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Everything posted by sheson
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If the NIF can't be read by NifSkope we found the problem. Upload the BTO so I can check it. Also upload to a file service or copy and paste to pastebin the DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt and DynDOLOD\Logs\DynDOLOD_SSE_log.txt Truncate DynDOLOD_SSE_log.txt to the last 2 generations if it is really large, so it shows the first pass, which is when the BTO are generated.
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Open the remaining BTO in nifskope, check what textures it is using. One of the texture might be invalid, for example unsupported compression or weird resolution that is not any of 4, 8, 16, 32, 64, 128, 256, 512, 1014 etc. Upload the BTO and all the used textures if you want me to check.
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Read DynDOLOD_QuickStart.html and docs/DynDOLOD_Manual.html, especially the Enderal section under "Custom Settings For Specific Mods". When using the Steam version of Enderal - the installation path is '..SteamLibrary\SteamApps\common\Enderal\' - add -enderal as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Enderal mode. See DynDOLOD-Shortcut.txt for help. Continue with reading the mentioned Docs\DynDOLOD-Shortcut.txt If the DynDOLOD-Shortcut.txt does not help, refer to the documentation for your OS or mod manager in case the tools need to be started from the mod manager.
- 79 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
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That is why my signature says to upload entire log to a file service or pastebin... Lets read the log: There is an error executing LODGenx64.exe: The error is that LODGenx64.exe can not be found:[Tamriel] Terrain LOD meshes generation error: System Error. Code: 2. The system cannot find the file specified Same error for TexConvx64.exe :System Error. Code: 2. The system cannot find the file specified If the files LODGenx64.exe and Texconvx64.exe exist at the mentioned path, then the OS, antivir or some other third party software is preventing access.
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If you have problems with a third party guide you need to ask the author of that guide on the appropriate forums/discord etc. If xLODGen prints an error and stops, read the error message and search for it. If you need help with interpreting the error message then you need to post the error/log. There is no need to deactivate already existing LOD in the load order if using xLODGen correctly with the -o command line argument. Instructions to deactivate a plugin before generating LOD usually means that there is a problem with the plugin that should be fixed.
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If just hiding just the meshes folder is enough, it is probably something in the object LOD *.BTOs or with a texture that is used by them directly. With the meshes folder active, go into the sub folder Terrain/Tamriel and the first hide the Trees folder to rule out tree LOD. If the problem still happens go into the Objects folder. 1) hide half of the files 2) if problems goes away, unhide the files and hide the other half of files 3) if problem does not go away repeat until only a handful or one file is left. Open the remaining BTO in nifskope, check what textures it is using. One of the texture might be invalid, for example unsupported compression or weird resolution that is not any of 4, 8, 16, 32, 64, 128, 256, 512, 1014 etc. Upload the BTO and all the used textures if you want me to check.
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From DynDOLOD_TexGen.html: This [...] 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. Read DynDOLOD_Manual.html "How LOD works in Skyrim" LOD only works and looks correctly for the load order it was build for. Object LOD supermeshes are build from LOD models, the object LOD texture atlas is build from single LOD source textures - some of which are updated automatically by TexGen and some which are pre-rendered and would need to be updated manually. 2D tree LOD is build from billboards. Terrain LOD is build from data found on LAND records and full landscape textures. >Does DynDoLod not generate the appropriate lods based on the textures in that mod? DynDOLOD uses whatever single LOD source textures are installed. DynDOLOD Resources typically contains new and updated LOD models and single source LOD textures for vanilla Skyrim and only a few select mods. AFAIK Noble Skyrim Mod HD-2K does not contain any LOD assets. HD LODs Textures SE contains manually updated single LOD source textures, many of which that can not be created automatically by TexGen. >What about city or mountain overhauls that include no LODs or files for LOD generation 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.
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If there is no mention of DynDOLOD in the papyrus log, then either dynamic LOD was not generated, the PapyrusUtil or DynDOLOD dll scripts are not installed or the DynDOLOD plugins are not activated. So like all the troubleshooting done here before do this: Hide the generated LOD meshes and check if it makes a difference. If the plugins are enabled, disable the DynDOLOD.esp, check if it makes a difference. If not, disable DynDOLOD.esm and check if it makes a difference.
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Read the manual included in the standalone archive. Read all message of the log carefully. Start with DynDOLOD_QuickStart.html and continue with docs/DynDOLOD_Manual.html, especially the Enderal section under "Custom Settings For Specific Mods". 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. Add -enderal as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Enderal mode in case the Steam version is used.
- 79 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
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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.
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DynDOLOD game areas not checked by default
sheson replied to carlocgc's question in DynDOLOD & xLODGen Support
None of the worldspaces are checked by default. If no worldspace is select the log will end with "No world selected". Just as most of the other options, the worldspace selection needs to be decided/set by the user. That is not an issue. Everything works as expected. -
Install the mod as usual. Only convert the esp in CK64. Do not modify any of the NIFs.
- 2,309 replies
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OK, so indeed the log already shows and answers your question why some trees do not have 3D LOD models. If a 3D LOD model is not found the billboard or full model is used as fallback depending on the fallback setting. The log shows the expected file name for the 3D LOD model 3D LOD not found srg_treepineforest02_5C16FEAC> fallback Billboard You need to install or create the 3D LOD model. If you use the Skyrim version of EVT in Skyrim Special Edition, do not convert/change the full models, only the ESP. Make sure to install files from the billboard generator with the exact same options.
- 2,309 replies
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Some buildings get half baked lods (closed cities)
sheson replied to Myakuraku's question in DynDOLOD & xLODGen Support
Not sure how you are saved, but i would like to know which mod/plugin it was so I might have a look and might add rules for it. -
If LOD4 is set to static LOD, then TreeFullFallBack with only fall back to full model if no 3D LOD model is found. The log will tell you for which tree a 3D LOD model, billboard or full model is used. You did not post any logs.
- 2,309 replies
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Some buildings get half baked lods (closed cities)
sheson replied to Myakuraku's question in DynDOLOD & xLODGen Support
There is a mod in the load order that pieces together buildings from (interior) set pieces of which not all have LOD models defined. Simply click the full model with console open and use the first 2 digits of the load order to identify the plugin. Or install More Informative Console to see directly which plugins define the references. -
DynDOLOD could not read DynDOLOD_Worlds
sheson replied to reanor's question in DynDOLOD & xLODGen Support
FAQ: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name] A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors. Also you might want to search the Sheson's DynDOLOD Support forum for DynDOLOD_Worlds you will find plenty of posts. For example: https://forum.step-project.com/topic/14202-dyndolod-can-not-read-dyndolod-worlds https://forum.step-project.com/topic/12479-dynamic-distant-objects-lod-dyndolod-for-skyrim-and-enderal-276/?p=235173 -
Post the used settings. Upload or paste entire log to a file service or pastebin. This should be fixed in beta 60
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Upload or paste entire log to a file service or pastebin
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From the log: Exception in unit userscript line 350: Executing TexConv returned error C0000135: "C:\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -f BC7_UNORM -bcquick -o "C:\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "C:\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel00.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. If you search the forum for the error as suggested you find this thread I moved the post to, which has the answer above.
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The DynDOLOD_Manual.html is in the Docs folder. It is mentioned on the splash screen of DynDOLOD or opens when clicking the RTFM button. The chapter navigation on the left has a link to Custom Settings For Specific Mods
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FAQ: TexGen.exe/DynDOLOD.exe: A: ESL plugins can only add new records with form IDs between xxxxx800 and xxxxxFFF, but the plugin defines a form id outside these limits. See https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/. The plugin needs to be fixed. Broken plugins cause issues in the game. Remove the ESL flag from the plugin(s) or fix the form IDs to be inside the limits.
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Game quickly reverting between new and old LOD
sheson replied to rokas2260's question in DynDOLOD & xLODGen Support
FAQ: Game: Out of place objects / floating objects / flickering full models A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro. -
I suggest to ignore 3rd party guides. They are often wrong or outdated. Refer to the included manual Custom Settings For Specific Mods - Open Cities Skyrim how to generate LOD with Open Cities.
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Game quickly reverting between new and old LOD
sheson replied to rokas2260's question in DynDOLOD & xLODGen Support
What you are describing is technically impossible. The game can not alternate between *.btos with the same filename. The game loads the winning files and uses them. It sounds that LOD models and full models show at the same time. Check the answers in the FAQ: Game: Out of place objects / floating objects / flickering full models. If that does not help make a post that shows what is happening.

