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sheson

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Everything posted by sheson

  1. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making reports. If you have a crash in the game, upload the crash log. See https://dyndolod.info/FAQ#ILS-or-CTD Upload the edited version of the INI if you believe it causes crashes. https://dyndolod.info/Mods/Base-Object-Swapper Do not swap records in DynDOLOD plugins. The form IDs of records is different for every load order and LOD generation process. Editor IDs are not guaranteed to stay consistent. The LOD generation process will automatically swap records directly or create a DynDOLOD_SWAP.INI if required. In case such swap definitions are detected, remove such lines from the reported SWAP.INI files permanently so the LOD generation process works and the generated LOD patch works properly in the game. Do not restore INI files that contain wrong swaps. The quoted editor ID is not matching any records in the DynDOLOD plugins. The latest version 1.2 of Diverse Windmills does not contains any of the erroneous lines for DynDOLOD plugins. I suggest to update to the latest version of the mod, to avoid making mistakes when editing the INI that might cause crashes.
  2. There seems to some grass beyond the active exterior cells. It seems thin, which could be due to the mipmaps of full grass texture fading into transparency because of the creator not using alpha-to-coverage. With LOD toggled off, use tfc to fly closer to check if the already loaded full grass meshes become more full. Did you generate high resolution terrain LOD level 4 meshes so the grass does not disappear under coarse terrain LOD?
  3. Use tll to check if full grass renders past the active cell (uGridsToLoad) to the edge of the uLargeReferenceGrid. https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Help/Large-References
  4. Moved to the appropriate thread for the issue. See posts above. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search You upload the TexGen log and the DynDOLOD debug log. For future reference always upload both the log and debug log for DynDOLOD (or TexGen in case the question/issue is with textures generated by TexGen) https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Help/Grass-LOD#Settings With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts. Set the same desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode/DynDOLOD-Grass-Mode in the settings file. While the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes. https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD Grass LOD was generated with mode 2 but full grass is not being rendered to the edge of the uLargeRefLODGridSize with the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting in No Grass In Objects as explained above in the section Settings. The DynDOLOD debug log shows grass LOD was generated with mode 2. So to ensure the full grass renders far enough, set DynDOLOD-Grass-Mode to 2 as well in the settings for NGIO. Hover the mouse over settings for a hint what they do and see https://dyndolod.info/Help/Advanced-Mode for more detailed explanations.
  5. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. You only uploaded the normal log. The debug log to also upload is in the same log folder. Use the Copy message to clipboard link and paste the message as text instead of posting a screenshot, as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The message reports that Unfrozen_SUM.ini in the subfolder seasons contains an entry for a DynDOLOD plugin. The subfolder and file are read from the reported data folder F:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\ In MO2, right window Data tab. Enter the filename Unfrozen_SUM.ini into the filter field to the lower right. It should then list the file in the seasons subfolder and if the Mod column is enabled tell you which mod the file is actually from. You should be able to right click and open the file in notepad. It should be opened from its physical location in whatever mod folder it is from. Find the line and remove it. Save the file.
  6. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. See https://dyndolod.info/Messages/Exceptions#Access-Violation Error check W4ENB Patcher.esp with xEdit. There might be a problem with it.
  7. Also upload the DynDOLOD debug log as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  8. Go with the player to the cell that as the problem. Open the DynDOLOD SkyUI MCM - You Are Here page. https://dyndolod.info/Help/Mod-Configuration-Menu-NG#You-Are-Here Take note of the reported Cell coordinates. Load the load order in xEdit. Start the Cell Browser with CTRL + SHIFT + F Enter the cell coordinates and select the worldspace Tamriel and click OK. Once it loaded the cell record, in the right window check that the last DynDOLOD and Occlusion plugin are identical to the last plugin before them. If they are not and you are sure that the last plugin before them was the last plugin when the LOD was generated, make a screenshot and upload it. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
  9. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. See https://dyndolod.info/Messages/Exceptions#Assertion-failure
  10. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The screenshot of xEdit hides data and fields. It is not clear which cell record is being shown. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots Are you sure the load order did not change after the occlusion plugin was generated?
  11. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshots in the game and of the LOD area showing a problem. Provide the cell coordinates from which the problematic LOD occlusion can be seen. The quality setting can be 1, 2 or 3. It is unclear what setting was set to 0. Make sure the load order did not change after generating the occlusion plugin, that it is installed and activated and no other plugin overwrites it. Double check the logs for errors and warnings.
  12. Thanks for letting us know the new version fixes your issue as well.
  13. Also upload the DynDOLOD debug log as explained.
  14. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload.
  15. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice. If you have a problem with errors or warnings from something else as well, then ask for help with it in order to fix it if necessary. The uploaded file Unfrozen_SUM.ini does not contain any references to DynDOLOD plugins. The file name does not match the filename you write about "i got an error with circular seasonal swaps in Unfrozen_ini.", though that filename is probably not the one that was reported. If the file that is reported seems to be fine when you check it, it typically means you are not looking at the exact same file the game and tool use. Without logs it is not really possible to help or troubleshoot the issue properly.
  16. Maybe the slow disk is due to not using the noatime mounting option or maybe because of compression, though that should not be affecting just reading data that much. I would also test what happens if texconv uses CPU instead of GPU with TexconvAdapterIndex=-1. It will be slower when compressing to BC7, though. Edit: Test with latest Alpha version.
  17. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and crash log to upload when making posts. https://dyndolod.info/FAQ#Entire-LOD-missing Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. https://stepmodifications.org/forum/topic/19903-lods-not-appearing/ https://dyndolod.info/FAQ#Entire-LOD-missing#Object-LOD-shows-in-active-exterior-cells Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. Also see Maps And Map Mods and Seasons if relevant https://stepmodifications.org/forum/topic/20455-lod-and-full-models-overlapping/ The above problems are most likely caused by not following the instructions of ACMOS. https://dyndolod.info/FAQ#ILS-or-CTD Install a crash logger and troubleshoot the real cause of crashes as explained in the ..DynDOLOD\Docs\DynDOLOD-README.txt. In case any help is required with analyzing the crash log or to report actual problems, make a post on the official DynDOLOD support forum. This includes believing having found an issue with DynDOLOD and in particular when using a workaround or fix like disabling mod or plugins, changing certain settings etc.
  18. Moved an appropriate thread for the error message. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to upload when making posts. No link where the patch plugin can be downloaded was provided. It seems you are misting the plugin version 1.71 with a mod version. The plugin version is a number from CK and the game to know the format or data types expected in the plugin. As the error message explains, JKs High Hrothgar - LOTD Patch.esp was made for a different version of LegacyoftheDragonborn.esm You will have to go by mod release versions seen on Nexus or by release/file dates. The current version of Legacy of the Dragonborn is 6.8.0 and was released January 25. If the patch plugin is older, then whoever made the patch should probably update it for the latest version. Without the logs and the patch plugin is is not clear if the reference would be just removed or what other errors there might be.
  19. Use search to find similar posts and answers as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search This was reported before and a test version made available in this post https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-185/page/692/#findComment-284475 The updates in that test version are now released as Alpha-185. Upload new logs if the issue persists. The post of the test asks you to do this: Delete all old logs and bugreport first. Report results, upload new logs and bugreport if issue persists. Read the first post/and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and bugreport.txt to upload when making posts.
  20. Thank you for reporting that the test version fixes that Access Violation as well. Thank you for verifying the test version fixes the issue for you.
  21. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The error can be only reported for files that still contain at least one erroneous line. Use notepad to remove all lines that mention a DynDOLOD plugin. If you believe a file is reported in error, upload the file.
  22. If the problem happens only with the DynDOLOD output disabled, it typically means the current output and active DynDOLOD plugins were for a different load order. DynDOLOD copies wordspace and cell records - which are define the water - from the winning plugins. If you are certain everything looks correct without the output active, generate new output from scratch and it should look the same. If that is not the case, check an affected cell record in xEdit, that DynDOLOD indeed contains the same water record definition as the plugin before it. If you need help how to do that, just ask.
  23. The assets are fine, just the same I have when installing the 4K option which just run through regardless of TexGen INI being default or using any of the settings so far. I might have another test version some time in the future, with probably more debug message for me to analyze. So check back in a couple days. If you like you could try to test what happens if you install the 2K option, it might mean less stress, time, different order of things.
  24. For future reference, attach logs as files or upload them to a paste service or a file service. Read the first post and//or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Doublecheck the crash does not happen with the DynDOLOD output disabled. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting Explain what needs to be done in the game to reproduce the crash. If that is the case, test if the crash does happen if you only hide Textures\Terrain\Vyn\Objects\Vyn.Objects_n.DDS which is reported in the crash log in the DynDOLOD output. Upload the texture in case that made a difference. Upload new crash log in case it didn't.
  25. Good to know and thanks. I'll have look. The used data from the plugin is just the NIF and the form id for the filename to create. OpenGL should only be affected by the NIF and texture directly.
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