-
Posts
13,180 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
Can't copy record [CELL:000E8ECB] as new record.
sheson replied to mondstuhl's question in DynDOLOD & xLODGen Support
DynDLOD 2.84 and DynDOLOD Resource SE 2.84 fix this. -
Can't copy record [CELL:000E8ECB] as new record.
sheson replied to mondstuhl's question in DynDOLOD & xLODGen Support
Need to update the patch (which makes it so the house can be seen from inside Whiterun) for the new location the house was moved to. Simply remove/hide DynDOLOD\DynDOLOD_SSE_provincialcourierserviceesp_tamriel.patch from DynDOLOD Resources SE for now. -
Weird solution on bug "Out of memory" and others
sheson replied to BleNoir's question in DynDOLOD & xLODGen Support
You are posting a story instead of actually describing a technical problem. I mean you do not mention any specs or anything or graphing of memory usage etc. You did not post any logfiles showing the exact errors. Out of memory errors could happen because of messed up virtual memory / paging settings file, Windows itself or because of 3rd party (background) processes or driver issues. Obviously, test what happens to memory usage when turning off the screen - without running DynDOLOD or anything. It is most likely unrelated, unless the memory happens because of too high settings, too may high resolution assets etc. Then continue to research from there, including googling for the symptoms. This could be related https://superuser.com/questions/950120/windows-10-high-memory-usage-when-screen-is-off -
FAQ: TexGen.exe/DynDOLOD.exe: A: ESL plugins can only add new records with form IDs between xxxxx800 and xxxxxFFF, but the plugin defines a form id outside these limits. See https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/. The plugin needs to be fixed. Broken plugins cause issues in the game.
-
The tree LOD brightness settings affects billboards textures only obviously. Tree LOD models with normals, bi/tangents and normal maps react to light the same way as any other model and do not need such brightness adjustments. Double check / edit the tree LOD models.
-
The essence of the problem is that you force "HD" onto something that you do not want "HD" on. Maybe one day you post about the supposed problem of no vertex colors in higher LOD levels, which does not require to force "HD" anymore.
-
No Vertex Colors or all white Vertex Colors do not affect the LOD material object shaders. The existence of vertex colors or the lack of them does not decide if something is "HD" or not. "HD"depends on Use HD LOD texture flag on base records or if IsHDMeshMask, NotHDMeshMask, IsHDTextureMask, NotHDTextureMask options are set to force enable or force disable it. For both these reasons, the code was updated a while ago to not require the "HD" setting to keep vertex colors in the higher LOD levels automatically, because vertex colors and "HD" need to be independent of each other.
-
You keep posting about LOD shapes that have the "HD" setting forced onto end up having the "HD" setting. This is how it is supposed to work. You keep posting about the vanilla HD snow LOD shader not looking good on LOD models/textures. This is how the engine works.
-
You keeping posting about things that work exactly as expected, instead of making posts about the supposed issue. Not sure how many times or else to say this, do not force "HD" on shapes/textures that you do not want "HD" on.
-
None of the 3 shapes in norextwallbg1way01_lod_1.nif have any vertex colors. In the BTO meshes it might end up with no vertex colors or all white vertex colors - which is the same. In any case, no or all white vertex colors do not change how/which LOD material shader is applied. The LOD materials shaders look the same. For some reason you force the shapes that use nordictempleext_lod.dds or nordictempleext_lod_3.dds (whatever that texture is supposed to be) to be "HD". The vanilla HD LOD material object shaders will cover every angle as shown in the screenshot if the shape does not use a full texture and does not have vertex colors or all white vertex colors with alpha = 1. It does what you tell it to do (set "HD") and the result is how the vanilla game works and looks. Do not tell it to set "HD" so it uses the non HD material object shaders, which will look better with LOD models and textures - just the way how the vanilla game does it.
-
Again, the white cover has nothing to do with vertex colors. It happens because the HD snow LOD material object shader is applied. The shaders look the same for no vertex colors and all white vertex colors. Again, I have no idea what settings are in the options file. Do not tell it that this is HD LOD whatever way.
-
There is no reason to add white vertex colors since it is the same as no vertex colors. If all vertex colors for a group of objects are white, they are automatically removed. Don't use options files or use correct options. You did not provide the used options file. Do not set Uses HD LOD Texture on the base record if the defined LOD model uses LOD models/textures. HD snow/ash LOD material object shaders are used if the shape name is objSnowHD or objAshHD. Setting LOD or HD LOD flags does not change which material object shaders are used. Using DynDOLOD would save time as it deals with such mods automatically.
-
White vertex colors is the same as no vertex colors. Objects are combined for less draw calls. The LOD is not white because of vertex colors but because of the HD flag is set wrongly, probably with options file. The HD snow LOD shader does not work well with LOD textures. You can test that by manually changing the name from objSnowHD to objSnow and unsetting the HD LOD flag from the shader.
-
The HD texture masks are not needed anymore. It also works without them since a while. "Mask" can be be part of a filename or path, whatever granularity is required.
-
A long time ago I explained how to enable vertex colors for HD textures in the higher LOD levels by using the options file. I also asked to make a proper error report in case it does not work. No proper error report was posted. Since a few versions using the options files to enable vertex colors for the higher LOD levels is not needed anymore. It is enabled by default and still works as expected. Since years.
-
It seems I will repeat these forever: If a plugin prevents the process from completing, it means there is a problem that needs to be fixed. Temporarily disabling plugins or mods is a troubleshooting step and not a fix. Unfixed problems will eventually lead to issues in the game.
- 2,309 replies
-
Nobody should be using broken plugins with wrong data in the game. Try this version https://github.com/Wrye-Code-Collection/wrye-bash/releases
- 2,309 replies
-
It would help if you used tfc to look closely at what is that is showing. Static terrain, object or tree LOD can not be clicked on and has no form id. It goes away with tll in console. Make sure LOD was generated for this exact load order. The LOD generators only add LOD for things that exist at generation time.
-
This looks like one of the bugs of Oscape if it was used to generate terrain LOD meshes. Use xLODGen to generate terrain LOD meshes.
- 2,309 replies
-
You have only posted the bug report, but not the DynDOLOD log. Does it run through with Open Cities, but without the Bashed Patch? If that is the case delete the bashed patch and generate it with this version https://github.com/Wrye-Code-Collection/wrye-bash/releases If I generate LOD only with the current version of Open Cities, there are no errors. Which is not surprising, since Open Cities does not change the mentioned CELL record. This could be a problem of using a version of the Unofficial Patch that was not made for the master files currently shipping with Skyrim VR. Troubleshooting does not end with finding a possible plugin being the culprit. Now troubleshoot the mentioned records in the plugins that are left after every other plugin was removed.
-
The problem is something with the system or setup. Check what happen when you start TexGen or DynDOLOD directly via a Windows shortcut (since you need to add the -sse command line argument). Check the file size of DynDOLOD\Edit Scripts\DynDOLOD Worlds.pas and DynDOLOD TexGen.pas match the file size in the Standalone archive. Do you see text when if these files are opened in Notepad? Make sure that the OS, antivir and no other crapware are not interfering.
- 2,309 replies
-
That should have no an adverse effect. Though there should be no need to run anything as admin as log as it is not installed into protected Windows folders. It seems more likely that unpacked files are empty, like no content. If something is blocked there typically should be some kind of message.
- 2,309 replies
-
You do not need to generate terrain LOD again. Just object and tree LOD with DynOLOD now that more billboards are installed.
- 2,309 replies

