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Everything posted by sheson
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Not entirely sure what "this" means. The Glaciers LOD mod includes that rule for TexGen already and has updated LOD models for the vanilla icebergs that use the generated stitched object texture LOD texture instead. It does not have updated LOD models for the Animated Icebergs mod.
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Moved to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Use the Copy message to clipboard link and paste the text of the message instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Unresolved-Form-ID which contains explanation and suggestion for the reported error in the load order. Start by checking the plugin and record with xEdit mentioned in the Error in ... message. In case the unresolved form ID is for a VMAD script property and the intended record can not be determined or the property has been removed from the script, remove the property from the properties listing via right click, Remove in xEdit.
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You seem to be using Animated Icebergs, which replaces the meshes from iceberglarge.nif to iceberglarge_anim.nif, which means the LOD models from Glacier LOD Meshes are not used but the ones based on the vanilla LOD models included in DynDOLOD Resources, which depend on a vanilla rendered object LOD texture iceberglargelod.dds that can currently not be automatically updated. This might work: Find meshes\lod\ice\iceberglarge_lod_[0|1|2].nif in Glacier LOD Meshes and copy them to iceberglarge_anim_lod_[0|1|2].nif icebergsmall01_lod.nif to icebergsmall01_anim_lod_1.nif icebergsmall02_lod.nif to icebergsmall02_anim_lod_1.nif Then "Execute LODGen" for Tamriel in expert mode to generate updated object LOD meshes. See https://dyndolod.info/Help/Expert-Mode I am not 100% sure that it will work, since I didn't have time to test for myself, so report results.
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Record ... is being overridden by record
sheson replied to narphous's question in DynDOLOD & xLODGen Support
Moved to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Read posts aboce. Use the link Copy message to clipboard and post the message text instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Record-Is-Being-Overridden to read explanations and hints for possible causes and how to fix the error in the load order. The first step is typically to load the mentioned plugins in xEdit and check the reported records. You seem to have installed the older version 2.1 of AdditionalHearthfireDolls.esp. In the current 3.0 version of AdditionalHearthfireDolls.esp the record with form ID FExxx828 is a MISC record as well and not a SPEL record anymore. That is the version the DBM patch was made for. -
Noting is really running from or executed by DynDOLOD when the player is in interior cells. CTDs that refer to NPCs, their head and skeleton are usually caused by mod affecting those parts. Check the 2 crash logs to compare their difference in what is reported. They most likely have very different causes. Verify there are really no CTDs without DynDOLOD output in the load order. Play for a day or two or without any DynDOLOD output. If there really are no crashes whatsoever, open ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt in the DynDOLOD output mod folder with notepad and remove everything below [Resets] to the end of the file to see if it makes a difference. Keep a backup of the file. Report back results.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#post-Logs which TexGen log, debug log and bugreport.txt (if it exists) to upload when making posts. Report which mod the texture ShinyBright_e.dds is from. There might a problem with the texture. Reinstall the mod it is from. Make sure it is not corrupt by checking it in a texture viewer for example,
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What was done at the time of this crash? It seems to be something else, related to NPCs and their head. It seems to be happening while in an interior?
- 542 replies
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No. Just switch out the DLL. So this CTD did not happen reloading a save game after death, just while going from exterior to an interior, or is the hatch from exterior to same exterior? It is not repeatably?
- 542 replies
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I assume that means no CTD yet. Keep testing with the current DynDOLOD DLL NG version you have. In case there is a CTD, upload the new crash log, DynDOLOD.log and papyrus log. Only then install this test version of DynDOLOD DLL NG https://mega.nz/file/dVYSgRSK#6whDB050fn7u_KejXTKKOWuis1qY3eexkh9oTtg3JZQ and continue testing to check if it makes any difference.
- 542 replies
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I am not asking for the log from PapyrusUtil. I am asking for the papyrus log from the game. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. Why do you assume the CTDs stopped because you switched to DynDOLOD DLL and not because a new LOD patch was generated from scratch for the current load order? Did you also test generating a new LOD patch scratch with DynDOLOD DLL NG for the current load order still had the issue? Or, how certain are you that the load order did not change at all between the two generations? Crash from casting spells are probably not related to DynDOLOD, at least I would expect a very different crash log.
- 542 replies
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The preferred file and text sharing service are explained in the already linked explanations https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and my signature. Any service that does not require a login is OK, though. The DynDOLOD.log reports as being from DynDOLOD Plugin 2.45.0, which is not the DynDOLOD DLL NG version. Explain the steps required to reproduce the crash. Verify there are no crashes without any DynDOLOD output. Reproduce the crash with the output that was generated for the uploaded DynDOLOD log and debug log. Upload the new crash log, the DynDOLOD.log and papyrus scripts for that crash.
- 542 replies
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Also upload the DynDOLOD debug log, the DynDOLOD.log from the SKSE64 folder, and the papyrus log and new crash log from a crash that happened with this new output. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs There is nothing in the crash log that points to anything related to the DynDOLOD plugins directly, so there might be a bit of troubleshooting involved. Explain the steps required to reproduce the crash. Verify there are no crashes without any DynDOLOD output. Based on that we decide what to do next.
- 542 replies
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Use the Copy message to clipboard link and post the text of the message instead of a screenshot. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The OS does not seem to have an application associated with opening html files or web links. It is usually the default web browser. This can generally be fixed by right clicking an *.html file, select open with, choose a browser and check the box to always open with it.
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Worldspace Transition Tweaks terrain problem
sheson replied to DWM19's question in DynDOLOD & xLODGen Support
AFAIK the ACMOS road generator affects the terrain LOD level 32 textures but not the terrain LOD meshes which is what looks to be default/just water. Make sure the generated terrain LOD meshes are still installed as a mod in the end. If you have problems using 3rd party tools, you need to ask on the forum, comments, discord etc. for help.- 20 replies
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What matters are the generated billboard textures and text file for the grass record. Verify those are as expected. If LODGen applies the ComplexGrassBrightness* values depends on the line Complex=True in the billboard txt. That should not randomly change. Check if the billboard text file contains that line. LODGen multiplies the vertex colors of the billboard NIF with these values when they are added to the object LOD meshes. No sure if reloading cells refers to loading in the game. That will not change the vertex colors in the LOD meshes. Nothing is rendered from the grass cache. The cache files are used for position, rotation, scale, brightness (single value applied to all 3 vertex color channels equally).
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The logs show that the vanilla LOD model is being used, which uses glacierpillarlod.dds. So the second half of my earlier post applies. The mod replacing the full models and/or its textures should also replace glacierpillarlod.dds etc. or include an updated LOD model with its own textures which can preferably be updated by TexGen, similar to what the already mentioned mod does.
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Worldspace Transition Tweaks terrain problem
sheson replied to DWM19's question in DynDOLOD & xLODGen Support
The log shows that terrain LOD meshes for all seasons have been generated without error. There were still files in the output folder from a former generation, so terrain LOD texture generation was skipped. This could mean the output was not installed as a mod. If the output was installed as a mod, check that none of its files are being overwritten by anything. Doublecheck the terrain LOD meshes Tamriel.32.32.32.btr and Tamriel.32.64.32.btr (and all their season versions) each contain the Solstheim island with NifSkope.- 20 replies
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No clue what TexGen debug log stumbles a bit on this and a few other textures in the TwRender.* process is supposed to mean. The detection if a grass full texture is complex depends on the full texture. The TexGen debug log shows that the texture is being split into 2 temp textures, which should mean it was detected as complex. If LODGen applies the ComplexGrassBrightness* values depends on the line Complex=True in the billboard txt. That should not randomly change. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots To get closer to LOD, toggle to the free fly camera with tfc in console.
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The shape names in the billboards NIF that are for DynDOLOD like usemipmaps or noatlas should have no effect since the billboards NIFs are not processed to find textures to be added to the object LOD atlas. In addition, billboards have no mipmaps that could be used. I would assume there is also something else different between the two generation, either in the billboard NIF and/or billboard textures. I can not really answer this question without the different assets being used.
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Worldspace Transition Tweaks terrain problem
sheson replied to DWM19's question in DynDOLOD & xLODGen Support
The uploaded SSELODGen_log.txt does not show any LOD generation log messages. It looks like xLODGen has been started and then closed without doing anything. I also gave a few more hints and suggestions what to do and what to check.- 20 replies
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The normal DynDOLOD log does not contain the initial output generation from scratch. The initial generation from scratch or maybe a later update generation should have generated the nohavok meshes to the output folder. The nohavok meshes are copies of full models with flags unset in the BSX block. Either the reported textures were always missing or the textures were deleted at some point as well. The "is missing an overriden record" is a message from the xEdit code. I believe it means group record is orphaned with references in the plugin.| Was the plugin loaded/edited in CK or other tools than xEdit? You should generate new output for the current load order from scratch as the message "Update existing plugin(s)? If this is not successful start from scratch" suggests.
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By default a billboard texture has no mipmaps, so there is only one resolution to use. https://dyndolod.info/Help/3D-Tree-LOD-Model Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. I linked and quoted the "above" from the same page already: https://dyndolod.info/Help/3D-Tree-LOD-Model To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames. The page explains 3D tree LOD model creation and the use of full textures for the branches. The original mipmaps of the texture defined by the NIF, e.g. the 3D tree LOD model. In case of a billboard NIF, the defined textures are replaced by the actual billboard textures, so their mipmaps if they have any.
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Worldspace Transition Tweaks terrain problem
sheson replied to DWM19's question in DynDOLOD & xLODGen Support
Use the linked file service.- 20 replies
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I'd like input regarding the 'usemipmaps' keyword in the shape name of the modified external grass billboard, DynDOLOD_flat_4x2alt2_lod.nif. DynDOLO/object LOD does not use full grass textures. The billboard NIFs are used together with billboard textures. Billboard textures generated by TexGen typically do not have mipmaps, since they are generated by DynDOLOD when textures are added to the object LOD atlas. TexGen by default ignores mipmaps of complex grass full textures when rendering billboards. UseMipmapsComplexGrass setting in TexGen_SSE.INI
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Worldspace Transition Tweaks terrain problem
sheson replied to DWM19's question in DynDOLOD & xLODGen Support
The SSELODGen_log.txt was not provided. You uploaded one LODGen log and one partical LODGen log for the spring season. Make sure to generate terrain LOD meshes for all seasons and that all of them completed successfully, for example each LODGen log has Code: 0 at the end and there are no errors or warnings reported in the SSELODGen_log.txt. Make sure the generated terrain LOD output is installed as a mod and overwrites everything.- 20 replies
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