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Everything posted by sheson
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Can one get DynDOLOD to display custom objects in the LOD?
sheson replied to Wolfgrim's question in DynDOLOD & xLODGen Support
Yes, that is one of the features of DynDOLOD. Either create a dedicated LOD model and simple adhere to the filename conventions or use mesh rules to use the full model for LOD. These things are explained in the included manual, especially DynDOLOD_Mod_Authors.html Also search the official support forum to find threads like this: https://forum.step-project.com/topic/14997-city-entrances-overhaul-windhelm-objects-without-lod/ https://forum.step-project.com/topic/14249-guide-on-how-to-get-lod-glow-windows-for-custom-models https://forum.step-project.com/topic/12446-building-custom-lods-exterior-structuresobjects If you have specific question about any of this, I am always happy to explain in more detail. -
This means the Bashed Patch is broken and needs to be deleted. Use a newer Wrye Bash version to create a valid Bashed Patch.
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Need help pinpointing a DynDOLOD issue
sheson replied to talon_lol's question in DynDOLOD & xLODGen Support
What is the issue in the last two screenshots and why do you believe it is caused by DynDOLOD? Does the issue go away when the DynDOLOD plugins are disabled? DynDOLOD adds the Has Distant LOD flag to some base records, that is why it shows up as the last plugin to modify it. This typically does not cause visual issues to fires as we know from the last 6 years. -
File can't be mapped error points to music mod, can't find error
sheson replied to eeekie's question in DynDOLOD & xLODGen Support
Never assume, always test. Broken plugins do not always cause a problem. It also depends on other plugins in the load order if an error comes to light. Check all plugins but the vanilla game plugins for errors in xEdit. Download this DynDOLODx64.exe and set Debug=1 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Delete the old log and then run DynDOLOD as usual. The new log should hopefully has then some info about the involved records causing the problem. -
File can't be mapped error points to music mod, can't find error
sheson replied to eeekie's question in DynDOLOD & xLODGen Support
FAQ: DynDOLOD.exe: Load order FileID [xx] can not be mapped to file FileID for file xxx.esp 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. Test if it runs through without the Bashed Patch. Temporarily disabling a plugin is a troubleshooting step and not a fix. What tool was used to create MusicMerged.esp? -
Read the log messages and follow their suggestins: Exception in unit prepare line 581: Can not copy [REFR:0D083B46] (places CYRFarmhouseDoor01 "Door" [DOOR:0D07EC12] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -1,-1) from BSHeartland.esm 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. 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 these threads with exactly the same error caused by broken Bashed Patch: https://forum.step-project.com/topic/14984-can-not-copy-refr07083b46-places-cyrfarmhousedoor01-door https://forum.step-project.com/topic/14952-error-can-not-copy-refr0e083b46-places-cyrfarmhousedoor01 https://forum.step-project.com/topic/14566-can-not-copy-refr0d083b46-places-cyrfarmhousedoor01-door-door0d07ec12
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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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Thanks. I will include test 1 then in the next version of things.
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0 of course. Typically those should be left alone. They will only make terrain LOD textures not match the full textures. Adjust the noise.dds instead.
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Downlod https://mega.nz/file/tFAzma7Q#pEc60vL7pFeZ6RsV9SnqC8zvFC5DwM23rVCm7-THnCg It contains two different versions of those texture. If you could test if either makes a difference. There should be no need to generate LOD. Those textures are typically used directly from the *.BTO
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Depends if the update changed plugins and what those changes are. Instead of asking questions that can only have theoretical answers I suggest to troubleshoot. It is easy. Disable all of DynDOLOD output. If that makes a difference, generate LOD from scratch. Read the FAQ/readme for CTD.
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FAILED loading DDS (8007000e) TexConv ran out of memory. Use sane settings for LOD textures sizes. Close not needed application and background processes. Leave the Windows pages file settings default. 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/ Pay attention to the installation instructions: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation.
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City Entrances Overhaul Windhelm - objects without LOD
sheson replied to geraintwd's question in DynDOLOD & xLODGen Support
Yes that pillar is popular with some mod authors and used often also for exteriors. If you read the included manual - Custom Settings For Specific Mods - Revamped Assets Skyrim, Sexy Azura Statue and DynDOLOD_Mod_Authors.html - then you know that DynDOLOD can easily use full models for LOD by simply adding rules for them. A mesh rule for this model would look like: Mesh mask: architecture\whiterun\wrinteriors\wrcastle\wrintcastlefreepillar01.nif LOD4: Full model LOD8: empty or Full model LOD16: empty or Full model VWD: not checked Grid: Far LOD Reference: Unchanged -
A brightness of 21 should be very obvious, also when checking the billboards in the atlas Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Alpha.dds. Make sure the LOD output is not overwritten by anything. Make sure to use Billboard2 for the tree rule as explained in the Myrkvior instructions. Then there shouldn't be much need for changing brightness of the billboards. Remove the mipmaps from textures\dyndolod\lod\k747treelod1.dds and Textures\DynDOLOD\lod\dyndolodtreelod.dds, that should help with the thing 3D tree LODs in the distance. Some billboard *.TXT seem to have wrong heights. I will have to look into that, but it might take some time.
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Every executable can be started form a windows command prompt. That is how a OS works. As you already know, DynDOLOD is a modified xEdit. It supports most of its command line arguments. It is hardcoded to start DynDOLOD/TexGen pas scripts specified in the manual. However, pas scripts will soon be a thing of the past. Windows executables nor xEdit do not automatically expose GUI settings or mouse clicks to the command line. You would need to use a specialized tool that replays mouse/keyboard actions for that.
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xLODGen presses on, while DynDOLOD will stop. The occlusion might be wrong for the affected cells. You might end up seeing holes in the LOD far away. If you spot no issues then don't worry about it. Test if you can open the mentioned *.BTO in NifSkope. Either way, if you could zip them and upload somewhere for me to check, that would be great.
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Dyndolod Crashing after entering new cell.
sheson replied to SkyrimAdventureLore's question in DynDOLOD & xLODGen Support
They end prematurely. The last lines should be something like: Log ended at 00:18:04 (4:57)Code: 0 Set expert=1 DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini, start DynDOLOD, select Tamriel and click Execute LODGen.exe for it. Bring the spawned command prompt window to the front and let it finish on its own. If it just closes again without any additional messages or prompts, check its updated log file again. If those run through without error but there are still problems in the game, generate without full model fall back as suggested by the FAQ answers. As explained in the manual, install billboards for the vanilla trees. Put them after DynDOLOD Resources and before billboards for tree mods. -
Which version of DynDOLOD Resources SE are you using? Did you notice any problems when this mesh is used? Typically DynDOLOD/Game/NifSkope "normalize" the texture paths.
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Pay attention to the installation instructions: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation. The log shows messages about running out of memory while read terrain LOD meshes for occlusion data. Leave Windows settings for the page file as default. It could be anti vir or some other third party program preventing file access. It could also mean that there is a problem reading the mentioned *.BTO files. Did the LODGen process finish before it started occlusion calculations? The command prompt windows closed? Check the DynDoLOD\Logs\LODGen_SSE_Tamriel_log.txt file end with Code: 0 and no error. Consider to leave occlusion calculations disabled in DynDOLOD and instead calculate them directly with xLODGen.
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Dyndolod Crashing after entering new cell.
sheson replied to SkyrimAdventureLore's question in DynDOLOD & xLODGen Support
in addition to the missing textures (that won't cause CTD as the LOD meshes are ignored) the log shows these errors and suggestions: check the logfile for errors D:\Games\DynDOLOD\Logs\LODGen_TES5_Tamriel_log.txt>check the logfile for errors D:\Games\DynDOLOD\Logs\LODGen_TES5_DLC1HunterHQWorld_log.txt> There were errors in one or more LODGen logs (see report above) resulting in incomplete static object LOD.Check the LODGen logs and fix cause of errors.Switch to expert mode and try re-running LODGen.exe for these wordspaces with the already exported LOD data. -
Can not copy [REFR:07083B46] (places CYRFarmhouseDoor01 "Door"
sheson replied to GreenArrow's question in DynDOLOD & xLODGen Support
Read the log messages and follow their suggestions: Exception in unit prepare line 581: Can not copy [REFR:07083B46] (places CYRFarmhouseDoor01 "Door" [DOOR:0707EC12] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -1,-1) from BSHeartland.esm 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 these threads with exactly the same error caused by broken Bashed Patch: https://forum.step-project.com/topic/14952-error-can-not-copy-refr0e083b46-places-cyrfarmhousedoor01 https://forum.step-project.com/topic/14566-can-not-copy-refr0d083b46-places-cyrfarmhousedoor01-door-door0d07ec12 -
Dyndolod Crashing after entering new cell.
sheson replied to SkyrimAdventureLore's question in DynDOLOD & xLODGen Support
You have a mod that replaces the mentioned LOD meshes, but the required LOD textures are not installed. Truncate the log to the last meaningful generation, or delete the log before a new generation. BTW Skyrim is a x86 application and such is limited to about 3.1GB main memory. -
Can not copy [REFR:0506312F] (places TreePineForest02 [TREE:00018A02]
sheson replied to Nidisa's question in DynDOLOD & xLODGen Support
If you read all the log messages and follow their suggestions you found the FAQ and this similar thread I moved your posts to. See second post. -
Dyndolod Crashing after entering new cell.
sheson replied to SkyrimAdventureLore's question in DynDOLOD & xLODGen Support
FAQ: Game: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ Setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution. A: If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.ini. Alternatively add/set [saveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim. Use pastebin.com or an uploaded service.

