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Everything posted by sheson
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Issues caused by wrong setup or the OS, anti-vir, hardware, mod manager or other 3rd party software are not going to go away by using a long outdated and version of TexGen or DynDOLOD.
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Read the first post. It has the download links to the latest DynDOLOD Standalone 3 Alpha and the required DynDOLOD Resources 3 Alpha for Skyrim and DynDOLOD Resources SE 3 Alpha for Skyrim Special Edition.
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Post the entire event log entry. All the available information. Post the logs and bugreport.txt if it exists as explained in the first post when making posts. usvfs_x64.dll belongs to Mod Organizer. Looks like there is a problem with the mod manager. Check its logs for hints, refer to its documentation and in case of problems use its appropriate forums/discord for help. Read the installation instructions from the first post and in the included manual. Do not install DynDOLOD into mod manager folders. Read the instructions in the included manual, select an output folder that is outside any mod manager and game folders.
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TexGen does not care about installed LOD resources. TexGen generates LOD textures from full models and full textures. Read the first post and the included manual for requirements and installation instructions. Read the included manual for how to use the tools properly.
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In the case that a program like TexGen shuts down as it is supposed to, it writes log files to the log folder and in case an exception caused the shutdown, it writes a bugreport.txt. Read the first post which logfiles to post/upload as already mentioned. If a program is terminated by the OS etc. check the Windows Event Log as already mentioned. If a simple program like TexGen is terminated it is because of the OS, antivir etc. or hardware/driver problems etc. as already mentioned.
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Do not post screenshots of text. Read the first post what logfiles to post/upload as text when making posts. Error messages typically start with the word "Error", have a prompt and often contain a "Help for this message" link to open a dedicated help page. Error messages typically stop the process because errors need to be fixed. Read the included manual. For example, ..\DynDOLOD\docs\help\LogMessages.html explains many of the notice and warning log messages. Read the requirements and installation instructions from the first post and/or the included manual. Note how they do not contain a requirement for 3rd party billboards. While participating in the DynDOLOD 3 alpha test, refrain form installing any 3rd party billboards included in mods. Let TexGen generate them all. Programs do not close themselves involuntarily. They shutdown properly when they reach the end of what they are supposed to do or when the user tells them to. Otherwise a program is terminated by the OS, other processes or because of hardware issues.
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I suggest to troubleshoot and fix the hardware or OS issue that is preventing simple programs like TexGen to run properly. Read the message you posted: "Can not find file meshes\lod\nordicexterior\nortmpextplatexsmfree01_lod_0.nif" "Make sure to install the latest/matching DynDOLOD Resources SE archive, that it downloaded/installed completely and that all the required Core Files have been installed." "Help for this message" Do you have a question? Read the first post. Especially the requirements and installation instructions. Read the included manual. Start with DynDOLOD_QuickStart.html Read the first post, especially the part that explains to click on the "Help for this message" link in case there is a message. In this case it will open..\DynDOLOD\docs\help\Resources.html with further help and instructions.
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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
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs what entire log files of the last meaningful LOD generation process to post/upload when making reports. Click the "help for this message" link as explained 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." Clean/delete the output folder before running TexGen so there are no old files, which might be still accessed by other programs. Do not install DynDOLOD into mod manager folders as explained in the installation instructions. -
Read the second post "Troubleshooting", the included manual and help for grass LOD generation and TexGen configuration. It is probably because of the wrong the object bounds values in the plugin. If you searched for the mod / the problem, you will probably find posts about the mod, too.
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As explained in the documentation, click the "help for this message" link to open ..\DynDOLOD\docs\help\Unresolved.html with help for the error message for further help and explantions.
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Can not find textures\lod\icwalllod02.dds textures\lod\ictowerlod01.dds
sheson replied to VoyageSky's question in DynDOLOD & xLODGen Support
Read the log messages and follow their advice: Can not find textures\lod\icwalllod02.dds for texture atlas Can not find textures\lod\ictowerlod01.dds for texture atlas <Error preparing texture textures\lod\ictowerlod01.dds for atlas: File not found: textures\lod\ictowerlod01.dds> Exception in unit userscript line 350: One or more errors occurred Check log lines above the exception for additional hints. Check the FAQ and search official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ for those errors. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ The log mentions what the cause of the problem is and what to do about it. Searching for these error message finds this thread I moved your message to. Start reading from first post. DynDOLOD Resources is not installed correctly. Do not install DynDOLOD into mod manager folders. Do not install the game into special Windows folders like Program Files x86. -
If you require help troubleshooting, answer every direct question I am asking and follow the instructions given. Do not post screenshots of the log/text. Post the entire log as text to pastebin or upload to a file service instead as explained in the first post. If that is not possible and a screenshot is the only option to capture a problem, do not trim log messages. The two log line lines in the screenshot tell us TexGen is creating two textures as it should. It is unclear what the problem or error is supposed to be.
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I just need instructions how to replicate a test case the minial setup/mods. FO4 + these DLCs, mod 1, mod 2, then install this plugin, install these assets etc., then generate object LOD, check *.4.x.y.BTO. Send link to private files via pm.
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Do you mean there is no log folder or there are no files in it? There is no bugreport.txt next to where the *.exe files are? In that case check the Windows Event log for clues. Most likely the OS, UAC, anti vir or some such is interfering. Make sure to not unpack DynDOLOD into special Windows folders.
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There is no limitation how many shapes can be in a mesh. Even in the case of FO3/FNV the additional shapes are still created and just a message printed. the game engine of FO3/FNV simply only shows the first shape. If LOD for a reference does not exist in the BTO, it is because there is no LOD model assigned for it for that LOD level or the NIF does not exist. It is unlikely the tools started to randomly not work consistently for one user only. The game can not shows things that are not in the BTO. If the LOD does not match then the BTO you are looking at has nothing to do with what you are looking at in the game. Make sure to use latest xLODGen terrain LOD beta version available. Otherwise try to provide a easily reproducible test case / instructions.
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Read the first post to learn what log files to include when making posts.
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How grass LOD generation works is explained in the second post /..\DynDOLOD\docs\help\GrassLOD.html. You might want to ask more specific questions probably. Whatever plugin or file is the winning overwrite wins / is used, obviously.
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Object LOD can have as many shapes as required. If the maximum limit of vertices or triangles for a shape is reached, a new one will be added. If a reference doesn't have LOD generated it is usually because there is no LOD model defined for the base record or LOD assets are missing.
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Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory..
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SKYRIMVR Proper way of ignoring Trees
sheson replied to osteal's question in DynDOLOD & xLODGen Support
LOD always starts beyond the loaded cells. There can not be any full model trees in the LOD area unless they are set with the IsFullLOD flag. Which would destroy FPS. When not using DynDOLOD to generate LOD, the game uses vanilla LOD or LOD that is included with mods. If LOD is included with mods, it was generated with xLODGen/DynDOLOD and billboards or with 3D tree LOD models / billboards in object LOD for the load order of the mod author. Obviously this question does not make any sense. LOD needs to be generated for the current load order to work and look correctly. Install the required resources and billboards and use the available options and settings as explained in the manual to generate a LOD mod as desired. Removing that line means that any tree that is done in object LOD (could be few or all if ultra LOD is enabled) will try to use a tree 3D LOD model or fall back to billboard for all LOD levels as the last / rule will take over. It is like setting Static LOD4 to LOD4, Static LOD 8 to LOD8 and Static LOD16 to LOD16 for the tree mesh rule itself, obviously. Read https://dyndolod.info/Help/Ultra-Tree-LOD how to properly setup and generate ultra tree LOD without unnecessarily wasting resources and performance by assigning billboards instead of 3D tree LOD models to the higher LOD levels. If well made billboards exist, the further distances should look perfectly fine with them. Setting every LOD level of the tree mesh rule to empty, means no tree LOD will be generated in object LOD, which makes no sense regardless of using the ultra tree LOD option or not. Never use LOD included in mods. If a mod author can generate LOD for their load order, a user can generate it for their current load order so it looks the same or better and also works and matches correctly. Typically mod authors do not withhold the required LOD resources. -
"Wrong position after reading known block ..." and "Unable to read beyond the end of the stream" means the NIF file is broken or contains unexpected data. Run the mentioned NIF through CAO. If they were created as a result of combining trunk/crown NIFs with LODGen, run the crown files through CAO before combining them. Make sure that the LODGenx64.exe used to combine and to generate LOD is from the most recent alpha version.
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Yup, just move inside to the left of that big line.
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Read the entire message. Click the help for this message link as explained in the first post / in the message window. Fix the error. Pay attention to the message saying that Update.esm might be the wrong version. Do not post screenshots of error message, copy it to clipboard instead and paste the text as explained in the first post.
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Use the UV Editor. Right click BSTriSHape / Texture / Edit UV
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The Re-UV function does not move UV coordinates. It splits and increases the triangle count by adding additional vertices. A mini atlas with stitched LOD textures helps to reduce the amount of new triangles. However, keeping the full textures in the hybrid crown is preferred for alpha adjustments and automatic coverage-to-alpha for mipmaps etc. Much better to move the UV coords that are outside to the inside. Can be easily done with NifSkope. Did it that way for the vanilla trees, just took a couple minutes.

