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sheson

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Everything posted by sheson

  1. Why did you set the texture size to 2048? Use 256 for up to 1440p, 512 for 2160p. Anything beyond just wastes VRAM and is never used. Ignore posts made by clueless people on other discussion boards. They either are of the "higher must be better" faction or just troll people with silly high settings. They are easily recognizes, because they keep swearing and calling other people names without ever actually discussing the actual technical details. Which is not surprising, since they need to cover up their lack of basic knowledge about these things. Need to make that more clear in the options Window I suppose and the help. Now why exactly the OpenGL driver doesn't want to render a 8k while it reports it can do 32k I am not sure. Maybe it is not checking the right format or something.
  2. If it works without mods, then probably a mod is problem. As explained the asset browser list all containers for the file which can help identify the mod if all containers are BSA files. Loose files are in the "container" data. Have you actually tried to save the file from the first BSA or Data in xEdit Asset Browser as suggested. With mods enabled of course. All a program can do is reprint the system (OS) error message.
  3. Well this is about OpenGL, so TexGen logs is what we need. Did it not create a TexGen_SSE_Debug_log.txt or bugreport.txt? If not, make a screenshot of the message, or if possible copy and paste the text.
  4. Open load order in xEdit, start assets browser with CTRL+F3, type impextwall01_n.dds into filter field, it should at least show Skryim - Textures4.bsa as container. Right click the listed file and select Saves as from the first container listed. If all that does work, then the problem is not the source but the destination. The OS, UAC, anti vir or some other crap ware prevents TexGen from writing the texture to G:\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\dungeons\imperial\
  5. Read the first post, especially the big bold part and then beneath it about what logs to include in a post.
  6. Use the x64 version of TexGen/DynDOLOD,. Disable SkyFalls + SkyMills for best performance and visuals. Do no install the game into special Windows folders like Program Files x86. Use the legal game version.
  7. Check the log for the last complete LOD generation for the tree report. It starts with "Static tree LOD used meshes and billboards" It has entries like this: TreePineForest01 [TREE:0001306D] meshes\landscape\trees\srg_treepineforest01.nif Billboard found, 3D LOD found LOD4: meshes\dyndolod\lod\trees\srg_treepineforest01_70c19540passthru_lod.nif LOD8: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds using internal If a tree does not have 3D LOD found, then double check if the corresponding tree mod supports 3D tree LOD and that it is installed correctly.
  8. I moved your posts to the DynDOLOD 3 alpha thread. For future reference, check the first post to see which logs to post and where. The screenshots show Riften from two different position, so it is unclear what changes they are supposed to be showing. Obviously, use the latest alpha version to see if the issue still exists. You might want to double check why it created 6 8k object atlases. It is pointless to set extremity large texture sizes in TexGen. The defaults are typically fine for up to 1440p screen resolution. Use the legal game version.
  9. 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. https://dyndolod.info/Messages/Can-Not-Copy-Resource Post the entire log. Post the bugreport if it exists. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  10. Is there anything in the screenshots I am supposed to look at? Does the problem go away when disabling large references? Check the DynDOLOD log for message about plugins and references causing large reference bugs. Why do you believe that it is DynDOLOD that is causing the large reference bug? Provide basic information, like the DynDOLOD version, a modwatch, the DynDOLOD log, teh reference form id of an object or two that do not have their LOD unloaded etc.
  11. What do you mean by DynDOLOD asks you to disable ESL plugins? What is the message? If MajesticMountains.esp is not loaded when LOD is generated its changes won't be part of the DynDOLOD plugins.
  12. The screenshots show full models in loaded cells. DynDOLOD is a LOD generator and does not change full models/textures. Why are do you believe DynDOLOD has any affect on these? Does the problem go away when you disable DynDOLOD? If that is the case, did the plugin load order change after you generated LOD? Either generate LOD for the current load order, or manually forward any changes into the DynDOLOD plugin from whatever is now the last plugin before the DynDOLOD plugin and has its changes reverted because the load order changed..
  13. The log you uploaded does not contain LOD generation, just as far as we can see in the screenshot starting DynDOLOD. Once the generation ran, check the log for tree report that should that it found the 3D tree LOD meshes for the trees. They are part of the EVT installation in the \meshes\DynDOLOD\lod\trees folder of the mod.
  14. I was gong to suggest that. In case there is still a problem even with the x64 version, upload both the bugreport and the entire DynDOLOD log.
  15. LOD is generated for references that use base records with LOD model definitions, the full model matches a mesh rule or a reference rule matches the reference form id. I am still not quite sure what it is you are asking about objects or what it is you are trying to achieve.
  16. Objects in a worldspace are placed by REFR (references) records as children of a CELL record. As you see object LOD has 3 levels. Adjust how far these levels render, especially LOD Level 16 (fBlockMaximumDistance). Everything beyond its distance is just terrain LOD. The same settings should always produce the same results. References that have NeverFadeLOD/NeverFadeFull or Copy/Original show as far as the fSkyCellFadeDistance setting.
  17. By not using SSE FPS Stabilizer.
  18. Rules for mountains exist in the low preset for either version. If that is not what you mean, you need to be more specific.
  19. Enderal SE is just a mod for Skyrim Special Edition. So obviously the same steps apply, obviously. The instructions in the manuals say: Generate tree and object LOD with DynDOLOD.exe for the load order. While all available worldspaces can be selected the only useful ones that are large enough to matter are Vyn and MQ09Isle. Otherwise follow the same installation steps as for Skyrim.
  20. Each setting that can be set differently for each of the LOD levels is applied to that LOD level accordingly.
  21. Not specifically mentioning presets in my answer means it always applies. Is there anything preventing you from starting the game to check if the current DynDOLOD output has the tents for the vanilla military camps? To remove records, right click and select remove. However, I am not sure what records in what plugins it is you want to remove. So do so at your own risk.
  22. DynDOLOD has LOD models for Nordic and Imperial tents and typically adds LOD for them automatically. DynDOLOD uses dynamic LOD for objects that are initially disabled or have an enable parent automatically. The vanilla game already has military camps that change. None of this is new and LOD should already be working.
  23. DynDOLOD 3 is an alpha version for testing. Read the first post. PC/OS freezing or BSOD is a hardware, BIOS setting, OS or driver problem. DynDOLOD can not break games. Simply remove or disable the output from the load order. The LOD mod generated by DynDOLOD is a very simple and straight forward mod, which is mostly meshes and textures and some placed references and base records in the plugins. I guess, if disabling/deleting a mod in a mod manager really disables/deletes the mod depends in the used mod manager. Use a real mod manager like MO2. DynDOLOD does not directly cause CTD or blackscreen. Problems are caused by 3rd party mods/assets used for LOD or the engine exceeding resource limits or users not paying attention to log messages or warnings. Read the DynDOLOD FAQ: Game: ILS or CTD and the DynDOLOD-README.txt how to troubleshoot. If things appear from thin air, it typically means there is no LOD model for them and no rules to use the full model as a substitute.
  24. The instructions for Enderal are in the ..\DynDOLOD\docs\DynDOLOD_Manual.html like they have always been and they say absolutely nothing about renaming folders. Do not invent steps that do not make any sense. Instead follow the instructions and start the tools with -enderalse. I put that information into the change log as well.
  25. This is the xLODGen support thread. if you are following a guide and have problems with it, you need to ask on its related forums. Moving or copying files is a basic OS function. Use a file manager like Windows Explorer for example. Right click , then cut and paste or drag & drop work reasonable well. Use an Internet search engine to find guides and answer to basic OS functions and computer usage.
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