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sheson

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Everything posted by sheson

  1. DynDOLOD is the advanced version of xLODGen. Obviously any invalid textures will cause CTD either way. There are conventions and standards for assets including textures. They exist because of technical necessities. I suggest to only use mods from mod authors who have an understanding how these things work. Temporarily disabling mods/plugins is not a fix but a troubleshooting step. Mods/plugins that cause CTD should be fixed or permanently removed.
  2. From ..\DynDOLOD\docs\help\TexGenConfiguration.html In case the object bounds are not set properly in a plugin, the CreationKit Object Window has a right click context menu entry 'Recalc Bounds' to update them. Was there no "Help with message" link in the error message that loads ..\DynDOLOD\docs\help\DuplicateFormID.html? A duplicate FormID in a plugin can be removed by loading and saving the plugin in CreationKit. Temporarily disabling plugins is a troubleshooting step and not a fix.
  3. Textures are images that are edited edited with imaging program or maybe a command line tool like texconv. Probably best to notify the mod author to fix the assets in the mod that crash the game.
  4. This is caused by invalid texture included in Stave Church of Skyrim. Resize the textures to be multiples of 4, even better would be power of 2. For example 512x512 instead of 600x600 etc. Also you find insane resolutions like 6000x4000 for a texture that you want to shrink to sane values probably.
  5. Carefully read first post again. It says [DynDOLOD|TexGen] What warnings did not you see before? Why do set full models as fall back instead of billboards with a tree mod that has 3D tree LOD models? Generating BTO with full model trees can take a long time. Check ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt that the specific 3D tree LOD models are found. Executing LODGen generates the *.BTO object LOD meshes for the selected worldspace with the existing export file. Also use the Specific chunk option to only generate a single specific BTO for quick testing.
  6. FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD. A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. What is the point of setting full models fallback with a tree mod that 3D tree LOD models?Check ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt that the specific 3D tree LOD models are found.What am I supposed to look for in the TexGen logs? You probably want to upload the DynDOLOD and LODGen logs. Is it any different compared to DynDOLDO 2.87?
  7. The problem is that the grass uses its very own limited shader (similar to tree LOD) that is not available otherwise. The default settings work for for vanilla grass, vanilla weathers and no ENB. It seems ENB or weather mods account most for the discrepancies. It might be possible for Boris do something with ENB (and me using a specific setting for it in the BTO) so grass LOD is affected similar to the real grass. Changing the brightness RGB settings can be used to adjust the color tone. If the grass LOD is always a bit too green, lower the green, raise the red values a bit. The full texture and the color values of pixels with alpha can also have an effect on the overall color tone of the billboards. You might want to test with different GrassMSAlphaThreshold=112 settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI. Higher values make grass LOD billboards thinner, e.g. use a bit less of their more transparent pixels of the full texture.
  8. For terrain, object, tree LOD meshes/texture the worldspace that didn't complete successfully needs to be selected again and it needs to be completed without errors. Plugins are only fine if the process "completes successfully" as explained in the manual. Plugins will only contain records and have valid data files for the worldspaces that were selected, obviously. Basically, all output needs to be generated without errors to make sure everything works. You can not continue to generate plugins if there was a problem and need to start from scratch.
  9. Do not install any billboards from mods and instead only use TexGen to create them. For now, billboard txt files are required for billboards to work correctly with all the new optimized functionality. As the first post says: Make use of the Help button. It opens the ..\DynDOLOD\docs\help\TexGen.html manual. It explains how it works, saying to check ..\DynDOLOD\docs\help\TexGenConfiguration.html for more detail. It explains how to enable/disable generation of billboards.
  10. If making a post reporting problems, add the logs as explained on the first post. You mean to use full models of trees in object LOD instead of using the (hopefully optimized) 3D tree LOD models? I suggest to try to investigate the problem instead and try to change/fix the 3D tree LOD models. If the 3D tree LOD models use the exact same branches/textures as the full model trees (as suggested in the hybrid tree creation manual), the branches of the resulting tree LOD should be exactly the same. You set Full for LOD Level 4 in the "tree" mesh rule? Check ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt, for example search for TreeAspen01, that it says "LOD4: Full" Check ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt, for example search for TreeAspen01 and check that the line looks like 00013AAA 00000000 133915.812500 -71527.781250 12763.512695 0.000000 0.000000 138.958099 0.920000 TreeAspen01 00000000 Meshes\landscape\trees\treeaspen01.nif Meshes\landscape\trees\treeaspen01.nif textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1.dds textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1.dds The full model should be at least mentioned twice. Check the generated BTOs if they contain LOD models for trees. Weren't you worried about script performance the other day?
  11. Yes, billboards are also assets for tree LOD generation. As explained in DynDOLOD-Trees.html, for 3D tree LOD generation, 3D tree LOD models and billboards for the further away LOD levels are required.
  12. Use pastebin or upload logs as a zip file to a file service. However, there is no need to upload logs since you have already found that there is an error in your copy of Update.esm This is the DynDOLOD support forum. DynDOLOD worked as expected and told you about an issue in a plugin in your load order. The problem in Update.esm itself has nothing to do with DynDOLOD. The only information I can give is, that the large references in Update.esm can only refer to records in Skyrim.esm and Update.esm, so if one of them is unresolved it typically can only have been a reference that was removed from Update.esm, since normally Skyrim.esm can not be edited. I suggest to restore Update.esm from backup / verifying Steam game files If you are are following a third party guide, you need to ask its author(s) / on its appropriate forum for help with the guide.
  13. If you have a question you should ask it. If you want to make a report, post logs etc. as explained on the first post and add a proper problem description. If the OS/PC involuntary reboots or has a BSOD while executing simple Windows programs like xEdit/xLODGen/DynDOLOD/LODGen/Texconv it typically means there is a OS, OS settings, driver, hardware, BIOS problem etc.
  14. 3D LOD trees are a LOD assets for LOD generation. LOD only looks and works correctly for the load order it is generated for. Nobody should ever use pre-made LOD and I don't believe any of the downloads from SFO contain generated object LOD meshes/textures. Read the included manual. The TexGen/DynDOLOD output that is generated for the current load order should typically always overwrite everything and should always be active. Otherwise there is no point in generating LOD. If you have questions that are specific to a third party guide, ask the author(s) / on the appropriate forum for the guide.
  15. Going from 256 to 1024 requires 16 times the memory. There no magical command that can make x86 or x64 programs run on a GPU. The question to ask would be if it makes sense to set such insane texture resolution for all LOD textures. Click the Help button of TexGen to open ..\DynDOLOD\docs\help\TexGen.html and read it for some pointers.
  16. You will know why it says ,False if you read the things I suggested to read, especialyl the parts about the object bounds. Could also just search this thread. Verdant came up before.
  17. The first post lists logs to post, might as well post all files from the log folder. Check log yourself. Check that TexGen generated the expected grass billboards. See second post Troubleshoot section and read ..\DynDOLOD\docs\help\TexGenConfiguration.html, especially the Tree/Grass LOD Billboards section and the check the mentioned file ..\textures\terrain\lodgen\TexGen_[GAMEMODE]_[Tree|Grass]_Billboards.txt After LOD generation, the used grass billboards are listed in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt
  18. Read the included manuals of DynDOLOD 3 Alpha. ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html ..\DynDOLOD\docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html ..\DynDOLOD\docs\trees.ultra\tools\hybrids/DynDOLOD_CreateHybrid.html On the subject of billboards also read ..\DynDOLOD\docs\help\Billboards.html ..\DynDOLOD\docs\help\TexGen.html ..\DynDOLOD\docs\help\TexGenConfiguration.html
  19. If it is already done by plugins/mods since a while and no users reported problems with these plugins in normal game play, then the next DynDOLOD 3 alpha version just silently ignoring references that were moved out of the worldspace for which LOD is generated seems to be the right thing to do for now.
  20. LODGen will be able to read the txt from BSA in a future update. However, the workflow is to create billboards with TexGen and install its output last. The instructions do not say to make BSA out of the outputs from TexGen or DynDOLOD and as the FAQ explains, it is not supported (because overwrite orders need to be ensured).
  21. Remove the defunct unresolved records or set them to zero form id. Whatever is appropriate as a default for the entry.
  22. No. FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD. A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. If something is using CPU it is not stuck but working. Do not post screenshots of logs. Post the logs. Without any information nobody knows if things are working as expected.
  23. No. If the DynDOLOD.esp has less than 2048 new records something is probably wrong.
  24. DynDOLOD 3 is doing a lot of things more efficiently including additional error and sanity checks. I am asking myself the same question. I do not really know if doing this with references might be causing problems in the game or not. If CK allows it and it works in-game it might be fine. However, it just seems cleaner to disable them and add new references instead. That maybe just a personal preference. There is a dozen references in Solitude Skyway SE + BluePalaceTerrace [PATCH - LoTD] (STD).esp that are moved to the interior cell. xx0029FE, xx017602, xx018C1B, xx0242DA, xx029490, xx03DB38, xx06B5BA, xx084B15, xx084B16, xx084B17, xx0D0929, xx0D092A DynDOLOD can be made to ignore them silently, ignore them with a warning message or stop with an error. Whatever we deem suitable. For the next alpha version, DynDOLOD will just ignore them with a "Notice" - which only shows in the debug log with default settings.
  25. Read the included help files for TexGen ..\DynDOLOD\docs\help\TexGen.html and ..\DynDOLOD\docs\help\TexGenConfiguration.html which explains the automatic detection and forced creation of billboards. Upload the logs as explained by the first post. Also check the command prompt window of LODGen itself if there is an addtiional information. If the DynDOLOD.esp has less than 2048 new records something is probably wrong.
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