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sheson

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Everything posted by sheson

  1. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which bugreport.txt to also upload. Use the Copy message to clipboard link to copy/paste the text of the message instead of posting a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Click on the Click on this link for additional explanations and help for this message of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Exceptions and scroll to the OpenGL section: This can be also a bug with the tools encountering unexpected situations. Add GLDebug=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI and make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum. Delete old logs. Add GLDebug=1 to D:\Modding Apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, then run again and upload new log, debug and bugreport.txt please.
  2. I can find no replies to the post I made after I looked into it. https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-197/page/637/#findComment-282589 If the problem persists upload new DynDOLOD log and debug log using the latest version of everything.
  3. Moved to the DynDOLOD 3 Alpha thread. Click on the Click on this link for additional explanations and help for this message of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Exceptions and scroll to the OpenGL section: This can be also a bug with the tools encountering unexpected situations. Add GLDebug=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI and make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum. Delete old logs. Add GLDebug=1 to D:\Modding Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, then run again and upload new log, debug and bugreport.txt please.
  4. Also upload the DynDOLOD log and debug log from the generation and the DynDOLOD DLL log for which you enabled debugging. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. if you can not find the game's own papyrus logs, then you either did not edit the correct Skyrim.ini or are not looking in the correct folder, which typically is c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\Logs\Script\ as also explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. The crash logs do not seem to list all game plugins at the bottom. Doublecheck the uploads are complete. What are the actual steps/actions in the game required to reproduce the crash? Test what happens if you hide/rename the meshes folder only in the DynDOLOD output, while loading the plugins and everything else as is.
  5. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Messages/File-Not-Found-Textures about this warning. Looks like someone forgot to make that normal map texture after creating the texture set record. If you simply want to address the warning, you could remove the normal map entry from the record or replace it with textures\default_n.dds with xEdit for example. The notesoulstealer01_large_d.dds diffuse seems to be based on textures\clutter\books\largenote01.dds, so a "correct" solution would be to to create the normal map based on textures\clutter\books\largenote01_n.dds. The size of note changed a bit, looks like it was scaled in the x direction, so that involves a bit of work. You can also just ignore the message, you are not going to notice/care that the note might look a bit flat if you ever going to see it. I suggest to not pay any attention to ignorant people attacking you for asking a question about a factual warning message. Such clueless people do not comprehend that a program nor an end-user does not magically know the actual reason why a file might be missing without troubleshooting/asking. The reason could be an actual error in the installation of assets/requirements or just someone releasing mods/patches forgetting or not caring to QA - just to give a few examples.
  6. From the log: [LOD4] Build meshes: Quality: 0, Max Vertices: 32767, Optimize Unseen: 500, Protect Borders: True, Hide Quads: False From the first post: Set Optimize Unseen to off for LOD4 for first generation. From Terrain-LOD-Readme.txt: Optimize Unseen: on = merge large chunks of triangles under water resulting in less vertices. x = merge triangles and move shallow vertices under water to at least this distance below the water surface. https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes Typically use a Quality of 0 to 5 for LOD4 and make sure to check Protect Borders. Typically leave Optimize Unseen set to off. There is no need to use -1 for the game. Visually it is the same as 0, an exact match to the full terrain meshes of the active cells The Optimize Unseen setting is for LOD level 32 / map to improve coast lines as part of the mandatory mesh simplification process for the higher LOD levels.
  7. You can see in the LODGen_SSE_Tamriel_log.txt that it reports lots of lines like pos 6272, 2126, -5528 outside cell 0, 0 center 3145.304, 3055, -5792 0,0 In this case it means that Tamrielx0000y0000.cgid also contains grass positions that are actually in cell 1,0 You can test it by only keeping one cgid file - for example the Tamrielx0000y0000.cgid you uploaded. Then make sure that NGIO INI is set to not generate grass cache files on demand with Only-load-from-cache = true and DynDOLOD-Grass-Mode=1 etc. Then cow tamriel -2,0 disable LOD with tll, and use tfc to fly to cell 0,0 and 1,0: So, the issue exists in the cgid files. Assuming NGIO still uses the unchanged native routines in the game code to generate grass, the first thing to check would be the object bounds of the involved grass records.
  8. DynDOLOD uses full model filenames to match LOD model filenames. See https://dyndolod.info/Mod-Authors#How-to-add-your-own-object-LOD-models If the full model is dlc2iceberglarge.nif, then it uses dlc2iceberglarge_lod_[0|1|2].nif etc. If you want to use iceberglarge_lod_[0|1|2].nif for LOD, the full model should be iceberglarge.nif
  9. This looks like there may be out of cell data in a grass cache file. Maybe it is related to float 32 to float 16 or vice versa conversion. Upload the BTO and all grass cache file of the cells that the BTO covers, i.e. its filename coordinates and +1, +2, +3 in each direction. Set Expert=1 and Verbose=1 in S:\NGVO V6\tools\DynDOLOD newest\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. In the expert mode set the specific chunk drop down to 4 and the W and S drop down to the coordinates of the BTO file. Then click the Execute LODGen button. See https://dyndolod.info/Help/Expert-Mode Then also upload the S:\NGVO V6\tools\DynDOLOD newest\Logs\LODGen_SSE_Tamriel_log.txt
  10. Yes, I was just going to write that it does that. It prefers the original assignment because the base record has a texture replacement and the LOD model does not have any full textures or stitched LOD textures. The assumption in this a case is, that typically the base record assigns a better LOD model with a better matching *lod.dds texture. That code is just not aware that the LOD model filename contains the editor of the texture replacement method - since this case was not needed/reported yet. Let me know if this is a problem that needs addressing, though I'd would argue if the base record assigns a LOD model as well, then it should be the updated one anyways for CK/xLODGen
  11. Moved to the appropriate thread for the error in the load order. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making unverified assumptions or asking leading questions. 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/Can-Not-Resolve-Cell: There is a problem with the mentioned cell or reference record. Check the log message for related messages above about the cell or the mentioned plugin. For example messages about Deleted Reference or Unresolved Form ID. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix errors before generating LOD. https://dyndolod.info The tools are shared for free with the specific requirement to use the latest version, to provide feedback and to report any problems including logs and other requested information to the official DynDOLOD support forum in order to improve and advance their development for all users. Always use the latest versions. Newer versions fix bugs, add new features, contain updated/new assets and configuration files to support the (sometimes still updated) vanilla game and for existing, new or updated mods. Using the latest version, providing feedback and reporting of all problems with requested logs to the official DynDOLOD support forum is a requirement to participate in the alpha test. Do not waste time using older versions or reporting problems with older versions. Older versions will automatically stop working after several months to facilitate the cathedral modding process and to protect the community from detrimental behavior and users from themselves. The current version works as designed and reports the error as expected. Instead of ignoring the reported problems in your load order, follow a good modding guide like STEP etc. to learn rudimentary modding practice like cleaning dirty plugins with xEdit as explained since decades. Typically cleaning the reported plugin(s) will fix the error that prevents successful patch generation.
  12. It seems the EditorID of the replacement texture ends in _ So stonewall01_LSC_ + _lod_0.nif -> stonewall01_LSC__lod_0.nif with two _ Upload new logs, including DynDOLOD_SSE_Object_LOD.txt if it still does not match.
  13. Moved to the appropriate thread for the problem. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search There only seems to be a TexGen debug log. Upload the DynDOLOD log and debug log when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ and https://dyndolod.info/FAQ#Entire-LOD-missing If Seasons of Skyrim SKSE is used, make sure to generate LOD - including terrain LOD with xLODGen - for all enabled seasons or disable LOD switching for a season in ..\Seasons of Skyrim\SKSE\Plugins\po3_SeasonsOfSkyrim.ini. See https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD patch mod with DynDOLOD See https://dyndolod.info/Help/Seasons In addition to DynDOLOD generating object, tree and dynamic LOD for seasons, also use xLODGen to generate terrain LOD meshes and textures for the different seasons. Generate and install terrain LOD before generating with DynDOLOD. See https://dyndolod.info/Help/xLODGen#Seasons
  14. Read the first post: Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files, Users, Desktop, Documents, Downloads etc. Do not mix with xEdit installations. Read the readme.txt included into the download archive: Install into a dedicated and empty folder outside of any game folders, mod manager folders, Steam or other third party folders or special Windows folders like Program Files, Users, Desktop, Documents, Downloads etc. For example C:\Modding\xLODGen\ From the log: <Error: Could not execute "H:\SteamLibrary\steamapps\common\Fallout New Vegas\Edit Scripts\LODGenx64.exe" "H:\SteamLibrary\steamapps\common\Fallout New Vegas\Edit Scripts\LODGen_Terrain_WastelandNV.txt" 00000002> [WastelandNV Default] Terrain LOD meshes generation error: System Error. Code: 2. The system cannot find the file specified <Error: Could not execute "H:\SteamLibrary\steamapps\common\Fallout New Vegas\Edit Scripts\Texconvx64.exe" -nologo -y -aw 256 -sepalpha -f DXT1 -bc d -o "f:\mods\fallout nv\lod gen\textures\landscape\lod\wastelandnv\diffuse" -flist "C:\Users\Dylan\AppData\Local\Temp\FNVEdit\Texconv_WastelandNV_0_0.txt" 00000002> Error converting textures: System Error. Code: 2. Make sure the entire download archive including all subfolders like "Edit Scripts" which contains the LODGenx64.exe and Texconvx64.exe are properly unpacked into a folder outside Steam and the game. If the exe files do exist, then the OS, UAC, antivir etc. might be interfering.
  15. If you have problems following a 3rd party guide, you should ask on their forum, discord etc. Update the Windows registry entry that is set automatically by the game's launcher. This should be explained by every decent modding guide. Alternatively use command line arguments. From the first post: If required, use command line arguments to set the paths to certain directories and files. For example: -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" From the readme.txt included in the download archive: Use command line arguments to set the paths to the INI folder, plugins.txt and the data folder if required. For example: -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"
  16. Upload the log file as explained on the first post. If you have problems with following a 3rd party guide, you should ask on their forum, discord etc. The file it is looking for is typically mentioned in the log message(s) above.
  17. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Also upload A:\Edits\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Have you done any rudimentary troubleshooting and checked if the issue happens just the same with vanilla LOD? What changes or how does it look if you disable the mod that is the last to overwrite the snow shader(s)? The screenshot might show a snow shader that is also a decal so it is always drawn in front of things which gets worse the further away the camera is. What does testing toggling LOD of reveal? Also test difference with uLargeRefLODGridSize set to 5 / slider in launcher to the left. The posted screenshot does not show more informative console information for the stair snow cover. Can you click it? Make a of all of full models being loaded and just everything being LOD past the large reference gid close up with tfc as explained. Use the fov console command to zoom if needed. The reported base record and model is a wall/platform corner piece, so not the stairs or something below them, but next to them.
  18. The red arrow points to a waterfall in Markarth. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot with more informative console. The waterfall should be a reference in a DynDOLOD plugin as by default the game does not show them outside the city. There already is a mesh mask rule for markarthwaterfallcliff in the high preset settings which according to the log has been loaded which should make it show up to the Far Grid distance. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed. From the DynDOLOD log: DynDOLOD DLL: C:\Users\GM\steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.36.0, Game Version: SE/AE 1.5.x/1.6.x, VR 1.4.15, Date: 2025-07-08 20:00:00 Replace DynDOLOD DLL NG and Scripts with the latest version. If issue still happens, replace the DLL with test version from https://mega.nz/file/oZpSjYCD#G0x8e2t1QRKkYftfT5Ut6arTLv1MiHMMTfRguX3P074. Just replace and test with new game/coc MarkarthExterior01 from menu.
  19. For reference see https://dyndolod.info/Messages/Deleted-Reference, https://dyndolod.info/Messages/Unresolved-Form-ID and https://stepmodifications.org/forum/topic/15567-unresolved-formid//
  20. Great. Thanks for letting us know. It should only take a couple minutes without GLDebug. Now that you have TexGen output, run DynDOLOD as usual. Also use the test version.
  21. Moved to the DynDOLOD 3 Alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service for large log files. Use an Internet Search to find alternatives for a text paste service. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of affected/relevant full models with More Informative Console and how to use tfc to get close to LOD models. What makes you believe the snow shining through has something to do with LOD / LOD generation by DynDOLOD? It seems likely this also happen with no DynDOLOD output active. Also doublecheck, the snow is actually LOD by toggling (object) LOD off with tll in console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If it is LOD, then see https://dyndolod.info/Help/Snow-Ash-LOD-Shader and check which plugin(s) overwrite the LOD shaders. Otherwise check the base record of the full models for which snow shader they use.
  22. Get the new test version and report results and upload new logs in any case.
  23. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to properly report a problem with logs and screenshots. See https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards Then use the settings GrassBillboard and ComplexGrassBillboard to control which billboard model is used. alt1 = without backlighting, alt2 = with backlighting. Read the explanations above the INI setting: ; Billboard template to use for grass LOD billboards created from "normal" grass without normal map textures ; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc. GrassBillboard=1 Set GrassBillboard or ComplexGrassBillboard to whatever billboard you want to use. You can set any number between 1 and 6 you want. If you find that the general defaults should be changed for community shaders, then I would appreciate a proper feedback report.
  24. Download these shaders https://mega.nz/file/tdYCjKpJ#SxhmH9iQ-5bi7b6MNDSanhGNg9JXRbN_U75SXQ0WuHw and replace the files in Z:\mnt\storage\Modding\MO2_SSE\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ Report if there is anything different or not. If issue persssts, upload winning textures textures\_sd_\moonshadow\ewillow03snow.dds and ewillow03snow_n.dds
  25. Upload the winning model (MO2 right window, Data tab) ../meshes/_sd_/moonshadow/treewillow03Snow.nif Check what happens if you Preview it for Tree or HD Tree in TexGen. it should be sorted with [TREE:B01EFEAD].
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