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sheson

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Everything posted by sheson

  1. Yes that is what ultra tree LOD is: Full models in the loaded cells, then the 3D LOD tree LOD models in the nearest LOD level 4, then the usual 2D billboard tree LOD in the further LOD level 8 and 16. Nothing weird about that. However, it seems that the second video might not be billboard tree LOD generated by DynDOLOD? Generate that, so you can see if the billboards you have installed match the full models. They probably aren't and that is why they also do not match the 3D tree LOD.
  2. What do you mean "weird 3d lod"? Either the height and visuals of 3D LOD from the first video matches the full model or the height and visuals of the billboards from the second video match the full model. If both match the height and visuals of full the models, their heights and visuals also should match each other in the distance. Obviously there always will be a transition if billboards switch to 3D LOD models and 3D LOD switch to full model. But typically the billboards and 3D LOD models should be close in height and appearance to the full model and automatically to each other. Unless there are LODGen errors and the object LOD is incomplete or overwriten by other mods.
  3. The for now you are left with checking the textures listed in DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt, start with the billboards (textures\terrain\lodgen) at the bottom Check if each mentioned texture loads in an image viewer/program that also supports BC7 etc. Or wait for the new version with a better error message, probably some time this coming weekend.
  4. If 3D trees are correct sizes and match the full models, but the further away billboards used in the higher LOD levels do not, then the billboards dds textures or their optional accompanying txt files are not the right ones for the full models. The billboards should also be too small in the second video when they transition into the full models, no? The log lists the 3D models used for LOD4 and the billboard.dds textures used used for LOD8/16 for each tree. EVT Skyrim version should be fine in all these regards if installed right. Make sure there is no other mods overwriting any of the billboard dds or txt files.
  5. [00:03:32.768] FAILED loading DDS (80004005) C:\Users\Steve\AppData\Local\Temp\SSEEdit\4B2B7EF88CDD4D409C8DFF8B2F22006D.dds [00:03:32.768] <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 "C:\Users\Steve\AppData\Local\Temp\SSEEdit" "C:\Users\Steve\AppData\Local\Temp\SSEEdit\4B2B7EF88CDD4D409C8DFF8B2F22006D.dds"> The tmp file is cleaned up after the error message is printed. As a final test for access issue you can try setting a different tmp path with -t:"D:\Bethesda Modding Tools\DynDOLOD\temp\" It is likely there is any empty (zero file size) or otherwise broken (not a valid dds) texture that upsets the process. I believe (80004005) means invalid format - if I remember right file not found is a different number. Quite some oversight on my part not printing the file path of the source texture in the error message (I will add that for next version). For now check textures mentioned in DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt, start with the billboards (textures\terrain\lodgen) at the bottom Check if each mentioned texture loads in an image viewer/program that also supports BC7 etc. Probably unrelated: it is also odd that meshes\lod\mountains\mountainpeak01_lod_0l.nif is reported as not being a valid NIF file. Typically that is a vanilla LOD file. If you have a mod replacing it, please let me know which one it is, so I can double check.
  6. It is hard to tell with the video compression, is this from no trees to LOD trees (that would be normal depending on the object LOD distances of the different LOD levels), or is it from smaller LOD trees to bigger LOD trees (that would be wrong)? Popping: a model comes into existing out of nowhere Transition: a model changes to to another
  7. That is not normal. It should just save the plugins and log and be done about it quickly. Obviously there is an error. 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
  8. I suggest to read the included manual. DynDOLOD is a patcher to generate a mod for improved object and tree LOD for the entire load order. As a general rule all plugins should be active. A follower is not an object or a tree (and also not terrain). DynDOLOD does not generate terrain LOD. Use xLODGen to generate terrain LOD. Best to ignore that guide completely.
  9. Older DynDOLOD Resources that have been replaced are not compatible with newer DynDOLOD Standalone versions. For example: DynDOLOD Resources 2.59 should not be used with DynDOLOD Standadoine 2.60 or 2.61, because a newer DynDOLOD Resources 2.60 has been released, which should be used instead. DynDOLOD Resources are tied to rules, options and features of the "matching" DynDOLOD Standalone and vice versa. In the last couple days I had to witness consumers desperately trying to fulfill an outdated third party guide/tool by trying to get hold of an outdated version, which they probably used with the latest DynDOLOD Standalone. Nobody should install or use an outdated and sometimesoften buggy version once an update has been released, even it might just work out in this particular case. This is a problem the third party guide or tool needs to solve either through a better software solution or updated instructions (manual download).
  10. You should look at the description of Memory Block Log on Nexus, which explains how to install and use it to make sure the SKSE memory patch works and how to set a good value for block 1. but only if you are using the SKSE memory patch and did not set crash fixes UseOSAllocators=1. Using the alternative memory allocator disables the native one and there is no point tracking the disabled memory allocations.
  11. I can not help with CTDs that happen without DynDOLOD. Obviously make sure that ENBoost and SKSE Memory Patch (test with Memory Blocks Log) or the alternative UseOSAllocators=1 of Crash Fixes + PreLoader is set up correctly. Set up the game according to a guide.
  12. Try the x64 version. 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 or a screenshot of the error to https://forum.step-project.com/forum/101-shesons-dyndolod-support Logfile will be crated when the program is closed. Or copy and paste all loglines from the message window.
  13. FAQ: Game: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. Since you mention Crash Fixed, I suppose we can assume you are using UseOSAllocators=1 and also have set up the CustomMemoryBlock of Crash fixes. ENBoost all set as well. I see you already have Wyrmstooth flagged as ESM, but count the persistent references anyways https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ Hide meshes/textures from output (should not change anything). If it does it may simply run out of memory. Enable standard Papyrus log, and check it for unusual errors at startup. Test with vanilla INIs. If nothing helps, I would start removing worldspaces from the plugin and see if that changes things eventually. Then the "usual" binary search. I can explain more if needed.
  14. This one looks like it is running out of memory. Try with the x64 version. If that works there is a a chance it also works with all the enabled mods again. Mods might be adding a lot of really large billboard textures causing memory issues. if that doesn't change anything, there might be an issue with billboards for the Ash trees typically used on Solstheim. So doublecheck the vanilla billboard installation. Billboards like textures\terrain\lodgen\dragonborn.esm\treepineforestash01_00017f72.dds etc.
  15. Guides should instruct users to download the latest version available. Downloading an outdated, buggy and non supported version is the wrong "solution" to problems.
  16. Exactly. TexGen.exe = DynDOLOD.exe. They use the same commands and logic to create files and folders. The same commands and logic that work since several years for everybody. The difference is the paths/filenames and content of the files. So the OS, UAC, permissions or antivir may not like the different paths/filenames or content of files. The EFCreateError": "Cannot create file..." for example should have worked because the output folder should have been created by DynDOLOD.exe just the same way TexGen.exe creates its output folder. Without the new bugreport.txt and the complete log copied from the message window I can not further look into any of the errors. Make sure none of the plugins have errors.
  17. The OS, UAC, permissions or some other third party program prevents DynDOLOD from read/write access. Post/upload the new bugreport and the entire log if you want, but I doubt there is really anything else to find out.
  18. If the error still happens again after moving, copy and paste the log lines from the message window. Fingers crossed.
  19. 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 or a screenshot of the error to https://forum.step-project.com/forum/101-shesons-dyndolod-support The bugreport alone is not very helpful. From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files TexGen.exe/TexGenx64.exe, TexGen.exe/TexGenx64.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 special windows folders. That includes the User or Desktop folders.
  20. That is great news, also that you solved the last issue. Enjoy.
  21. Troubleshoot and fix the OS, antivir etc preventing read/write access. The native language message after EFCreateError: "Can not create file..." probably has the reason/answer. It is possible to copy and paste all log messages from the message window in case saving to txt does not work.
  22. If OS, antivir etc prevent read/write access the version of DynDOLOD doesn't matter. Though I wonder if the error message is different.
  23. Does the entire load order load into xEdit and can build references OK? Does it work when you generate DLC01SoulCairnby itself? Use the legal version of the game.
  24. Is that error repeatable when you try again? Edit: Can you also upload these files if they exist: DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_atlas_map_tamriel.txtDynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_flat_textures.txtDynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_lodgen.txtDynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_arnimaduplicate003_textures_used.txt Which mod is textures\lodgen\skyrim.esm\reachtreestump01_000b8a75.dds from? HD-Lods? Please test with version 2.61, I think I found and fixed that error.
  25. Instead of running DynDOLOD ones it needs to be run twice with the different options and setting for Open Cities. Everything else still applies. The GamerPoets video was made for Skyrim. Your sResourceArchiveLists are correct for Skyrim Special Edition. Manage Archive was an option in MO1. It does not exist in MO2 anymore, so it doesn't need to be deactivated.
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