Jump to content

sheson

Mod Author
  • Posts

    13,180
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. There obviously is a problem with a requirement for TexConv. Run it by itself on a command prompt, it might just tell you what exactly. Probably needs a recent or specific Redistributable similar to LODGen.exe Things need to work or be fixed in the latest version going forward.
  2. What makes you believe that the LOD mod genreated by DynDOLOD has anything to do with it? Check the DynDOLOD FAQ for answers about CTD and the readme for instructions how to check for invalid meshes. Typically those are perfectly reproducible CTD. "Random" CTDs are usually some kind of resource issue. Make sure to use Engine Fixes. Maybe try disabling autosave at fast travel.
  3. Check the log for error or warning messages. Especially look out for "too many vertices/triangles, some LOD will be missing in game!" which means there are too many LOD models with too many triangles in that area. The only solution is to have less triangles in that area by further optimizing the LOD models or having less LOD models. If that is not it, then a mod removed the object or there is no LOD model present for it in the current load order.
  4. Great, then following the instructions should be no problem and everything should work as it is supposed to be. Otherwise you actually would need to properly explain any remaining problems.
  5. DynDOLOD DLL is the only optional part of DynDOLOD that needs to match the currently installed SKSE and game version. The DynDOLOD Standalone, DynDOLOD Resources and the output created by TexGen/DynDOLOD are all independent from the game version. Obviously the requirements SKSE (and PapyrusUtil if used) need to be the correct versions for the game version.
  6. The downloads are the same archives.
  7. The DynDOLOD_SSE.ini contains the lines among many others: ; (partial) mod file names to warn about, comma separated, remove "Open Cities Skyrim, " after reading in the manual about itWarnModFileName=Open Cities Skyrim, WhiterunInEnhanced, Occlusion I suggest to carefully read the instructions and use search to find lines in the INI.
  8. The step by step instructions are in docs/DynDOLOD_Manual.html under Custom Settings For Specific Mods - Open Cities Skyrim which applies for all Skyrim versions.
  9. Use a legal copy of the game that is properly installed to the usual folders. Texconv having an error is often caused by UAC, antivir or third party programs blocking access. Try running the Texconv command from command prompt to see if it works or returns something more descriptive. "D:\Dyndolod\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -f BC7_UNORM -bcquick -o "D:\Dyndolod\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "D:\Dyndolod\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds" Check if the texture :\Dyndolod\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds is accessible loads in an image program.
  10. Just reading log messages seems rather self explanatory: Missing textures in "meshes\dyndolod\lod\trees\treepineforestsnowl05_5141a436passthru_lod.nif" "textures\lod\sfo\vurt_lsnowypinelod.dds In case the file texture mentioned shortly before or after actually exists in the load order, "System Error. Code: 2. The system cannot find the file specified" typically happens because of UAC, antivir or other third party software preventing access. Not being able to execute TexConv typically happens because of UAC, antivir or other third party software preventing access. I suggest trying to test if TexConv works when being used directly from the command prompt. It might print additional information. Try to adding exceptions for the programs, also right click and unblock if the options exists. Do not set the output folder to a mod folder in MO, folders part of its virtual file structure or game folders.
  11. "A call to an OS function failed" The Os, antivir or another 3rd party process is probably blocking access. Make sure none of that affects the TexGen.exe/DynDOLOD.exe and the LODGen.exe/Texconv.exe in the Edit Scripts folder or their x64 versions. Any proper modding guide should have instructions moving the game outside of Programs Files x86 as part of the generic basic setup. That is unrelated to TexGen/DynDOLOD. Files in C:\Users\Seth0067\Documents\My Games\Skyrim Special Edition are where the game stores INIs etc. and not a problem.
  12. Added DynDOLOD.DLL for Skyrim Special Edition 1.5.97
  13. Exception in unit prepare line 581: Can not copy whiterunLODlightsControlDummy [REFR:000B11EC] (places TrapLinker "Trap Linker" [ACTI:00079986] in GRUP Cell Temporary Children of WhiterunWindDistrict03 [CELL:0001A275] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 6,-1)) from Skyrim.esm into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 13982) 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 problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ Following the suggestions of the error message to search the official forum finds this related thread https://forum.step-project.com/topic/14005-can-not-copy-whiterunlodlightscontroldummy-refr000b11ec Also these:https://forum.step-project.com/topic/14301-can-not-copyhttps://forum.step-project.com/topic/14196-can-not-copyhttps://forum.step-project.com/topic/14127-can-not-copyhttps://forum.step-project.com/topic/14136-can-not-copyhttps://forum.step-project.com/topic/14025-can-not-copyhttps://forum.step-project.com/topic/14140-can-not-copyhttps://forum.step-project.com/topic/14205-can-not-copyhttps://forum.step-project.com/topic/14256-can-not-copy Following the suggestions of the error message to check the FAQ finds this answer: FAQ: DynDOLOD.exe: Exception in unit xxx line xxx: 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 might be 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. If removing the bashed patch lets the process run through, it means that the bashed patch is broken and needs to be generated again with a newer version of Wrye Bash
  14. Follow the suggestions of the error message to search the official forum finds this related thread https://forum.step-project.com/topic/14196-can-not-copy-mixwatermillexterior-cell000095e6-in-tamriel-skyrim-wrld0000003c-at-26-2/ Also these: https://forum.step-project.com/topic/14301-can-not-copy https://forum.step-project.com/topic/14127-can-not-copy https://forum.step-project.com/topic/14136-can-not-copy https://forum.step-project.com/topic/14025-can-not-copy https://forum.step-project.com/topic/14140-can-not-copy https://forum.step-project.com/topic/14205-can-not-copy https://forum.step-project.com/topic/14256-can-not-copy Follow the suggestions of the error message to check the FAQ find this answer: FAQ: DynDOLOD.exe: Exception in unit xxx line xxx: 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 might be 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. If removing the bashed patch lets the process run through, it means that the bashed patch is broken and needs to be generated again with a newer version of Wrye Bash If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_[sSE|TES5]_log.txt to official forum
  15. Bottom of https://www.nexusmods.com/skyrim/mods/59721 This is really all I care about, if you generate awesome LODs with these assets/tools don't paywall the result in any shape or form. "Generally, donations, patreon etc are fine. Commercial use is not."
  16. If beta 58 works as expected, use all the settings and use all the resources as before. Though there is really no need for high resolutions for the default diffuse/normals at the outer parts of the maps that can never be reached and just use the default terrain texture without any features.
  17. Edit: Check if redoing the terrain textures with beta 58 changes anything. Updated Texconv, the older version might have had problems converting some textures to desired format. Which worldspace and locations are shown in the screenshots? Which version of xLODGen are you using? Are you using MO? Did you generate into a dedicated output folder first, then installed as a mod? Are you sure you are not running into some kind of memory issues using such high terrain texture resolutions? No idea why you set such high default diffuse/normal sizes, doesn't really make sense for outside areas that have nothing defined use such large textures.
  18. As already explained, there is no need to change brightness of object LOD textures which are used by LOD models that have normals, bi/tangents and normal map textures as they react properly to light and do not change wrongly/drastically based on weather/ENB settings like tree LOD billboards that do not have any of that. As already explained, there is no distinction of shapes/textures in the LOD models to specifically target. Everything that is red in the screenshot and not a billboard would be equally affected by any such changes. As already explained, if you want LOD models to use different textures, then you need to change the single LOD textures beforehand or modify the LOD models.
  19. Atlas textures are generated from the single textures defined in the LOD models.
  20. https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-274/page-114?p=237584&do=findComment&comment=237584 https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-274/page-115?p=237587&do=findComment&comment=237587
  21. If the setting is Static LOD4 for LOD level 4, Billboard for LOD level 8 and 16, then only the nearest LOD level will have 3D tree LOD and the two further levels use the simplified billboards. The log tells you which LOD level uses what.
  22. DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html explains 3D tree LOD for LOD level 4 and billboards for the higher LOD levels. LOD always starts beyond the loaded cells and this applies to near/far grid of dynamic LOD as explained in DynDOLOD_Manual.html. The near/far grid are just identifiers how far away models show beyond the loaded cells. For several reasons it makes no sense doing trees as dynamic LOD. One is the large amount of trees and another is the the limited distance.
  23. As the explanation says, this can help with performance in Skyrim/Enderal.
  24. The FOMOD installer explains the install option as Holy cow adds a holy cow to worship. No user ever went crazy and nobody ever reported a problem. Identifying the plugin that adds a reference via console -> form ID -> plugin load order ID is rudimentary modding knowledge.
  25. As the explanation says, this is for Skyrim/Enderal only. Check an exterior location that places lots of PortalBoxes and look towards them.
×
×
  • Create New...

Important Information

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