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sheson

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Everything posted by sheson

  1. The fomod installer or package.txt explain what each patch contains. "01 Beyond Reach contains a couple tree LOD billboards."
  2. This is the DynDOLOD support forum. I suggest to search the Internet for such basic every day questions or seek help in generic modding forums: https://www.google.com/search?q=Skyrim+how+to+view+and+edit+dds+textures Larger resolution textures typically have larger file size, obviously. Textures are images and typically edited in image programs that support the format.
  3. The error message contains the solution: Resize some billboards. Use a suitable program to shrink a few of the largest the billboard textures mentioned in the log before the error.
  4. 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.
  5. See the DynDOLOD_Manual.html Load/Overwrite Orders. The terms top and bottom are ambiguous because views of plugins/mods can be sorted differently.
  6. You remove as much from the nif as possible and keep the shapes that you want to be visible as LOD.
  7. Yes, I agree, that is why this support forum exists :) No worries.
  8. No log posted. No load order / mods etc. Really no useful information. This could be short tree LOD draw distance (see DynDOLOD SkyUI MCM - Settings page) Also could be missing LOD models / Billboards. The log prints an entire list of found billboards and/or 3D (LOD) models it uses for each tree. Check it and install the missing files. Check the log to make sure LOD generation completes without errors.
  9. DynDOLOD is for Skyrim, Enderal, Skyrim Special Edition and Skyrim VR. You are using xLODGen/FNVLODGen. You will find the answer about "texture not on atlas" at https://www.nexusmods.com/newvegas/mods/58562, there are many people unable to use search and asking the same question over and over again as well. The message means the atlas resolution is too small to hold all object LOD textures. Increase the object LOD atlas size if possible (needs more VRAM) or shrink object LOD textures.
  10. It is possible the mesh became corrupted after installing Resources SE 2.67. Have you tested copying the new version from Resources SE 2.67 to the load order again? Edit: 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.
  11. Have you enabled debugging and checked the papyrus log? You could also try a clean save like you do when updating DynDOLOD. Also test a generation from scratch with latest version.
  12. 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.
  13. The log is from the x86 version. It probably runs out of memory. Use the default LOD texture sizes in TexGen and for Max tile size in DynDOLOD. Or try one setting lower to see if it runs through. Try the x64 version. If problem persists with that version, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt Use a legal version of the game.
  14. To create a LOD object with the flames only, copy the full model to a new filename with *_dyndolod_lod.nif Use NifSkope to remove everything but the BSX and BSValueNode with "AddOneNode49" in their names. Change the BSX flag so that only bit 4 is checked. See Meshes\DynDOLOD\lod\clutter\impchandelliercandle01_dyndolod_lod.nif in DynDOLOD Resources as example. It is the candle flames LOD for meshes\clutter\imperial\impchandelliercandle01.nif Then add a rule to DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_candles_[low|medium|high].ini LODGenXX=mlos_lantern,,,,Far LOD,Unchanged,0 See DynDOLOD\Docs\DynDOLOD_Mod_Authors.html
  15. [00:02:34.180] 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 threadshttps://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/ Also pay attention to this warning, same problem. [00:02:29.594]
  16. Looking at the screenshots the mod, someone would probably need to create LOD models for the candles if dynamic LOD for the candle flames is desired.
  17. [00:02:36.714] Check log lines above the exception for additional hints. Check the FAQ and search official forum [00:02:36.714] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-pr...ndolod-support/ If a log file is large, truncate it to the last generation with the error. Post logs to pastebin or zip them and use a file service.
  18. That file or similar (including the worldspace name depending on expert mode) in the DynDOLOD/logs folder. The messages printed to the screen while DynDOLOD runs are saved to those files. The message looks like ''
  19. I was able to reproduce the missing LOD. It happens because the high reference rules to "Enable" the trees define Static LOD 4, while for some no 3D LOD models exist. It does not know to automatically fall back to the billboard like usual. This will be fixed in the next version. So, no need to change the rules. I can not reproduce the LOD in loaded cells. This usually only happens because of "duplicate" form ids (two plugins use the same form id minus the first two digits for the plugin load order). Check the log for duplicate form id messages. Typically the second tree to use the same form id does not get tree LOD and is done as object LOD to work around the problem. If the plugin order changes, it might change the correlation which tree is the first and which the second. Ergo the suggestion to generate tree LOD for the changed load order. Test if the stuck LOD model goes away when setting a tree LOD distance of zero in the DynDOLOD SkyUI MCM. Any tree LOD remaining are in object LOD then. If the LOD went away and that were duplicate form id messages, consider changing the form id of the tree in your plugin to avoid the issue altogether. if LOD trees stick around despite tree LOD distance being 0, it is something else we need to troubleshoot.
  20. Got the file. Can you give me the form ids of a tree or two that show the problem or maybe the general area where it happens?
  21. Sure, send me link to whereever I can download. Also provide a couple reference form ids of trees to check.
  22. Not all trees can have the usual tree LOD and are done by DynDOLOD in object LOD - like trees with enable parents for example. Also check the log for message about duplicate form id when generating tree LOD. The duplicates will also be done in object with DynDOLOD. Tree references which are added to child worlds (WhiterunWorld for example) are ignored for LOD by default. Edit the DynDOLOD ini Ignore=treereach, treepine, treeaspen, ... near the bottom. Remove all or just the tree tyoe yuo want to have LOD for. Beyond that, if a tree has neither tree LOD or object LOD it is because no billboards exist for that tree type or a rule prevents LOD for the tree.
  23. Look for the log line "Checking for plugins causing texture z-fighting flicker because of large references bugs." near the end. The video shows the normal engine behavior. New cells attach and full models are loaded. Once they are loaded, LOD unloads. So there can be a brief second of overlap. DynDOLOD does not change how the engine works.
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