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sheson

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Everything posted by sheson

  1. The log is saved to the DynDOLOD log folder when the program is closed. You can also "check the log" after it completes and then scroll the window back upwards.
  2. The many game modes of xEdit (xLODGen/DynDOLOD) have no connection to the executable names of the games. It is rather straight forward. When xEdit is started it reads the games INI at its default location and prints a line the log: Using ini: C:\Users\Ballsack\Documents\My Games\Skyrim\Skyrim.ini It then loads the BSA defined in the archive section and then all BSA determined by the plugin names. When executables are started from MO, MO replace the games INI with the versions from its profile folders.
  3. When generating LOD for Skyrim, the TES5 files are used. When generating LOD for Special Edition the SSE files are used. As I said, check the log shows loading a rule for the plugin when clicking low, medium, high. Then generate LOD as usual.
  4. Calculating occlusion impacts performance positively if it can at least hide one LOD quad.
  5. It is impossible to recommend settings that are suitable for every load order, hardware and user preference/needs. My priority is that they work without bugs and with required and useful options.
  6. Occlusion can be generated for every worldspace that is in the list. I suggest to read the included Skyrim-Occlusion-Readme.txt.
  7. So the plugin filename did not change. The included manual DynDOLOD_Mod_Authors.html explains the rules files. The patches are irrelevant.
  8. TexGen updates a select list of object LOD textures. It should be run before generating object LOD.
  9. Try to use search to find answers to questions. 1) xLODGen/DynDOLOD generate LOD for the plugins/data and assets that are found in the load order. They are fine to use. 2) Object LOD uses terrain LOD meshes for optimization. Occlusion generation uses object LOD meshes. 3) Use the Optimize unseen feature at least on Level 32 terrain LOD to optimize coast lines as explained and discussed in this thread.
  10. The message tells you exactly what is wrong and gives you all the information you need to know to troubleshoot it. There is a broken NIF. It is the one that is defined by base record 0002A293 If you use xEdit to look up the form id, you will see it defines the model Clutter\Stockade\StockadeWallCornerIn01.nif Use the xEdit asset Browser (Start with CTRL+F3) to find out which BSA it comes from. Typically it is in Skyrim - Meshes0.bsa, but more BSA may be listed. The first one mentioned is the winning one. If it says Data, then it exist as a loose file. Try removing/reinstalling the mod it's from. Use the print key to take a screenshot. Alt + Print key to screenshot the active window.
  11. Looks like broken meshes. See if hiding jhust the meshes folder in output makes the problem go away. If it does, then test if generating static object LOD again fixes it. Set Export=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini After starting DynDOLOD, change the worldspace to Tamriel, so that the Execute LODGen.exe button becomes available, the click it. Afterwards install output as usual overwriting the existing output. If it is the meshes, but the new generation as the same problem, then a source LOD model is borked. Then you should try to narrow it down to a single *.bto file in meshes\terrain\tamriel\objects\*.bto Just remove half the files, test if problem is gone. If it is, put files back, remove other half. Repeat until one file is left. If it is not something in meshes, then test if turning DynDOLOD off in its SkyUI MCM changes anything. Let me know the results.
  12. I really on test and document mods for Skyrim while Skyrim Special Edition has large reference bugs. I suppose SWIFT is a straight conversion, so copy ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_TES5_wayshrinesiftesp.ini to ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_wayshrinesiftesp.ini Then when you click Low, Medium or High you should see a line about a rule being loaded for the plugin. So generating LOD with the rule included should add LOD for the Shrines that raise out of the ground.
  13. You might find other users posting about their experience with specific settings on the forum/comments section for those mods/ENB you are using. You can change the advance settings to just generate tree LOD for Tamriel to quickly test different settings. If you use 3D tree LOD, you can just update the texture atlas in export mode as explained in section 'Update Texture Atlas' in the TexGen manual.
  14. Tools like TexConv or DDSopt for example. Changing the resolution of textures or their compression format are everyday modding activities unrelated to LOD generation.
  15. Nobody but you can answer that question for your setup, load order and hardware. The only way to know for sure is to test. Reducing texture resolution with one of the available 3rdp party tools should be quicker than running xLODGen.
  16. FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees A: If the tree LOD seems overly dark or bright, use the tree LOD brightness setting on the advanced options to account for lighting changes made by ENBs or weather mods. A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log. A: Find better matching billboards for the tree mods or create them. See this video
  17. I suggest to read the description and comments of 3rd party mods. If you have questions about a 3rd party mod ask its author. You probably want to use the Loose files version if you use DynDOLOD. You can always check which files in a BSA get overwritten by loose files, especially considering that in the end TexGen/DynDOLD output should always trump any other files.
  18. From the log Exception in unit process line 69: Can not copy [REFR:0010C315] (places PlaneMarker [sTAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25)) 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 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 Please upload bugreport.txt 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. For a test you can remove the Bashed Patch. If it runs through then, the patch is broken and needs to be generated with a newer version.
  19. Use the Specific Chunk option to limit generation to specific areas / LOD levels. I suggest to always generate terrain LOD meshes (wuth protect cell borderoption) for the current load order, since its quick and will make sure the changes of all mods are considered. If existing terrain LOD textures already match the load order well then there is no need to generate them. Simply uncheck their generation.
  20. A program can not really crash without a trace. Maybe you mean it just stops? Does it run through when selecting other worldspace but not Tamriel? If so post the log.
  21. This depends on the ignore type. Useless not. Practically it depends on the case.
  22. The Solitude and Whiterun exterior patches adds full models outside the city walls to be seen from the inside. They have nothing to do with LOD.
  23. The messages in the log have the answer: [Tamriel] Land height: -27000, Water height: -14000, Scanned: 11186 CELL records, Found: 11186 LAND records for area [-57,-43] to [61,50] [DLC2SolstheimWorld] Land height: -4590, Water height: 256, Scanned: 34557 CELL records, Found: 34383 LAND records for area [-64,-64] to [127,127]
  24. It's function is in the name. It caches requests to files. That speeds up loading a bit.
  25. Always the same answer: Only do this if really know what you are doing. Asking the question is kind of a hint :) Nothing else should overwrite any of the files. If there are data files for the SKSE plugins, they need to be loose. I do not support it. If you are using Skryim Special Edition Consider using/testing https://github.com/Ryan-rsm-McKenzie/FileCacheSSE/releases
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