Jump to content

sheson

Mod Author
  • Posts

    13,180
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. The error message from xEdit is: Could not determine grid cell of [CELL:0000B4BB] (in Tamriel "Skyrim" [WRLD:0000003C]) Check the mentioned cell record in xEdit for anomalies. The last plugin to overwrite it is probably broken. Check the plugins for errors with xEdit. While xEdit/DynDOLOD supports loading of ESL flagged plugins, SkyimVR does not. You will need to remove or merge plugins to stay within the 255 plugin limit of the game. 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.
  2. I found a bad texture swap in DLCCoast that seemed to match your error. I added a fix to FO4LODGen-DLCCoast.esp in the FO4LODGen-Resources
  3. Something either reverts updates in FO4LODGen.esp or overwrites the files in FO4LODGen - Main.ba2 Or maybe a new record / LOD asset is added by another mod. Have you tried just with Fallout.esm and FO4LODGen.esp?
  4. That is correct. My error.
  5. Install FO4LODGen Resources from first post and enable FO4LODGen.esp so it also loads FO4LODGen - Main.ba2 and FO4LODGen - Textures.ba2. it will fix the wrong filename referenced in the vanilla resources. It is not a good idea to have the game in Program Files x86 or letting xLODGen generate to the game/special OS folder. Use the -o command line argument as suggested.
  6. The "Use source alpha threshold" setting requires a diffuse texture compression format that supports an alpha channel.
  7. If you have problems with the instructions of a third party guide you need to ask the author of the guide for help. xLODGen has a message log that print messages on screen. When the program is closed it is saved to SSELODGen_log.txt. If you care to check those messages, it actually says exactly where it generates files to, for example as "Output: c:\...". It will be the output folder that you designated with the -o command line.
  8. From the manual: After generation completed with the message 'DynDOLOD Worlds completed successfully', click 'Save & Exit' to close DynDOLOD.exe and let it save the newley created or updated DynDOLOD plugins. From the splash screen of DynDOLOD: 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. The last few lines from the log: Exception in unit userscript line 350: Can not copy RockCliff08_HeavySN [sTAT:0002ED7A] from BDS - MM Patch.esp into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 5767) 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. Notice the absence of the message 'DynDOLOD Worlds completed successfully' From the FAQ 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. The obvious first plugin to check for errors would be BDS - MM Patch.esp.If it runs through without the plugin in the load order, it means there is probably an issue with it that needs to be fixed. If xEdit doesn't find any errors in it, upload it somewhere for me to test.
  9. Error messages tell you that something is wrong. So it should not be a surprise that something is wrong. Form the first post of this thread: Because of the need to have an ESM for things to work properly, there is a chance that some records have to copy as "underwrite" into the ESM and as normal overwrite into the ESP at the same time. The DynDOLOD.esm should never have any unflagged ESP as a master and only get its records/data from masterfiles (including flagged ESP). Post a report with log in case the DynDOLOD.esm has an unflagged ESP as master. LOOT typically will let you know one way or another (reporting cyclic interaction or crash for example). Do not use such plugins for anything as they are broken. Follow the suggestion.
  10. That swamp looks like either Optimize Unseen is too low or the Quality setting is too high (lower values = better visual quality) for LOD level 32. Try 5 for Quality with Optimize Unseen 550.
  11. Texture quality will stay the same. It will just create more texture atlases if needed.
  12. The low, medium, high presets do not change texture sizes or their memory requirements while processing them. It is possible this is caused many large textures (like many large billboards over 1024) needed to be processed or because a corrupt texture or by OS or third party programs preventing access or otherwise influencing reading textures. Even TexConv (FAILED [decompress] (8007000e) in the log) runs out of memory while try to process textures\lod\nordictempleext_lod.dds. Open DynDOLOD\Edit Scripts\DynDOLOD Worlds.pas in an text editor and change lines #42 and #43 to iAtlasMaxWidth = 4096; iAtlasMaxHeight = 4096; Maybe it runs through then.
  13. From /DynDOLOD_TexGen.html This is a bit experimental and doesn't work for pre-rendered textures like the town LOD textures, distant mountain peaks or glaciers for example. Having a look at the object LOD source textures like textures\lod\wrbuildingslod01.dds for town buildings and comparing them to tileable landscape textures makes it clear. The town LOD textures are rendered from the full models and not a simple derivative of a full texture. They were then processed with an image program to create the final LOD textures. If there would be an easier way to update the existing pre-rendered LOD textures then TexGen would do it. xEdit does not support displaying/rendering of models/textures, yet. The easier way is to sreenshot the side views in NifSkope or render them in a proper 3D application. You can always create your own TexGen rules as explained in DynDOLOD_Mod_Authors.html to create a new mini atlas texture of the roof for example. I believe the lower roof is actually done by TexGen already as a 4x4 mini atlas Textures\lod\wrroofslate01lod.dds But that would only save a couple seconds work in Gimp in this case. You still have to manually update the pre-rendered textures for the LOD models that use them.
  14. This is a bit hard to decipher. I am assuming you are replacing existing full textures that are used by existing models for which LOD models already exist. Many of the Whiterun town LOD models use pre-rendered LOD textures. They are not a simple version of the full textures, but a rendered side view parts of the model. To update those LOD textures you need to manually edit them. You can try to use NifSkope in a similar fashion like doing screenshots of trees to create billboards and then edit the LOD textures in Gimp/Photoshop. If that does not match what you did or trying to do, then try explaining with one example what you have and what you need it to do.
  15. For LOD generated by DynDOLOD to work everything that is required to be installed is required for it to work as intended.
  16. All you have to do is to actually read the logs, then search for the error message. From the TexGen log: Executing TexConv returned error C0000135: "E:\Spel\Vortex\Skyrim SE\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -f BC7_UNORM -bcquick -o "E:\Spel\Vortex\Skyrim From the DynDOLOD log: Executing TexConv returned error C0000135: "E:\Spel\Vortex\Skyrim SE\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\Team Bökarn\AppData\Local\Temp\SSEEdit" "C:\Users\Team Bökarn\AppData\Local\Temp\SSEEdit\048759FDFE36456CAD8C33237F95D17C.dds"> Searching finds this: https://forum.step-project.com/topic/14518-executing-texconv-returned-error-c0000135-vruntime140dll-or-vcruntime140-1dll-or-thatch03snowdds-was-not-found/
  17. Yes, using the LOD shaders is an old relic from Skyrim. Based on the comment there was some kind of issue. I will change it and make it keep the original shader, maybe controllable with an INI setting if needed.
  18. If you have questions about third party mods or instructions you need to ask their author.
  19. Read my my suggestions for first time tests more carefully: Use DXT1 for diffuse and 565 (DXT5 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. This has also been discussed https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/page-34?p=233697&do=findComment&comment=233697 As I keep suggesting: Test yourself what works best for the game, load order and hardware you are using.
  20. Bethesda is not really in the habit of fixing bugs and I doubt they will address that one either. Not sure way I have to copy and paste from the manual again and again: With TexGen.exe most but not all object LOD source textures can be generated from the full textures in the current load order. It is obvious that terrain LOD texture generation does not matter to TexGen or object LOD texture generation or vice versa.
  21. If there are no LOD assets shipping with a mod, then changes will only be reflected in the single LOD source textures that can be updated automatically by TexGen. Distant mountains for the higher LOD levels use pre-rendered textures that can not be automatically updated. Visually check the vanilla textures in the textures/lod folder. The pre-rendered textures are obvious.
  22. You are using a very old version of DynDOLOD. Install the latest version. 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. Do not install DynDOLOD to Users folder or Desktop. Install billboards for the new worldspaces that have existing tree LOD, so tree LOD for the current load order can be generated. If you can not find billboards, create them yourself or split the existing tree LOD atlas as explained in the manual. Or do not select the worldspace for LOD generation. Or do not use archaic mods that do not make the billboards available that were used to generated the pre-made tree LOD.
  23. You did not post the DynDOLOD log. From the bugreport. Error: Load order messed up! Can not map Form ID to a file C3004004. Try generating tree LOD for this load order. Stopping script. Enable tree LOD generation.
  24. The file shows Windhelm just fine it seems. See what happens when you temporary hide the file. It should fall back to the vanilla file. See if changing LOD distances in DynDOLOD SkyUI MCM Settings makes a difference, though object LOD should not end in that way the screenshot shows.
  25. Empty like it barely contains any objects LOD. You can open it with NifSkope. Make sure it and no other files from the DynDOLOD output folder are not overwritten by other mods. Check with MOs right pane data tab.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.