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sheson

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Everything posted by sheson

  1. Thanks for letting us know. Enjoy.
  2. No DynDOLOD log and debug log were provided. Make sure the LOD patch was generated for the current load order. 2 crashes report the form id xx06F957 in DynDOLOD.esm used by xx07855E in DynDOLOD.esp Look up both records in xEdit and make screenshots of them. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots Check and report which mod the used NIF is coming from. 1 crash is related to pathing / navmeshes which is unrelated to the DynDOLOD output. 1 crash reports Landscape\Rocks\RockM03.nif defined by 00019AF7 Check and report which mod the NIF is coming from.
  3. Moved to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. This error is not supposed to be reported. Will be be fixed ASAP in next alpha. Thank you for providing the logs! This error is not supposed to be reported. Will be be fixed ASAP in next alpha. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. This error is not supposed to be reported. Will be be fixed ASAP in next alpha.
  4. The HPP replace the full model which then uses a different texture path. The LOD model uses a rendered texture that keeps using the vanilla stonewall texture path, which is more grey than the brownish one from HPP. Next alpha version + next DynDOLOD Resources will address this. It will still be the same low res model, but at least the diffuse texture color should match better. It will then also work with the Rock Wall Texture replacement.
  5. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. There are several options: Delete the LOD model civilwarcatapult01_lod.nif from the data folder so none of them get LOD. Add a mesh mask rule for civilwarcatapult01.nif with LOD4,8,16,32 and Grid set all to None, Reference set to Unchanged, VWD checked. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini and add cwcatapult to IgnoreParentEDID=cwcatapult and also insert cwcatapult at the begging of IgnoreChildEDIDLow=cwcatapult, IgnoreChildEDIDMedium=cwcatapult, IgnoreChildEDIDHigh=cwcatapult, tree... The last will be included in the next alpha version. I still suggest to properly troubleshoot the the cause of CTD, which might be caused by a 3rd party asset.
  6. The last log session recorded by the DynDOLOD log and debug log shows an unsuccessful Occlusion generation for Tamriel. You can not expect output that had errors to somehow magically work all of sudden. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely. Generating Occlusion.esp based on incomplete output is obviously not going to have desired results. It is certainly not going to magically fix issues. Even with a successful generation it will not fix having practically 0 frames. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting I suggest to uninstall and delete everything that was generated and everything else from DynDOLOD installed to the game and the DynDOLOD Standalone. I suggest to not use DynDOLOD until you meet its requirements to participle[ate in the alpha test. Once you meet the requirements, start from scratch, in case there are errors with LODGen generating output, upload the DynDOLOD log, debug log and corresponding LODGen logs to troubleshoot and fix one problem at a time. See https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory and maybe this https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size
  7. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and crash log to upload when making posts. Upload useful screenshots with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots See https://dyndolod.info/FAQ#ILS-or-CTD Instead of ignoring the cause of crashes, it is always prudent to troubleshoot them and actually fix the cause properly. See https://dyndolod.info/FAQ#Out-of-place-or-floating-objects By default DynDOLOD is not supposed to do anything with catapults, so maybe a mod, plugin or custom rule must is involved.
  8. According to the debug log the patch was applied. Check if DynDOLOD.esp and Occlusion.esp remove the the DATA - Flags \ No Grass flag from the WhiterunWorld record. Just ask if more explanations how to do this are needed. Make sure no other plugins overwrite DynDOLOD.esp and Occlusion.esp undoing the change.
  9. DynDOLOD supports PosR and PosA already so the intention should work already. I would just ask po3 to add a placeholder to PosA that keeps whatever original/current value or add a PosX, PosY, PosY.
  10. In that case please report exactly the entire filename of the plugin that causes the problem and where to acquire it. Or upload it.
  11. I suggest to test both options once you created a larger list of references that you want to disable. PosR and PosA are easily searched and replaced. If disabling references for trees, the test should include standard tree LOD to see if changing x, y triggers stuck tree LOD. If disabling references for statics and movable statics, it should include checking for additional large reference bugs caused by changing cells. Might be easier to just make a feature request.
  12. What version of Orc Strongholds - Largashbur.esp are you using? There seems to be no problem with the plugin from 2.1.3. The logs you uploaded reported a different CRC32, so you are using a different version.
  13. Make copies of the LOD models included in Icy Mesh Remaster to create versions for the animated meshes included Animated Ice Berg that are installed with the Icy Mesh Remaster patches. In the folder \meshes\lod\ice\ copy iceberglarge_lod_0.nif to iceberglarge_anim_56337001_lod_0.nif iceberglarge_lod_1.nif to iceberglarge_anim_56337001_lod_1.nif iceberglarge_lod_2.nif to iceberglarge_anim_56337001_lod_2.nif icebergsmall01_lod_0.nif to icebergsmall01_anim_C6557026_lod_0.nif icebergsmall01_lod_1.nif to icebergsmall01_anim_C6557026_lod_1.nif icebergsmall01_lod_2.nif to icebergsmall01_anim_C6557026_lod_2.nif icebergsmall02_lod_0.nif to icebergsmall02_anim_5664A167_lod_0.nif icebergsmall02_lod_1.nif to icebergsmall02_anim_5664A167_lod_1.nif icebergsmall02_lod_2.nif to icebergsmall02_anim_5664A167_lod_2.nif These should preferably ship with the Animated Ice Bergs mod and installed with the patches.
  14. Provide a link to the animated iceberg mod please.
  15. PosR(0.0,0.0,-30000.0),flags(0x00000800) should still work as intended is most cases. It would be nice if posA would accept placeholders that could be used to not change the x, y coordinates, to support the "standard" more easiliy.
  16. https://dyndolod.info/Messages/Property-Not-Found-In-Scripts In case the script property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record with xEdit. Open the mentioned form ID xx1EC62C in 3DNPC.esp in xEdit. Replace xx with the load order ID of 3DNPC.esp. Enter the form ID into the FormID field top left of xEdit and hit the enter key. That opens the record in the right window. Unfold the VMAD - Virtual Adapter, unfold Scripts, unfold Properties, find the mentioned Property with FreeformMarkarthO and right click it, select remove. Close xEdit and save.
  17. No specific question was asked. The missing script property in 3DNPC seems benign and the properly could be removed with xEdit. See explanations for other warning and error messages here https://dyndolod.info/Messages. See https://dyndolod.info/Messages/Exceptions#Access-violation. For that you should also upload the bugreport.txt
  18. Moved to the appropriate thread for the warning message. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs wich DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Messages/Property-Not-Found-In-Scripts for explanations for this warning message.
  19. BOS flags are not yet supported but will be in a future update. If you really want to make sure something is "permanently" disabled, use a swap that moves it to z = -30000 exactly and sets the initially disabled flag. You should not change x or y so the reference does not change cells accidently. Only setting something initially disabled without moving it to z = -30000 means it might be enabled again via script for example and the be visible. It might also get unneeded dynamic LOD. Disabling references while generating the LOD patch can also be achieved by using DynDOLOD rules setting the Reference drop down to "Delete" - with additional condition about plugins from other mods being present. It will also set the enable parent to opposite player like xEdit undelete so it can not be enabled again.
  20. Use the latest xLODGen version. Consider paying attention to log messages. In what worldspace were the screenshots made? Listing a supposed load order is not the same as making sure what actually happens in the (virtual) data folder. For example, that means to check files and the sources in the right windows of MO2, Data tab.
  21. No logs were provided. A quality of 0 for terrain LOD level 4 meshes means they match the full terrain. Generate terrain LOD for the current load order. Make sure the generated terrain LOD from the dedicated output folder is installed as any other mod, activated and overwriting everything.
  22. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. The brightness of normal grass billboards is changed with the GrassBrightness* INI settings. The brightness of complex grass billboards is changed with the ComplexGrassBrightness* INI settings. This should be independent of the GrassBillboard and ComplexGrassBillboard setting. https://dyndolod.info/Help/Grass-LOD#Updating To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.
  23. You probably have a plugin that contains a problem or error that causes xEdit to crash. If the paying attention to the log inclusive. do a binary search to find out which. 1. Only load about half the plugins. 2. Do the check. 3. If there is no problem load the other half. If there is the problem, repeat from step 1 for these plugins. 4. repat until one plugin remains.
  24. I think this applies https://dyndolod.info/Messages/Unresolved-Form-ID In case the unresolved form ID is for a VMAD script property and the intended record can not be determined or the property has been removed from the script, remove the property from the properties listing via right click, Remove in xEdit.
  25. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The message has a Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages that opens https://dyndolod.info/Messages/Unresolved-Form-ID. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix unresolved form ID errors before generating LOD. https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html#CheckingForErrors Cleaning and error checking are two different things. One of the plugins seem to have quite a few errors. The other only one. If there is no newer/fixed version to be found you can attempt to fix them yourself. I think for many this applies https://dyndolod.info/Messages/Unresolved-Form-ID In case the unresolved form ID is for a VMAD script property and the intended record can not be determined or the property has been removed from the script, remove the property from the properties listing via right click, Remove in xEdit.
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