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sheson

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Everything posted by sheson

  1. I can also pull the plug real fast to make DynDOLOD not complete. Also I can generate LOD just fine for all official plugins and mods.
  2. I tent to believe error messages coming directly from the xEdit code. I can not find an ESL flagged ESM plugin at the link you posted. Consequently the ESM/ESP available at Nexus do not have a reference with the form id 00000BD8 It is usually better to flag ESP as ESL if possible. All what your incomplete posts seem to indicate typically caused by UAC, anti virus or caused by broken plugins or issues with meshes/textures assets. It is also possible these issues are caused by overclocking and memory issues.
  3. Such Form timing issues are unrelated to errors caused by broken plugins.
  4. [00:00:39.939] Error getting position for "[REFR:FE019BD8] (places RJuniperBush [TREE:FE019B8E] in GRUP Cell Temporary Children of [CELL:000075E3] (in Tamriel "天霜" [WRLD:0000003C] at -35,-2))": Invalid pointer operation You seem to believe xEdit is just making up error messages? If removing a plugin stop that error from happening, then the plugin is the reason for that error. The plugin should be fixed. Check the x, y, z position of that record MANUALLY in xEdit. It seems likely that xEdit is unable to convert the number to valid floating point values. If you have a different error, without the plugin, that different error is caused by something else. No information was provided about this different error.
  5. Check MOs logs. Maybe test with a pre 2.2.1 version. Edit: Curious that the screenshot now also shows an invalid NIF. If I remember right that was not the case in the log you uploaded earlier.
  6. So you "fixed" the crash error with a corrupt texture? How? What did you change?. Make a screenshot of the freeze. It may be still the same issue caused by latest MO version. Check its logs. Maybe test with the new 2.2.1 alpha builds from the MO discord.
  7. So checking the log the messages I see: [00:02:28.177] FAILED loading DDS (80004005) D:\Bethesda Modding Tools\DynDOLOD\temp\1812FF0698F9433B8690D1EB79C655C1.dds [00:02:28.178] <Error creating textures for atlas: Error: Executing TexConv returned error: "D:\Bethesda Modding Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "D:\Bethesda Modding Tools\DynDOLOD\temp" "D:\Bethesda Modding Tools\DynDOLOD\temp\1812FF0698F9433B8690D1EB79C655C1.dds"> I merged your thread with the one already discussing the error. I guess what you found out is that the version of MO you are using might have issues. Have look at the log from MO. Test with the new 2.2.1 alpha builds from the MO discord. As already mentioned earlier, next version will print the source texture path and filename for which the issues occurs.
  8. The same how you add the -sse command line parameter. Though it rather seems obvious that this is most likely not going to help, considering that the other user identified a mod as the source as the problem.
  9. So checking the log the messages we see: [00:07:56.750] FAILED loading DDS (80004005) C:\Users\jpred\AppData\Local\Temp\SSEEdit\C042B04B1E3B4F46BC21F38A934B3004.dds [00:07:56.751] <Error creating textures for atlas: Error: Executing TexConv returned error: "C:\Modding\MO2\tools\Dyndolod\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\jpred\AppData\Local\Temp\SSEEdit" "C:\Users\jpred\AppData\Local\Temp\SSEEdit\C042B04B1E3B4F46BC21F38A934B3004.dds"> [00:08:01.901] [00:08:01.901] Exception in unit userscript line 342: One or more errors occurred [00:08:01.901] [00:08:01.901] 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. [00:08:01.901] [00:08:01.901] 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-project.com/forum/101-shesons-dyndolod-support/ Which we already discuss here: https://forum.step-project.com/topic/14042-one-or-more-errors/
  10. The tmp file is cleaned up after the error message is printed.
  11. Interesting. Which particular download version of the Indistinguishable Billboards for Skyrim SE did you use that seemed to have a problem? Which particular download version of the Indistinguishable Vanilla Tree Billboards are you using now? So maybe the conclusion is that it is better to use the Indistinguishable Vanilla Tree Billboards Skyrim version, just like it is to use EVT Skyrim version for 3D tree LODs.
  12. Without a tree mod it is using the 3D tree LOD models included in DynDOLOD Resources SE for the vanilla trees. I quickly compared some Indistinguishable billboards for Skyrim and Skyrim Special Edition, they just seem to change the textures but not the txt files, so they should have the same height across versions.
  13. Makes sense, because the height difference has to (unless we find another reason) come from wrongly sized billboards or 3D tree LOD models. So by using different LOD assets / billboards we should expect a it to be different. This also means you disabled EVT Skyrim version?
  14. Please also upload all files from textures\DynDOLOD\LOD\
  15. All paths and files mentioned are in the installed output from DynDOLOD.
  16. Makes no sense, it uses the same billboard in LOD 8 with 3D Tree LOD models in LOD level 4, as it does when using billboard for both LOD level 4 and 8 which you say match in height. There is no reason the height of LOD level 8 could of sudden be different. Lets check some things. All following paths related to the installed output from DynDOLOD: None of the files are overwritten by another mod or MO Overwrite folder? Verify there is only one file in Meshes\Terrain\tamriel\Trees\ - Tamriel.lst and its file size is zero? Can you zip and upload these files to a file service so I can check: from meshes\terrain\tamriel\objects\ tamriel.16.-16.-16.btotamriel.8.-16.-16.btotamriel.4.-16.-16.btotamriel.4.-16.-12.btotamriel.4.-12.-16.btotamriel.4.-12.-12.bto all of textures\DynDOLOD\LOD\*.dds
  17. As explained in the manual, LOD starts beyond the loaded cells, the uGrids, typically 5x5 cells around the player. Changing uGridsToLoad is not recommended for a stable game and also for performance reasons. That is what 3D tree LOD is for.
  18. 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.
  19. So checking the log above as suggested by the message we see: [00:04:37.904] FAILED loading DDS (80004005) C:\Users\REDACTED\AppData\Local\Temp\SSEEdit\BC6B019BD77A48F08B5333DF2DC2E659.dds [00:04:37.908] <Error creating textures for atlas: Error: Executing TexConv returned error: "C:\Modding\Programs\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\REDACTED\AppData\Local\Temp\SSEEdit" "C:\Users\REDACTED\AppData\Local\Temp\SSEEdit\BC6B019BD77A48F08B5333DF2DC2E659.dds"> Merged this thread were we already discuss this problem.
  20. So the message about the NIF probably was related. Maybe a corrupted archive/download. So you had the issue with "2. Majestic Mountains Darkside" 2.3 and "2. Majestic Mountains Darkside Lod Pack" 1.55?
  21. If the height (and visuals) of the 3D LOD models and the billboards match the full model trees, they should also match each other in the distance. Especially the height between them should not change in the distance between LOD level 4 and 8. It should just change nicely from 3D LOD model to the billboards. Update the "tree" mesh rule to have Static LOD4 again for LOD level 4 and generate now. Keep the logs (you can delete the old logs beforehand so they only contain last generation). Then check if the height difference still happens in the distances when it switches between the LOD levels. If it still happens we will check the static object LOD files and LOD texture atlases themselves to see if we can find any anomaly.
  22. >and i till turn treelod=1 in ini to made sure 3d tree lod is off This is not what I was after. Keep treelod=0 so the billboards are done as object LOD. Set all LOD levels to "Billboard" for the "tree" mesh rule. With treelod=1 and traditional billboard tree LOD, the tree LOD itself can never change in the distance, as there is only one LOD level. Popping: a model comes into existence out of nowhereTransition: a model changes to to another
  23. OK, now lets check the installed billboards. To test them and only them, hide/disable your current LOD mod with the 3D tree LOD and generate a new DynDOLOD from scratch without 3D tree LOD so it only uses the installed billboards for all tree LOD. Do that just by changing the "tree" mesh rule to Billboard for all 3 LOD levels. Then test if the height of the 2D tree LOD matches the height of the full models. They should be close visually, but obviously with the typical 2D billboard limitations.
  24. I suggest to ignore any and all third party guides or opinions until the true issue is actually understood. >it definely looks like my 3d lod assests dont the full tree lod. 3d tree lod are not the same size, or type of tree that the "full" trees are. It "looks like" ? Forget everything else for now. Lets solve and clear up this first. When the full model tree is switched to/from the 3D LOD model they match in visuals and more importantly in height? Yes or No?
  25. >i just tested by changing lod 8 from billboard to static lod 8 and there was no pop. Yes of course, if both LOD level use the same LOD assets the transition will be invisible. As I already mentioned several times, most likely the installed billboards are used for LOD 8/16 are wrong. Since I have to assume by now that you would have mentioned it in case the 3D tree LOD assets do not match the full model trees, which means the installed 3D LOD models must be correct. As I already explained check if the installed billboards as they are listed in the log are the correct ones. If you generate normal tree LOD with DynDOLOD with the currently installed billboards, the wrong billboards with the height/visual difference will be right beyond the loaded cells, at LOD level 4 and probably much easier to troubleshoot.
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