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Everything posted by sheson
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Read the included VR and SSE manual about large references. There is no need to change Skyrim.INI settings just to generate DynDOLOD or do any convoluted steps. If you want to use uLargeRefLODGridSize > 5, then generate DynDOLOD ESM and ESP. When using uLargeRefLODGridSize = 5, there is not need for a DynDOLOD ESM - however it will work regardless. If an ESM has been generated and uLargeRefLODGridSize > 5, the the Large Ref fix needs to be enabled in the DynDOLOD SkyUI MCM. If uLargeRefLODGridSize = 5, then the Large Ref fix has to be disabled.
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By default VR does have it set to 5. When you plan to run the game with it at 5 you can generate only a DynDOLOD ESP. If you plan to use the setting with anything but 5, you need to generate both the DynDOLOD ESM and ESP and set the large reference fix in the DynDOLOD MCM accordingly. Read the manual about that setting / large references.
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Since now you created only a DynDOLOD.esp, check that uLargeRefLODGridSize=5 is set in SkyrimPrefs.INI
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The link results in a 404 error Since you choose to redo everything, please post/upload all the requested files again for the new generation.
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Billboard textures are LOD assets that are never used directly but always being put on a texture atlas if things work correctly. The texture atlas has the correct dimensions.
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If deactivating/activating through MCM does not do anything try this in console: prid xx01B2A2 enable xx = hex load order of DynDOLOD.esp, probably A9
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Is this with a new game? If not test with a new game. Check if disabling DynDOLOD from its SkyUI MCM menu and then activating changes anything. Check if the file skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel_Objects.txt in the output contains a line xxxxxx=,1,1,,,xxxxxx,DynDOLOD.esp,-1,-1,1,1,WRCastleStoneTowerTop01:7,WindowGlow,98940,DynDOLOD.esm
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You have me confused, because you say it is just the upper windows, but then you mention wrcastlemainbuilding01 from the lower main building, but not wrcastlestonetowertop01 or wrcastlewoodtower01, which would be the "upper" windows. Can you use tfc in console and fly near the LOD castle and make a screenshot? Post to pastebin or upload a zip file to a file service: DynDOLOD\Logs\DynDOLOD_[sSE|TES5]_log.txt DynDOLOD\Edit Scripts\Export\LODGen_[sSE|TES5]_Tamriel.txt DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_[sSE|TES5]_glowlod.txt
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Skyrim VR - DynDOLODx64 Won't create DynDOLOD_Tamriel.txt
sheson replied to rbturcott's question in DynDOLOD & xLODGen Support
There are 5 generations in the log. They all seem to be run as an update with an existing DynDOLOD in the load order. You answered yes to "Update an existing DynDOLOD.esm and DynDOLOD.esp? If this is not successful start from scratch." In that case you are supposed to merge the new output with the old output (which has all the json/txt files) that is active at generation time. It is skipping the work to create that file because it does not need to be updated. -
From 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. From DynDOLOD_Manual_SSE.html: 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. See DynDOLOD-Shortcut.txt for help.
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Skyrim VR - DynDOLODx64 Won't create DynDOLOD_Tamriel.txt
sheson replied to rbturcott's question in DynDOLOD & xLODGen Support
There never will be any "none" files created. "None" means something went wrong. You many want to check what why there is an error opening G:\Steam\steamapps\common\SkyrimVR\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_Tamriel.txt that you said has been created. Also read on screen and papyrus log messages. Then check the FAQ for those errors. -
Check this thread post #6 about the Object Bounds https://forum.step-project.com/topic/13927-weird-texture-glitch/?p=233431
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Exception in unit userscript line 345: Access violation
sheson replied to Fayhe's question in DynDOLOD & xLODGen Support
Typically I would say this is running out of memory, but that shouldn't be the case of the x64 version. 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. Move DynDOLOD installation out of the game/steam folder, then rerun with x64 version. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5VR_log.txt -
Typically everything that goes into the data folder should be installed with a mod manager.
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Is there way to improve the Ship LODs?
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
The ships are still way to high poly to be part of DynDOLOD. You go ahead and host them. The vids are great -
Is there way to improve the Ship LODs?
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
Define what you mean by "not working"? Check DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_staticlodfiles.txt Search for shiplargedaintysload01= After installing as is, running DynDOLOD, I get this: (LOD4;LOD8;LOD16) meshes\dyndolod\lod\ships\shiplargedaintysload01_lod_0.nif;meshes\dyndolod\lod\ships\shiplargedaintysload01_lod_1.nif;meshes\dyndolod\lod\ships\shiplargedaintysload01_lod_2.nif In the export file DynDOLOD\Edit Scripts\Export\LODGen_TES5_Tamriel.txt I then also see the desired LOD models for 0007B912 and 000B017E However, it would be cleaner to just keep the existing paths of the old LOD models and overwrite them to avoid any confusion. I reserve the meshes/DynDOLOD path for dynamic and special LOD models unique to DynDOLOD. LOD models with the same filename in the DynDOLOD tree win. However you also have old LOD models in a vanilla subfolder that is also part of the DynDOLOD folder. I think in that case alphabetical / order wins. -
Is there way to improve the Ship LODs?
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
By default the LOD models are matched to full model based on their filename. Unless you check "Use original LOD assignments", then it will prioritize the LOD models defined on the base record. The LOD model from this screenshot will be used for full models ShipLarge01.nif -
Is there way to improve the Ship LODs?
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
Actually I still have the stripped full models of the ships https://mega.nz/#!pAI1nApZ!m90UmuA5H_6jFb2Lg7V01JVXJTe9NfvFHmqMzfUBMks from that discussion. They are really high poly, since the remaining shapes are not decimated or otherwise optimized. If the game is not at its limits they can work fine. They are just a bit better than using the full models, since the ships are "gutted". But there is still lots of room for optimizing them. -
Is there way to improve the Ship LODs?
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
Ships are not trees (typically no need for passthru). Just find the existing ship LOD model and use that as a base. The filename of the LOD seems to be ShipLarge1a_LOD.nif. So this model will be used for full models that have the filename ShipLarge1a.nif. The full model from the screenshot uses ShipLargeDaintySload01.nif, its LOD models are shiplargedaintysload01_lod.nif and shiplargedaintysload01_lod03.nif (updated versions included in DynDOLOD Resources) See DynDOLOD_Mod_Authors.html for the filename conventions to automatically match LOD models to full models. I discussed ship LOD with someone before here https://forum.step-project.com/topic/13562-issue-with-replacement-model-shipwrecklargexx-lodnif, maybe there is some useful info. -
FAILED loading DDS (80004005) C:\Users\JC\AppData\Local\Temp\SSEEdit\BE0B6E8A2D614A9CA3611AB09282B291.dds Error loading textures\lod\wrwallslod01.dds: Executing TexConv returned error: "F:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\JC\AppData\Local\Temp\SSEEdit" "C:\Users\JC\AppData\Local\Temp\SSEEdit\BE0B6E8A2D614A9CA3611AB09282B291.dds"> ... 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/ for those errors. 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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Feedback: All issues with Open Cities resolved with v 2.59
sheson replied to OregonPete's question in DynDOLOD & xLODGen Support
You are probably not editing the correct INI file. -
I will have to a look at the SMIM tree and add a hybrid for it. It probably fix that UV issue of the vanilla full model. There is a stretched texture on the trunk.
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Oh right, the updated 3D hybrids that have the exact copy of the leafs from the full model. If they work, they work :)
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What's the tree mod they are from? I believe the game is smart enough to truncate anything before data/texture
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Huh that's actually caused by wrong LOD meshes in DynDOLOD Resources. They have been hiding there for a while. Will be fixed next version. You could just delete impextbldgsecondstraight01_lod.nif and impextbldgsecondstraight01_lod_3.nif for now. It will fall onto the right ones.
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