Jump to content

sheson

Mod Author
  • Posts

    13,180
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. The game or rather SteamApps can be in any folder you can imagine, it just should not be a special Windows folder under the control of UAC. That's just basic computer and modding knowledge. So, consult a steam guide how to move SteamApps out of Program Files x86 or any Skyrim modding guide how to setup the game and how to use MO2, which is x64, supports Skyrim and has been out for several years.
  2. Use the x64 version. Let Windows handle page page / virtual memory automatically. Nothing, including the game, should be installed to Program Files x86 to avoid problems with UAC, anti vir etc.
  3. It might be enough to only update the texture atlas in export mode. See "Update Texture Atlas" in DynDOLOD_TexGen.html
  4. DynDOLOD does tree and object LOD. Use xLODGen to generate improved terrain LOD.
  5. No concrete information. xLODGen generates LOD meshes and textures with the installed assets. It does not change how the engine loads or unloads LOD. In case of object LOD, the engine always loads full models before disabling LOD. No INI settings or LOD meshes or textures can change that.
  6. Yes, typically you should leave all shader settings as they are, especially if the shader itself is the Default shader. If the shader is not Default or the Glow Shader, it might work or cause CTD if used in LOD, LODGen.exe might also say something about it. The trunk plane needs to fit the trunk texture, nothing else. Stop doing what you are doing with trunks and wait a day or two for DynDOLOD 3.0 alpha version. It will make creating hybrids easier.
  7. It is not clear what you mean by looking bad in the screenshot. What in particular is looking bad? I do not really see any messed up textures. If something doesn't have LOD it is typically because no LOD assets exist for it. If you want better tree LOD, find or create better billboards or use ultra tree LOD.
  8. If you want to use the vanilla billboards with ultra tree LOD, copy xLODGen\Edit Scripts\LODGen_flat_lod.nif to the DynDOLOD\Edit Scripts\LODGen_flat_lod.nif. Edit DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini in notepad and set Billboard6=LODGen_flat_lod.nif Then set the tree mesh rule to Billboard6 for all LOD levels. Then generate LOD as usual. Then you can have the tree LOD you like and the drastically improved object LODs. The Near/Far LOD settings are for dynamic LOD. They are explained in the section "DynDOLOD Mod" in DynDOLOD_Manual.html.
  9. Read the Updating section in DynDOLOD_Manual.html. You can update by starting DynDOLOD with the existing DynDOLOD output and plugins still activated and then only selecting the new worldspaces. Then install the new output, overwriting the old output.
  10. Are those the vanilla billboards from the TES5LODgen download? Which billboard setting was used for the tree mesh rule? Unless you can show there is a problem with xLODGen and distant mountains with the vanilla game, then there really isn't a bug.
  11. Test what happens if you temporarily disable the xLODGen terrain LOD meshes, so it uses the vanilla terrain LOD meshes for optimization instead.
  12. Is it DynDOLODx64.exe or rather LODGenx64.exe? The windows Task Manager should show which one uses more memory.
  13. Check log lines above the exception for additional hints. Check the FAQ and search official forum Searching the forum for Can not find textures\lod\icwalllod02.dds or Can not find textures\lod\ictowerlod01.dds finds: https://forum.step-project.com/topic/14071-can-not-find-textureslodicwalllod02dds-textureslodictowerlod01dds
  14. Temporarily removing plugins from the load order is a trouble shooting step and not a fix. The load order should be finalized before generating LOD. DynDOLOD is a modified xEdit. It copies the winning overwrite records from the plugins in the load order to build the DynDOLOD plugins. Any errors that happen while copying are typically because of issues in the plugins. Sometimes because there is something wrong in the process. Whatever the cause, it should always be fixed. If the load order changes after the DynDOLOD plugins were created, then there might be outdated records in the DynDOLOD plugins. So either modified records need to be forwarded or conflicts resolved.
  15. Those settings fade out things in the loaded cells. If the game has such performance issues that it needs to start to fade stuff out in the loaded cells, I would rather start going with more sensible ENB settings and less demanding mods. Too low fLODFadeOutMultObjects could potentially lead full models with LOD not being shown all the way to the edge of the loaded cells, causing LOD to fade-in/out from/to nothing. If that is a problem then I might add a setting to categorically set Has Distant LOD flag again. Right now the flag is set as sparingly as possible.
  16. If you want to check what MO2 executes, best to check its log. Let Windows handle page file/virtual memory.
  17. If TexGen says that there are already TexGen textures in the load, that really does mean that 1) there are already texture from a earlier TexGen run in the load order and 2) it really would be best if they were removed first. If they are included in the main BSA, that could be a bit difficult. The error from the bugreport is Executing TexConv returned error C0000142 when trying to read textures\lod\skyhavendetails01lod.dds This could be a permission problem, maybe outdated visual runtime etc. Run Texconv from a command directly, see if that works. Please read the message of the image you posted. It says you started DynDOLOD in TES5 mode.
  18. Read the error messages, which say that xEdit/xLODGen/DynDOLOD can not find the standard Windows Documents\My Games\ folder and thus could not find the Skyrim.INI On normal Windows installations it would be c:\Users\[username]\Documents\My Games\ Programs use a standard Windows function (SHGetSpecialFolderPath) to retrieve the actual paths of such standard system folders. Could also be because of Windows UAC, AntiVir or some other crapware blocking access. It is possible that it can not find the folder because of special foreign characters in the username. If that is the case, test what happens when starting latest SSEdit 4.0.3 from https://www.nexusmods.com/skyrimspecialedition/mods/164 Though it has no problem finding the AppData folder... Read the install instructions in the included manual again. They state to not install DynDOLOD into game or Steam folders: 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.
  19. Object LOD requires LOD resources in meshes/lod that typically use textures/lod. So make sure that the mods LOD resources are installed. Existing pre-generated LOD in meshes/terrain/[worldspace] and textures/terrain/[worldspace] do not affect LOD generation. You have to make sure that the generated output completely overwrites pre-generated LOD, so it is actually used. The typical overwrite rules/orders of BSA and loose files applies.
  20. See https://forum.step-project.com/topic/15333-fo4-fo4lodgen-help/
  21. Pre-generated LOD only works for the load order it was generated for. Nobody should be using it and always generate LOD for their personal load order to have LOD match and work as good as it can be. In FO4 the LOD for trees is part of static object LOD. You need to make sure you have the resources for tree LOD generation for the tree LOD mod(s) installed properly as well. So in this case they might be called object LOD resources, meshes and textures. Typically they should overwrite any of the vanilla LOD resources in the same order as the mod(s) overwrite the full models/textures. Terrain LOD meshes are made from height data in the plugins and from landscape full textures. So there aren't any LOD resources required. However, there might terrain mods that might have textures only to be used with terrain LOD generation (not sure about FO4, but this exists in Skyrim for example. AFAIK FAR contains optimized (compression format) vanilla terrain LOD textures and updated detailnormals.dds and noise.dds which are overlayed the terrain LOD textures in the game. If you generate terrain LOD textures with xLODGen they should overwrite the terrain LOD textures from the mod. Keeping the detailnormals.dds and noise.dds from the mod depends on personal preference. They do not affect LOD generation itself. Water LOD generation is not influenced by mods changing the water textures/shaders. LOD water will use whatever water record is defined on the worldspace record. The only thing that affects water LOD generation is the worldspace or cell waterhight information or if a cell has water at all.
  22. The bugreport says it is running out of memory. Pay attention to the instructions of the included manual and what it says under the Output folder selection on DynDOLODs Wizard options window. The output path should be outside of the game folders and Mod Organizers virtual file structure. Do not use a path in MO2 mod folders. Close as many programs and background processes as possible to free up memory. Let Windows handle virtual memory/page file. Use lower texture size settings for TexGen/DynDOLOD. Generate LOD for Solstheim only to see if it runs through. If successful, install and activate output as usual. Then start DynDOLOD again, with the DynDOLOD plugins. Select the other worldspaces and generate LOD. Then install the new output, overwriting output from the first run.
  23. If xLODGen generates meshes and texture with the -o command line into a dedicated output folder that is outside of any game and modding folders and then those meshes and textures (or any mod files) are installed as a mod in MO2 and then removed, none of that can not affect anything permanently in the game or load order. If installing and removing meshes and textures would have a lasting effect on the game or load order, it would be a problem with the mod manager. However, the game braking like you describe is consistent with the meshes and folders being generated into game or any mod folders, like when the -o command is not set. Carefully check the log for all warning and error messages, especially messages about textures not on atlas or too many vertices/triangles. The messages about missing normal map for tree LOD billboards are expected. Make sure nothing, including the game, mod manager, tools and xLODGen are not installed in protected Windows folders like Program Files or are blocked by antivir etc. The game has to first load in all objects (with LOD) of a cell, before it can disable the LOD for them. In that brief time both show. That behavior itself can not be changed. There is a stipple fade setting, but changing it only makes things worse for trees, as the tree LOD unloads too early, while the tree fades in, so there is a brief disappearance.
  24. The older crash log at address SkyrimSE.exe+1353771 shows that the game has a problem while saving. Probably the usual autosave while going through a load door. Q: Game: ILS or CTD A: If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.ini. Alternatively add/set [saveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.