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Everything posted by sheson
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xEdit supports loading files from BSA archives since a very long time. The log shows which BSA files are loaded.
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DynDOLOD full 3d LOD trees foggy weather bug
sheson replied to ElCapitan8866's question in DynDOLOD & xLODGen Support
DynDOLOD does not change how the engine works. DynDOLOD uses the meshes and textures that are installed in the load order. You are using a third party tree mod. To test if there is an issue with the 3D LOD trees shipping with EVT, disable the mod and generate 3D tree LOD for the vanilla trees. 3D tree LOD models for the vanilla trees are included in DynDOLOD Resources. If the same happens, then you already discovered the cause of the problem. Search the ENB forum or make a post there. -
xLODGen/DynDOLOD do not change how the engine works. AFAIK terrain textures fade like this since Skyrim released in 2011. There do not seem to be any INI settings that directly affect the terrain texture circle/fading to terrain LOD texture. The only thing I ever managed to change with INI settings is the delay of the fading when new cells attach.
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That is interesting, considering that there are of "out of memory" error messages in the log. FAILED [decompress] (8007000e) returned from TexConv also means "Ran out of memory" Only the last few lines of the DynDOLOD log were uploaded instead of entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt.
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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/ You can truncate log to last generation with error. Use pastebin.com or zip and upload to a fileservice.
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Installation order which is it?
sheson replied to RainingTacco's question in DynDOLOD & xLODGen Support
The priority order you listed is correct as per the DynDOLOD manual. If a tree mod happens to overwrite all vanilla billboards you can disable or remove them, it doesn't really matter much. -
If the worldspace workes fine by itself then it seems all the textures are fine. it is possible the process ran out of memory. Disable other programs and background processes. If you changed Windows page file settings, use defaults instead. You can generate in two steps as well. Start from scratch and delete output folder. First run generate all worldspaces but Solstheim. Install output. Then with the DynDOLOD plugin in the load order generate just Solstheim. Install new output and overwrite all files from older output including the plugins.
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Yes, just do the Solstheim world space by itself. Also have a look at the listed textures in DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_dlc2solstheimworld_textures_used.txt. Seems at least one of it is causing some kind of trouble. Check them in an image viewer. Maybe start with the billboards.
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... post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt ...
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Installation order which is it?
sheson replied to RainingTacco's question in DynDOLOD & xLODGen Support
The current and up-to-date official manual is included in the download archive. The Install instructions in the manual say to Install 1) DynDOLOD Resources, 2) vanilla billboards and then 3) billboards for tree mods in the same order as the mods. The Overwrite Order says to load 1) DynDOLOD Resources and 2) vanilla billboards before 3) any other billboards. The order in the sentence is the same as the install instructions. As we all know, the last file to be loaded/installed is the one being used if different mods contain files with the same path and filename. That's just basic modding. In the end it is the users preference which of the competing vanilla billboards from the different mods to use anyways. -
Objects changeing their shape
sheson replied to Pawelekdabek's question in DynDOLOD & xLODGen Support
I am not aware if anyone has thoroughly tested such a scenario yet or if it even works. At minimum it will require to start a new game. -
Objects changeing their shape
sheson replied to Pawelekdabek's question in DynDOLOD & xLODGen Support
Plugins with the master flag set always load before all plugins that do not have the master flag set. That is hardcoded into the engine. https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/ -
Problem with trees changing how they look when I get close
sheson replied to Diabolus83's question in DynDOLOD & xLODGen Support
I might also add, that by default DynDOLOD does not change how tree LOD works. It generates it correctly provided the required billboards for all tree mods are installed. Read DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html for how to generate 3D tree LOD for vanilla trees and/or tree mods that support it. -
DynDOLOD installed but with distorted textures in cities
sheson replied to meowz's question in DynDOLOD & xLODGen Support
You really need to follow the instructions in the manual. Do not save any plugins in the first step. Make sure Open Cities and all its patches are enabled in the second step when only the plugins and SKSE folder are generated. -
As the instructions for xLODGen and DynDOLOD clearly explain, always use a dedicated output folder outside of game and mod manager folders. See the "Updating" section in the DynDOLOD manual. The Skyrim-Occlusion-Readme.txt explains that if the Occlusion.esp already exists, generating occlusion again will simply only update the selected worldspaces.
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Problem with trees changing how they look when I get close
sheson replied to Diabolus83's question in DynDOLOD & xLODGen Support
FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees A: If the billboard tree LOD seems overly dark or bright, use the tree LOD brightness setting on the advanced options to account for lighting changes made by ENBs or weather mods. A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log. A: Find better matching billboards for the tree mods or create them. See this video DynDOLOD uses the billboards you have installed. As the manual explains, install billboards for whatever tree mods are being used, overwriting the vanilla billboards. -
SkyrimSE.exe+1353771 Crashes whenever i Load something or save
sheson replied to Atoro10's question in DynDOLOD & xLODGen Support
If the game was able to load it yesterday there should be no reason for it to not load it today. Maybe test if the safe tool can open it (assuming it support zlib) Test with no compression, which is the same as Skyrim does it. Then neither LZ4 or zlib compression can interfere. Maybe double check SSE Engine fixes that it really fixes the LZ4 buffer when using the default INI setting. -
Searching for the error message finds this thread https://forum.step-project.com/topic/14518-executing-texconv-returned-error-c0000135
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DynDOLOD installed but with distorted textures in cities
sheson replied to meowz's question in DynDOLOD & xLODGen Support
The sample picture of Solitude show the low resolution vanilla LOD textures which look not distorted at all. The questions is why LOD shows that close up. Most likely because the 2 pass instructions in the manual for Open Cities were not followed. -
Looking at MM Nexus page this seems to be a known issue with v3.0 beta 0.5 and its fixed with v3.0 beta 0.6.
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Exception in unit prepare line 117: Access violation
sheson replied to yongsheng_0910's question in DynDOLOD & xLODGen Support
Based on the bug report it might have to do something with localisation/language. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Use xEdit to check which plugins overwrite the Blackreach worldspace. Those are the first to look at. If a removing a plugin lets the process run through it means that plugins has a problem that needs to be fixed. -
SkyrimSE.exe+1353771 Crashes whenever i Load something or save
sheson replied to Atoro10's question in DynDOLOD & xLODGen Support
Good, that is what I was expecting initially after seeing the .NetFramework crash log which clearly pointed out LZ4 compression. As the FAQ answer explains, a value of 1 means to use zlib compression - a compression different algorithm that does not suffer from the buffer size bug. 0 means no compression like games are saved in Skyrim. All that should be different will be save files size and the time it takes to save/load. -
SkyrimSE.exe+1353771 Crashes whenever i Load something or save
sheson replied to Atoro10's question in DynDOLOD & xLODGen Support
Post the crash log for both alternative uiCompression values 1 and 0. To clean a save do exactly what I wrote: Load a working save. Load it without DynDOLOD. Go to an interior. Save. Clean orphaned DynDOLOD scripts from that save. Then load that save. Use https://www.nexusmods.com/skyrimspecialedition/mods/5031 to clean unattached instances (orphaned scripts) and undefined elements. There is a video on the mod page. -
SkyrimSE.exe+1353771 Crashes whenever i Load something or save
sheson replied to Atoro10's question in DynDOLOD & xLODGen Support
The crash log shows that crash happens while it is trying to LZ4 compress data (for the unofficial patch). This might be the problem SSE Engine Fixes tries to fix. It is possible that the bigger buffer of 128 is too small again. Did you try the other solution that the DynDOLOD FAQ answer suggests? 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. If the problem still happens after removing all other plugins then that might be a hint there is data specifically in the DynDOLOD plugins (which are build by also copying data from all other plugins) causing this. Typically any such problems are easily reproducible and happen with new or old game alike. Comparing the latest papyrus log to the others makes me wonder if you maybe did update DynDOLOD at some point and the save was not cleaned. Load a working save. Load it without DynDOLOD. Go to an interior. Save. Clean orphaned DynDOLOD scripts from that save. Then load that save and check what happens then. -
SkyrimSE.exe+1353771 Crashes whenever i Load something or save
sheson replied to Atoro10's question in DynDOLOD & xLODGen Support
You posted the .NetFramework crash log without saying what you did at the time of the crash. Is that loading or saving a game? What makes say that this has anything to do with the LOD mod generated by DynDOLOD? What troubleshooting did was done. >Also the game seems to be working if i load up earlier saves. but after a certain point it dosen't work. What does "after a certain point" mean? You load a working save and then what? It crashes when doing what? Post the crash log. Start a new test game by opening console in the main menu and type coc whiterun. Wait for things to initialize. open console type tmm 1 to enable map markers. Travel to a couple corners of the map. Enter a dungeon. Save it. Upload that Papyrus log. Then load the save. That is all working?

