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sheson

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Everything posted by sheson

  1. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and which LODGen logs to upload. Click on the link to open more help https://dyndolod.info/Help/LODGen as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Follow the instructions of the message. See https://dyndolod.info/Help/LODGen
  2. What are we looking at in the screenshot? This looks like loaded cells. Does whatever the problem is go away by disabling all LOD with tll in console? Q: Game: Tree LOD: LOD trees show in loaded cells A: Make sure that nothing overwrites the generated LOD files. A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order.
  3. Discard everything that is not Occlusion. Each LOD type works independent of each other. If there were a requirement to do anything it would be part of the instructions in the manual. Also see the chapter "Updating" in the DynDOLOD manual.
  4. If you find the time, do the same with the latest version again and have an eye at what part (check the message log) it starts waiting. Then check if there are LODGen or TexConv processes running in the background.
  5. Ah crap, it is not supposed to save/modify other plugins. This will be fixed in the next beta. Edit: fixed in xLODGen terrain LOD beta 66
  6. There is no need or requirement to clear the AppDarta folder. It would be part of the instructions if it were. I still have no idea if it was doing meshes or textures, if it waited for LODGen or TexConv background processes to complete.
  7. As I already said: like doing what? What exactly was the programs doing at the time of the screenshot. Generating terrain LOD is two major different things: generating terrain LOD meshes and terrain LOD textures. xEdit/xLODGen uses external process like LODGen to generate terrain LOD meshes and TexConv to convert terrain LOD textures. At times xEdit/xLODGen has to wait for these external process to complete their tasks. I have no idea what you going on about, because it is not clear if there is a problem and if there is a problem what it is exactly. It is perfectly normal for xLODgen.exe to have anything between 0% and 100% CPU. It totally depends on what it is doing at the time.
  8. Without any context - like doing what - xEdit is probably waiting for user input or an external process to complete.
  9. The games plugins.txt is in c:\Users\[username]\AppData\Local\[skyrim|Skyrim Special Edition]\Plugins.txt. Mod manager might have local copies that replace plugins.txt at this location at run time, but that does not change where the game or xEdit reads/writes standard game files. xEdit/xLODGen settings are in Plugins.sseviewsettings
  10. xLODgen.exe terrain LOD beta never closes itself. It ends with a "LOD generation complete" message. Always has. However the spawned and hidden LODGen.exe processes from which you posted the last few log lines does. These are called options or settings. xLODGen/xEdit stores settings between sessions in the same folder as plugins.txt for the selected game mode. Again. xLODGen.exe never closes itself. Never has. In case of a problem there should be an error message in the log or a message window popping up. "Operation aborted" typically means you closed the program before it was finished. xLODGen does not care about grass data files.
  11. Not quite sure what posting screenshots of file times is supposed to show. That depends on grass mods, grass density settings and how long generating the grass cache took. Generating several million grass billboards takes its extra time. It also depends on available CPU cores and speed and memory.
  12. Nothing changed. You pasted the last few lines from the LODGen.exe log. LODgen.exe always ends like this since years. What are "custom templates" supposed to be? There is such thing in xLODGen terrain LOD beta.
  13. This is DynDOLOD 3 Alpha. You are supposed to test these things. Use the defaults. Read the contextual Help, especially the explanations about the billboards settings.
  14. To generate the grass cache No Grass in Objects is required to be installed. For Grass LOD to match the grass in loaded cells, No Grass in Objects should be used with OnlyLoadFromCache=True. This is already explained in the second post. If there are any mods/plugin that modify grass, they need to be active through the cache and grass LOD generation processes. A mod/plugin modifying grass is not in any way or shape comparable/redundant with the No Grass in Objects SKSE plugin or generating grass LOD billboards in object LOD level 4.
  15. If you look up the mentioned IceShader01 [MATO:0002BD1D] in xEdit you see anything out of the ordinary? Like What plugins are overwriting it? The second error looks like the one I posted about right above your comment. If you check the LODGen command prompt windows they probably said something along the line like this https://pastebin.com/z9eCFtLM
  16. xLODGen/DynDOLOD are LOD generators and do not change how the engine works. Disable all LOD with tll in console. If the problem still exists it has nothing to do with LOD. If only random parts of terrain LOD textures turn black, then VRAM is probably exhausted.
  17. If there are still CTD after removing Occlusion.esp, then it can not be the problem. That is the first troubleshooting step. If there are still CTD after removing DynDOLOD, then it can not be the problem. See the DynDOLOD FAQ and readme.txt how to troubleshoot CTD. Install .Net Framework first, check its crash log for clues.
  18. I believe I have found and fixed the cause of this "KeyNotFoundException" in "RemoveUnseenFaces" (race condition). Fix included in next alpha 15.
  19. Ask the people who make the suggestions to understand their intentions? In case you are asking for explanations of the settings, obviously read the Glow LOD section in the manual, hover over the checkboxes or click he Help button in DynDOLOD 3 to open ..\DynDOLOD\docs\help\Advanced.html, which all explain these settings.
  20. If you recognize yourself that a question must have been answered before, I suggest to use search in addition to reading the manual. https://forum.step-project.com/topic/14565-help-me-to-understand/ As explained in that thread before, it is rather easy to know which pre-rendered textures are not automatically generated: every LOD texture in textures\lod\* and textures\[dlc01|dlc02]\lod\* that is not generated by TexGen and hence not overwritten by the TexGen output. With DynDOLOD/TexGen 3.0 now being able to render object LOD textures for which special render models have been created, the list will slowly become a bit shorter with future updates.
  21. What happens when you run it with the -memory command line argument? Can you pinpoint if the memory grows slowly over time or if it is spiking just at one specific worldspace/operation?
  22. Any idea what the memory usage was before it got to that? I also seem to remember it is fine if you only select the worldspace by itself.
  23. The circular blending of full textures to terrain LOD diffuse texture has come a couple times on this forum. It is rather easy to spot, disable grass, tcl into the air, look straight down. Nothing can be really done about it. Eventually someone will hopefully update the shader and simply disable it (like it seems to be in Fallout).
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