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Everything posted by sheson
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Are you saying changing these settings had no effect or that these values someone else posted do not work for your load order? If it is the first, then make sure the newly generated BTO meshes with the new values are overwriting everything. If you just execute LODGen in expert mode, you need to change the values in the export file first as explained in the second post. Then once you have fond good values, update the INI for the next normal LOD generation. If it is the latter, then you will need to find values that work for your load order, through testing probably.
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Setting Grass=1 enables grass LOD to be generated for the nearest object LOD level 4, not in the higher LOD levels.
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There you go, the usual well known engine bugs caused by plugins and that have nothing to do with LOD generation.
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Turn off large references to verify if it is a large reference bug. If it is the case, check the DynDOLOD log for the lines that tell which references and plugins are causing them.
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Read the first post what logfiles to include when making a post. Read the log messages. It seems is telling you that the Skyrim.ini is not where it is supposed to be. The purpose of such error message is that the user fixes the problem. If the SkyrimlINI is at the location, that the OS, UAC, anti vir or some other crap ware is blocking access, obviously. You might have wrong command line arguments setting a wrong INI path.. If you are trying to lower the brightness values of grass LOD, then obviously TexGen/DynDOLOD must have found the INI file before. Pay attention to what has changed in the meantime.
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How to use the CK/Xedit to find out my problem
sheson replied to ModbidBloom's question in DynDOLOD & xLODGen Support
The list of all references that will have static object generated by LODGen.exe can be found in..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt The list of all references that have tree LOD generated for them is saved to the cache folder as *_trees.txt If debug=1 in the DynDOLOD ini, the list of references found in child worlds is saved to the cache folder as *town_references.txt You can uncomment line #335 in DynDOLOD Worlds.pas to the save the list of source references and destination references that get and do dynamic LOD to the cache folder as *_DynREFR.txt -
Terrain and terrain LOD is the ground you walk on. Reference records in plugins place objects defined by base records. Reference in loaded cells can typically be clicked on and have form ids. Objects have their LOD done in object LOD. Large references are references that also show outside the loaded cells in the LOD area a bit further before they switch to LOD. If references have a tree base records or a static base record flagged as having tree LOD, they are part of billboard tree LOD. Most of these things are well documented in the CK wikis and other guides for the may games that xLODGen supports. If you believe a problem has to do with LOD, turn off LOD with tll in console to see if the problem goes away. It always turns off all LOD. However, typically a rock wall is an reference and if that flickers with LOD, the LOD is typically object LOD. If that happens just outside the loaded cells, it is large reference bugs. If this happens inside the load cells, that it is stuck object LOD after fast travel, that can be fixed by not using ultra settings or by changing the fBlockLevel0Distance a bit. From 60000 to 57000 for example.
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How to use the CK/Xedit to find out my problem
sheson replied to ModbidBloom's question in DynDOLOD & xLODGen Support
LOD is only generated for object that have a reference placing it with a base records that has a model defined. Always generate LOD for the current load order and make sure the generated files always overwrite everything. If there are invisible full models, then typical reasons would be the NIF or the used textures. Invisible objects might still be there and block the player, in that case they might be clickable in console to get their form id. Remove meshes and textures that modify trees, but keep the plugins enabled. The engine might show the vanilla model/textures or the missing model red exclamation mark etc. Loading the cell in CK might show the object as is. A general modding forum might be a better place for answers how to troubleshooting invisible objects. -
Obviously the large reference system has no effect on terrain or terrain LOD. Test and a find a different values for LOD level 8 and 16 that work best for the load order and the setup, then let us know your results. However, you can not expect z-fighting between terrain and LOD water to magically disappear, only be less pronounced. Obviously, the used LOD generator does not change how the engine works or why things z-fighting. Lower quality terrain LOD meshes with larger triangles that might have less intersections with other objects.
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1. LOD generation always uses the texture that are installed in the load order. Read DynDOLOD_TexGen.html and this thread and then check specifically which textures TexGen can actually generate and update. Only TexGen 3 alpha as part of DynDOLOD 3 alpha can generate such pre-rendered textures automatically. 2. Read DynDOLOD_Manual_SSE.html when to enable the Large Reference fix in the DynDOLOD SkyUI MCM and when not: If uLargeRefLODGridSize is turned off (uLargeRefLODGridSize <= uGridsToLoad), the Large Reference Fix checkbox should be unchecked, so that dynamic LOD objects for large references in the FarGrid switch correctly. As explained many times, DynDOLOD does not change how LOD works. The engine always loads full models first, then disables LOD models. In this brief time both models show. LOD does *not* cast or receive shadows and LOD only has two material snow shaders. Hence, even when using full models for LOD, it is always different. 3. Program a different LOD system, update the LOD shaders etc. Make the load order lighter so all things in the cells load faster, then the brief overlap should be shorter. The settings that defines how long the screen stays black after loading does not affect anything else but the time how long the screen stays black after loading.
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What does this have supposedly to do with the DynDOLOD 3 alpha test? Seems like an issue with the game setup, SKSE or a SKSE plugin. It is possible OS, UAC, anti vir etc. is blocking them too. The message indicates a similar get path failure issue.
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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
You seem to not have Skyrim in the usual game Steam folder. Use the legal version at its typical Steam location and mod properly with a mod manager to avoid issues, more complicated modding and troubleshooting. I would avoid such guides that do such unnecessary steps that only complicate the setup further. The "Can not copy resource" error with the message that the system cannot find the path is caused by the OS, UAC, anti vir or other crap ware blocking access. Refer to the manual/doc/google search for your OS, UAC, anti vir how to let programs read/write to the files system/specific folders. -
The message "The system can not find the path specified" means that the OS told the program that the path does not exist. In case it actually does, it typically means the OS, UAC, anti vir or some other crapware prevents access. See the threads.
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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
impwall05n.dds exists in vanilla Skyrim - Textures4.bsa The problem that the OS tells a program a source file or destination path does not exist while it actually is typically that the tools are being blocked by the OS, UAC, anti etc. Also check this thread . -
Read the first post what logfiles to provide when making an error report. Do not post screenshots of text. Instead use the Copy message to clipboard link to copy and paste the text. Use forum search to find similar posts and threads. The message "The system can not find the path specified" means that the OS told the program that the path does not exist. In case it actually does, it typically means the OS, UAC, anti vir or some other crapware prevents access.
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The DynDOLOD log is saved when closing the program. On the other hand you managed to copy and paste the log from the message window. You might as well could have copied the entire log from it. Use the legal version of the game. Be mindful of the max path length allowed by the OS. One of the mentioned billboard textures might be corrupt.
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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 the log messages and follow their suggestions. The message "the system can not find the path specified" means that the OS told the program that the path does not exist. In case it actually does, it typically means the OS, UAC, anti vir or some other crapware prevents access. -
This is in loaded cells? Does this go away when typing tll in console to turn LOD off? How is this related to DynDOLOD 3? The screenshot shows a vanilla reference. Check which is the last plugin to overwrite the vanilla reference. If there are two references overlapping each other, also find out the reference form id of the second object.
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If this is just outside the loaded cells, this could be large reference bugs. Turn off large references and see if one of two snow drifts overlapping each other goes away. If it is the case check the DynDOLOD log for lines about overwritten large references and which references/plugins cause them.
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How is this related to DynDOLOD 3 alpha version? Is the mentioned snow in any way different than with DynDOLOD 2.x?
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<Error creating textures for atlas: Error loading textures\lod\glacierstraightlg01lod_n.dds: Not a valid DDS texture> 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. Checking the FAQ finds: Q: DynDOLOD.exe: Error [preparing|creating] textures for atlas: Error loading textures\*.dds: Not a valid DDS texture A: The mentioned texture is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown. A: Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. Searching the forum finds lots of threads.
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The second post, which is a copy of ..\DynDOLOD\docs\help\GrassLOD.html, explains the requirements, settings and instructions to generate grass LOD. For example: Grass LOD generation requires a warmed precache from No Grass In Objects for the current load order. It uses the *.CGID files found in the ..\Data\Grass\ folder. We already determined this happens because a plugin from a mod was not part of the load order when generating LOD. If the plugin is added to the load order later, The DynDOLOD plugin(s) need to be updated to have these changes carried forward. Either by manual conflict resolution or by generating LOD the new load order.
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Fixed. Thanks.
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Enderal SE is a mod for Skyrim Special Edition, so of course it does. This question already answered itself.

