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Everything posted by sheson
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For each tree that you want LOD for a tree LOD billboard needs to be installed. As the manual suggest check the Nexus TES5LODGen file section for tree LOD billboards for some mods. In that case either the unpacking of the DynDOLOD Standalone archive went wrong (incomplete download, not using native 7z for unpacking, disk was full) or the OS, antivir or some other 3rd party crapware is silently preventing access to files. In particular, there is a problem with the file DynDOLOD\Edit Scripts\DynDOLOD TexGen.pas.
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The original problem was that the game was started in TES5 mode and consequently did not find the Skyrim.ini. The error message was "Fatal: Could not find ini" Now that the tool is started with the -sse command line, the log shows that it reads the INI "Using ini: C:\Users\user\Documents\My Games\Skyrim Special Edition\Skyrim.ini" and happily continues loading. Clearly, the original error has been solved. Since no further details were posted with the second log that shows error free start up and the original error has been solved, am I supposed to assume that there is a problem? Is that the complete log?
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I was just going to to post asking for the .Net crash log as it should point us to what could be cause even if it is not asset related.
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Great, it starts in Syrim Special Edition (SSE) game mode now.
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Use xLODGen to generate terrain LOD meshes [and textures] Use TexGen/DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization) use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples)
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The current version works exactly the same as all the versions before it in regards to the command line arguments. Outdated versions are removed to prevent users using buggy or inferior versions. Fix the real problem instead.
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See DynDOLOD-Shortcut.txt for help. Refer to the documentation or help forum/discord of the mod manager you are using if you have questions about it. If the log still says Skryim and TES5, then obviously the command line argument was not set correctly. If the log says something else, then it is a different issue.
- 79 replies
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- SKYRIMLE
- DynDOLOD 2
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You are starting the tools in Skyrim (TES5) game mode instead of Skyrim Special Edition (SSE) or Skyrim VR (TES5VR) game mode. Read the included install instructions. By default the tools start in Skyrim mode, which is the same as adding the -tes5 command line parameter. Add -sse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim Special Edition mode. Add -tes5vr as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim VR mode. Add -enderal as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Enderal mode in case the Steam version is used. See DynDOLOD-Shortcut.txt for help.
- 79 replies
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- SKYRIMLE
- DynDOLOD 2
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Grass has no LOD. If you want to simulate grass you can temporarily use manually edited landscape textures for terrain LOD generation, like the mods Terrain LOD Redone or Cathedral Landscapes did. Watch
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That is only the last message of the log. As I said, carefully read all log messages or prompts and fix whatever the installation/setup problem is. If you need help reading all log messages, post an error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt to pastebin.com or to a file service.
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Your LOD level 4 quality maybe so high that the tiled pattern of texture becomes more visible than usual. What resolution did you use for diffuse and normal textures? Are you also baking normal maps?
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The tools work fine with MO since 6 years. Carefully read the included manual, install the tools according following the installation instructions. Carefully read all log messages or prompts and fix whatever the installation/setup problem is. If you need help reading the messages, post them so people actually know what your issue is and can attempt to help you.
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Use DynDOLOD for drasticalyl advanced object and tree LOD generation to fill the emptiness. If the terrain LOD textures seem to dark, adjust the noise.dds texture as explained in the first post.
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If you read suggestions and check the FAQ you would find: Q: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. If you search the forum for the "can not copy" error message you will find that it is often caused by a broken Bashed Patch. If removing the Bashed Patch lets the process continue, delete it and create a new one with the latest Wrye Bash.
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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
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Trying to add LOD for a specific mesh
sheson replied to tweedledumb99's question in DynDOLOD & xLODGen Support
You should install or create billboards for trees you want LOD for. In case of ultra tree LOD, create optimized static LOD models for the trees as explained in the documentation. Using full models for tree LOD will quickly eat up resources. Read DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html and DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html -
Exception in unit userscript line 234: Assertion failure
sheson replied to spiderisk's question in DynDOLOD & xLODGen Support
If the Bashed Patch causes Assetion failure or the can not copy error message when generating LOD, the Bashed Patch is corrupt. DynDOLOD is a modified xEdit/xLODGen. The xEdit error check tests for typical logical errors caused by CK or editing. It does not test for the wrong data or record order in plugins caused by bugs in older versions of Wrye Bash. -
Trying to add LOD for a specific mesh
sheson replied to tweedledumb99's question in DynDOLOD & xLODGen Support
Creating a rule that says to use the full model for LOD means that the full model and its textures are used for generating static object or dynamic LOD. The visible when distant checkbox is needed to ensure that wild card rules like the last / rule are not accidentally applied to everything. -
Exception in unit userscript line 234: Assertion failure
sheson replied to spiderisk's question in DynDOLOD & xLODGen Support
If you disabled the Bashed Patch because it is corrupt (which it is when it causes the error), then you should delete it. Using corrupt plugins will eventually cause issues in the game. If you need to generate new LOD and DynDOLOD plugins depends if there are conflicts (worldspace, cell records) that you care about. If nothing dramatically changed in the load order, then LOD should be fine already. -
Texture change within a single LOD
sheson replied to benjapo's question in DynDOLOD & xLODGen Support
Thanks for testing. Update will be included in next version. -
Texture change within a single LOD
sheson replied to benjapo's question in DynDOLOD & xLODGen Support
Replace DynDOLOD\Edit Scripts\LODGenx64.exe with https://mega.nz/file/FIYSnSAQ#Ik4ILEsqOblf3Wp07KeCf9q-b2r69Y5JdCCNd-hqALI Start DynDOLOD in with Expert=1 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Change world to Tamriel and click Execute LODGenx64.exe button. Then install new meshes from output overwriting the existing meshes from older output. Let me know if the "water" is fixed / greenish and everything else still looks fine as well. -
Trying to add LOD for a specific mesh
sheson replied to tweedledumb99's question in DynDOLOD & xLODGen Support
If no LOD model exists do not check Visible When Distant in the rule. Checking it means to only apply the rule if a matching LOD model exists. There is no need to edit references or base records if using rules. Only if you were to generate LOD with CK, xLODGen do you need to define LOD models and set Has Distant LOD on the base record manually. -
FAQ: Game: DynDOLOD requires PapyrusUtil A: If the intention is to use DynDOLOD DLL, make sure the papyrus scripts from DynDOLOD DLL overwrite the papyrus scripts from DynDOLOD Resources. A: PapyrusUtil is not installed, outdated or not running at all. A: Make sure you have the correct PapyrusUtil version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods. A: Check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64].log that the PapyrusUtil DLL was loaded correctly.
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- DynDOLOD 2
- help
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SkyrimVR - DynDOLOD tree LOD no longer disappears when close
sheson replied to acidzebra's question in DynDOLOD & xLODGen Support
Thanks for the info. I am sure it will come in handy for a few other users. -
SkyrimVR - DynDOLOD tree LOD no longer disappears when close
sheson replied to acidzebra's question in DynDOLOD & xLODGen Support
If this is tree LOD (goes away if setting fTreeLoadDistance to 0 in DynDOLOD SkyUI MCM Settings) and unless the "FAQ: Game: Tree LOD: LOD trees show in child worlds / towns" applies, then this is because the load order of tree references changed. Unless something like SSE Engine Fixes or SSE Fixes recently changed how they fixed the tree LOD nested loop FPS bug, the there is no other known reasons for this to happen with tree LOD. Generate tree LOD for this exact load order. Uncheck Generate static LOD and Generate DynDOLOD), check only Generate Tree LOD. Only check the worldspace in question. Generate. Check the log for duplicate FormID numbers of trees ... or Tree reference [...] added by ESL ignored messages. Only install the meshes|textures/terrain/[worldspace]/trees/ from the output as a new mod (so not to accidentally delete existing LOD files from earlier generation). Do not use the DynDOLD plugins and SKSE folder if they exist. No clean save needed then. Make sure no old tree LOD files are used. Then test in game, new or existing, does't matter.

