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sheson

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Everything posted by sheson

  1. A call to an OS function failed. The OS or antivirus is probably preventing access. Check what happens if you run the command in a windows command prompt. "D:\New folder (3)\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha -f DXT1 -bcdither -o "D:\New folder (3)\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "D:\New folder (3)\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds" If that works then DynDOLOD itself maybe blocked, or it might have to the game being installed into "Program Files x86" or MO Organizer into "Desktop" or the "(3)" in the path.
  2. Exception in unit userscript line 345: Can not copy [REFR:000A1FF7] (places FarmLumbermill01WaterWheel02 [MSTT:000F3E43] in GRUP Cell Temporary Children of IvarsteadExterior01 [CELL:000097A0] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,-16)) 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. 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 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. Searching Forum: https://forum.step-project.com/topic/14136-can-not-copy-refr0b0259dc-places-farmlumbermill01waterwheel02https://forum.step-project.com/topic/13939-can-not-copy-refr110259dc-places-farmlumbermill01waterwheel02 https://forum.step-project.com/topic/13905-can-not-copy-refr150259dc-places-farmlumbermill01waterwheel02
  3. This is somewhat expected because it is only used by a specific mod (I am actually not sure anymore which it was, it was from Skyrim times) You should check the usual farmhouselod01.dds. Maybe a mod overwrites it. If it is the one from TexGen, then you need to check which mod changes the full texture. The farmhouselod01.dds is made of these textures: textures\architecture\farmhouse\farmhouse01.ddstextures\architecture\farmhouse\thatch03.ddstextures\architecture\farmhouse\woodwall01.ddstextures\architecture\farmhouse\thatch02.ddstextures\architecture\farmhouse\stonewall01.ddstextures\architecture\farmhouse\roof01.ddstextures\architecture\farmhouse\woodpost02.ddstextures\architecture\farmhouse\woodwalkway01.dds If they look fine you need to re-run TexGen and either generate LOD again or just update the object LOD texture atlas as explained in the TexGen manual
  4. Add the -sse command line argument to start the tools in Skyrim Speciial Edition as explained in the included manuals, like DynDOLOD_QuickStart.html or docs/DynDOLOD_Manual_SSE.html
  5. In case it is not the snow LOD shader, you will find the list of texture used on the atlas in DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt Or you can also check the DynDOLOD_SSE_atlas_map_tamriel.txt in the same folder. The first column is the texture. The next two numbers its resolution and the 3rd and 4th number its position on the atlas in pixel. With the path/filename you should be able to find the mod that supplies the texture via MOs data tab in the right window.
  6. If this is with a new game, wait 12 or 24 hours (inside maybe) to let the ML script settle on the time of day. Otherwise, if removing the base record overwrite with the Visible When Distant flag does not change anything, test with default INIs. Then next maybe with a reduced load order - when I say I can't replicate the issue I typically only have a dozen of plugins at a time.
  7. FYI that flag is set by DynDOLOD on the base record of every object that gets LOD. Since years. So far without issues. I can not replicate any issue with that particular reference or any other. You see it anywhere else? Does it happen every time the cell/model is loaded?
  8. Are you saying a particular full model just stops fading into full view? If you believe DynDOLOD has anything to do with it, then the first obvious troubleshooting step would be to remove the overwrite of the base record, which typically is only setting the Visble When Distant flag. If it still happens then, this is probably a resource issue. If the ML plugin was the last to before the DynDOLOD plugin at generation time, then you can have it load after. Otherwise, it will probably revert cell changes made by other plugins.
  9. What is the problem supposed to be? This is a full model in a loaded cell. DynDOLOD does not change the reference in a loaded cell as you can see by the information listed on the right.
  10. DynDOLOD does not change how LOD works. The object LOD textures which are used are defined in the LOD models of the farmhouses. These object LOD textures are updated by TexGen from the currently installed full textures. If LOD textures seem different, then a mod is changing them. farmhouselod01snow or farmhousesnowlod01 are not used by the vanilla game. They are used by specific farmhouse replacer mods. They do not change the wall textures though. The game defines to apply the snow LOD shader onto those LOD models. The snow LOD shaders themselves have nothing to do with LOD generation in any way and are not changed by DynDOLOD. If the snow LOD shaders behave differently, then a plugin or an INI setting is changing them.
  11. 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. If DynDOLOD did not complete successfully then LOD generation is incomplete and it should be no surprise that there are errors.Carefully read the log messages and correct the errors until LOD generation runs through without a problem.
  12. This usually happens when the 2 pass generation steps required for Open Cities are not followed correctly.
  13. Yup that should work. If you use any mods adding large new worlds, typically have them before DynDOLOD Resources.
  14. When generating the object LOD texture atlas, DynDOLOD uses the single textures that currently are installed in the load order.
  15. LOD only matches and works correctly for the load order it was generated for. Generate LOD if you use tree mods, mods that replace textures or mods that add/remove/move objects in a worldspace. Generating object and tree LOD with DynDOLOD will always improve the existing object and tree LOD. Wyrmstooth is listed in the DynDOLOD_Manual.html Compatibility section with a 2) foot note which means it contains new/updated LOD assets or defines full models as static object LOD. New/updated LOD assets or full models defined as static object LOD are used automatically.
  16. The section Load/Overwrite Orders in DynDOLOD_Manual.html explains overwrite orders of meshes and textures as well. I made them bold here: In order to generate LOD several different resources are used. Lets separate the several resources and what they result in: Billboards source textures -> generated LOD meshes/generated LOD atlas textures LOD source meshes -> generated LOD meshes LOD source textures -> generated LOD atlas textures The same Billboard source textures included in DynDOLOD Resources may also be included in the Vanilla+DLC billboards from TES5LODGen. DynDOLOD/Vanilla+DLC billboards need to loaded before any other billboards. Billboards for other mods need to overwrite DynDOLOD/Vanilla+DLC billboards. Billboards for other mods need to overwrite other billboards for other mods in the same order as their "parent" mods overwrites the full model trees. DynDOLOD Resources LOD source meshes need to overwrite any vanilla LOD source meshes. New lands mods often add the same vanilla LOD source meshes again for no apparent reason, but DynDOLOD Resources LOD source meshes also need to overwrite them. This more or less happens automatically because the loose DynDOLOD Resources files overwrite any vanilla LOD source meshes in BSAs. If a mod makes specific note about its own LOD source mesh to overwrite DynDOLOD Resources they need to be loose files and the mods instructions should be followed. DynDOLOD Resources LOD source textures need to overwrite any vanilla LOD source textures. New lands mods often add the same vanilla LOD source textures again for no apparent reason, but DynDOLOD Resources LOD source textures also need to overwrite them. This more or less happens automatically because the loose DynDOLOD Resources files overwrite any vanilla LOD source textures in BSAs. HOWEVER, any texture replacer mod that ships with its own LOD source textures most likely should overwrite DynDOLOD Resources LOD source textures, even if the mod makes no mention of it. Again, those files need to be loose as well. LOD source textures created by TexGen.exe for the current load order need to overwrite DynDOLOD Resources LOD source textures and also any LOD source textures from mods. When updating, existing DynDOLOD plugins need to load after any other plugins of the same type (e.g. highest ESM, highest ESP) when generating, so that any mod that modifies worldspaces and cells can be added as master. There will be all kinds of messages if order is out of place. Generated LOD meshes and generated LOD atlas textures should always load after any other mod and not be overwritten by anything else. Typically Generated DynDOLOD.esp can be sorted by LOOT or manually if you know what you are doing :) When LOD is generated, records from the last plugin that is the winning overwrite are copied to create the DynDOLOD plugins. Sort and finialize the load order before generating the LOD patch. If later plugins were added or their load order changed, consider to generate LOD from scratch again. It is also possible to manually patch the records in the DynDOLOD plugins (or whatever plugin is the last to overwrite a record that requires the forwarding) or sort the plugin to load after the DynDOLOD plugins in case new LOD generation is not needed or wanted. DynDOLOD Resources also contains a few updated full models and textures to fix various minor issues. They should overwrite unofficial patches and Skyrim particle patch for ENB. Typically they should be overwritten by other mods - sometimes at the expense of LOD maybe not matching as well anymore. This is depends on user preference. As a rule of thump, DynDOLOD Resources should overwrite everything that doesn't have specifically updated LOD assets themselves or mention in their description to overwrite DynDOLOD Resources. You are welcome to ask specific questions.
  17. I included candle LODs in DynDOLOD 2.69 The mod also has a script that turns on/off a LIGHts. Since there is currently no LOD for these LIGHts nothing needs to be patched.
  18. This is fixed in DynDOLOD Resources SE 2.69. Simply replace the older DynDOLOD Resources SE version with the new version. No need to generate LOD again.
  19. Thanks for the info. I will just re-convert those recently updated meshes again for the next update.
  20. The current version of DynDOLOD is 2.68 and the current version of DynDOLOD Resource SE is 2.67. I assume this is what you were using. Did you try to simply copy the file from DynDOLOD Resources SE 2.67 again to test if it became corrupted after installing it the first time?
  21. Read the Load/Overwrite Orders section in DynDOLOD_Manual.html The Requirements section in DynDOLOD_QuickStart.html or DynDOLOD_Manual_SSE.html lists Vanilla Skyrim LOD Billboards from several different sources to choose from as requirement, which means they are needed.
  22. Generally, file size is not as important as reducing draw call by combining different shapes into a larger one. As already mentioned, in the grand scheme of 3D LOD trees, variants of the same trees (e.g. the typical *tree01 to *tree06) typically used in an area all use the same texture it's usually fine ending up with a couple single textures since those are still combined into a single shape, which can only hold 65536 vertices anyway before it needs to be split anyhow (which often happens with the atlassed textures of 3D trees). Creating mini atlas textures and then untiling manually is the best option, but its labor intensive.
  23. As before the message tells you want is wrong and what you need to do. Let me highlight some of the log lines: [00:07:51.643] There is a problem in Landscape Fixes For Grass Mods.esp with MixwaterMillExterior [CELL:000095E6] (in Tamriel "Skyrim" [WRLD:0000003C] at 26,-2) using [01001232] in Update.esm[00:07:51.672] Landscape Fixes For Grass Mods.esp probably requires a different version of Update.esm [00:07:54.329] Check log lines above the exception for additional hints. Check the FAQ and search official forum FAQ: DynDOLOD.exe: There is a problem in xxx.esp with xxx using [xxxxxxxx] A: There is a plugin in the load order that links to a non existing form id. Use the mentioned form IDs to look up the records in xEdit. It will help to narrow down the broken plugin. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. FAQ: DynDOLOD.exe: Load order FileID [xx] can not be mapped to file FileID for file xxx.esp 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. Rather obviously Landscape Fixes For Grass Mods.esp was made with a different Update.esm than you have in your load order - as is explained in the log messages.
  24. TexGen should be run before DynDOLOD. It updates a select list of object LOD textures from full textures. Run TexGen again if any of those full textures changed and the static object LOD obviously does not match anymore. See DynDOLOD_TexGen.html for more.
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