-
Posts
13,180 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
Can not find textures\dlc01\lod\dlc01castlefortlod.dds for texture atlas The texture is included in DynDOLOD Resources Core File. It is not fully installed, maybe an incomplete download.
-
Can not read index data from DynDOLOD_Tamriel
sheson replied to idaelt's question in DynDOLOD & xLODGen Support
Because either the requirements like SKSE, PapyrusUtil or DynDOLOD DLL are not installed correctly or the generated output is not installed correctly. However, LOD only works correctly for the load order it was generated for. The DynDOLOD plugins is created from the data of the other plugins in the load order. Since you say generation went all fine, but even static object LOD with the 3D LOD trees does not show, installation error of output seems most likely. Check DynDOLOD SkyUI MCM Information that all plugins and files have same bunch of numbers. -
Can not read index data from DynDOLOD_Tamriel
sheson replied to idaelt's question in DynDOLOD & xLODGen Support
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. 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. This usually means the plugins and json/txt files are out of sync or not installed correctly. Check DynDOLOD SkyUI MCM Information that all plugins and files have same bunch of number. Well, this means something is wrong. However, no generating log was provided, so we do not know if generation was all successful or not. Combined with the above error, it also sees likely that the generated LOD was not installed correctly at all. -
Is it absolutely neccesary to include Bashed Patch/Smash Patch?
sheson replied to Geo92's question in DynDOLOD & xLODGen Support
Since the static object and tree LOD can be generated without Open Cities those patches are not needed either. For the second pass of course everything needs to be active and finalized. -
xLODGen is working perfectly fine and was used to generate the LOD included in the mod. In order for users to generate LOD for new assets added by mods, the plugin needs to define the LOD models on the new base records and also include new LOD models and textures. Those LOD resources seem to be optional downloads that need to be downloaded and installed separately.
-
There are many different generations in the log file. For the last one the log shows DynDOLOD completed successfully without any errors. Always enable tree LOD generation. >I followed the instructions here but I still can't get dyndolod to work :( What is this supposed to mean? It you got TexGen and DynDOLOD to work just fine. Define what you mean by pop-in. Maybe make a before/after screenshot from Whiterun surroundings from the Throat of the World to compare.
- 2,309 replies
-
Is it absolutely neccesary to include Bashed Patch/Smash Patch?
sheson replied to Geo92's question in DynDOLOD & xLODGen Support
If there are CTDs, then there are issues with the load order one way or the other. They are most often caused by invalid or missing NIFs. Read the readme how to troubleshooting that. To generate LOD the load order should be finalized first. But this finalization is just as two staged as the LOD generation process is: In the first pass static object and tree LOD is generated. For this the placed references (position/scale of objects in the world), their base records (defining the models/textures) and the NIF and DDS files need to be final so that it all matches. For the second pass, all of the plugin data has to be finalized, so the winning records can be forwarded and the correct masters are added to the plugins as required. The merge patch needs to be done before the second pass, but it is not required for the first pass, because merging should not change position/scale, models/textures etc. of the objects and trees. -
DynDOLOD causing CTD on launch in Skyrim SE
sheson replied to BetaFalcon13's question in DynDOLOD & xLODGen Support
The papyrus log does not mention anything about DynDOLOD papyrus scripts missing. That's why we checked the log, but it seem fine for DynDOLOD itself. While probably unrelated to the issue, you may want to check why so many scripts are missing Cannot open store for class "DLCDwarvenPuzzleWinterFreezing", missing file? The name inside the quotes is the name of the *.pex script file. ...create a Scripts report.txt that you then can search for the script name. The report will print a script name and then list all plugins/record using it. -
DynDOLOD causing CTD on launch in Skyrim SE
sheson replied to BetaFalcon13's question in DynDOLOD & xLODGen Support
The last plugin to overwrite a record wins. if sorting plugins can not be used to ensure the desired plugin/record winning you can create such a patch. Make sure the load order is finalized before generating LOD. The DynDOLOD patcher uses the data from the wining plugins (highest possible overwrite) to build the DynDOLOD plugins. -
DynDOLOD causing CTD on launch in Skyrim SE
sheson replied to BetaFalcon13's question in DynDOLOD & xLODGen Support
xEdits left window shows a tree view of all [+] plugins.esm/.esp/.esl You mark a plugin (or any line) the normal Windows way with a left mouse click. You mark several by holding SHIFT or CTRL while clicking left mouse button. Then right click any of the marked ones to "Apply Script..." To remove records from [+] DynDOLOD.esp, click [+] to unfold. Then click [+] Worldspace to unfold them etc. Whenever you have a [+] "group" or even a single record marked, you can remove it (and all its children if there are any) with right click "Remove" -
DynDOLOD causing CTD on launch in Skyrim SE
sheson replied to BetaFalcon13's question in DynDOLOD & xLODGen Support
While probably unrelated to the issue, you may want to check why so many scripts are missing from the mods. Lines like Cannot open store for class "*", missing file? The name inside the quotes is the name of the *.pex script file. It is possible the mods are just not well maintained after changes have been made and they kind of work OK. Since the papyrus messages do not mention the plugins referencing the missing scripts, you can use the attached updated version of the xEdit script "Skyrim - List used scripts.pas" to create a Scripts report.txt that you then can search for the script name. The files replaces the existing one in the xEdit/Edit Scripts/ folder. In xEdit, mark all but the vanilla plugins in the left window, then right click "Apply Script..." It will take a while. To find the problematic record in DynDOLOD.esp do a binary search: 1. Make a backup of the plugin 2. Remove half the records 3. If problem still happens, go to 1. 4. If problem does not happen, restore backup, remove the other half of records, goto 3. In the end you should have a nearly empty plugin that only contains the record causing the issue. Since there a different types of records that rely on each other, start with first removing worldspaces, one by one. Only drill down into the last remaining worldspace if necessary. In case the problem still happens without any worldspaces left, the remaining types can be removed in any order. Skyrim - List used scripts.7z -
The log shows TexGen completed successfully without any errors.
- 2,309 replies
-
LODGenx64.exe check the logfile for errors
sheson replied to pickle's question in DynDOLOD & xLODGen Support
Great. Enjoy. -
DynDOLOD causing CTD on launch in Skyrim SE
sheson replied to BetaFalcon13's question in DynDOLOD & xLODGen Support
The script for xEdit only lists plugins that contribute to that count. Looks like persistent reference count is fine. Do the remaining check like the Papyrus logging. If easily possible install .NET Script Framework and post the crash report. That would require to downgrade game, SKSE and DLL mods. If you are not experienced/comfortable doing that skip this. Install SSE Engine Fixes. -
DynDOLOD causing CTD on launch in Skyrim SE
sheson replied to BetaFalcon13's question in DynDOLOD & xLODGen Support
While the ref cap does not seem to be reach, count references with all plugins enabled, including DynDLOD.esp. There is no patch required for Beyond Skyrm: Bruma. There is a mod mod that provides some of the missing LOD assets Beyond Skyrm: Bruma is missing. There certainly are no patches required to not have CTD. -
FAQ: Virus? A: Nexus automatically scans every upload. Look for the green/blue circle checkmark for each file on the files tab. A: Check with https://www.virustotal.com to rule out false positives.
- 2,309 replies
-
LODGenx64.exe check the logfile for errors
sheson replied to pickle's question in DynDOLOD & xLODGen Support
Make the missing files available in the load order. -
DynDOLOD causing CTD on launch in Skyrim SE
sheson replied to BetaFalcon13's question in DynDOLOD & xLODGen Support
Make all your INIs default as the most basic first troubleshooting step. Make sure there are no missing masters. Set [General] EnableDiagnostics=1 in SKSE.INI Check all plugins for errors. Fix errors as much as possible. Most records in the DynDOLOD plugins are created by copying and then modifying records from the other plugins in the load order. Check the generation log for warning and errors. Check c:\Users\[name]\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log for errors Enabled Papyrus logging in Skyrim.INI and check if c:\Users\[user]\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log for clues Post the logs if you need help deciphering them. Check if the load order exceeds the persistent reference cap https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ If none of the above helped we can try selectively removing batches of records from the plugin until only the data causing the problem remains. -
LODGenx64.exe check the logfile for errors
sheson replied to pickle's question in DynDOLOD & xLODGen Support
The C:\Modding\Skyrim\DynDOLOD\Logs\LODGen_TES5VR_Tamriel_log.txt stops abruptly is the middle of things, which probably means the process was killed by something. It might have to do with the game being installed to Program Files x86 and then UAC, antivir or some other third party throwing a fit when LODGen.exe accesses files in there. Other than that, try to bring the spawned command line process windows up front and see they show anything better. Check (debug) log of MO. Test with MO 2.1.6 as the new version might have issues (updating Windows 10 to 1809 might help) -
Why not do any of these things: Check log lines above the exception for additional hints. Check the FAQ and search official forum 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/ Moved to the appropriate thread. Check this post https://forum.step-project.com/topic/14042-failed-loading-dds-80004005-executing-texconv-returned-error/?p=235251
-
The instructions are in the main Manual. The video is for Skryim, but it still applies to all game versions. There is one little change about editing the INI, but that is well explained in the Manual, but also in the INI itself.

