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Everything posted by sheson
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swindmill.nif must be modified, because there should be 4 alternative textures (WM Rotator:0, WM Rotator:17, WM Rotator:1, WM Rotator:25) listed in DynDOLOD.esp and not just one. Check with xEdit Asset Browser (CTRL+F3) which BSA supplies swindmlll.nif. The first one listed wins. If it is Data then it is a loose file. Then use MO right Data tab to find the mod supplying it.
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Purple and Pink Lumberpile Textures/Effects
sheson replied to dzee349's question in DynDOLOD & xLODGen Support
There might be a problem with the BSAs not loading properly. This is what you should check and fix. If they actually do load properly, then there might be an issue with the BSAs or the textures themselves being somehow invalid, which should be fixed (maybe download and install again) -
Curious how you post all those screenshots but not the information I asked for: The double rotor is placed by the vanilla reference 0007ADFD? It uses the base record 00050C57 that defines the model swindmill.nif? None of these record are overwritten by plugins? The swindmill.nif is from Skyrim Meshes0.bsa DynDOLOD.esp should be overwriting the base record 00050C57 and add alternate textures to replace the rotor textures with null textures to make it invisible. Typically users use the unofficial patch, so I would have assumed SWindMill.nif to be from Unofficial Skyrim Special Edition Patch.bsa. Either way is fine. Double check those things.
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So which plugin is the second windmill from? Which mod is the swindmill.nif from?
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Purple and Pink Lumberpile Textures/Effects
sheson replied to dzee349's question in DynDOLOD & xLODGen Support
Those are full models in loaded cells. The missing textures have nothing to do with LOD or DynDOLOD. The DynDOLOD.esp is the last plugin to change the base record that defines the model, it does not change the defined model or textures from the last plugin before it from which it copied the record. You already seem to have looked up the base record and found it is using the model Meshes/Furniture/Clutter/MillLogPile.nif With the entire load order loaded in the xEdit, start its Asset Browser with CTRL + F3 and enter the filename MillLogPile.nif into its filter field on top. Note the containers as it there might a BSA from a mod that is hint. "Data" means loose file. If you highlight the found result it will show the used texture paths at the bottom. All those textures need to be in the load order. -
FAQ: Game: Out of place objects / floating objects / flickering full models A: If LOD was generated for a different load order generate LOD for the current load order. A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://forum.step-project.com/forum/101-shesons-dyndolod-support in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible.
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There was no change how textures are discovered and put on the atlas. Maybe you changed atlas settings that prevents them from being added. When LODGen.exe is generating object LOD meshes and a texture is not on the atlas for whatever reason, then the direct texture path is used. So when there are missing textures in the game it means they are missing. So when the textures are missing in the game, then the textures are probably not in the load order or can not be read. The visual content of textures makes no difference to any of the processes.
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As I said many times before, I do not support this. Only do this if you know what you are doing and why. Asking this question basically answers it itself.
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xLODGenx64.exe is a renamed beta version of xEdit.exe. It starts the command line program ../Edit Scripts/LODGenx64.exe to generate object/terrain LOD meshes. See this line in the log: [10:53] [DLC01FalmerValley] Running "C:\Mod Tools\SSELODGen\Edit Scripts\LODGenx64.exe" "C:\Mod Tools\SSELODGen\Edit Scripts\LODGen_Terrain_DLC01FalmerValley.txt"LODGenx64.exe does not have a UI. Once LODGenx64.exe is done with the terrain LOD meshes, xLODGenx64.exe starts creating terrain LOD textures. In the background it starts ../Edit Script/TexConvx64.exe for each texture to convert their compression. Check the terrain LOD texture output folder if files are still being converted. You can see that because typically their file size changes one by one. TexConvx64.exe uses the GPU so CPU usage is virtually zero. If a lot of textures have been created, it might have to work on a long list for a while. It is doing this one file at a time to avoid issues with mod managers. Before starting a new generation or after interrupting it, check the task manager if there are hanging TexConvx64.exe preventing a new one being started. Killing them or rebooting should fix that. The log shows that files are generated into the games data folder. I strongly suggest to never do that and set a dedicated output folder with -o. There are all kinds of problems doing this, especially with MO / mod managers controlling the data folder.
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LOD Textures are generated by xLODGenx64.exe which starts the external LODGenx64.exe command line program to generate meshes. LODGenx64.exe generates LOD meshes only, so I am confused why you say it hangs in the middle of texture generation. LODGenx64.exe always generates meshes regardless if files exist already or not. Check CPU/memory usage of LODGenx64.exe in task manager. Make sure there is enough space left on the output device. See what happens if you run xLODGenx64.exe manually from a command prompt. The xLODGen log/message window shows the execution line that you can copy and paste.
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By default the maps use object LOD level 16 and terrain LOD 32. If you use a mod that includes (manually) modified terrain LOD 32 textures fort he map you might want to keep them. If you use map mods that change LOD level 32 textures, worldspace records, INI settings or the SWF for the map menu you need to find out how the worldspaces that the mod covers were modified and replicate that to new worldspaces not covered by the mod. Ask the author for the help.
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I coped the rules file from TES5 to SEE in the latest release. When Dawnguard.esm is found the load order (so basically always for Special Edition) and Medium or High is clicked, then the log won't mention loading a rule for WayshrinesIFT.esp - since a rule for SeruinsWaygate01.nif is included in the medium/high settings already. It will only show loading a rule for WayshrinesIFT.esp when clicking the Low preset.
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File not found: textures\lod\ictowerlod01.dds> ... Exception in unit userscript line 350: One or more errors occurred Check log lines above the exception for additional hints. Check the FAQ and search official forum for those errors. https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-272/page-101?do=findComment&comment=235883 https://forum.step-project.com/topic/14071-can-not-find-textures/ https://forum.step-project.com/topic/13983-can-not-find-textures/ https://forum.step-project.com/topic/12576-newest-texgen-wont-complete-due-to-missing-textures/
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When DynDOLOD generates LOD it uses the CPU. You can try lowering its priority in task manager. As explained in the manual, the log shows you exactly for which trees which LOD resource were found and are used for the different LOD levels. For example: Generation #1 TreePineForest01 [TREE:0001306D] meshes\landscape\trees\srg_treepineforest01.nif Billboard found, 3D LOD found LOD4: meshes\dyndolod\lod\trees\srg_treepineforest01_d32a320epassthru_lod.nif LOD8: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds using internalGeneration #2 TreePineForest01 [TREE:0001306D] meshes\landscape\trees\srg_treepineforest01.nif Billboard found, new tree, 3D LOD not found <srg_treepineforest01_F272DDAF> fallback Billboard LOD4: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds using internal LOD8: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds using internal LOD16: textures\terrain\lodgen\skyrim.esm\srg_treepineforest01_0001306d.dds using internalInstall the required 3D LOD models if you want 3D tree LOD for those trees. If you edit the NIF of full model trees, their CRC32 changes. See DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html
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Exception in unit process line 69: Can not copy [REFR:0010E76D] (places PlaneMarker [sTAT:00000017] in GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2)) from Skyrim.esm into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 13947) Check log lines above the exception for additional hints. Check the FAQ and search official forum for those errors. 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. Some search results https://forum.step-project.com/topic/14256-dyndolodx64-for-skyrim/?do=findComment&comment=237290 https://forum.step-project.com/topic/14205-can-not-copy-refr000a1ff7-places-farmlumbermill01waterwheel02 https://forum.step-project.com/topic/14140-error-can-not-copy-refr0f16904c https://forum.step-project.com/topic/14136-can-not-copy-refr0b0259dc-places-farmlumbermill01waterwheel02 https://forum.step-project.com/topic/14127-can-not-copy-refr0c16904c-places-spatiowall01-stat00057a17-in-grup-cell-persistent-children-of-cell00000d74 https://forum.step-project.com/topic/14025-can-not-copy-refr000b7365/ Use external file service or pastebin if files are too large for the forum.
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That is great you found the solution. No need to upload a log of a successful generation without any errors. Still weird how 16GB RAM and 2GB page file would not be sufficient, but then this is Windows after all. Enjoy.
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- DynDOLOD 2
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Error loading textures: Not a valid DDS texture
sheson replied to Chef's question in DynDOLOD & xLODGen Support
Exception in unit userscript line 345: One or more errors occurred Check log lines above the exception for additional hints. Check the FAQ and search official forum for those errors. 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/- 25 replies
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Not sure what to think yet about any of these errors. Can you check if Data\meshes\landscape\trees\treepineforestsnowl03.nif opens without error in NifSkope? If you can not find the file it is in a BSA. Then you can load everything in xEdit, start the Asset Browswer with CTRL+F3, type the file name into the filter field and right click open or extract the file.
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Check any the reference(s), the form id that places the fire in the world.
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Ah that's OK, don't worry about the file in export folder for now. Can you try using the x64 version of DynDOLOD in the export mode and see if LODGenx64.exe also has memory errors?
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Test with a new game. When the object actually loads, take note of its reference form id (open console, click the object). Then load entire load order in xEdit. Enter the form id top left, hit Enter. List all plugins in the right window that modify it. Then check its NAME - Base record (you can CTRL + left click on the entry in the plugin(s) column to get there.
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By default DynDOLOD adds LOD and does not make any changes to the full models in the loaded cells. Does the problem go away when you remove DynDOLOD from the load order?
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DynDOLOD closes while creating DynDOLOD.esp
sheson replied to paigeturner44's question in DynDOLOD & xLODGen Support
Use the latest version. -
That's unusual. Edit DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Change these two settings Expert=1 Verbose=1 Then start DynDOLOD. Change the wordspace to Tamriel, so the Execute LODGen button becomes available. Click it to run LODGen.exe again. Check the command prompt window and compare it with the log. Upload the log / screenshot if needed, in case it still not doing anything. Also upload DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt
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Then don't disable the plugin. Not that it contains anything special, just updated CELL records. Check it with xEdit yourself that nothing else sneaked in.

