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Everything posted by sheson
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Exception in unit userscript line 350: One or more errors occurred
sheson replied to FranViera's question in DynDOLOD & xLODGen Support
It is probably running out of memory. Use the x64 version. -
Error creating textures for atlas: Access violation at address
sheson replied to Galrion's question in DynDOLOD & xLODGen Support
The problem does not seem to be perfectly consistent and might be a memory issues. It could be real memory problems, for example because of bad timing settings in BIOS or overclocking. Also let windows handle the page file. Test if only selecting DLC2SolstheimWorld runs through. Try to lower texture resolution in TexGen and with the max tile size. -
The first link is the Nexus download with manager link. If you haven't set that up, use the second link.
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I copy pasted the Nexus link again, clicking it still starts downloading in MO2 right away for me.
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Can not find textures\lod\icwalllod02.dds textures\lod\ictowerlod01.dds
sheson replied to VoyageSky's question in DynDOLOD & xLODGen Support
From the log: [00:02:00.609] LOD mesh not found "meshes\lod\rocks\rockcliff04_lod_1.nif"> [00:02:00.884] Can not find textures\lod\icwalllod02.dds for texture atlas [00:02:00.912] Can not find textures\lod\ictowerlod01.dds for texture atlas [00:02:00.948] File not found: textures\lod\ictowerlod01.dds> [00:02:01.990] Exception in unit userscript line 350: One or more errors occurred [00:02:01.990] Check log lines above the exception for additional hints. Check the FAQ and search official forum for those errors. [00:02:01.990] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum The log mentions several times what the cause of the problem is. Searching for these message finds this thread I moved your message to. Start reading from first post. DynDOLOD Resources is not installed correctly. -
Trees in child worlds are always ignored for LOD by default. Typically mods are expected to place copies of trees in the parent world themselves. Edit the DynDOLOD_SSE.ini, find the line Ignore=treereach, treepine, treeaspen, ... Remove the tree names from the list that you want to to have automatic copies in the parent world. https://forum.step-project.com/topic/14177-a-couple-of-issues-with-lod-with-the-new-mod-im-making/?p=236708 https://forum.step-project.com/topic/13861-is-there-a-way-to-generate-dawn-of-skyrim-lods-with-open-cities-skyrim-installed/?p=231610
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DynDOLOD LOD generation uses LOD models it finds in the load order to generate LOD for all selected worldspaces. The matching process is explained in the documentation. It takes only a couple seconds to right click the NiNode and convert it to a BSFadeNode with NifSkope. The models are quickly opened from their BSA files with xEdit Asset Browser (CTRL+F3). Saving them to a new mod with the right path will probably consume the majority of the time.
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From the crash log we can see that the root node is a NiNode. Let me quote the relevant line from the readme: Check if ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt contains messages like 'Root block of meshes\..\*.nif is NiNode'. Check if using NifSkope to convert the root node to a BSFadeNode fixes the problem, though that may not be a valid approach for every type of model. Was the model not mentioned in the log? When entering a form id into xEdit, adjust the first two digits to the current hex load order id of the plugin. DynDOLOD.esp was probably not at F3. But there is no need to remove the reference, once the model has been updated. Temporarily disabling plugins or mods is a troubleshooting step and not a fix. There is no need for that once problematic assets are fixed.
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Having trouble getting correct textures in LOD...
sheson replied to VanGohman's question in DynDOLOD & xLODGen Support
The tools do not change how the game works. The switch from LOD model to full model is always visible, especially if the LOD model uses one of the two snow LOD shaders and the full model uses a slightly different full snow shader which can have unlimited variations. FAQ: Game: Rectangular holes in LOD A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. Either use xLODGen or DynDOLOD to update the data. See the 'TVDT - Occlusion Data' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html and https://forum.step-project.com/topic/14250-skyrim-tvdt-occlusion-data/ -
Having trouble getting correct textures in LOD...
sheson replied to VanGohman's question in DynDOLOD & xLODGen Support
Looks like there are textures missing or there was a bluish landscape snow texture installed when those terrain LOD textures were generated. -
Having trouble getting correct textures in LOD...
sheson replied to VanGohman's question in DynDOLOD & xLODGen Support
This looks like vanilla with the "improved' snow shader enabled and all its visual issues and bugs. -
I am just stating the fact that when I looked at Skyrim vanilla *.BTO many years ago, I too noticed that they do not contain or support NiAlphaProperties. Since NiAlphaProperties do not exist in object LOD generated by Skyrim CK and also do not affect alpha of object LOD in the Skyrim game, they are not added by LODGen either.
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SkyrimSE.exe+1353771 Crashes whenever i Load something or save
sheson replied to Atoro10's question in DynDOLOD & xLODGen Support
The save is probably corrupt. This is the DynDOLOD support forum. You will find better help posting at the appropriate forums for generic help and troubleshooting. -
SkyrimSE.exe+1353771 Crashes whenever i Load something or save
sheson replied to Atoro10's question in DynDOLOD & xLODGen Support
On the stack. -
Why did you stop after only hiding the BTO and not do any of the other suggestions explained in the readme? The .NET crash log would be the first obvious and quickest choice to check for the cause of the crash.
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Check base record of the tree in question to find out which LOD models it uses. For example 00038599 uses Meshes\LOD\Landscape\Trees\Maple\TreeBlasted01_LOD_0.nif Enter the filename TreeBlasted01_LOD_0.nif into the filter field of the xEdit Asset Browser (started with CTRL+F3) and highlight the result. The bottom window will show the used textures etc.
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The BSA only contains full textures used by the full models. The tree LOD models use LOD textures that need to be updated separately.
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DynDOLOD and Lanterns Of Skyrim. Am I doing something wrong?
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
Are there LOD models for the new lanterns and posts to download anywhere? -
Having trouble getting correct textures in LOD...
sheson replied to VanGohman's question in DynDOLOD & xLODGen Support
Purple tinted typically means missing textures. This probably is terrain LOD - which is odd, since it should fall back to the vanilla terrain LOD textures. To determine if this is LOD, use tll in console to toggle LOD on and off. To determine if this is terrain LOD, remove all terrain LOD meshes/textures from the load order so it uses vanilla terrain LOD. To determine if this object LOD, remove all object LOD meshes/textures from the load order so it uses vanilla object LOD. The glaciers in the distance use pre-rendered object LOD textures. You need to manually update them if mods do not contain a matching versions. -
Clarification on using LODGEN and DYNDOLOD on SSE
sheson replied to Sorbe1's question in DynDOLOD & xLODGen Support
1) DynDOLOD is the advanced and easier version of xLODGen for improved object and tree LOD generation for Skyrim LE/SE/VR. For more see https://forum.step-project.com/topic/11462-dyndolod-2xx-full-update-post/?p=184163 2) Read DynDOLOD_Manual_SSE.html carefully. Under "Skyrim Special Edition Key Differences and Similarities" it says: Basic knowledge of DynDOLOD for Skyrim is expected, refer to the main manual. This document just points out what is different or which important parts are similar. Open Cities requires a 2 pass generation as explained in the main manual. -
If a texture can not be read, there should be some kind of error message in the log. TexConv can typically read all kinds of texture formats. If a terrain LOD texture is not or can not be generated there should be some kind of message or error message in the log.
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xLODGen is just a renamed xEdit. xEdit always saves plugins to the games data path and if required creates backups. Why would Occlusion generation need to be the only tool mode that saves new or updated plugins to a different path, than any of the other xEdit modes/functions?
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SkyrimSE.exe+1353771 Crashes whenever i Load something or save
sheson replied to Atoro10's question in DynDOLOD & xLODGen Support
The crash log still shows LZ4Compression being the problem. You are probably not editing the right INI files, for example if using profiles in MO etc. Errors in the papyrus log are from the script engine. They do not usually cause CTDs. The message "A catastrophic error has occurred. All threads have become unresponsive. Please debug this issue or notify the author." comes from the Campfire mod. Since DynDOLOD is not part of the load order anymore and not causing any of these problems, this is about all the help I can offer here.

