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sheson

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Everything posted by sheson

  1. Give xLODGen beta 57 a try, see if it is any faster. If it still seems to take long, set 888 texture compression for both textures and all LOD levels to test if it is any faster. You can then use a third party tool to convert textures afterwards.
  2. It is possible the video simply shows the difference between LOD that has no shadows and full models that have shadows. Disable or shorten the shadow distance for comparison. DynDOLOD uses the 3D tree LOD assets from the 3rd party mod you have installed in the load order. So it would be better to ask the mod author questions about a mod. If the LOD textures of the 3D tree LOD assets do not match the full models, then the most likely reason is that the 3D tree LOD assets use a different texture than the full models. This is perfectly normal. It means you need to make sure to install the correct 3D tree LOD textures for the full models. Typically a mods instructions should explain it. To troubleshoot you can look up the reference form id of a full model tree in xEdit to find the base record form id and the path to the full model NIF. Use NifSkope to find out which textures the full model uses. Use the base record form id to find which 3D LOD model is used for the tree in DynDOLOD log file in the list under "Static tree LOD used meshes and billboard" Use NifSkope to find out which textures the 3D tree LOD nifs uses. Check with NifSkope
  3. Fill the transparent background with a color matching the parts of the tree itself. Make sure to use texture compression formats that support an alpha channel (like 8888, DXT5, BC7 but not DXT1). Check textures like Textures\LOD\Trees\ElmBranchesLOD_d.DDS which simply fill the transparent areas with a solid color.
  4. Check with xEdit which plugin modifies the reference placing the wall or the base record the reference is using. Why do you suspect Cutting Room Floor? Is it the last plugin to change the wall reference or the base record? TVDT Occlusion data controls static terrain, object and tree LOD only. It does not affect IsFullLOD full models like clouds or the red mountain plume. TVDT occlusion data is defined for an entire cell, not viewing angles.
  5. Your post is not reporting anything specific. Reproduce the log, copy/paste or screenshot the messages. Say which setting/option you are changing. Test with the x64 version or vice versa the x86 version. If DynDOLOD seems to stop in the middle with no CPU usage it is typically because OS, UAC, antivir or another program blocking access to folders/files. Make sure page file settings in the OS are default.
  6. If the OS crashes then there is a hardware or driver issue. Check overclocking settings, cooling, memory etc. Before running DynDOLOD.exe, please make sure the CPU is properly cooled and in case it is overclocked, it is verified to be stable. Some routines make use of all cores at times and several LODGen.exe processes are started in parallel when generating for multiple worlds at once.
  7. I assume the 4 is just a typo, as for Skyrim VR the switch for xEdit/xLODGen/DynDOLOD is -TES5VR I suggest to read DynDOLOD_QuickStart.html and Docs\DynDOLOD_Manual_TES5VR.html In xEdit, the right pane shows a column for each plugin when showing the View tab for a record. The title row shows the plugin names. However, since the problem went away don't worry about it anymore.
  8. *.fid files are saved/updated after successful runs to be found on successive runs. There seems to be an issue with tree references in the Markarth Worldspace worldspace. Check all non vanilla plugins for errors with xEdit. Use xEdit to list all plugins that overwrite MarkarthWorld. Open entire load order in xEdit. Enter 00016D71 into the FormID top left and hit enter. The right window will list all plugins. Post that list.
  9. While it seems long, it could be totally normal for your hardware, OS settings and selected options. You could try to manually change (raise) priority in the task manager.
  10. Error when loading "meshes\cwi\architecture\cwidomemainexterior_lod.nif": Not a valid NIF file> Error loading textures\lod\fxwatertile01lod.dds: Not a valid DDS texture>Exception in unit userscript line 350: One or more errors occurredCheck log lines above the exception for additional hints. Check the FAQ and search official forum 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_SSE_log.txt to official forum http://forum.step-pr...ndolod-support/ FAQ: DynDOLOD.exe: Warning: Error when loading "meshes\*.nif": Not a valid NIF fileA: The mentioned NIF file is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown. A: Look up the NIF path in MOs right window Data tab to find out which mod supplies it. Reinstall the NIF from the mod, DynDOLOD Resources, whichever it is. FAQ: DynDOLOD.exe: Error [preparing|creating] textures for atlas: Error loading textures\*.dds: Not a valid DDS texture A: The mentioned texture is corrupted and needs to be fixed or replaced. This sometimes seems to happen with specific MO2 versions under Windows 10, the exact cause is currently unknown. A: Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. Relevant threads https://forum.step-project.com/topic/14165-error-loading-textures-not-a-valid-dds-texture/ https://forum.step-project.com/topic/14042-failed-loading-dds-80004005-error-loading-texture-executing-texconv-returned-error/
  11. You are using DyDOLOD 2.69 which as released 4th of August 2019. The LotD V5 beta started around 8th September 2019 As you can see in the DynDOLOD changelog, support for V5 was added with DynDOLOD 2.72, released 11th September 2019. The current version is 2.73 was released 29th September 2019, which has the latest updates for it. Someone posted the same issue last week https://gitlab.com/Pickysaurus/legacy-of-the-dragonborn/issues/446 That user also missed DynDOLOD 2.72 and 2.73. Strange.
  12. DynDOLOD_QuickStart.html in the main folder next to the executables lists the requirements, setup, installation and the command line arguments for the different Skyrim versions. The DynDOLOD_Manual_SSE.html explains requirements, setup and the -sse command line argument. It also starts with this: Basic knowledge of DynDOLOD for Skyrim is expected, refer to the main manual (DynDOLOD_Manual.html). This document just points out what is different or which important parts are similar. In DynDOLOD_Manual.html read Custom Settings For Specific Mod - Open Cities Skyrim. It requires special treatment, because it is one of those mods that was not done with LOD generation in mind. This is not proper error report. Reproduce the log message by copy and pasting in to pastebin for example so we do not have to guess what the actually happens. It is possible it is one of these two messages: FAQ: DynDOLOD.exe: Tree LOD: Error: Can not find tree LOD billboards required to create tree LOD A: Always install the required vanilla tree LOD Billboards, then any optional LOD Billboards for tree mods in the load order. See the 'Requirements' section in the manual. FAQ: DynDOLOD.exe: Tree LOD and similar A: Ignore, any messages about missing files for shrubs, fern, bushes etc. are normal. Typically billboards are only created for trees. Some world spaces do not have any trees. If you do not want to invest the time to read the included extensive documentation I wrote in my free time, then do not use DynDOLOD. A collection of free tools to generate drastically enhanced object and tree LOD other people and I program in our free time. LOD generation is trivial but can be complex. Supporting thousands of mods and entire load order automatically is not always trivial. The tools of DynDOLOD automate dozens of things that would otherwise be weeks and months of manual work. The steps explained in the manuals are simple and easy for enthusiast modders.
  13. Running time is not an indicator of anything really. The log will tell you if there are errors and completion messages tell what parts have been completed. xLODGen is multithreaded. Building LOD texures done on the CPU, conversion to the final textures format is done in the background with TexConv which uses the GPU. So it is normal that at times CPU usage is low while the saving and TexConv thread is still working. There is total timer and a job timer. Generate large worldspaces separately. Solstheim is the biggest, then Tamriel. Then you can probably do the remaining in one go. The generated output can be merged. It is just meshes and textures in separate folders for each worldspace. Test with the x86 version.
  14. I do not support 3rd party guides (that means I have no idea what settings or what screenshots you are referring to or what mods are involved). In case the suggestions mentioned below do not help, be specific about the settings, which worldspace the problem happens, maybe the load order and if it is terrain LOD meshes or terrain LOD textures that seem to take a long time. By all accounts it could be normal or not. Obviously use the latest version from the first post. Use the x64 version or vice versa the x86 version. Make sure the OS settings for its page file are default. Generate the worldspace that takes a long time separately. The generated output can be merged. It is just meshes and textures in separate folders for each worldspace.
  15. Static object LOD does not support this. Either use the IsFullLOD setting or DynDOLOD which can do animated/quest enabled LOD automatically and performance friendly.
  16. The first page documents and links to the release page of the xEdit version that xLODGen is based on. If you have questions about xEdit, ask them on appropriate forum/discord channels.
  17. DynDOLOD is a set of tools to update textures and generate LOD. None of this changes weathers, fogs, image spaces, shaders or how the engine works. Look at ENBs, weather mods etc.
  18. The mists seem to behave like in the video without DynDOLOD, Make sure to compare same weather and time of day etc. In any case, the next DynDOLOD version will have a mesh rule to ignore the mist meshes so the infinite version works as intended.
  19. Read the included Skyrim-Occlusion-Readme.txt that I already quoted. Anything but "All" is obviously less cells to process. As explained, this setting changes which cells are updated with new occlusion data. It does not change what is occluded. As the readme explains the settings that affect occlusion data are Quality, Height and Radius.
  20. +Border means to only process cells if they are linked to a region that has the Border Region flag set - since the player is normally restricted to cells inside the border region. Do not use +Border for plugins which require to disable borders in the Skyrim.INI. Do not use if no suitable cells are found in case the worldspace has no border region defined.
  21. Are you saying DynDOLOD is changing how the mist meshes look?
  22. There was no question and in reality nobody else but you can know if the changing the order has consequences or not. The DynDOLOD LOD mod and plugins are laughably simple, some base records and references mostly self contained and some overwrites. It is possible that some of those intended overwrites are now loaded too early or actually reverting something because the source plugin or changed, which can result in unforeseen visual problems.
  23. DynDOLOD generates LOD based on the current plugin data with the LOD assets it finds in the load order. Lets assume you are comparing pre-made LOD shipping with a third party mod to the LOD that you generated for your current load order. If there are differences it means your load order is different. For example, you might not have additional LOD assets installed which are provided by the third party mod. Read the description of the third party mod and install all of its requirements to properly generate LOD for it the same way the third party mod author did. If you have questions about a third party mods, ask its author.
  24. There seems nothing "strange" in the screenshot. It seems you are using a third part mod which ships with changed LOD models and textures. If you have questions about a third party mod check its description or ask its author.
  25. You can remove any of meshes *.bto in a binary search to test which one is the problematic one. But first you might want to double check DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt that the *.bto meshes generation went without errors. The last line should be "Code: 0". Consider running LODGen.exe again to just generate all *.bto meshes again. Set in Expert=1 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, start DynDOLOD as usual, change world drop down to Tamriel, click the Execute LODGene.exe button. Then if problem persists do the binary search. Remove half the files, test if problem still exists. If problem went away, restore removed files and remove the other half. Continue until only one file (or a few) is left so we can look at it.
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