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Everything posted by sheson
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Read the first post what log files to include when making posts.
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That is a wild edit in a plugin. Remove the reference from the plugin adding the wild edit, then generate LOD. Use DynDOLOD for better and easier tree and object LOD generation. It usually detects such wild edit, prints a log message identifying the plugin and reference and shouldn't generate LOD for it.
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SKYRIMSE Capital Whiterun Expansion + DynDOLOD
sheson replied to rawj's question in DynDOLOD & xLODGen Support
Flag the plugin as ESM and generate large references with Skyrim SE - Generate Large References.pas included in xEdit. If you are unsure about ESMifying plugins and its caveats it would be best if the author did it. That will make the walls etc. of the plugin load full models further out just the same as the vanilla walls etc. Then generate LOD from scratch. -
Read the first post what log files to include when making a post when encountering a problem while participating in the DynDOLOD 3 alpha test. Read the included manual. Do install any billboards. Generate them with TexGen together with the object LOD textures and install the TexGen output before running DynDOLOD.
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FAQ: Game: Tree LOD: LOD trees show in loaded cells A: Make sure that nothing overwrites the generated LOD files. A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order.
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Whatever happens in the loaded cells has nothing to do with LOD or DynDOLOD. Grass LOD starts beyond the loaded cells. Generating grass LOD or DynDOLOD does not change how full grass is loaded or rendered. That is all done by the engine / No Grass In Objects regardless of LOD/DynDOLOD. If you increase the movement speed the engine needs its time to load everything for all the new cells constantly attaching.
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Carefully read the second post or ..\DynDOLOD\docs\help\GrassLOD.html included in the DynDOLOD 3 alpha download archive.
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See docs/DynDOLOD_TexGen.html "Update Texture Atlas" and docs/help/Expert.html "Rebuild Atlas". If the results are not as expected, generate LOD from scratch.
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The preview reloads all assets if it changes between models. So changing to a different NIF and back should load the new textures. If the container (BSA, loose file) for an asset changes, restart TexGen. Rendering and preview uses mipmaps by default. UseMipmaps in the TexGen INI.
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What settings can you not find in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini from DynDOLOD 3 alpha? Really read the second post..\DynDOLOD\docs\help\GrassLOD.html carefully. For every setting it says which file to find it in.
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There should have been a message that said "Update an existing DynDOLOD.esm and DynDOLOD.esp? If this is not successful start from scratch." that you clicked yes to. So, generate from scratch to see if that works without error. Disabling Bashed Patch is a troubleshooting step in case it causes errors to see if it is broken.
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Question regarding excluded worldspace “Vigilant” and “Sky City”
sheson replied to EazyH's question in DynDOLOD & xLODGen Support
Plugins adding new references to child worlds sometimes do not work well with the automatic copying of new references from the child world to the parent world because for example 1) the copied references are really out of place in the parent or the result is incomplete (no backsides of buildings for example) 2) the mod takes care of the LOD representation in the parent world itself. 3) the additions do not actually need a LOD representation because those would be hardly visible In such cases all additions to the child worldspace added by the plugin might be ignored via the DynDOLOD_[GAMEMODE]_mod_world_ignore.txt config file. Sometimes new worldspaces added by plugins are filtered out by default, because generating LOD for them might not be useful or requires special attention. Some examples are 1) small worldspace that does not really need (updated) LOD 2) the mod was made without user LOD generation in mind, cut content, missing assets etc. 3) visual issues because the mod ignores Bethesda file naming conventions or other weird things mod authors sometimes do Typically the "vanilla" LOD is good enough and/or nobody was so far interested in spending time on updating/adding new configs, patches or creating LOD assets for such mods. In such cases the worldspace is ignored via the DynDOLOD_[GAMEMODE]_worldspace_ignore.txt so it doesn't show in the worldspace drop down box. If you are interested why exactly a mod/plugin/worldpace is ignored and can not find it specifically mentioned in documentation or being discussed on this forum (like Bruma), I suggest to remove it from the ignore list and test for yourself if the visual results are OK, the LOD actually improves or (still) has really bad visual issues. -
What is DynDOLOD? FO4LODGen There should be FO4 modding guides that explain how to install the available improved LOD assets mods and FO4LODGen Resources to generate better LOD with xLODGen
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If the message window doesn't react to clicks it means the options window might be somewhere off screen. Start xEdit/xLODGen with -resetsettings or hold CTRL+SHIFT+ALT to backup and reset the settings. Or manually rename the settings file c:\Users\[username]\AppData\Local\Skyrim Special Edition\Plugins.sseviewsettings After clicking into the message window should make the options window active if it is off screen or behind other windows. Pressing ALT+F4 should close the options window regardless. Then the message window should react to input or mouse clicks. It should then close without issue. In that case a a log file should be created/appended to. Upload that if the problem persists. Otherwise rename to SSEEdit or start with -edit -sse see what happens.
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Temporarily disabling plugins is a troubleshooting step. In the past several errors were found and fixed in the bashed patch. The log says this: "Found Bashed Patch.esp. In case there are errors, test if removing the Bashed Patch allows generation without problems. If it does, it means the Bashed Patch is broken. Use a newer version of Wrye Bash to create a new patch"
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SKYRIMLE Error during lod generation using custom hybrid trees
sheson replied to floppefish's question in DynDOLOD & xLODGen Support
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Make sure that the correct (x64/x86) and latest version of Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 is installed. Try uninstalling/resinstalling Add exceptions to OS, UAC, anutivir etc. for DynDOLOD, TexGen, LODGen and Texconv If problem persists, check that the mentioned texture from message exists and can be read/written to. Check if it opens in an image viewer. Copy and paste the entire TexConv command from the message manually on the command prompt to see what happens.
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Moved to the appropriate thread. See my answer https://stepmodifications.org/forum/topic/14671-texconv-error-c0000005/?do=findComment&comment=239135 above.
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If you discover problems while participating in the DynDOLOD 3 alpha test, report them on the DynDOLOD3 alpha thread. You can only use the standard billboards from TexGen with older versions. The HD billboards will not center correctly. The FlatLOD* settings as the tree LOD brightness settings apply to billboards only. In DynDOLOD 3 are there INI settings to change the brightness of 3D tree LOD crowns and trunks.
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SKYRIMLE Error during lod generation using custom hybrid trees
sheson replied to floppefish's question in DynDOLOD & xLODGen Support
Please upload the original full model tree and the crown NIF used for this, so i can double check the process. You probably want to run the full model and the crown NIF through COA to fix whatever the problem is before running it through LODGen. -
SKYRIMLE Error during lod generation using custom hybrid trees
sheson replied to floppefish's question in DynDOLOD & xLODGen Support
CAO supports several NIF formats for different games.

