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sheson

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Everything posted by sheson

  1. If you believe there is an issue with a texture, you should check the object LOD atlases in Textures\DynDOLOD\LOD\*.dd and the tree LOD atlas in textures\terrain\tamriel\trees\tamrieltreelod.dds Maybe ENB does not like it when they 8k (Though we should have heard by now, unless it is a new thing). You could manually resize them.
  2. FAQ: Game: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ Setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution. There are probably more corrupt NIF or DDS in the load order that DynDOLOD does not happen to report. In addition to the instructions in the readme check for more "Not a valid NIF file" messages.
  3. Read the little Bruma section on the very the first post of https://forum.step-project.com/topic/12479-dynamic-distant-objects-lod-dyndolod-for-skyrim-and-enderal-269/
  4. DynDOLOD works perfectly fine. It is reporting errors with files in the load order. From the log [00:04:57.289] "meshes\lod\mountains\mountainpeak02_lod_0l.nif": Not a valid NIF file> [00:04:57.364] "meshes\lod\mountains\mountainridge03_lod_0l.nif": Not a valid NIF file> [00:04:57.662] "meshes\lod\mountains\unique\winterholdspire_lod_0.nif": Not a valid NIF file> [00:04:59.811] "meshes\lod\windhelm\windhelmbridge_lod.nif": Not a valid NIF file> [00:05:02.819] textures\dlc02\lod\dlc2redoran01lod.dds: Not a valid DDS texture> [00:05:03.405] textures\lod\bridge01lod.dds: Not a valid DDS texture> [00:05:04.898] textures\lod\mountaintrimalphalod.dds: Not a valid DDS texture> [00:05:05.864] textures\lod\mtntrimslablod.dds: Not a valid DDS texture> [00:05:06.516] [00:05:07.842] [00:05:07.842] 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/ 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. Same issue for the textures. 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/
  5. LOD is just meshes and textures that loads past the loaded cells and does not influence references in the loaded cells - which you seem to have a problem with. LOD reflects the load order at generation time, if the load order changed, generate LOD again. If console/script directly disables references without using enable parents that won't be reflected in LOD.
  6. If DynDOLOD 2.69 is started in TES5/Enderal mode it works perfectly fine with its required DynDOLOD Resources 2.67
  7. FAQ: Game: Tree LOD: LOD trees show in child worlds / towns A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the ..DynDOLOD\Docs\DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.
  8. I suggest to do some actual troubleshooting. Remember, I do not see any such issue with the reference you reported. Generally, the dynamic LOD works fine for everyone and everything else since years. Do you have any of your own (LOD) models created earlier still in the load order? Is anything overwriting the models from ML or DynDOLOD Resources? Use default INIs. Disable anything else in the setup from ENB to all SKSE plugins that are not required. As already suggested before, remove the overwrite with the visible distant flag from the base record of the full model with the problem. If nothing from DynDOLOD modifies the reference, its base record and the model it uses then the real troubleshooting starts. Without knowing the actual cause for a fade-in to not complete there can't be a fix. From the reporting I am not even sure if its only that one lantern reference you reported, or if it is all lanterns using the same base record, if it always happens to same lanterns no matter what or if it is random or maybe only specific locations. Found any other DynDOLOD users with the same problem?
  9. FAQ: Game: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ Setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution. FAQ: Checking for errors in DynDOLOD.esp or DynDOLOD.esm with xEdit A: .. \ Record Flags -> are intentional and can be ignored. A: Any other error indicates a problem that should be reported to https://forum.step-project.com/forum/101-shesons-dyndolod-support
  10. The Assertion failure in wbImplementation.pas indicates there might be a corrupt plugin in the load order. Please post/upload the bugreport.txt for that exception. Check the load order for errors with xEdit.exe before generating LOD. See this video for help. DynDOLOD generates tree and object LOD. Textures in textures/landscape/*.dds are typically used for terrain and terrain LOD generation only. I suppose it is possible a custom model uses those textures. You can check DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_[worldspace]_textures_used.txt for a list of textures that are being put onto the texture atlas.
  11. FAQ: Game: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ Setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution.
  12. 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.
  13. Certain flags or settings might be preventing LOD for them. Maybe upload an example plugin, then I could have a look?
  14. Is this a repeatable problem? Try FasterCreate=0 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini This could be a hardware issue, cooling or memory timings.
  15. Yes, terrain fades in a circle around the player to the terrain LOD diffuse texture. It was exactly the same before. The only INI settings that affect this are uGridsToLoad, which will make the circle bigger to cover the extra cells and a setting that controls the time of fade/delay after a new row of cell attaches while moving. There are no settings that control the quality of the fade. Changing the graphics card does not change it. Changing any other of the typical distance settings does not change it.
  16. FAQ: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name] A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors. Also make sure DynDOLOD actually completed LOD generation successfully and there were no error messages that stopped the process prematurely. https://forum.step-project.com/topic/13707-dyndolod-cannot-find-master-data https://forum.step-project.com/topic/14095-sse-dyndolod-cannot-find-master-data-not-read-data
  17. You have a problem with DynDOLOD x86 version generating LOD, so I mean the x64 version of DynDOLOD, obviously.
  18. It's probably running out of memory, try the x64 version.
  19. The windows command line test verified that TexConv can itself can run without issue and that all the paths are correct. No need to test that again. The OS, antivir or another 3rd pary program/influence prevents DynDOLOD from executing it. You may want to try to unblock, whitelist, run as admin or disable whatever might be blocking access etc.
  20. Save C:\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds Exception in unit userscript line 345: System Error. Code: 2. The system cannot find the file specified The "file" the system cannot find is most likely TexConv.exe (otherwise the message would be a long the lines of TexConv returned an error) It seems that the OS or a third party program like antivirus is still interfering with access.
  21. That means that command worked without error. Do you still see the 'A call to an OS function failed" error when running DynDOLOD now with all the updated paths/folders?
  22. This is the command line to copy and paste into the Windows command prompt window: "C:\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha -f DXT1 -bcdither -o "C:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "C:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds" You have an extraneous cmd that should not be there - assuming that C:\Users\Ryan> is the prompt itself.
  23. The test command is missing the leading and last " It should be "C:\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha -f DXT1 -bcdither -o "C:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "C:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds" Each path needs to quoted separately
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