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sheson

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Everything posted by sheson

  1. The log shows that DynDOLOD did not complete successfully but with an error. Please pay attention to the manual and on screen messages. For example the splash screen says: Carefully read any messages. Do not save changes to any plugins unless the process ends with a "DynDOLOD Worlds completed successfully" message. In case something unexpected happens, check the last few lines of the log. In many cases the FAQ will provide help. It seems the error is caused by meshes setting TGA images (not supported) as textures but also with wrong texture paths. Based on the error message about the textures the meshes/mod should be easy to find. Probably caused by the mod that adds Azeroth in Skyrim.esp As already suggested, finalize the load order first. First fix all errors (also in xEdit/in LOOT) before generating LOD.
  2. That means the plugin that changes this reference was not loaded or its changes were reverted by another plugin at the time of LOD generation. It is the same plugin doing the other changes that worked, right?
  3. It's a simple check if a few keys files exist and can be accessed. Enable DynDOLOD Resources. Start DynDOLOD from within MO. Make sure the archive downloaded completely and the Core Files were installed completely. Checking if the Resources Core Files are installed completely actually means to compare the physical installed folders/files with the content of the archive.
  4. The DynDOLOD messages log that was saved to DynDOLOD\Logs\DynDOLOD_SSE_log.txt Seeing lots of other errors in LOOT, make sure to fix other errors first and finalize the load order before generating LOD.
  5. That's outside the scope of the free DynDOLOD/xLODGen support. I would try to take a close look at what isn't loaded/active when in save mode.
  6. Could be hardware/drivers or service/background things which are now not used or running. INI settings do not change LOD generation. The only result using such insane INI settings will be performance and probably stability issues.
  7. It should not matter on what disc mods are. If DynDOLOD stops with an error, you can close the LODGen command prompt window it spawned. The generated LOD/plugins are not usable. No point in posting screenshots of logs that exist in text form. It is possible it is trying to update a base record added or overwritten by a plugin that has issues. Set Debug=1 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so it prints messages which base record is working on. Then check the last one mentioned before the error. Otherwise, if the system runs out of memory there is nothing the program can do about it. You could try running the x86 version.
  8. Ignore third party instructions and read manual included in the download archive. It makes no sense to tell DynDOLOD to ignore large references if they are enabled in the game. Leave Windows page file settings default. Close other programs and background processes. The bug report shows there is only 1052/8127 MB (free/total) Do large worldspace one at a time. Install output with plugins after each generation and enable the plugins so they are loaded/updated for later runs. Overwrite older output with newer output.
  9. If something doesn't have LOD it is probably because the LOD filename didn't match the full model ... or the reference has an Enable Parent or it might be Initially Disabled. Check DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_meshes.txt contains the LOD NIF. Check DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_staticlodfiles.txt contains the full model filename without .NIF at the end and lists the LOD model at least one time. Farmhouse01=meshes\lod\farmhouse\farmhouse01_lod.nif;meshes\lod\farmhouse\farmhouse01_lod.nif;meshes\lod\farmhouse\farmhouse01_lod.nif Check DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt contains the reference form id and then list position/rotation/scale/full model/LOD models etc.
  10. The *alt and others maybe be just 100% copies to alternative filenames so the automatic matching works. Modifying existing large reference with ESP is what triggers the bugs
  11. You obviously have looked at Occlusion.esp in xEdit already? All it does it overwrite existing CELL records and update/add TVDT (and MHDT if is missing). If Bashed Patch was part of the load order and had CELL records then that would be the first thing to look at. The obvious method to troubleshoot this is to remove half the overwrites and test if problem still occurs. If not, restore backup and remove the other half. repeat until only one record remains.
  12. Yes you can. Just copy the existing farmhouseXX_lod.nif to whateveryourfullmodelname_lod.nif and update the texture in the new file. Use the updated farmhouse LOD meshes from DynDOLOD resources in case they replace the vanilla ones with the same name. It does not matter what folder the *_lod.nif is as long as it isn't a path that matches IgnoreLODMesh= from the DynDOLOD_[GAMEMODE].ini - which does include "\nsurlod\" for example. No new rules are needed when doing this. The filename matching works automatically. Consider also copying farmhouseXXglow_lod_0.nif to whateveryourfullmodelnameglow_lod.nif so that glow LOD windows work. Only do ESM if you notice that full and LOD model are both loaded and have texture flicker when large references are enabled. It is usually much more noticeable with buildings since full and LOD models match more closely in 3D space.
  13. If the thick snow is actually a mesh on top of the roof mesh, then the best option is to create new LOD models that also have the snow mesh. Similar to the updated Skaal village LOD models in Meshes\dlc02\lod\skaalvillage\ shipping with DynDOLOD Resources. If you want LOD models to use farmhouselod01snow.dds, then create new LOD models with TextureSets using the that texture. Make sure the new LOD model filename matches the new model filename as explained in DynDOLOD_Mod_Authors.html. Best practice would be that the new full model meshes and their LOD models have unique new names instead of overwriting existing meshes. Then add them a new base records. Then update select references to use the new base records. Flag as ESM (to not trigger large reference bugs) and as ESL if possible. TexGen creates LOD textures from full textures, so it creates farmhouselod01snow.dds from the full textures and simply colors some parts of them white. It is for a specific mod.
  14. Grass is a shader and has no LOD. It can be somewhat simulated with specially prepared landscape textures for xLODGen terrain LOD texture generation as is being done by Terrain LOD Redone or Cathedral Landscapes.
  15. DynDOLOD Resources SE Core Files are not installed completely and key files are not found in H:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\ or that DynDOLOD is prevented from accessing files. This often happens because the download was not complete or a non 7zip unpacker was used and it failed silently.
  16. Remember, if unchecking plugins let it run through without errors it means those patches are broken/have errors and should be created again - use newer version of Wrye Bash.
  17. Follow the instructions in the manual. The steps are the same for any Skyrim version.
  18. Exception in unit process line 87: Can not copy [REFR:0005FC21] (places RTBlackBriarManor01 [sTAT:00069CE9] in GRUP Cell Temporary Children of RiftenCitySouthGateExterior [CELL:0000BCF1] (in Tamriel "Skyrim" [WRLD:0000003C] at 42,-25)) from Skyrim.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 errors. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ Checking the FAQ finds: Q: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.espA: 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 https://forum.step-project.com/topic/14052-can-not-copy-refr0005fc21 https://forum.step-project.com/topic/13935-dyndolod-blackbriarmanor01
  19. You only need to run TexGen if source textures changed. You only need to run DynDOLOD if anything object or tree models or textures changed or in case there are terrain height changes and you updated terrain LOD meshes.
  20. Read How LOD works in the DynDOLOD manual. It has this helpful image: Each higher LOD level covers 4 times the area and the increase is not fully compensated by the distance. In any case, I suggest to try different resolutions yourself and compare the visual and resource impact for your load order. I can not answer why guides suggest this or that. Ask their author.
  21. Terrain, object and tree LOD are just meshes/textures and never baked into saves. Skyrim can only use 3.1GB memory and without a memory patch has issues allocating it properly causing ILS/CTD. Skyrim Special Edition has no such memory issues. ILS is probably caused by corrupt assets or plugin data. Dynamic LOD uses scripting and script states are saved in the games save and/or SKSE cosave. There is nothing special about it. The vanilla game does this 10 fold all the time.
  22. The Terrain-LOD-Readme.txt explains the native max resolutions of the terrain normal data. Normal Size - texture resolution in pixels. See hints for native resolutions per LOD level. Higher resolutions are just a resize - see the hint message for the size that is native to the data (typically 256x256 for LOD4, 512x512 for LOD8 etc.), but can be useful because of compression and when baking normal-maps. Remember that each increase in resolution quadruples the resources and times needed to generate the textures. Higher than 1024 will start to take some serious time. Without baking the normal maps from the landscape textures, higher normal resolutions will not have more detail.
  23. The only one that can answer most of these questions is yourself. The performance impact different settings have highly depend on the load order and the hardware. If the visuals are satisfactory depends on personal preference. I am not in the habit of testing different settings to see what minuscule performance differences they might have. I am spending thousands of hours programming and making sure things work correctly as it is. Changing LOD distances in the DynDOLOD SkyUI MCM might even be the easiest way to adjust performance after the fact... and together with tll in console give a hint of the impact of terrain, object (and tree) LOD has in general. Read the DynDOLOD\Docs\DynDOLOD_Manual.html Performance chapter. Read DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html The default Grid for trees is probably negligible as there aren't that many trees being done as dynamic LOD - the Whiterun Gildergreen has its own setting. I doubt a performance difference can be measured for the vanilla game. But this could all be different with just one mod that for some reason has lots of dynamic trees, which brings me back to: only you can do the tests and answer the questions if the visuals you desire are worth the performance impact.
  24. xLODGen does not single out specific worldspaces. Check the log obviously. I bet it has the answer.
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