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Everything posted by sheson
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Exception in unit prepare line 60: Too many full modules
sheson replied to truvey's question in DynDOLOD & xLODGen Support
The message from xEdit's plugin loader/management is self explanatory. There are more than the allowed number of full plugins. By default there needs to be space for 2 DynDOLOD full plugins. Skyrim Special Edition supports 254 full plugins (ESM, ESP) from 00 to FD. FE is reserved for light plugins (ESL). FF is reserved for in-game data. 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/ -
FAILED loading DDS (80004005) C:\Users\Kevin Lee\AppData\Local\Temp\SSEEdit\EEC7689385F242468C4C510528560A15.dds Error loading textures\lod\windhelmlod.dds: Executing TexConv returned error: "D:\Skyrim Modding\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\Kevin Lee\AppData\Local\Temp\SSEEdit" "C:\Users\Kevin Lee\AppData\Local\Temp\SSEEdit\EEC7689385F242468C4C510528560A15.dds"> ... 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 More importantly and following: https://forum.step-project.com/topic/14042-failed-loading-dds-80004005-executing-texconv-returned-error/page-5?do=findComment&comment=236440 DynDOLOD is simply reporting errors in your load order. Something seems to go wrong with certain MO2 versions and certain Windows 10 versions.
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This is a vanilla bug that is caused by the pre-computed occlusion data. Everybody has this bug. There is no true fix. Changing the LOD distance settings can help to cover it up by shifting the LOD levels. CK is broken and can not calculate correct pre-computed occlusion. A workaround is to remove the pre-computed occlusion data from the cell the bug happens in - in exchange for FPS. There is a mod that removes the data for all cells, which obviously is a really bad idea. Hence the link to the plugin created by Plockton.
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How do these 2 answers not help "at all"? 1) This is a vanilla bug. 2) Try changing the LOD distance settings in the DynDOLOD SkyUI MCM Settings pagee. With the right keywords from all answers you could also use an internet search engine and maybe find this https://www.reddit.com/r/skyrimmods/comments/67czvx/how_do_i_fix_these_2_sea_water_lod_squares_near/dgqx1o8/
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FAQ: Game: Rectangular holes in LOD A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. DynDOLOD generates object and tree LOD. Water and terrain LOD can be generated with xLODGen. A: Try using different LOD distance settings via the DynDOLOD SkyUI Settings page. A: Remove the TVDT occlusion data from the cell record to trade visuals for performance.
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Legendary Cities - Tes Arena - Skyrim Frontier Fortress
sheson replied to zelazko's question in DynDOLOD & xLODGen Support
From the mods description: LODs are implemented for all cities in 5.0 Version. (also you can create your lods and the resources are provided in the mod) Were there any problems with the LOD after generating it? -
The smaller the atlas resolution the less memory it uses. The setting is the max value. The atlas will be smaller if possible.
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This message when generating object LOD for FO3/FNV means that the selected atlas resolution is too small to hold all the object LOD textures. Increase the object LOD atlas resolution and/or shrink some object LOD textures.
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If this happens with a new game the answer is simple: There are papyrus scripts from DynDOLOD DLL in the load order and they load after / replace the papyrus scripts from DynDOLOD Resources. In MO, right window, data tab, files in the Scripts folder matching SHESON_DynDOLOD_*.pex It does not matter what MO says the source mod is. Some or all of files are scripts from DynDOLOD DLL and not DynDOLOD Resources.
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FAQ: Game: DynDOLOD requires DynDOLOD.DLL A: If the intention is to use PapyrusUtil, make sure the papyrus scripts from DynDOLOD Resources are not overwritten by the papyrus scripts from DynDOLOD DLL. Do not install anything from DynDOLOD DLL. You have installed DynDOLOD DLL scripts. They are the only scripts that can produce the message "DynDOLOD requires DynDOLOD.DLL" Do not install the DynDOLOD DLL papyrus scripts if you want to use PapyrusUtil.
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You can not have no noise.dds, it will use the vanilla noise.dds texture. The noise is applied in-game. It does not matter for LOD generation. If you use one of the noise.dds from the first post to overwrite the vanilla noise.dds the terrain LOD has to be lighter. It certainly can not become darker. Mods adding trees do not affect terrain LOD, so I am not sure what you hope to happen when you start disabling mods. Whatever files (vanilla or mods) exist in textures\terrain\tamriel does not affect LOD generation. Terrain LOD generation simply uses the currently installed landscape textures (textures/landscape/) and their placement and color information set on the LAND records. If you leave Brightness=0, Contrast=0, Gamma=1 the textures are not changed. Any changes happens in the game. With the noise texture. Consider making the INIs default. It is possible there are other settings I am not aware of.
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From first post: It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. You might also want to search this thread (top right) for "noise".
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Overwrite.esl is an example plugin for the documented large reference bugs of Skyrim Special Edition and should obviously not be installed as part of a normal DynDOLOD installation. For DynDOLOD 2.x, read the included manual how to install the DynDOLOD standalone and everything else. Start with DynDOLOD_QuickStart.html. If using DynDOLOD 3, see https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Use a proper mod manager like MO2 or Wrye Bash.
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If you have read the description and manual of DynDOLOD, then you know it generates tree and object LOD and to use the latest xLODGen beta to generate terrain LOD.
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We started seeing occurrences of corrupt files after some MO2 update with the same xLODGen/DynDOLOD versions that worked fine for months before. There were also reports about issues with MO2 and Wrye Bash. Update Windows 10 to a recent version. Try a recent MO2 dev version from their discord as well.
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Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
The message that DynDOLOD Resources Core Files can not be found either means the Core Files are not installed completely (sometimes mod managers fail to download or unpack archives correctly) or that DynDOLOD is prevented access to read the files. -
FAILED loading DDS (80004005) C:\Users\Dave\AppData\Local\Temp\SSEEdit\D2F44276719E4A6AAE323E1E19E1645B.dds textures\lod\mtnridge02lod_n.dds: Executing TexConv returned error: "C:\Modding\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\Dave\AppData\Local\Temp\SSEEdit" "C:\Users\Dave\AppData\Local\Temp\SSEEdit\D2F44276719E4A6AAE323E1E19E1645B.dds"> ... 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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Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation. So C:\DynDOLOD for example would suffice. I suggest to follow a modding guide how to set the game and mod organizer etc. I have no idea what "same error" or "Fatal Error" is supposed to mean without useful information or context. Though the last one might be probably because the game installation was moved, but the Windows Registry not updated with the new path information. Start the games launcher once to update. -
Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
Read the included manual and installation instructions carefully. From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit installation. Do not install DynDOLOD into Program Files x86. Do not install the game into Programs Files x86. The OS UAC and Antivirus regularly interfere. That should be common knowledge. Do not install DynDOLOD into special windows folders, like Desktop. DynDOLOD/xEdit/xLODGen is not part of the game or a mod manager and has no place in any of their folder structures. The message that DynDOLOD Resources Core Files can not be found either means the Core Files are not installed completely (sometimes mod managers fail to download or unpack archives correctly) or that DynDOLOD is prevented access to read the files. -
xLODGen uses .NET 4.0 to stay usable with Windows XP. The new message seems to indicate the file meshes\lod\trees\srg_treepineforestsnow05_9cb969a5passthru_lod.nif is corrupt. Reinstall it from the EVT archive.
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DynDoLODx64 error with SkyrimVR, non-x64 version runs fine
sheson replied to Kflip101's question in DynDOLOD & xLODGen Support
Good to hear. The error had to do with multi-threading and simultaneous memory access. The fix is now included in version 2.66 -
DynDoLODx64 error with SkyrimVR, non-x64 version runs fine
sheson replied to Kflip101's question in DynDOLOD & xLODGen Support
If you could test if this version of DynDOLODx64.exe makes any difference that would be great. Right now use the x86 version to generate LOD for the game. Unrelated, but I noticed there is a ESL in your load order. I don't think Skyrim VR supports that. It will probably just treat it as ESP. However DynDOLOD treats it as ESL and so there might be confusion about its records if they are any used in the generated DynDOLOD plugin. -
DynDoLODx64 error with SkyrimVR, non-x64 version runs fine
sheson replied to Kflip101's question in DynDOLOD & xLODGen Support
Use latest DynDOLOD version. Upload bugreport/log again if problem happens again. -
There may be other undetected errors. I suggest to delete corrupt plugins and not use them at all. Test with latest WIP posted on the WB Discord. https://www.dropbox.com/sh/iazpayeexiyazeh/AAAbGeVHrlIksp2AFgI4w48Oa Best to report and discuss the issue with the Wrye Bash devs to the get problem fixed.

