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sheson

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Everything posted by sheson

  1. Is there something preventing you from starting the game to test it?
  2. Try to use ENB settings to make the waterfalls a bit darker, though I guess you can't make waterfalls look like tar as the mod. I will have to check if I can come up with an automatic conversion to create the optimized LOD versions, otherwise a manual labor would be required.
  3. What did you do to your game that made you install this mod? Did the ENB particle patch stopped working? Are the textures changes the mod makes having an ill effect on the dynamic LOD waterfalls? Can you maybe do a couple screenshots with a reference form id of a prominent waterfall and a before and after comparisons for full model and LOD?
  4. Do not generate into game folders. Set a dedicated output folder as explained on first post. Install as a mod. You did not say which version was used. The only difference between version 69 and 70, 71 are the way BSA files are discovered. Assertion errors are typically caused by problematic plugins. If making reports always upload/post entire log. Also provide bugreport.txt if it exists
  5. For Skyrim and best possible results you use xLODGen for terrain LOD meshes/texture, then TexGen to update some object LOD textures (and billboards if you fell like alpha testing), then DynDOLOD to generate improved tree and object, then xLODGen to update occlusion data. https://forum.step-project.com/topic/14250-skyrim-tvdt-occlusion-culling-data/
  6. If there are no warnings from SSE Engine fixes about reaching the reference handle limits than it is probably not it. Testing with a new game I hope? Something like coc whiterun, then save? Obviously the first test would be with MemoryManager = false in EngineFixes.toml The next would be see what happen if you disable whatever mod is undaunted.dll. Though it seems likely an overflow/memory problems happens while saving. I would test with no compression or zip compression. e.g. [saveGame] uiCompression=1 or 0 instead of 2 for the problematic lz4. You might be exceeding the 128MB limit that SSE Engine fixes sets instead of the vanilla 64MB limit for lz4. Also, see if using DynDOLOD.DLL helps. The re-saver error seems odd, since both numbers are the same. But still it could provide a clue to what data type has a problem, if would could find where/what it is trying to read at that moment.
  7. Tree LOD Billboard Creation : Start to Finish Obviously you should be using DynDOLOD for easier and improved object and tree LOD generation for Skyrim. The upcoming TexGen 3 as part of DynDOLOD 3 which is currently in alpha testing generates billboards for the current load order automatically.
  8. The exact size and location of the holes with the broken vanilla occlusion data depends on LOD distance INI settings. Permanently and correctly fix the problem by either using xLODGen or DynDOLOD to update the broken vanilla occlusion data as explained in https://forum.step-project.com/topic/14250-skyrim-tvdt-occlusion-culling-data/ instead of covering it up or using archaic and performance intensive workarounds.
  9. Skyrim vs Skyrim Special Edition. Check the header for the version. That is just NIF editing / NifSkope knowledge. It is common knowledge that Program Files x86 is a protected Windows folder and that UAC, antivir and other crapware typically block access to files. I suggest to setup the game properly according to any modding guide. The log is appended to every time DynDOLOD is run. Delete the file before running DynDOLOD or truncate from the start "DynDOLOD based on xEdit x64 (xxxxxx) starting session ..." to the end of the last generation. The log you posted shows that meshes\dyndolod\lod\trees\treepineforest01_c04fc3aepassthru_lod.nif is found and used for LOD4 for TreePineForest01. TreePineForest01 [TREE:0001306D] meshes\landscape\trees\treepineforest01.nif Billboard found, 3D LOD found LOD4: meshes\dyndolod\lod\trees\treepineforest01_c04fc3aepassthru_lod.nif LOD8: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds using internal Have a look at ..\DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html, there is typically no need to make special textures. The full textures are shrunk and put on the atlas automatically. Also have a look at DynDOLOD 3 Alpha and ..\DynDOLOD\docs\trees.ultra\tools\hybrids\DynDOLOD_CreateHybrid.html for automatic and better trunk texture generation with TexGen and easier hybrid 3D model generation. DynDOLOD is the advanced version of xLODGen, which is a renamed xEdit. If xEdit can see/read a file in the load order, so should be xLODGen and DynDOLOD. If DynDOLOD can not "see" the file it is either not there or it is being blocked by UAC, antivir, other crapware.
  10. You can not copy a block that from a NIF that is a newer version into a NIF that is an older version that does not support that block type yet. The game should not be installed into the Program FIles x86 folder. Use a mod manager. Check the log for error messages above the tree report. Test with xEdit Asset (CTRL+F3) the files can be found and accessed in the load order by entering the filename into the filter field. Replacing the 2D trunk with the full trunk can not fix file not found errors. It will only make the 3D model unoptimized. Please, do not post screenshots of text. Post the entire log to pastebin instead.
  11. A BTO filename contains 3 numbers. The first is the LOD Level. The second is the X and the third is the Y coordinate. They are called West (X) and South (Y), because they are the coordinates of the left lower cell of the LOD quad.
  12. The RGB top and bottom brightness settings in the INI are added to the header part of export file for LODGen. They are applied when LODGen generates the BTO meshes. As explained in the second post, it is quickest to change the in the export file and generate a specific BTO using the expert mode. See second post or ..\DynDOLOD\docs\help\GrassLOD.html (same content, but with internal links to other help files) "Updating" Start DynDOLOD in expert mode ..(\DynDOLOD\docs\help\Expert.html). Use Specific chunk option. Click Execute LODGen button.
  13. Have you tried with DynDOLOD 2.91 yet as suggested? Post the entire message log if problem persists. The log is all the log messages that are printed to the main messages window as soon as the program starts. Logs are saved to the log folder when the program is closed.
  14. I originally tested with white and the 0.5 gray textures in the game to determine a specific color/brightness shift. Didn't really help me much. It is just inconsistent to everything, weather, time of day, distance, view angle, everything. There are just too many variables having an effect. Even the color of the transparent pixels of the grass texture play a role, since they can become part of the edges when a model is rendered because of mipmapping. (Have look at TexGen_SSE.INI to control even more aspects of the rendering). Ambient/Direct for grass have more or less the same effect, since the grass shader in the game does not use normal maps, hence the direct light setting does not illuminate from a specific direction. The RGB brightness settings in the INI / export file can be used to change the tint. I had their original values from generating grass LOD with the vanilla grass full textures. Then adjusted the TexGen brightness to match that (and what I know from billboard tree LOD). Then I fine tuned the RGB values again to what they are now. Just make sure to use the short cuts by only updating the texture atlas directly or by just executing LODGen for a specific quad after changing the values in the export file. But yeah, you will spend dozen of hours constantly starting the game cow tamriel x y etc.
  15. The texture whruinstone_n.dds exists in the vanilla BSA "Skyrim - Textures2.bsa" As the log message say, check the log that all required BSAs are loaded. If not, try with DynDOLOD 2.91.
  16. The error is: textures\dbm resources\new museum\stainedglass01.dds not found! As can be deducted from the log messages and the path, this texture is expected to be included in the mod Legacy of the Dragonborn. The log message says to check if all required *.BSA are loaded. Have you checked the log if all LegacyoftheDragonborn BSA are being loaded? If not, try with DynDOLOD 2.91. The log message says to turn off MO 1.x archive management. It says nothing about MO 2.x as it does have that feature.
  17. Please, if you posts questions provide information. For example the fact that grass LOD was generated. Grass, game settings etc. See second post about performance. Test the impact of static object, tree and terrain LOD by turning it off with tll in console. Test impact of dynamic LOD by disabling it in DynDOLOD SKyUI MCM.
  18. Probably not, but what does that have to do with LOD or with DynDOLOD 3.0 Alpha specifically?
  19. Thanks. Will be fixed next version.
  20. In this context a main thread is started for each LOD quad. LODGen divides the number of cores by this value to limit the max number these threads that are allowed run in parallel. In return sub-threads like processing LOD models for each quad are allowed higher concurrency limits.
  21. DynDOLOD waits for all LODGen processes to finish. If there are any problems, post the logs as explained on the first post.
  22. There is no requirement or use to delete the cache folder since several years. I am not sure what the issue is? Read ..\DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html how to generate ultra tree LOD. If you want 3D tree LOD you need to have 3D tree LOD models installed, change the INI setting and change LOD4 to Static LOD4 if it isn't by default (high rules only)
  23. FAQ: Game: DynDOLOD requires PapyrusUtil A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources. A: PapyrusUtil is not installed, outdated or not running at all. A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods. A: Check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.
  24. Install latest version of .NET and Framework and Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 See if you can bring one of the LODGen command prompt windows to the front when ones is started for a worldspace. It may print more information to the prompt than it is able to write to log. See if using Edit Scripts/LODGenx64.exe from older DynDOLOD version works with newer DynDOLOD version. Maybe test DynDOLOD 3 Alpha, or just its Edit Scritps/LODGenx64.exe makes a difference. Pay attention to the installation instructions: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation.
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