL overwrite record from Occlusion.esp to test if any of that changes anything. Also from the DynDOLOD FAQ: If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.toml. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.
  17. The first post only mentions to truncate the normal log to the last meaningful generation, as it appends each sessions. Do not truncate the debug log. It always contains the last session. Upload the bugreport.txt as explained in the first post.
  18. Why would you install "perfect" terrain LOD when using xLODGen to generate terrain LOD? That mod was made by simply running xLODGen to generate terrain LOD for the default Skyrim worldspaces. If you want to use its noise.dds in the game just keep that single texture and remove everything else. "Perfect" terrain LOD includes a renamed SSE-Terrain-Tamriel.esm which doesn't need to be loaded in the normal game, since it is a resource for generating terrain LOD for Tamriel. Installing a plugin that contains records for the Tamriel worldspace, means they are placed into Enderals MQP01Home worldspace, which doesn't make much sense. Worse there could be unintentional overwrites of records if plugins for a different game are installed without checking what happens to the vanilla Enderal game data.
  19. Read the first post what log files and bugreport to upload when making posts. You wrote that the message is "item not found". Obviously the explanations for a different error message "Error reading grass [worldspace] [x,y]" do not apply to a different error message. Also if Grass LOD is not checked, then nothing about Grass LOD applies... So, what applies is the instructions to "See Errors in case the information below does not help." If you click through to Errors.html you will find: "Item not found or Duplicates not allowed errors are a problem with the tools encoutering unexpected situations that need to be reported as explained below.", which then explains basically the same as the first post, which log files to upload when making a post. Yes, the alpha status also applies to the documentation. It is not well sorted and written yet. Where next? You are participating in an alpha test to find problems and bugs and report them. Post the log files and bugreport as explained.
  20. thanks
  21. Upload the bugreport.txt if you still have it.
  22. 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. Can you check the involved plugins / form id for errors. There might be a record missing in Better Dynamic Snow. Maybe needs a newer version.
  23. Read the first post. For everything about grass LOD, read the second post and/or ..\DynDOLOD\docs\help\GrassLOD.html. Read the included documentation. Use forum search. If a certain option is not desired for testing or for the real thing, do not enable it in the INI or the advanced mode options window. Typically, finalize the load order. Then generate LOD with all options as desired.
  24. Trees might also have LOD in object or dynamic LOD. Updating works well in case a new mod that adds a new house etc. while existing assets (models and textures) and everything else stays the same. If models or textures are replaced, then TexGen needs to be run and object, tree and dynamic LOD needs to be generated from scratch. You can try updating to see if the visual result is OK but it is very likely there will be visual discrepancies. Any changes made by plugins to worldspace, cell records after initial DynDOLOD plugin generation might not be carried forward if updating or generating Occlusion.esp with existing DynDOLOD.esp in the load order. Such conflicts might need to be fixed manually. That is just how patching plugins work. When plugins are created, they copy the winning overwrite records from the plugin with the highest priority to contain a record.
  25. I updated my post. Just start with the existing DynDOLOD ouput/plugin and without any Occlusion. That is supposed to work as well. If not, use xLODgen.
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