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sheson

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Everything posted by sheson

  1. This looks like the alpha is missing from the LOD textures. Check if textures\terrain\Commonwealth\Objects\Commonwealth.Objects.dds has an alpha channel and if trees or power pylons etc. have transparency. If that is not the case, make sure the atlas LOD texture uses a compression format that supports alpha. Check if the source LOD textures still have the alpha. Open the load order in xEdit and check its log to make sure it loads all the BSA. Start the Asset Browser (with CTRL+F3) and enter ElectricalTowerLOD_d.DDS for example. Typically its only container should be "Fallout4 - Textures6.ba2" and unless you modified vanilla files it should be fine. If other containers are listed, the first one is the one that wins. You can open the texture in the default application (e.g. image editing program that support dds) with double click or extract it with right click / save as. If the textures are fine, check Data\meshes\terrain\Commonwealth\Objects\Commonwealth.4.-20.12.bto in NifSkope. If you setup the resources properly in NifSkope it will load the textures, too. Either way, you should be able to see a power pylon. If you click it, NifSkope should automatically select its BSSubIndexTriShape in the Block List. It 's Value should say obj-at. If you unfold it it should have a BSLightingShaderProperty and more importantly a NiAlphaProperty.
  2. Google drive is asking for permission, so I can not access any of the log files. Also provide the .NET Framework crash log.
  3. Good catch. Replace LODGenx64.exe in Edit Scripts with this version https://mega.nz/file/0dxFnSBa#hfAFeZiwKgaMIcyP4eKuHB-dCOd9TgtmqarbLK-z_7E Edit DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and set Expert=1 Start DynDOLODx64.exe as usual. Select Tamriel worldpsace. Click button Execute LODGenx64.exe to start it right away with the already exported data. I expect this version to print a line like "unexpected root node" with a NIF filename. If it did that find out which mod the NIF comes from and let me know so I can test myself.
  4. >It seems LODGENx64.exe was unable to complete its work. This does not really explain what is happening. Are you saying the LODGen.exe command prompt window just closes by itself without any error and that the log attached is all that it created? Do not change the load order in MO or close DynDOLOD.exe while the LODGen.exe command prompt is still running. Use a legal copy of the game installed properly via Steam. Make sure no UAC, antivir or other 3rd party crap interferes with any of the programs/file access.
  5. If I generate for Skyway 1.3 LOD with DynDOLOD, the major building parts have LOD in the first LOD level 4 (and 8). With ultra settings (57000 instead of the default 60000 because of bugs), LOD level 4 shows all the way to the Brood Cave for example. The way you describe it, objects going out of view at the Warehouse already, means those objects do not have any LOD at all. In my screenshot everything to the left are still full models and then continue with LOD level 4 to the right. If you are missing LOD for references, list their form ids so we know what we are talking about. If you want RockL04.nif to also have object LOD in LOD level 8, you can either simply copy rockl04_lod_0.nif to rockl04_lod_1.nif and then generate LOD. The automatic assignment of DynDOLOD will then take care of the rest. Alternatively you can add a mesh rule with mesh mask=rockl04.nif, LOD4/8 = Static LOD4, LOD16 = empty, Grid = Far LOD, VWD checked, Reference = Unchanged. It will have the same effect. See docs/DynDOLOD_Mod_Authors.html for more explanation. The screenshot with the LOD window does not tell us anything. If this happens with a new game (e.g. is not a messed-up update or any of the other things covered in the FAQ for out of place LOD objects), look up the reference in the DynDOLOD.esp with xEdit. Its Editor_ID tells us the plugin and form id of the reference for which the dynamic LOD window has been added. Then the next information is, if this reference is a modified vanilla reference or a new one, if it is placed in the parent or child world etc. Typically it would be easiest if I can check the plugin and what it does myself to quickly determine the problem.
  6. Object LOD generation is incomplete if the LODGen log does not end with LODGen ended at ... Code: 0 Just let it run. In case of errors bring the command prompt window to the foreground to check if it printed usable information there.
  7. 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. Check if it still uses CPU or not. Check its memory usage. Wait for LODGenx64.exe to finish by itself before closing DynDOLOD.exe.
  8. The vanilla game has 717 *.bto files. From a troubleshooting standpoint, using default INIs should be one of the first things to do. ILS is typically a resource issue and not caused by specific files.
  9. FAQ: Game: Out of place objects / floating objects / flickering full models A: If LOD was generated for a different load order generate LOD for the current load order.A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins.A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD. A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro. A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://forum.step-project.com/forum/101-shesons-dyndolod-support in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible. A: Flickering textures (full and LOD model showing at the same time) in the LOD area outside the active cells in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini. An insane value for uLargeRefLODGridSize=21 means 441 cells load and show a select list of full models. The large reference bugs are well explained. The large reference bugs that show full models and the LOD model are shown at the same time are well explained and known. DynDOLOD does not change how the engine works. DynDOLOD generates a LOD mod. LOD is the low poly/quality models. If you want high quality LODs for certain objects you could set to use the full model for LOD. I might add that the LOD distances values are rather high too, but whatever. Disable large references, set them to 5 to not have full models and LOD models show at the same time because of the bugs triggered by plugins from mods. If anything, use sane values for uLargeRefLODGridSize. Convert plugins causing large reference bugs to ESM - if possible. The DynDOLOD log lists the references/plugins.
  10. The second LODGen_SSE_Tamriel_log.txt shows that object LOD generation completed correctly. The last two lines show Log ended at 2:53:44 PM (8:28) Code: 0 It is normal for DynDOLOD to give up if LODGen takes that long. The FAQ applies. Just wait. You probably have high resolution terrain LOD and full model 3D tree LODs or other full models for LOD that mean a lot of work.
  11. Since there is are no problems with LOD this forum can't be of much help as it is for xLODGen/DynDOLOD support and problems with LOD generation or LOD itself. There might be an issue with the full model NIF or the full textures, because it seems there must be tree references, else there would be no LOD generated for them. You need to troubleshoot the mods affecting the full model NIF and/or placements/references and base records in the plugin(s) of the trees and ask in the appropriate forums for the mods involved.
  12. 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. Pay attention to the included manual which says specifically not to generate into mod or game folders. Especially while the mod manager is running... Check if if it still uses CPU or not. Check its memory usage.Install/Update/Repair latest Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019Let Windows handle the page file / virtual memory.Make sure antivir or similar crapware does not block anything.Do not change the load order in the mod manager while processes are running.
  13. Generating LOD does not change or affect full models in the active cells. It can not make full tree models in the active cells show or not show. If LOD does not match, it means it was generated for a different load order. If LOD was generated for the current load order but does not match, it is most likely being overwritten by older LOD files. It is also possible that LOD generation was not completed successfully. Carefully check the log for error message and that the process completed successfully as explained in the manual. LOD meshes and textures are only generated for things that actually exist (e.g. a plugin places a tree reference in a cell) at generation time. LOD is not generated for references that do not exist or are deleted or permanently disabled.
  14. Any plugin overwriting the large references records to should be flagged ESM, because of the large references bugs. In this case changing the models too make them a bit thicker works probably the best.
  15. Simply Bigger Trees is a tree mod that happens to include tree LOD the mod author generated for a very specific load order. Typically just for vanilla and the mod itself. LOD, especially tree LOD, only works and looks correctly for the load order it was generated for. In addition to the tree mod changing the appearance of trees, the load order contains many plugins that also add or move trees. Cutting Room Floor for example. And then probably another that might remove trees here and there. Nobody should be surprised that the pre-made tree LOD does not match their load order, ever. As I have explained several times on the SSELODGen comments on Nexus, if the version of SSELODGen (= xLODGen = SSEEDit = xEdt) is not sufficient, then use a recent xEdit, better yet, the latest version of xLODGen terrain LOD beta or its advanced and easier version DynDOLOD for improved tree and object LOD.
  16. LOD only works and looks correctly for the load it was generated for. This includes the priority or order of plugins. This is especially true for tree LOD. LOD does not bake into saves. LOD is pre-computed meshes and textures files that are loaded and displayed at specific locations in the LOD area beyond the active cells. Static object, tree or terrain LOD does not affect full models in the active cells. The game engine does not have dynamic terrain, the heightmap data per cell can not be changed dynamically. Generate LOD from scratch for the current load order so it matches again.
  17. I always try to not judge in my answers and be just factual so nobody should be afraid to ask questions. I might secretly mutilate a firstborn or two (of any age) at times. If you used xLODGen to generate LOD, then those icefloes do not have LOD, but are full models in the large reference grid. Type tll in console to toggle LOD off. If they stay, they large references. Lower or disable them. If you used DynDOLOD to generate LOD, then add a mesh rule in the advanced option: Mesh mask: frozenmarshicefloe LOD 4, 8, 16, Grid all empty Visible When Distant: Checked Reference: Unchanged Then generate LOD again.
  18. The error from the log: FAILED (80070020) writing E:\Mod Organizer 2 - Lexys LOTD SE\mods\DynDOLOD Output\Textures\DynDOLOD\LOD\DynDOLOD_mannyGFL.DDS 80070020 = ERROR_SHARING_VIOLATION I believe that means another program blocks access. From DynDOLOD_QuickStart.html: Select an output path. The output path should be outside of the game folders and Mod Organizers virtual file structure. ... Copy/move generated files from output path including DynDOLOD plugins and the folders 'meshes', 'skse' and 'textures' to games 'Data' directory. If updating an existing DynDOLOD plugins overwrite all older files. If using a mod manager compress the files into an archive and install the archive as a mod as shown in the videos. From DynDOLOD_Manual.html Set output path. The output path should be outside of the game folders and Mod Organizers virtual file structure. Especially if Mod Organizer is used, it is advised to set the LODGen export path to a directory outside of the games 'Data' folders and Mod Organizers folder structures to avoid overriding existing files from other mods. ... Copy/move generated files from output path including DynDOLOD plugins and the folders 'meshes', 'skse' and 'textures' to games 'Data' directory. If updating existing DynDOLOD plugins, overwrite all older files. If using a mod manager, compress the files into an archive and install the archive as a mod as shown in the videos. Set a dedicated output folder outside of MO. That should make sure no other programs including MO accesses the files while they are being created. Other than that it could be UAC or antivir.
  19. If there is an exception LOD generation is not complete. Carefully read all log message and follow their suggestions. Especially the part about posting/uploaded entire logs and bugreport and not just a few lines. Make sure to generate tree LOD for the current load order in the first step. reachhouse02tgc_lod_0.nif must be from a mod. Maybe the file is corrupt and needs to be reinstalled or fixed.
  20. Das geht noch nicht automatisch. Die INIs koennen entweder im ..\Data\DynDOLOD\ oder ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\ Verzeichnis sein.
  21. If you run with Debug=1, it might print a line with more information about the involved records and together with the bugreport I might be able to give a list of records to look at more closely.
  22. While you did some nice troubleshooting. However the workaround is not fixing the cause of the problem, which should be the goal of troubleshooting. Set debug=1 in DynDOLOD_SSE.ini Delete bugreport.txt logs\DynDOLOD_SSE_log.txt, do the generation, then post/upload the new bugreport.txt and logs\DynDOLOD_SSE_log.txt If it saves the incomplete DynDOLOD plugins, upload them too.
  23. If both cell water and LOD water use the same water record it should be pretty identical, usually. In any case, it is not anything that can be affected by LOD generation or vice versa.
  24. DynDOLOD generates tree and object LOD. Cell water is part of terrain LOD. The water record used water LOD is defined on the worldspace record. Active cells can each have their own water record or use the default one from the worldspace record, however water LOD can only ever have that one record for the entire worldspace. The terrain LOD meshes define where the LOD water planes are. The water LOD shader that defines how it actually looks is applied in game. Consequently, LOD generation does not change how LOD water looks or vice versa, the LOD water record defined on the worldspace record does not affect LOD generation.
  25. TexGen generates object LOD textures - as explained at the top under the big TexGen logo. The size drop down sets their size. The text under the drop down says: The default texture size is 256. To use less VRAM set it to 128. Also adjust max tile size in the advanced options of DynDOLOD. From DynDOLOD_TexGen.html Adjust texture size if desired. When DynDOLOD.exe creates the LOD texture atlas, the max tile size should be adjusted to at least match the LOD texture size in the advanced options of DynDOLOD. DynDOLOD generates an object LOD atlas with object LOD textures, billboard textures and full textures. The max tile size enforces that textures with a higher resolution are shrunk. Billboards are allowed double the set size.
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