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Everything posted by sheson
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TexConv FAILED [mipmaps] (80070057)
sheson replied to runswithascript's question in DynDOLOD & xLODGen Support
The log shows the command that the process is trying to execute: "C:\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -f BC7_UNORM -bcquick -o "C:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "C:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds" Run this on a command prompt and see what happens. It would be up to you to find out which argument fails, then maybe make an issue report on TexConv github. -
Do you not have SSE Engine Fixes installed to fix the tree LOD FPS issue?
- 2,309 replies
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From DynDOLOD_QuickStart.html: 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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(and 4 more)
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Can DynDOLOD assign LOD to an Activator?
sheson replied to LeanWolf's question in DynDOLOD & xLODGen Support
Dynamic objects require dynamic LOD. More importantly, always install and enable the DynDOLOD plugins for LOD to work correctly. Read the manual and follow the instructions. The rule is added when clicking medium, high and Dawnguard.esm is in the load order. The rule is added when clicking low, medium, high and wayshrinesift.esp is in the load order. If you are intent to have wrong LOD, remove all rules that target the NIF, so automatic assignment works. Add _0, _1 or _2 to the filename to define the maximum LOD level as explained in the manual. -
Can DynDOLOD assign LOD to an Activator?
sheson replied to LeanWolf's question in DynDOLOD & xLODGen Support
Of course DynDOLOD can add either static object or dynamic LOD for activators. This and the LOD filename convention for automatic LOD model to full model assignment is explained in DynDOLOD_Mod_Authors.html. However, seruinswaygate01.nif is not only used by an activator base record, but the mesh also has a triggered animation. As such it has two states like a door or a destructible, since it can be either closed or open. Unfortunately it is neither a door and doesn't use destructible stages. So, instead of making things overly complicated with Dawnguard (or SWIFT) and somehow try to sync the state to either an open or closed LOD model, DynDOLOD includes rules for seruinswaygate01.nif that set the full model to have the IsFullLOD flag set. For those rules to work properly, there should not be a LOD model in the load order. If SWIFT is not installed, the rule is only applied for medium and high presets. Nothing needed to be done. DynDOLOD already takes care of LOD for the wayshrines out of the box. Remove the LOD model from the load order and just generate LOD. -
If you need help how to use MO read its manual or ask on its forum/discord. Obviously, files and folders can be modified in the mod folders.
- 2,309 replies
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Next obvious troubleshooting steps would be to not enable DynDOLOD.esp to test what happens, then not enable DynDOLOD.esm and test what happens. Then hide meshes\terrain\tamriel\objects\ test what happens, then hide meshes\terrain\tamriel\trees\ and test what happens.
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You do not need to add specific rules if the LOD assets with the correct filenames exist in the load order. It seems you do not have a billboard treepineforestdead02_000b927b.dds installed for the vanilla tree. The CRC32 of the full model is used for the matching 3D LOD model filename. It is all explained in the included manual docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html
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It is not a common but it will be easy to diagnose by simply disabling static LODs with tll in console, then dynamic LOD in DynDOLODs MCM to know which is the source and then continue form there.
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Set a dedicated output folder outside of game and mod manager folders. Then install output as a mod with the mod manager. xEdit is a Windows application, so it uses and typically expects \ as separator. / might work on occasion but it is not guranteed.
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Why not troubleshoot the LOD mod you created by disabling the different LOD types?
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The base folder is the data folder. If the path starts with ./output then the output path it will games data/output. Use ../ to move up one folder as usual. Do not generate into folders that are under control of a mod manager, including the games data folder.
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If a individual tree has no LOD it is because a billboard is not installed for it or there is a technical reason. The form ID you provided is not a tree reference, but a tree type that is used two hundreds times in Tamriel. The log should certainly list if it found a billboard or not for Treepineforest02dead, something like TreePineForest02Dead [TREE:000B927B] meshes\landscape\trees\treepineforestdead02.nif Billboard found, 3D LOD found LOD4: meshes\dyndolod\lod\trees\treepineforestdead02passthru_lod.nif LOD8: textures\terrain\lodgen\skyrim.esm\treepineforestdead02_000b927b.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\treepineforestdead02_000b927b.dds using internal
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If a user reports "game will freeze up every 5-10 seconds", I would expect to see a video where the player stands still and something happens in said time interval. If something happens because of running around and panning the camera and the game loading stuff, then it happens because of that and not because time passed.
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In those weeks you surely tried different INI settings, tested what happens if you selectively disable different LOD types and checked if there are script errors in the papyrus logs. What are the results? The uploaded modwatch does not contain any TexGen/DynDOLOD output or plugins. The plugin sort order seems strange with Open Cities at the end. Generate LOD for Open Cities in two steps as explained in the manual. Check the generation log for errors and warnings. There is nothing in the generated LOD mod that runs in regularly intervals. LOD only changes if the player character moves across exterior cell borders.
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To know the reason check the log, which prints what is generated or not. Also read the included Terrain-LOD-Readme.txt, which explains: If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones. Always use -o command line argument to generate into a dedicated output folder instead of game's data folder. Then install output as a mod.
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The log prints what is generated or if there are errors while LOD is generated. There is clearly something loaded in the second screenshot!? You may want to adjust the noise.dds texture.
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From the log: Exception in unit prepare line 581: Can not copy [REFR:0506312F] (places TreePineForest02 [TREE:00018A02] in GRUP Cell Persistent Children of [CELL:00037EE6] (in SolitudeWorld "Einsamkeit" [WRLD:00037EDF]) at -18,25) from Unofficial Skyrim Special Edition Patch.esp into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062) Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ Checking the FAQ finds this: FAQ: 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. Searching the forum finds this post with the exact same error: https://forum.step-project.com/topic/14946-can-not-copy-refr0506312f-places-treepineforest02-tree00018a02
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If changes to seem to have any affect, it means the newly generated texture atlas is not active or being overwritten by older files. It can also mean the tree you are looking at is not using the texture atlas. The Near/Far Grid setting only changes the distance at which a dynamic LOD object is shown. The setting does not change models or textures.
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As is well known Skyrim already has a micro stutter problem with tree LOD when the camera crosses cell borders. From DynDOLOD-Trees.html: Also consider setting the LOD levels to a Billboard to replace traditional tree LOD by static object LOD billboards instead without using hybrid trees/full models. Traditional tree LOD and high values for fTreeLoadDistance= can cause micro stutter in 3rd person in Skyrim when the camera crosses cell borders and the vanilla 2D tree LOD causes severe FPS loss in Skyrim SE with many plugin installed (fixed by SSE Fixes or SSE Engine Fixes). Using billboards in object LOD is a suitable fix as well with the added benefit of better lighting control etc. With Skyrim Special Edition it got worse with the infamous nested loop together with many plugins, which got fixed by SSE Fixes and then SSE Engine Fixes. In addition, pre-computed object LOD meshes with just more triangles beat the tree LOD system which builds the 2 planes for each tree on the fly and which tries to match form ids to references to know which tree LOD to disable when cells attach. With the known bugs of "stuck" tree LOD in walled cities or if the load order of plugins changes. More triangles in a object LOD mesh is not much a problem with recent (last decade or so) hardware. The archaic tree LOD system is from times/platforms for which memory was of higher concern. DynDOLOD does not "ignore" the tree LOD brightness setting. It is always applied to tree LOD billboard textures before they are added onto the tree or object LOD atlas. In addition you can always manually edit billboards, the generated texture atlas to adjust things after the fact. You can also make use of the FlatLODVertexColor setting or use External billboards to control things in detail. 3D tree LOD models typically do not need a brightness adjustment, since the branches and leafs are copied 1:1 from the full model (depends on tree mod of course, but maybe give vanilla trees a test for comparison) and thus react the same to all lighting conditions as the full models, as explained in DynDOLOD-Trees.html Minus shadows of course, since LOD does not cast or receives shadows. ENB "distant shadow" effect mitigates that.
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This probably happens because there is a __folder_managed_by_vortex file in the DynDOLOD folder, which obviously should not be there.
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Will DynDOLOD Help with Verdant Grass Plugin
sheson replied to Jknappskirata's question in DynDOLOD & xLODGen Support
Grass has no LOD. DynDOLOD generates improved object and tree LOD. The only way to simulate grass in LOD is to temporarily modify landscape textures to used for terrain LOD generation with xLODGen. Like Terrain LOD Redone or Cathedral Landscapes do. -
TexConv FAILED [mipmaps] (80070057)
sheson replied to runswithascript's question in DynDOLOD & xLODGen Support
The error message: FAILED [mipmaps] (80070057) [Tamriel] Trees LOD generation error: Executing TexConv returned error 00000001: "C:\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -f BC7_UNORM -bcquick -o "C:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "C:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds" This was discussed before around here https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-282/page-92?p=234681&do=findComment&comment=234681 It's a Linux problem with TexConv, but it was solved by not using that particular redundant command line argument. Run above TexConv command manually see what happens. Get latest TexConv from https://github.com/microsoft/DirectXTex/releases, see what happens. -
LOD meshes and textures do not affect anything in loaded cells. Collision typically means a NIF was loaded, which points to an alpha/transparency or texture issue.
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