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Everything posted by sheson
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What does "didn't work" mean? You were not able to remove the references with xEdit? The first two digits of a form id are the hex load order of the plugin. If the load order of plugin changes between the game and xEdit you obviously replace the first two digits of the form id with the load order hex ID shown in xEdit for DynDOLOD.esp. I mean SHESON_DynDOLOD_LODObject only exist in DynDOLOD.esp. Also, since you assume the problem is the DynDOLOD.esp it means you only edit the DynDOLOD.esp. So in case of overwrites you only remove them from DynDOLOD.esp. xEdit does not allow you to edit Skyrim.esm
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bug Error When Creating Textures For Atlas
sheson replied to StanTheBaseMan's question in DynDOLOD & xLODGen Support
I am not checking or answering posts on other forums. You are welcome to post those questions here. If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_SSE_log.txt -
A couple of issues with LOD with the new mod I'm making
sheson replied to WiZkiD's question in DynDOLOD & xLODGen Support
Tree LOD only works for the load order it is generated for. If the order of plugins changes (or if you edit trees or add new trees) generate tree LOD for the current load order. -
Great. Lets start testing by selectively removing those last listed references from the DynDOLOD.esp with xEdit. Always make a backup of the plugin that still has the issue. If the issue goes away restore the backup and remove other records so that the problematic data stays in the plugin. In the end only the record(s) with the issue should remain. Start with the listed records by entering their form ids like FB0C8860 into the FormID top left and hit enter. You can remove entries by right clicking them in the left tree view and select remove. Use the usual CTRL+mouse click to mark groups of records and remove them all at once. In this case I would remove the 3 last ones, since they are all for the same model. If you removed all of the ones you posted (all that were recorded at 08:06:02PM) and the problems still happens, it means the problem is caused by a record that is not recorded to the log. In that case, continue to remove records in batches and in case the problems . First unfold [+] Worldspaces and remove all world space but Tamriel and WindhelmWorld as it is very likely the error is in either one of those. Then in the next step remove Windhelmworld as it is more likely the error is in Tamriel. Once you are down to a single worldspace, remove half the "Blocks", never the "Persistent Cell". If the error is gone, remove the other half of blocks. If the error seems to be in block keep removing until there is a specific block left. Unfold it and remove sub-blocks and do the same until there is only one left. Then do the same half removal of cells. Then the records in a cell. In case the problem is not in any of the temporary cells, unfold the Persistent cell. Remove references in batches but always keep *_ShesonObject, *_Minion, *_Firstborn
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DynDOLOD is for enthusiast modders that have a general knowledge of computers, folders and files. Without basic computer skills, modding seems more or less impossible. Follow a recent modding guide, it shouldn't take look to learn how to mod easily and safely with MO along the way.
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Adding command line arguments to an executable is a basic OS function. See DynDOLOD-Shortcut.txt for help. If you are using a mod manager refer to its documentation.
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Please read the included manual, start with DynDOLOD_QuickStart.html: By default the tools start in Skyrim mode, which is the same as adding the -tes5 command line parameter. Add -sse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim Special Edition mode. Add -tes5vr as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim VR mode. Add -enderal as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Enderal mode in case the Steam version is used. See DynDOLOD-Shortcut.txt for help. Turn off large references (uLargeRefLODGridSize=5), adjust the DynDOLOD accordingly (uncheck the Large Reference Fix checkbox) and there should be no flickering. Check the end of the DynDOLOD generation log to find out which plugins are triggering the bugs. The only solution is to change the plugins too ESM or remove the overwrites from the plugins.
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Yes it should. It might help or not.
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Start a new game, in main menu console type "coc whiterun", wait for DynDOLOD to initialize and and then walk towards the problematic area so the game crashes. There should be lots of log lines from SHESON_DynDOLOD_LODObject.
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Blender created 3d trees not generated as intended.
sheson replied to BlackOncilla's question in DynDOLOD & xLODGen Support
This might happen because the UV is tiled. LODGen re-UVs it to put it on the atlas. That process also tries to optimize vertices/triangles in the end. It's coarse (low precision) and can create such clefts. See the logs/LODGen_SSE_[worldspace]_log.txt if there are lines about the used texture in the end that look like landscape\trees\sometrunktexture.dds: 1616 -> 2404 | 788, 0 If that is the case, then possible solutions are: 1) Leave UV and source texture as is, but add a rule to TexGen to create a 2x1 mini atlas trunk texture like treepineforestbarkcomplod.dds (the TexGen rule is defined with 2 lines in DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt). See DynDOLOD_Mod_Authors.html for more or ask me. 2) Make sure the source model has UV that is strictly between 0 and 1 so no re-UV is required. (Maybe also use TexGen mini atlas texture or create LOD texture manually) 3) Add "NoReUV" to the Name of the BS|NiTriShape in the NIF so the entire shape is left alone. If the UV of the texture is outside of 0 and 1, the texture will be used directly. It maybe be not as good for FPS, but in the grand scheme of things most likely not a big deal because trees in the area using the same shader/texture will still be combined. Also check https://forum.step-project.com/topic/13692-3d-static-object-trees-lod-a-few-questions/?do=findComment&comment=229152 If all fails, send me the asset. Maybe I can refine the process. -
Those lines are from plugin checking if other plugins are installed to configure themselves accordingly. They can be ignored. I am only interested in DynDOLOD debug message from the dynamic LOD, which there are still none. Enable debugging in both the json and txt file as explained in the readme. Then start a new game (main menu console "coc whiterun" is sufficient), wait for DynDOLOD to initialize and and then walk towards the problematic area so the game crashes. There should be lots of log lines from SHESON_DynDOLOD_LODObject.
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Error loading textures: Not a valid DDS texture
sheson replied to Chef's question in DynDOLOD & xLODGen Support
FAQ: DynDOLOD.exe: 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. Also double check this mesh (probably from Majestic Mountains): 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/- 25 replies
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There should be at least "something" in the papyrus logs after turning on the debug mode. Lots of lines with "[sHESON_DynDOLOD_LODObject ] enable #1/2/3". Lets cover that first before. Edit both files data\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json and data\skse\plugins\DynDOLOD_Data\DynDOLOD_Worlds.txt if you are unsure which one.
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Error loading textures: Not a valid DDS texture
sheson replied to Chef's question in DynDOLOD & xLODGen Support
The LOD generation process stopped prematurely and most likely did not print 'DynDOLOD Worlds completed successfully' to the log as explained in the manual. It doesn't really make sense to install an incomplete LOD patch and expect it to work. There is a reason for the message that says to check the log lines above the error for hints or if problem persists to post an error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_SSE_log.txt as there there most likely will be more informative log message above what is shown in the screenshot. Truncate the log to the last generation only. Then upload to pastebin or zip it before uploading to a file service.- 25 replies
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If you enable the logging of dynamic NIFs as explained in the readme there should be "enable" lines from DynDOLOD log in the papyrus log. There is not a single one. I suggest to carefully read all the instructions in the readme again and do the suggest check of the generation log and then enable the debugging to see if a NIF used by dynamic LOD might be the culprit. If that does not lead to a useful result, then selective hide the generated meshes folder from the output to see if static object and tree LOD is fine. (It usually is). Enable meshes again if it did not change anything. Then hide the DynDOLOD.esp so only the DynDOLOD.esm is left loading, to narrow it down further. Typically we expect the issue to happen when DynDOLOD.esp enable and not if it is disabled. If that is the case, removing record from the esp in a binary search helps narrow it down. We can discuss this if nothing above helped to find the culprit.
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Error loading textures: Not a valid DDS texture
sheson replied to Chef's question in DynDOLOD & xLODGen Support
The error message in the log: Error preparing textures for atlas: Error loading textures\terrain\lodgen\skyrim.esm\treepineforestsnow01_0005c072.dds: Not a valid DDS texture FAQ: DynDOLOD.exe: Error preparing 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. (This post is for future searches)- 25 replies
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Error loading textures: Not a valid DDS texture
sheson replied to Chef's question in DynDOLOD & xLODGen Support
The error message in the log:Error creating textures for atlas: Error loading textures\lod\solitudearch03lod_n.dds: Not a valid DDS textureError creating textures for atlas: Error loading textures\lod\hhbuildingslod01_n.dds: Not a valid DDS texture FAQ: DynDOLOD.exe: Error preparing 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. A modding guide that uses use SSELODGen for object and tree LOD is not really a good guide :)The crashes with LOD generated by SSELODGen most likely happened for the same reason as the error with the textures, corrupted files.Can also happen when not setting a dedicated output folder with -o command line, something DynDOLOD takes care of automatically to make things easier.- 25 replies
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Traditional tree LOD switches instantly. It is not possible to control the time the engine needs to load all the required full models before it unloads the object LOD. There is a setting to change the stipple fade, however it seems to only make things worse. https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-267/page-74?do=findComment&comment=231233 The DynDOLOD SkyUI MCM Setting controls the delay of the fade-from-black after loading.
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Great that you did all that testing. I will have to wait for the deluge of error reports from all the other users before I attempt to reproduce the "DynDOLOD issue" that all of sudden befell it. Test with the x86 version or vice versa the x64 version. In the meantime maybe you could double check the .NET 4.0 installation and the Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019. Maybe a recent update to those causes issues. If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt If you see problems with LODGen.exe again, maybe you could test the earlier versions included in xLODGen beta 42 or beta 45.
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The text "DynDOLOD requires DynDOLOD.DLL" does not exist in the papyrus scripts SHESON_DynDOLOD_*.pex shipping with DynDOLOD Resources. If you start a new game and see that text the only possible answer is that one or more scripts from DynDOLOD DLL are installed. No it is not. There would be posts from many people having the same issue.
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If the files are not corrupt (which seems to be the case because they work out in the next run), then you should check overclocking settings, CPU temps, memory timings etc. Also possible that MO2 is acting up with Windows 10 as we see with the mysterious corrupting textures issue.
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Make sure to generate into an empty dedicated folder outside of MO with -o. Install as mod Use default DXT1 compression for diffuse and normal map. Open a normal map _n.dds texture in an image viewer and check if its main color is greenish. Use either the flat or adjusted noise.dds from first post . Make sure nothing is overwritten by other mods or the Overwrite folder. Then in the tundra for example there is no reason for the terrain LOD to have any other color tone than in the screenshots from this post.
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Creating atlas textures D:\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld.dds from 68 textures FAILED loading DDS (80004005) C:\Users\bucal\AppData\Local\Temp\SSEEdit\207F3DE41E55453B8A1A7031AEA658BC.dds Error loading textures\dlc02\lod\dlc2redoran01lod_n.dds: Executing TexConv returned error: "D:\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\bucal\AppData\Local\Temp\SSEEdit" "C:\Users\bucal\AppData\Local\Temp\SSEEdit\207F3DE41E55453B8A1A7031AEA658BC.dds"> [00:09:48.003] ... Check log lines above the exception for additional hints. Check the FAQ and search official forum https://forum.step-project.com/topic/14042-failed-loading-dds-80004005-executing-texconv-returned-error/page-2?do=findComment&comment=235269
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Exception in unit userscript line 345: One or more errors occurred
sheson replied to jasleenkilla's question in DynDOLOD & xLODGen Support
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 or post screenshot. Check that all textures listed in DynDOLOD\cache\DynDOLOD_TES5_tamriel_textures_used.txt can be accessed and are valid. Use legal version of the game. Check CPU temperatures, memory timings etc.

