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Everything posted by sheson
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Already asked and answered here: https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/?p=221719 There is no need to do anything about it because the terrain LOD for these 2 cells is not visible.
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I have no idea what that is supposed to mean or where the screenshots are supposed to be showing 2 trees on top of each other. xLODGen tree LOD generation adds one tree LOD placement for each tree reference. A tree LOD placement is 2 rectangular panes crossing in their middle. Each of the panes show the same billboard texture. If the billboard texture is not properly centered or the trunk is not perpendicular, then the trunks on the 2 crossings pane might not align well. Otherwise I suggest to generate tree LOD for the current load order.
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What is the exact message about the installation path when DynDOLOD is in its own folder? Also add exceptions to anti vir or other 3rd party software for LODGen.exe/LODGenx64.exe and TexConv.exe/TexConvx64.exe in the Edit Scripts folder. The x86 error looks like a memory issue, which the x64 should not have. If you manually changed the page file settings of the OS, change it all back to automatic. After running through all worldspaces with "Create atlas" unchecked do this: Set Expert=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Start DynDOLOD as usual, change the world drop down to the desired world so the button "Rebuild Atlas" becomes available. See if rebuilding it this way works or has the same issue, both x86/x64 versions. (If it works click the "Execute LODGen.exe" button afterwards and you are all set for that worldspace) In case it also stalls, make a screenshot of the message log. Try to find the smallest worldspace which still has that error. Then find its ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_[worldspace name]_textures_used.txt flle. One of the listed textures might be problematic/inaccessible. Try to open them all in an image program that supports DDS textures.
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The distance settings depend on the load order, hardware and personal preference of the user. Subtle shimmering sounds like aliasing or ambient occlusion.
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Each new session starts with a line like: DynDOLOD based on xEdit... The x86 version most likely runs out of memory. I can see from the second to last log that the x64 version went through without a problem. So use that.
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As explained before - also for xLODGen - the initial settings are sane defaults, however recommendations can not be given because every load order, hardware and personal preference is different. Use low, medium or high wizard mode. Advanced settings are for advanced users that have read the manual so they can generate with different settings themselves in order to compare results.
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As explained in this thread before, by default the map uses LOD level 32 terrain LOD meshes and textures. If you want to use a mod with manually painted roads onto the level 32 LOD terrain textures, then do not generate LOD level 32 textures or delete them or have the mod overwrite the output. See the first post how to automatically create better coast lines with the optimize unseen setting or use the manually edited vanilla terrain LOD meshes for LOD level 32. The fact that loose files always load after any BSA should be basic modding knowledge.
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Original OP by Caaros So, after updating & reinstalling Dyndolod to try and troubleshoot other problems, I've run into an issue where the program beings to hang up and eventually become unresponsive upon trying to create atlas textures. While specifically that happens on the x64 version, the x32 version just gets far enough to reach an error and produce a log after that. I was able to figure out that if I disable the creation of atlas textures in the advanced settings, Dyndolod is able to go through everything else without issue. I've attached the bug report file, but the log file is nearly three times the file size limit for attachments, and I wasn't permitted by this site to simply post a zip file with both files in it, so I don't know how I should supply that at all. bugreport.txt 118.73 kB · 5 downloads Original response by sheson Trim the log to the last generation. Use pastebin or a third party service to upload large file. Typically such problems are because of OS, UAC, antivir or other third party software preventing access. 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.
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It now utilizes bulk conversion of textures with TexConv instead of starting a new TexConv for each texture separately.
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The DynDOLOD_Manual.html "How LOD works in Skyrim" explains the INI settings in SkyrimPrefs.INI. Set fTreeLoadDistance to the desired value. Use BethINIs or Skyrim VR Configuration Tool.
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DynDOLOD MCM not appearing in MCM and DynDOLOD Not initializing.
sheson replied to raging987inferno's question in DynDOLOD & xLODGen Support
That is the log from PapyrusUtil, not the games script papyrus log that you get in c:\Users\[username]\Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log after enabling it in the Sykrim.INI with [Papyrus]bEnableLogging=1bEnableTrace=1bLoadDebugInformation=1 In the log from PapyrusUtil we would expect to see lines like (if you do not use DynOLOD DLL) JSON Loading: Data/SKSE/Plugins/StorageUtilData/DynDOLOD_Worlds.jsonJSON Loading: Data/SKSE/Plugins/StorageUtilData/DynDOLOD_Tamriel.jsonJSON Loading: Data/SKSE/Plugins/StorageUtilData/DynDOLOD_Tamriel_Objects.json -
DynDOLOD MCM not appearing in MCM and DynDOLOD Not initializing.
sheson replied to raging987inferno's question in DynDOLOD & xLODGen Support
The DynDOLOD plugins contain references in the exterior worldspaces for which dynamic LOD was generated. These references execute papyrus scripts installed via DynDOLOD Resources. If there are no messages about/from DynDOLOD in the papyrus log, then the plugins do not have references for the worldspace or the plugins are not active. If the plugin were active and have the expected records, there would be at least error messages with DynDOLOD being mentioned in the papyrus log -
DynDOLOD MCM not appearing in MCM and DynDOLOD Not initializing.
sheson replied to raging987inferno's question in DynDOLOD & xLODGen Support
DynDOLOD Resources *.pex papyrus scripts are loose files. It is unlikely any other mod is overwriting them as they have pretty unique filenames. What is printed from DynDOLOD to the payrus log? If nothing at all is printed from DynDOLOD scripting to the log, then the DynDOLOD plugins are not loaded/they are incomplete/do not contain data for the current exterior worldspace or the DynDOLOD papyrus scripts that have the instructions to print to the papyrus log are not installed correctly. -
DynDOLOD MCM not appearing in MCM and DynDOLOD Not initializing.
sheson replied to raging987inferno's question in DynDOLOD & xLODGen Support
No and no. Make sure the scripts and everything else from DynDOLOD Resources is installed and active. Make sure the DynDOLOD.esp is active. When DynDOLOD is introduced to a clean/new save, it prints a DynDOLOD successfully initialized message top left.If no message shows top left, then the papyrus scripts from DynDOLOD Resources are not installed or the plugins are incomplete/ not active. Test with a new game. If that works follow the clean save update procedure properly. Check the papyrus log. The SkyUI and DynDOLOD papyrus scripts both print messages. Forget the MCM, if there are no messages from DynDOLOD top left, then that is the primary problem (e.g. plugin issue, scripting issue) -
DynDOLOD MCM not appearing in MCM and DynDOLOD Not initializing.
sheson replied to raging987inferno's question in DynDOLOD & xLODGen Support
Make sure the scripts and everything else from DynDOLOD Resources is installed and active. Make sure the DynDOLOD.esp is active. When DynDOLOD is introduced to a clean/new save, it prints a DynDOLOD successfully initialized message top left. If no message shows top left then the papyrus scripts from DynDOLOD Resources are not installed or the plugins are incomplete/ not active. Test with a new game. If that works follow the clean save update procedure properly. Check the papyrus log. The SkyUI and DynDOLOD papyrus scripts both print messages. -
DynDOLOD MCM not appearing in MCM and DynDOLOD Not initializing.
sheson replied to raging987inferno's question in DynDOLOD & xLODGen Support
Make sure the scripts and everything else from DynDOLOD Resources is installed and active. Check with xEdit DynDOLOD.esp contains two Quests and the DynDOLOD.esp is active. When DynDOLOD is introduced to a clean/new save, it prints a DynDOLOD successfully initialized message top left. If this does not happen, requirements are missing or the plugins are not incomplete/ not active. Test with a new game. If that works follow the clean save update procedure properly. Check the papyrus log. SkyUI and DynDOLOD both print messages. SkyUI MCM sometimes takes time to register MCM menus. -
DynDOLOD MCM not appearing in MCM and DynDOLOD Not initializing.
sheson replied to raging987inferno's question in DynDOLOD & xLODGen Support
The requirement (other than SKSE and SkyUI obviously) for the DynDOLOD SkyUI MCM to register are the 2 quests in DynDOLOD.esp and the SHESON_DynDOLOD_Alias.pex, SHESON_DynDOLOD_Quest.pex and SHESON_DynDOLOD_MCM.pex scripts to be installed. Just saying, this is straight forward the bare minimum for the MCM to register. Easy enough to check. For the dynamic LOD to function as intended the rest of the DynDOLOD Resources, the output and PapurursUtil also need to be installed. Make sure the requirements and the output are installed completely (incomplete downloads or incomplete unpacking happens) and properly. Make sure the LOD generation process was successfully completed. Using a working mod managers properly is up to the user. Nothing to screenshot really. -
DynDOLOD MCM not appearing in MCM and DynDOLOD Not initializing.
sheson replied to raging987inferno's question in DynDOLOD & xLODGen Support
If there are no messages from DynDOLOD top left after loading into the game / no SkyUI MCM, then the DynDOLOD Papyrus Scripts which are part of DynDOLOD Resources are not installed or the DynDOLOD plugin is not installed/activated. Screenshot can be taken with the print screen key. -
Invalid Installation Path - Tried Everything
sheson replied to bayerick's question in DynDOLOD & xLODGen Support
What Windows version are you using? What is the language/locale setting? Can you pastebin the output of the "set" command running from a command prompt? Start a command prompt, type set > text.txt open text.txt in notepad to copy and paste. -
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. Make sure OS, UAC, antivir or other third party programs are not blocking access to files and folders.
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Following 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 Following the suggestions of the error message to search the official forum finds these related threads: 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 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
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The color tone/brightness of the vanilla terrain LOD textures is changed so badly that they never match the terrain textures in the loaded cells regardless of weather/lighting. The snowy parts are the worst, regardless of the enabled/disabled improved snow shader setting. If you leave brightness, contrast and gamma at default, then the generated terrain LOD textures match the terrain textures in the loaded cells exactly (with the disabled improved snow shader setting not artificially messing up things). If terrain LOD textures seem darker or brighter then the terrain textures in the loaded cells, then it is because of the noise texture. Note, that the terrain textures in the loaded cells fade into the terrain LOD textures without the normal map, so at the edge of the loaded cells, the terrain does not look as good as it could unfortunately. Your screenshots seem to show the difference between object LOD textures (snow sides of the road for example) compared to the surrounding terrain LOD textures. Different textures have different brightness. Noise is not applied to object LOD textures. Use TexGen to update a select list of object LOD textures before generating object LOD. Their brightness/contrast/gamma will always be the same as the full textures that are used as object LOD generation does not have a feature to change it. In minimum a single terrain LOD mesh/texture covers an area of 4x4 cells. Forget about using the ridiculously wrong vanilla terrain LOD, it can never match the load order. Instead make sure that terrain LOD textures match the loaded terrain textures by using a neutral noise texture and update the object LOD textures with TexGen before generating the object LOD atlas. Remember that grass is not part of terrain textures and currently also not part of terrain LOD textures, unless you use specially prepared terrain textures for terrain LOD texture generation (like a couple of mods do) Turn off grass to check if terrain LOD textures match the loaded terrain textures. Use the already often discussed optimize unseen drop down to improve coast lines of the terrain LOD meshes, especially for the map.
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LE: riften LOD problem DynDOLOD
sheson replied to zeuslee766's question in DynDOLOD & xLODGen Support
Odd, those new base records do not define LOD models. Will be fixed next version. Always a bit odd when mod authors do not keep LOD generation in mind. -
3d trees changing the color of evt for sse
sheson replied to rabbiboiberg's question in DynDOLOD & xLODGen Support
The vanilla billboard tree LOD also has no shadows, so that is just a normal con against all LOD. ENB distance shadows applies to all LOD.

