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sheson

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Everything posted by sheson

  1. I can not find any DynDOLOD log. Bugreport.txt tells us: File not found: textures\lod\ictowerlod01.dds. This texture is part of DynDOLOD Resources Core Files. Carefully read the install instructions. From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files TexGen.exe/TexGenx64.exe, TexGen.exe/TexGenx64.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 installation.
  2. If there are issues with the games default plugins.txt paths there are issues with the games installation or the tools being able to access them, because of OS, UAC, antivir etc. preventing access. The tools use ..\Skyrim\Plugins.txt if they were started in Skyrim (TES5) mode / by default. The tools will use ..\Skyrim Special Edition\Plugins.txt when started with the -sse command line argument. The tools then try to find the listed plugins in the data path found inf the Windows Registry. If there is a problem with the generated LOD mod, make an error report with logs, information about the setup and load order and properly describing the issue. Basic troubleshooting of output starts with checking the log for errors and warnings. Then testing if disabling the meshes, then disabling the DynDOLOD.esp, then disabling the DynDOLOD.esm makes a difference. The results determine the next steps.
  3. The path is correct for Skyrims plugins.txt. As explained in the manual, by default the tools start in Skyrim (TES5) mode and require -sse command line argument to start in Skyrim Special Edition (SSE) mode. The error message however is about loading the plugins from the detected data path, which can not be found. As usual, upload the entire log, do not truncate. No idea what "corrupt output" is supposed to mean.
  4. See the suggestions I made above. Consider posting again with the results. Do not install tools into Steam or game folders.
  5. "Do not install DynDOLOD Resources intended for Skyrim" As the manual explains, DynDOLOD Resources SE are required for Skyrim Special Edition.
  6. See the suggestions I made above. Do not install tools into special windows folders. Disabling plugins is not going to change anything about executing TexConv.exe.
  7. Check the log above the error for more information. Run TexConv from a command prompt to check if it prints more information about what might be wrong.
  8. 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.
  9. If you require further troubleshooting help to find errors in the load order, carefully read and actually follow the suggestions. Nobody can help you with broken plugins/load order without further information. Read all messages around the error carefully and post the log. If removing the plugin in question allows the process to run without error, the broken plugin has been found.
  10. Grass is a shader and has no LOD. The LOD area starts beyond the loaded cells. No idea what any of this has to do with DynDOLOD? As explained before, the DynDOLOD patcher copies the winning records from other plugins create the DynDOLOD plugins. Make sure the load order is final and works as desired before generating LOD. If the load order changes, generate a new LOD from scratch. Whatever the issues with grass, it is unlikely to happen just because already existing records have been copied to the DynDOLOD plugins.
  11. Read all messages around the error carefully. From the bugreport: Can not copy RockCliff08_HeavySN [sTAT:0002ED7A] from BDS - MM Patch.esp into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 5759). FAQ: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp A: 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. Seems rather likely that there is a problem with BDS - MM Patch.espm, though it might be caused by other plugins needing cleaning. From bugreport: Load order FileID [2C] can not be mapped to file FileID for file "DynDOLOD.esp". 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. Start troubleshooting with checking plugin at load order 2C
  12. All you have to do is to compare the two outputs to find the difference. Is it the same amount of files? Do they have the same mip map settings? Is the default size the same? Which ones are larger in file size than before?
  13. Check if the compression of all files is the same/desired one. Make sure to use the latest xLODGen version.
  14. I am still not sure what you are trying to say. Do you have a question or is this some kind of problem report that just lacks information?
  15. As everybody knows DynDOLOD generates object and tree LOD only. That means DynDOLOD does not generate and does not change cell water LOD. When generating the DynDOLOD plugins the winning records from the last plugins are copied, e.g. the winning overwrite for the worldrecord that defines the cell water LOD. Make sure the load order is finalized before generating LOD with DynDOLOD, so it uses the desired records from the correct plugins when generating the DynDOLOD plugins. There is only one type of LOD water for an entire worldspace. If certain lakes/rivers use very different looking/flowing water types it is nearly impossible to not have seams somewhere.
  16. The LOD mod generated by DynDOLOD is a very simple mod. It contains meshes and textures and very basic base records and references in the plugins. When needed it copies the winning overwrite records from other plugins in the load order. In Skyrim ILS is caused by the vanilla memory allocation when the game requires more memory. It's happens normally simply because of using mods mods or high INI settings. There is no such problem anymore in Skyrim Special Edition, though Engine Fixes still offers the alternative allocator but also much more important fixes. Removing all or parts of the LOD mod is the quickest and more or less only way to determine any connection or cause to DynDOLOD. If there is no connection, then I can not really help with the troubleshooting. Just because an existing save shows a different behavior than a new save does not mean it is "corrupted". Just like with ILS in Skyrim, it can mean a certain condition was reached that causes a deadlock in the engine.
  17. I have no advice for ILS with SSE. There are no memory issues that stop the engine from loading AFAIK. I suggest to do the usual troubleshooting through elimination.
  18. See https://forum.step-project.com/topic/14284-distant-lod-not-using-new-dyndolod-lod-until-close These 2 answers in particular: By setting the usual Static LOD4, Billboard, Billboard for the "tree" mesh rule it is self explanatory that only the nearest LOD level 4 has 3D tree LOD models, while the further away LOD levels have billboard tree LOD. A: If the 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. DynDOLOD does not change what happens when using the TFC command in Skyrim SE.
  19. When generating LOD, TexConv may convert 10000s of textures. When everything works as planed you won't see a single log line about TexConv doings its thing in the background. If the error message would be about missing texture it would be obvious from the message and I would have suggested a troubleshooting step into that direction. Run TexConv.exe/TexConvx64.exe from the command prompt to see if it tells you what might be wrong.
  20. The suggestion is to run TexConv on the command prompt to see if there are messages about missing requirements. If the x86 version works, it probably means the x86 version of the required Rredistributable is installed, but the x64 version is not. Not sure how you would know what textures TexConv needs to convert if there is no error, since there is no message if it just works.
  21. Yes it came up before, but then there are other users who post screenshots of log messages instead of the text so searching for something becomes a bit more tedious... Look at the answer I gave yesterday 3 posts up: https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/page-48?p=238090&do=findComment&comment=238090 Do not install tools into Steam, game, mod manger or special OS folders like Program Files x86. Install tools into their own dedicated folders. Use the -o command line to output files into dedicated folders outside of Steam, game or mod manger folders.
  22. Nobody can help you further if you ignore all the suggestions I gave to troubleshoot the CTD and not provide feedback what the results are. It is very easy to find the exact cause for a CTD if it is repeatable.
  23. Instead of making screenshots of text, copy and paste the text to pastebin or upload the logile to a file service. In FO3/FNV it is a simply file matching process. The LOD model for house.nif is house_lod.nif in the same folder. Based on the wrong position error, it is possible that the LOD model is not read properly and missing because of that. This version of LODGen.exe should print a better message that also print the model filenames for easier troubleshooting. I might remember this wrong, but FO3/FNV object LOD typically has no vertex colors, but nevertheless LODGen should be able to read the nif. The object LOD texture atlas is stitched together from the texture that are referenced in the LOD nif file - the single source texture. LOD only has binary transparency and the default threshold is at 128. If transparency is messed up, then either something is off with the source texture or something happened to the LOD atlas texture. Best to use DXT1 with 1 bit transparency or DXT5 with alpha channel for source and atlas texture.
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