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Everything posted by sheson
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It looks like Tamriel.8.32.8.bto is empty.
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Check the DynDOLOD log for errors messages, obviously.
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Do not post screen shots of text. Instead paste the log to pastebin or upload to a file service. The log quite clearly shows errors in plain English language. Executing TexConv returned error C0000135 Searching for the error message finds this thread: https://forum.step-project.com/topic/14518-executing-texconv-returned-error-c0000135-vruntime140dll-or-vcruntime140-1dll-was-not-found
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The undeniable advantage of having a forum with search is that one can easily find answers for questions. For example here: 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
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An error occurred while loading modules
sheson replied to Jadefire's question in DynDOLOD & xLODGen Support
Do not post screen shots of text. Instead paste the log to pastebin or upload to a file service. The xEdit plugin loader encountered an error with the load order. Check all of the log messages for errors or warnings. It should have messages that tell exactly what happened. -
You seem to be asking some specific questions based on third party instructions. If you have problems with third party instructions you need to ask their author/appropriate forum/discord. LOD generation uses the model and textures that are installed in the load order. Only near LOD mountains use the actual full mountain texture. Distant LOD mountains use pre-rendered LOD textures that can not be automatically updated by TexGen. If you use a mod that replaces the mountain textures, it requires the pre-rendered mountains LOD texture to be updated as well if they should match. The screenshots might show a short LOD distance. Increase LOD distances in the DynDOLOD SkyUI MCM or directly in the INIs/Launcher/BethINI The screenshots seem to show a bright Snow LOD shader. See https://forum.step-project.com/topic/14577-dark-distant-mountainssnow-lods The ultra tree LOD the manual explains that the log contains a detailed report for each tree which billboards and 3D LOD models where found and used for each LOD level. 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 The screenshot show the weird terrain height drops. Use xLODGen with the Check protect cell border option checked to generate better terrain LOD meshes and also better matching terrain LOD textures.
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TexGen is waiting for TexConvx64. Make sure the OS, UAC, anti vir or some other 3rd party crap ware is not preventing TexConv from running. Install latest Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 Run it without parameters from a command prompt to see if it prints some kind of error message. If it prints nothing it's fine.
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Not sure why you believe editing the DynDOLOD_SSE.in is going to have any effect on TexGen. TexGen does not scan base records either. You did not say when TexGen is supposedly hanging or provided a screenshot. Have you checked that it has zero CPU? Is there a TexConv process listed in Task Manager? Maybe it is also blocked by OS, UAC, Antivir or other crapware. Have you tried the x86 version or vice versa the x64 version/
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Terrain LOD should be updated when plugin do changes to terrain height data or landscape textures. If a mod changes any of these, there can only be visual mismatch. Nothing else. If a mod causes CTD in the game, generating terrain LOD will not change that. If you have issues with other mods you should read their description and ask on their appropriate support forums. Terrain LOD meshes are generated from heightdata found on the LAND records in plugins. Meshes in the load order have nothing to do with it. Terrain LOD textures are generated from landscape textures only. HD LOD Textures SE does not change of the landscape textures as it is a mod for object LOD.
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If you have a bug in MO, you need to ask MO related questions on a MO related forum/discord etc. DynDOLOD Resources SE is a simple mod archive with a fomod installer like any of the others mods. Make sure it downloaded completely.
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thatch03snow.dds not found is only the last error. Checking the log for "error" the first match is: Executing TexConv returned error C0000135: "D:\Modding Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -f BC7_UNORM -bcquick -o "D:\Modding Tools\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships" "D:\Modding Tools\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships\shipwoodside01green.dds" I already gave you the answer to look at this post, where a user had a similar error message to yours in the screenshot, which happens to be in a thread that has the exact error message from the log in its title:https://forum.step-project.com/topic/14518-executing-texconv-returned-error-c0000135-vruntime140dll-or-vcruntime140-1dll-was-not-found/page-2?do=findComment&comment=239038 My answer to that post links to the beginning of that same thread. The first answer has the solution to fix the cause of the installation/requirements error: Install/Update Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019
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TexGen/DynDOLOD has a Messages window with the log. The log contains information what it is doing. Search it for error messages. When the programs are closed the message log is saved to DynDOLOD\Logs\TexGen_SSE_log.txt so it can be open in notepad. If you need help with deciphering the log, upload or paste entire log to a file service or pastebin. See this post that is probably related: https://forum.step-project.com/topic/14518-executing-texconv-returned-error-c0000135-vruntime140dll-or-vcruntime140-1dll-was-not-found/page-2?do=findComment&comment=239038
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DynDOLOD is a modified xEdit. It is xEdit code that reads and writes plugin data and it is its checks and messages you are seeing. I would need the broken plugin in order to check what is wrong with it.
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Check the log for error messages. Search for them on this forum.
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It means there are at least two errors happening. It's only a hint anyways.
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The other way around. The error message "Load order FileID [xx] can not be mapped to file FileID for file xxx.esp" gives a hint wich plugin to check for error first. e.g. the plugin that is listed at load order xx hex at the beginning of the log for that same generation. Both the log and the bugreport are being appeneded to, so if you see different numbers, it means they are not from the same generation attempt, just scroll down/up to he next run. Best to delete both files before testing a new run to not get confused by older reports and log entries. You are welcome.
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If the error still happens at "Processing 5 patches from DynDOLOD\DynDOLOD_SSE_cuttingroomflooresp_tamriel.patch", check the plugin is at the load order hex number that is mentioned in the error message. If that does not help check the last plugin to overwrites 0001A280 or 0001A26F. xEdit checks for some typical logical errors made by CK and people. Patchers, tools can create wrong data when saving/creating plugins which only trigger checks in xEdit or cause problems if records are accessed for copying.
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From the log: Exception in unit userscript line 249: Load order FileID [90] can not be mapped to file FileID for file "DynDOLOD.esp"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. 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. Probably caused by plugin # 90 Audio Patches Merged.esp Remove it and see if it runs through. If it does it means the plugin is broken and needs to be created again. If created with Wrye Bash, use newer version from couple posts above https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-281/page-125?p=239247&do=findComment&comment=239247
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Only world with a valid LOD settings file will be considered for LOD generation. The vanilla game has no LOD setting file for LabyrinthianMazeWorld. The unofficial patch includes a LOD settings file for it. There is no point in generating LOD for LabyrinthianMazeWorld. It is too small and there are no visual improvements.
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Assertion failure (wbImplementation.pas, line 14062)
sheson replied to aikomiko's question in DynDOLOD & xLODGen Support
Remove the Bashed Patch. If it runs through then, it means the Bashed Patch is broken and needs to created again with a newer version or without the Import Cells option. See https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-281/page-122?do=findComment&comment=238845 If it isn't t the Bashed Patch, check plugins for errors with xEdit. -
LODGen process error, exit code 00000193
sheson replied to zeeek147's question in DynDOLOD & xLODGen Support
The error message is as plain as it gets: "Can not write to G:\SMT\xLODGen\LODGen_log.txt" Obviously, LODGenx64.exe is not allowed to write files. OS, UAC, permissions, antivir or other crapware preventing access. -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
The real lights are loaded before the fake lights are unloaded. The normally dim fake lights are briefly illuminated by the real lights. It is not trivial to change the timing and I am not aware of any good tricks to make the fake light meshes not receive real light. Just don't check the fake light in child world option.- 440 replies
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- DynDOLOD 2
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Great, good enough. i you happen to try DynDLOD x64 again for the hole process and have an error, post about it. Maybe we can solve it too.

