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Everything posted by sheson
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Please see the first post what log files to include when making a post. The settings of the DynDOLOD INI are used when the the export file for LODGen is created. Changing settings in an export file for LODGen only has an affect when LODGen is executed for the file/worldspace afterwards.
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Simply checking the content of the archive (a feature of the Nexus website) and it is clear that the current version for DynDOLOD 3 alpha does not include a FOMOD installer or the different texture variants.
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The URL of the link "Majestic Mountains LOD Pack for DynDOLOD 3" on the first post is the same URL as the button "MOD MANAGER DOWNLOAD" for DynDoLod V 3.0 Lod pack on Nexus page of Majestic Mountains file section. As mentioned in a post yesterday, I sent the file to T4gtr34um3r so it can be hosted there.
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Bethesda has not changed how the buggy large reference system works since Skyrim Special Edition came out in 2016. All the bug reporting, discussions and explanations from the last 5 years still apply. Removing overwrites from ESP (and instead putting them into true ESLs), moving all large references of a cell underground and replacing them with non large references, or converting plugins to ESM and the caveats of any method are outside the scope of LOD/DynDOLOD support.
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Are you using the CreateEmptyBTT=1 DynDOLOD INI setting because of Beyond Bruma?
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Read the first post what logfiles to include in posts. Always post entire logs for the last meaningful process, e.g. from starting the tools to the end. ESP plugins overwriting large references should be considered visually incompatible with a Skyrim Special Edition engine feature. If the visual issues are a problem, either do not use the plugin, fix the cause of the errors with the help of the log messages or do not use the feature. The texture mismatch means there are "older"/vanilla LOD models from other mods overwriting the Core Files from DynDOLOD Resources. Install the Majestic Mountain LOD Pack for DynDOLOD 3 from the first post and as explained in the "Compatibility" section of docs/DynDOLOD_Manual_SSE.html. The log message is about the textures defined in the NIFs, not about installed textures. Also read docs\help\LogMessages.html
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Great. Thanks for letting us know.
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It is straight forward to update an unresolved formID to the NULL reference with xEdit in case the object property in the script is supposed to be not defined.
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Unresolved FormIDs are real errors that break the game or can cause CTD. That is why they are reported by the xEdit error check. From https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html#CheckingForErrors: In this example we found Unresolved Reference errors (Ouch!) These errors are very serious as they indicate a record from the mod is trying to reference something, but what it is looking for is missing from the mod or the master of the mod. Mod authors should never leave these uncorrected! They should be corrected by the mod author and not by you! Personally I would not use mods that contain such easily fixable but serious errors on "purpose".
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There is no LOD Pack for DynDOLOD 3 for Alpha 34 and newer available yet at the mods file section. I sent it to T4gtr34um3r and it will hopefully be added soon. Textures end in *.DDS and not in *.NIF. Those are models. Read the first post what log files to include when making reports.
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I really have not much to add anything to all the explanations provided by what is explained by "help for this message" -> docs/help/Unresolved.html Broken plugins should never be used in the game. Fix the error or permanently remove the broken plugin. At the minimum instead of linking the FormID to a non existing record, set it to the NULL reference with FormID 0. Every mod author should know this. However, note that depending on which record links to what this can still cause CTD, though in case of script objects it should be OK. Obviously whatever does not work because of the missing records will still not work with the NULL reference. Personally I would not use mods that contain such easily fixable but serious errors on "purpose".
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Older versions are removed because they contain bugs that are fixed by newer versions. This is a problem of an outdated modpack and/or badly made modpack software.
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Do not use or request outdated versions. Use the latest version linked from first post with the latest bug fixes. Beta 83 has been out for over a month. Do not use badly made programs, modpacks or guides that force or even allow users to use outdated versions of mods or tools. The problem is with the modpack or with 3rd party tools that can not correctly deal with updates.
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Fix file/texture not found errors. Zip and upload the logs to include in reports to a file service. The debug log is always just the last process. You can truncate the other log to the LOD generation with the error.
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Fix file/texture not found errors. Read the first post what log files to include when making reports. Always use the latest available version. Fix file/texture not found errors. Read the first post what log files to include when making reports.
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Fix file/texture not found errors. Zip and upload the logs to include in reports to a file service. The debug log is always just the last process. You can truncate the other log to the LOD generation with the error. What do you mean DynDOLOD crashed with invalid form ID errors? Was there no proper error message with detailed explanation of what the error in the load order is and with a "help for this message" link? In case you can not find a plugin/mod causing this, close the program via the X top right, it will prompt a message about incomplete LOD, so acknowledge that and then wait. It should close within a few seconds while it writes the logs. Then upload the logs as explained on the first post.
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Certain things may [...] change considerably between versions. Files that are no longer required have been removed, others have been added. Read the first post and/or the included documentation (DynDOLOD_QuickStart.html) for requirements and installation instructions. The first post states that Alpha-10 of the DynDOLOD Resources is required. Quickstart explains to always use the latest versions available, so same thing. The instructions do not omit any steps or requirements. Do not install or use outdated archives or files. Just use the latest of everything as explained.
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There doesn't exist an Occlusion plugin until it is created per the fourth step.
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Random characters for worldspace name
sheson replied to resist's question in DynDOLOD & xLODGen Support
This has nothing to do with DynDOLOD. It does not affect selecting worldspaces for LOD generation. A plugin with a foreign language is installed and the OS is lacking the correct font to display the characters. -
Something - maybe not efficient scripts / performance issues / settings - in your load order is causing papyrus to dumps stacks. Whatever scripts get dumped because of overload can not complete their work properly. The log messages start with Dumping stack ... The dumped scripts are not necessarily the ones causing issues. FAQ: Game: Out of place objects / floating objects / flickering full models ... A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html ... You could check the log if after everything else settled (after initial startup of everything) and doing above "reset", if things keep going fine afterwards. Alternatively start new game, but without DynDOLOD. Once a few minutes into the game (or out of the cave after the intro for examle) make a save and only then enable DynDOLOD. Test if removing Birdsofskyrim and/or Footprints helps. Also check the INI settings related to papyrus. make sure FPS stays over 30. if performance is generally a problem and you do not want to sacrifice anything else, use a lower DynDOLOD preset or do not check the high settings for windows so they are done as static object LOD.
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Why is it big, is it full of error messages? From unrelated plugins? Generate DynDOLOD for the vanilla game, test how things work then. Yes, upload entire log to a file service.
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In what worldspace does this happen? What do you have to do to see it? Describe how to reproduce this... 1) Start a new game by method x, 2) I wait until DynDOLOD initialized, 3) I then do y, etc. Do you use PapyrusUtil or DynDOLOD DLL? Check the papyrus log for error messages.
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Read all log messages and follow their suggestions. Upload or paste entire log to a file service or pastebin when making an error report. Truncate large logs to last meaningful session(s). There might be a broken plugin in the load order with messed up tree base record data.
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Read the first post what entire log files from the last LOD generation to include when making reports. https://stepmodifications.org/forum/search/?q=item not found&quick=1&type=forums_topic&item=15606 Based on these earlier discussion this might be caused by having pre-made billboards installed.
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What plugins overwrite the mentioned vanilla references or their base records? When does it happen? What do you have to do in the game to see it? Does it happen when testing with a new game? Check the papyrus log for error messages.

