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sheson

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Everything posted by sheson

  1. You are participating in an alpha test... From ..\DynDOLOD\docs\help\OcclusionCulling.html: In case of updating an existing DynDOLOD installation with a dedicated Occlusion.esp, also keep Occlusion.esp activated and make sure it loads last right after DynDOLOD.esp. The Occlsusion data and Plugin checkboxes will be enabled automatically. This also means you should be able to start the entire load order with the DynDOLOD output/plugins with DynDOLOD, only select Occlusion data and unselect Object LOD, Tree LOD, Dynamic LOD etc. to only generate Occlusion. It should just create it. In case generating Occlusion.esp only with DynDOLOD does not work out yet: It also possible to update or generate a new Occlusion.esp with xLODGen at any time.
  2. Yes, it forgets to zip Occlusion.esp. Just use save & exit for now. Will be fixed next version.
  3. Check the 16 cells -8, 32 to -5, 35 and their LAND records if they have overwrites from plugins or anything unusual. The layers will also link to LTEX landscape texture record. Check those as well. xEdit/DynDOLOD do not generate terrain LOD textures and do not access the LAND record terrain layers in any way.
  4. 14:46:42.431 <8688:24872> [D] hook_GetFileAttributesW [lpFileName=C:\Users\markc\AppData\Local\Skyrim Special Edition\Plugins.txt] [reroute.fileName()=E:\Profiles\Default\plugins.txt] [res=20] [originalError=0] [fixedError=0] We can see the redirect is working and there doesn't seem to be an error. That leaves starting the games launcher once to update path information or xLODGen being blocked access by UAC or antivir etc.
  5. If you want to continue an existing save game, make sure the update is possible. In any case, if the texture exists at the path it will be found. So i an update is not possible, you can copy any other texture to that path/filename. It won't be really used for LOD since the older version do have the new farmhouses that require that texture.
  6. Either xLODGen is blocked from reading or there is a problem with MO2 virtual file system. The MO2 log might have more information. Start the games launcher once to update path information, see if it helps.
  7. cyrodiilfarmstucco02.dds is part of Beyond Reach and the texture is required because arnima.esm is in the load order.
  8. LOD only looks and works correctly for the load order it was generated for. Update it if you notice visual issues. There is nothing new about occlusion generation xLODGen/DynDOLOD. Only that DynDOLOD can now also generate the dedicated file to save the the extra step of starting xLODGen to generate it.
  9. looks good. -lodgen not necessary when the exe is named LODGen but its fine.
  10. Any chance you could make a copy of the load order to a different PC or Notebook to see if it behaves differently?
  11. These meshes are placed slighty under the full terrain and aid mods like Dynamic Volumetric Lighting and Sun Shadows ... "Dynamic Volumetric Lighting and Sun Shadows" is not the same as "DVLaSS Skyrim Underside". If you check [x] Occlusion data and [x] Plugin and no Occlusion.esp was generated (no "Occlusion.esp generated successfully" in the log) , I suggest to pay attention to the log messages and look for errors etc. Read the first post which log file to upload in case of problems.
  12. Did you ever wonder why there are no other reports about such crashes? If you have the time start from scratch until you get a bugreport.txt xEdit always reports the unused data when accessing the Blackreach records.
  13. I think you meant to sat "Generate object LOD textures and billboards with TexGen" after the pre-cache and before DynDOLOD... First post under Major feature changes: "Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen" From ..\DynDOLOD\docs\help\Advanced.html which opens when clicking the Help button on the advanced options: "Check Plugin to generate a dedicated Occlusion.esp, which is equivalent to using xLODGen." Also read ..\DynDOLOD\docs\help\OcclusionCulling.html So yeah. The idea is to save the extra step.
  14. You are doing grass LOD, so the BTO are considerable larger than normal and by default it tries to read 4 at the same time. It works for me with vanilla grass LOD. DynDOLOD peaks at 8 or 9 GB in task manager for me then. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and set OcclusionMaxThreadsObjectLOD=3, 2 or 1 and keep an eye on peak working set in task manager if you can.
  15. It seems you have a problem with a mod manager. I suggest to read its documentation / use its support forums for help. Loading active plugin list: C:\Users\markc\AppData\Local\Skyrim Special Edition\Plugins.txt Fatal: Error loading plugin list: <EDirectoryNotFoundException: The specified path was not found> This type of path is hard coded into the game and every tool. Add the tool to the MO2 executable drop down. Then start the tool from MO2 executable drop down. https://github.com/ModOrganizer2/modorganizer/wiki/Executables-window Remember to also add the game mode and -o output path command line arguments. When the tool is started from MO2 executable drop down, the virtual file system from MO2 maps the standard file path to the current profile paths so that tools and game continue work. Other than that, make sure the tool is not being blocked by UAC, antivir, etc.
  16. This is an alpha test with new features and thus new/updated instructions. Do not rely on instructions for older versions. Read the included documentation. Read the first post which log files and bugreport.txt to upload when making reports.
  17. You really do not need to post the LODGen logs for terrain LOD meshes generation if there is a problem with terrain LOD textures much later. See if this version handles the error with a better message maybe.
  18. Read "Load/Overwrite Orders" in ..\DynDOLOD\docs\DynDOLOD_Manual.html Generated patches/output should always overwrite in the order it is generated. The terms top/bottom are ambiguous as the sort order can be changed. Better terms are lower/higher priority, load before/after or overwrite.
  19. See the first post what log files to upload and where when making posts. How many cores does the system have?
  20. Who is saying I am ignoring anything? This is an alpha test still in development. You were notified about errors in plugins. You verified that the error reports were valid. You said you fixed the errors. All that is left to do is send the fixes to the mod author so they can close some of those bug reports on the mentioned mods. Do not post screenshots of text. Copy and paste the text instead. There never has been a Preset folder in any of the Alpha. Such folders are created on demand. What files do you believe are missing?
  21. Great. Seems everything is working as it is supposed to be then.
  22. Unresolved Form ID is an error reported by the xEdit error check. Such errors prevent the DynDOLOD process from working as intended. Also, unresolved form IDs can cause CTD or other errors in the game or mean things are not working as intended. If you believe the xEdit error check is making wrong reports about errors, I suggest to make a bug report on the xEdit discord. If you believe DynDOLOD is making a wrong error report, see the first post what logfile to include when making posts. If you need help fixing errors in plugins or the load order, see the first post what logfiles to include when making posts and ask qualified questions about it. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-40/?do=findComment&comment=249961
  23. Read the first post which log files to include when making post. Do not make screenshots of text. Use Copy message to clipboard and paste the message instead. Edit: I was able to replicate. Will post a new version ASAP.
  24. You are participating in the DynDOLOD 3 alpha test. Read the first post. Pay attention to the part In case of error messages, click "Help for this message" if available, which will open ..\DynDOLOD\docs\help\Unresolved.html. Read that help file. There might be an edited/corrupt Skyrim.esm in the load order. Verifying the game files in Steam might help restoring the plugin. In case further help to solve the issue is needed, read the first post what log files to upload when making posts.
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