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Everything posted by sheson
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Skyrim SE CTD before main menu when DynDOLOD enabled
sheson replied to bchick1's question in DynDOLOD & xLODGen Support
Great news. 1) and 2) see https://forum.step-project.com/topic/14587-files-to-disable-post-successful-dyndolod-install/ 3) see https://forum.step-project.com/topic/14250-skyrim-tvdt-occlusion-culling-data/ -
Skyrim SE CTD before main menu when DynDOLOD enabled
sheson replied to bchick1's question in DynDOLOD & xLODGen Support
That is fixed in 2.78 -
Fixed in 2.78 Thanks for the quick reports.
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Errors Possibly Caused by DynDOLOD Render
sheson replied to Amardan's question in DynDOLOD & xLODGen Support
Well if the files created to the output folder are not in the games data folder anymore then they can not have any influence CK. Double check in the used manager, that meshes/terrain/[worldspace] or texture/terrain/[worldspace] have no files left. None of the tools make any changes to other files or other plugins. A while back there were reports about issues with MO and corruption of loose files that are read only, but reports died down the last few months with the continued updates to MO (while the entire time there were no changes to the TES5LODGen version on Nexus). However, the error message seems to be (mostly?) plugin related. It is trivial to check the mentioned texture swaps (in xEdit even) to see whats up. -
Skyrim SE CTD before main menu when DynDOLOD enabled
sheson replied to bchick1's question in DynDOLOD & xLODGen Support
Get DynDOLOD 2.77 and generate from scratch. Please let me know if that output lets the game start OK now. -
Make sure NifSkope is not playing tricks on you and actually uses the correct texture. If that is the case, then it is technically not possible for the game to chagne what is in the BTO / how the textures look when loading the same files. Consequently it means you are not looking at the same files as you see in game. Could be different area (Use DynDOLOD SkyUI MCM You are here to get a sense which BTO files are loaded for the area you are checking. In DynDOLOD you could also verify that there is only on tree rule that sets Static LOD4, Billboard, Billboard
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Errors Possibly Caused by DynDOLOD Render
sheson replied to Amardan's question in DynDOLOD & xLODGen Support
Searching for the error finds this thread. https://forum.step-project.com/topic/14518-executing-texconv-returned-error-c0000135-vruntime140dll-or-vcruntime140-1dll-was-not-found/ The output folder can be on any drive. It should be set outside of game, Steam, mod manager folders and special OS folders like Program Files x86. Also I am wondering, since it seems not quite clear in your post, did the issues in CK not go away when you uninstalled the generated LOD files? -
Yes, it should be technically impossible for the same billboard setting to be different in different LOD levels. There is point or no reason to delete files in the cache folder. All the files are write only. Make extra sure all *.bto are from the same LOD generations and none of the latest DynDOLOD output files are overwritten by any other files. MO users often do not check properly and often forget the Overwrite folder for example. If you are certain nothing is overwritten, load a Tamriel.8.x.x.bto and a Tamriel.16.x.x.bto with NifSkope (start from within MO so it has access to all textures) from the same area and check if you see the same. it is normal for billboards in the BTO to not have transparency.
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Errors Possibly Caused by DynDOLOD Render
sheson replied to Amardan's question in DynDOLOD & xLODGen Support
Error messages notify people about problems that need to be fixed. Ignoring that particular error message means textures were not converted when reading or writing. Textures that have been written stay uncompressed. Having all terrain LOD textures uncompressed means their file size will be much larger than usual and probably causing memory issues. If xLODGen/DynDOLOD were set to write to a dedicated output folder they do not (over)write files in the games data folder. The only exception is Occlusion.esp. which is saved the usual way just as any other plugin being edited by xEdit. The LOD generation only (over)writes files in meshes/terrain/[worldspace] and textures/terrain/[worldspace]. If any other files are actually modified, then the reason is MO or some other 3rd party tool doing something that is out of our control. Always use the -o:"c:\output" command line argument to define a dedicated output folder that is outside game, Steam and mod manager folders. -
Generated LOD for Azura statue is not using modded model
sheson replied to KillingMachine1914's question in DynDOLOD & xLODGen Support
If you want to use the plugin Elizabeth Tower to increase the size of the Statue, make it an ESM, for example by using xEdit to set the ESM flag on the File Header record. If you have mod that changes the model of the statue and want it to have correct object LOD, read the included DynDOLOD_Manual.html Custom Settings For Specific Mods - Revamped Assets Skyrim, Sexy Azura Statue -
Skyrim SE CTD before main menu when DynDOLOD enabled
sheson replied to bchick1's question in DynDOLOD & xLODGen Support
I think I found the problem. It's an issue I need to fix in DynDOLOD. -
No worries, thanks for letting us know. For future versions I'll try to add a proper error message to that exception.
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Skyrim SE CTD before main menu when DynDOLOD enabled
sheson replied to bchick1's question in DynDOLOD & xLODGen Support
While most likely unrelated to the problem starting the game, pay attention to the install instructions to avoid unnecessary trouble: 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. I downloaded the files, but won't have time to start looking at them until some time tomorrow. If you continue to test with more and more plugins enabled, post the results please. -
Skyrim SE CTD before main menu when DynDOLOD enabled
sheson replied to bchick1's question in DynDOLOD & xLODGen Support
Is Interface\Translations\TimingIsEverything_ENGLISH.txt the last english txt file in the folder? The game is installed to Program Files x86. Consider moving it outside of that special windows folders as explained by any modding guide. So if you leave everything else from DynDOLOD output active and only disable the DynDOLOD.esp the game doesn't start to its menu. Test if it makes any difference if you hide the scripts folder from DynDOLOD Recourse SE. It most likely won't. Test if it loads without the Bashed Patch being active. Do the Bashed Patch before DynDOLOD and leave it active. Use latest version from https://github.com/Wrye-Code-Collection/wrye-bash/releases/ or do not check Import cells with earlier versions. If issue still happens then, and only disabling the DynDOLOD.esp allows the game to start, upload the DynDOLOD.esm, DynDOLOD.esp and DynDOLOD\Logs\DynDOLOD_SSE_log.txt to a file service / paste bin. Truncate the log to the last generation for the esp. -
Skyrim SE CTD before main menu when DynDOLOD enabled
sheson replied to bchick1's question in DynDOLOD & xLODGen Support
Upload files to a file service or paste log file to pastebin.com Especially post the SKSE64.log that stop abruptly. Maybe clean out the entire SKSE log folder, start the game and then check all logfiles created for issues. Narrow down what part might be causing the issue. Report findings as soon as issue stops. With everything enabled start by hiding only the meshes folder from DynDOLOD output. If it still has issue, hide DynDOLOD.esp If it still has issue, hide DynDOLOD.esm If it still has issue, hide TexGen Output If it still has issue, hide DynDOLOD Resources SE. If that is the cause, try redownloading and reinstall. -
Skyrim SE CTD before main menu when DynDOLOD enabled
sheson replied to bchick1's question in DynDOLOD & xLODGen Support
Explain what you mean by "Removing all elements of the DynDOLOD install". This sounds like an issue with an outdated SKSE64 plugin, for example PapyrusUtil. Check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64].log for errors DynDOLOD Resources SE does not cause crashes. TexGen Output does not cause crashes. DynDOLOD Output can cause crashes if there were bad assets in the load order that are used by it for LOD. They can typically only cause crashes while/once a worldspace is loaded. As mentioned on several occasions, read the included manual and FAQ in case of problems: 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. -
Open the load order in xEdit and check the entire load order for errors. There are probably "could not be resolved" errors in a plugin. Those need to be fixed. If that does not find any "unresolved" errors, type 3C into the form id field top left and hit enter key. Post a list of every plugin that is listed in the right window that came up. The header row starts [00] Skyrim.esm, [01] Update.esm... The DynDOLOD_SSE_log.txt seems incomplete. It does not show the generation with the error. You can truncate it to only that one, then try pasting it again.
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Why not follow the suggestion of the log message that I highlighted? 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
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You should read all log messages and follow their suggestions.
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The very first error the log shows is: Executing TexConv returned error C0000135: "C:\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -f BC7_UNORM -bcquick -o "C:\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships" "C:\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships\shipwoodside01green.dds" Which has been discussed here: https://forum.step-project.com/topic/14518-executing-texconv-returned-error-c0000135-vruntime140dll-or-vcruntime140-1dll-was-not-found/ Looks like reinstalling the required Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 did it.
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Files to disable post successful DynDOLOD install
sheson replied to bchick1's question in DynDOLOD & xLODGen Support
None. The included instructions only list things to do. It does not list things not to do. -
From the log: Executing TexConv returned error C0000135: "E:\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\DethByDesign\AppData\Local\Temp\SSEEdit" "C:\Users\DethByDesign\AppData\Local\Temp\SSEEdit\215769BE41F84B21985FA7C37F599F68.dds"> 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. I moved the post to this thread, which has the answer above.
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The screenshot looks like a an save game update gone wrong. Make sure to test with a new game. New glow MCM settings are only applied when the LOD model switches on/off. Fast travel away and back to see changes to the settings or just normally move around to load full model and then back to load LOD. If NetImmerse is not working out for you, then use ENB or weather settings to increase the window brightness. Otherwise you could try editing the *glow_lod_*.nif directly in NifSkope and manually increase their Emissive Multiple.

