-
Posts
13,180 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
Read the FAQ / readme how to troubleshoot common CTD caused by missing/invalid NIFs. If that did not reveal anything, first hide the meshes/texture from out out to make sure the static object and tree LOD has nothing to do with the problem. Then only disable DynDOLOD.esp and only enable DynDOLOD.esm to see if that works. If the problem still happens disable DynDOLOD.esm too - to make extra sure the issue related to DynDOLOD at all. Once you are certain the problem is in DynDOLOD.esp you can start to remove batches of records from it until only the record causing the issue remains. I will explain that in more detail if any of the above did not help already.
- 2,309 replies
-
Well typically works fine with multiple cores (and HT) on with one CPU. The multi-threading is a bit brittle with Delphi and me not giving it all the required (if this was paid software) attention to potential deadlocks, resource or memory contention issues. Eventually xEdit and DynDOLOD will switch to the newer Delphi version - which seems to be much more picky in this regard as well. That means some time in the future that might just solve that issue for you. The x86 version most likely just runs out of memory. The next version will use less memory when doing the atlas, so it should be able to create the atlas as well. It might run through require the same treatment as the x64 in your case. The LODGen.exe process is started only once the atlas has been created so it should have no influence on this issue.
- 2,309 replies
-
Bridges are part of object LOD. Use DynDOLOD to generate object and tree LOD for Skyrim. Vanilla LOD definitions do not assign LOD models to types of all bridges. The quality setting for terrain LOD meshes defines the quality of the terrain only - it is related to the height differences between terrain vertices. -1 means no optimization.
-
Setting a dedicated output path with -o is "required" when using MO. Also MO only puts new files into the Overwrite folder, but will replace existing files in the mod folder.
-
[00:05:13.867] There is a problem in Smash Patch.esp with KatariahExterior03 [CELL:00009276] (in Tamriel "Skyrim" [WRLD:0000003C] at -12,25) using [02001232] Error: Could not be resolved > in Dawnguard.esm [00:05:13.877] Smash Patch.esp probably requires a different version of Dawnguard.esm [00:05:13.901] [00:05:13.901] Exception in unit process line 85: Can not copy KatariahExterior03 [CELL:00009276] (in Tamriel "Skyrim" [WRLD:0000003C] at -12,25) from Smash Patch.esp into DynDOLOD.esp Load order FileID [02] can not be mapped to file FileID for file "DynDOLOD.esp" [00:05:13.901] [00:05:13.901] Check log lines above the exception for additional hints. Check the FAQ FAQ: DynDOLOD.exe: There is a problem in xxx.esp with xxx using [xxxxxxxx] Error: Could not be resolved > A: There is a plugin in the load order that links to a non existing form id. Use the mentioned form IDs to look up the records in xEdit. It will help to narrow down the broken plugin. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help.
-
Exception in unit userscript line 331:
sheson replied to Dragot's question in DynDOLOD & xLODGen Support
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 to verify it doesn't cause CTD. 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. -
You can use notepad to delete the [FO4 LOD Options] section from c:\Users\[username]\AppData\Local\Fallout4\Plugins.fo4viewsettings or just the entire file to reset all FO4Edit/FO4LODGen settings.
-
DynDOLOD randomly not responding
sheson replied to OregonPete's question in DynDOLOD & xLODGen Support
Is this the Windows 10 thing where the OS gets impatient and just assumes the program is not responding while the task manager shows it has CPU usage (so it is working hard) and eventually it will complete anyways? Are you using the 2.59 x64 version? -
Feedback: All issues with Open Cities resolved with v 2.59
sheson replied to OregonPete's question in DynDOLOD & xLODGen Support
Good to know. Thanks. -
Creating 3D LOD's for my FO:NV tree mod?
sheson replied to vurt's question in DynDOLOD & xLODGen Support
Yeah, that is not too bad considering. -
Exception in unit userscript line 331:
sheson replied to Dragot's question in DynDOLOD & xLODGen Support
It is probably running out of memory, try the x64 version. The game version LOD is generated for is decided by the command line switch -tes5 (default when not set) -sse or -tes5vr or -enderal Unrelated, but you can remove SkyFalls/Mills for better performance and visuals. -
Creating 3D LOD's for my FO:NV tree mod?
sheson replied to vurt's question in DynDOLOD & xLODGen Support
Sadly that is correct. The double sided flag is only supported with Skyim and newer. Just focus on the most important models and best not to track the time you spend :) -
Grrr, last try I can think of at the moment, see if this works https://mega.nz/#!gNIxlaLB!xZ6fBbUZLoDrqvtEiNJ-5aiiUPMfDsSmKfR0-253j40 If that also fails, wait for next version. It so happens that "-m 0" is the same as not setting it all and it just doing it because formatting the command line is easy that way.
- 2,309 replies
-
Try this version https://mega.nz/#!9FZBjSqK!v2ksMIYsDyepgQXVLKOz3GGGIYxciuNq47WGG8rnYjk
- 2,309 replies
-
Actually... I can just compile a version of TexConv that defaults to use 0 in case the number of the -m command line can not be determined. Maybe that works out for you. Just replace them both TexConv.exe and TexConvx64.exe in the Edit Scripts folder with this version and see if it works,
- 2,309 replies
-
Ahh right I forgot. It is actually using TexConv to create mipmaps in the first place since that option is quicker than the build-on method. Sorry, looks like you are out of luck at the moment for tree LOD (Object LOD atlas should work because the mipmaps are generated internally). I might add a setting to control that in the next version.
- 2,309 replies
-
It doesn't seem to makes much sense for TexConv to return "Invalid value specified with -m (0)" but accept the exact same command line when running it manually. Something in the environment must be different between executing the command manually and running DynDOLOD. Have a look at this https://github.com/Microsoft/DirectXTex/issues/128. The mipmap levels also uses swscanf_s to check the value. You could test with the official version from https://github.com/Microsoft/DirectXTex/releases, renaming it to Texconvx64.exe should work. Do not install DynDOLOD into Steam or Game folders. Is it normal for to have a hidden ".steam" folder in the path? If all else fails, set the textures to use R8G8B8 and R8G8B8A8 in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so that TexConv is not executed. For example: ObjectLODDiffuseFormat=87ObjectLODAlphaDiffuseFormat=88ObjectLODNormalFormat=87TreeLODDiffuseFormat=88 Then manually convert them once they have been created. You can also set ObjectLODDiffuseFormat=88 if you prefer to have a single object LOD texture.
- 2,309 replies
-
Unrelated tree bug with unexpected texture swap on loaded model
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
Great! -
Error creating textures for atlas: One or more errors occurred
sheson replied to dingaling's question in DynDOLOD & xLODGen Support
It is probably running out of memory, try the x64 version. -
Unrelated tree bug with unexpected texture swap on loaded model
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
I do not know much about how trees work, but I suppose this probably has to do with them using [block 3] NiSwitchNode. You will find trunk and leafs are defined twice, the skinned in block 4 and the static version in block 30. Unfold both until you find the BSLightingShaderProperty/BSShaderTextureSet and make sure they match for the trunk and leafs each. Also I believe the meshes themselves can be different between the skinned and static version, so that one actually has more triangles than the other. (In case I am wrong, someone please correct me, as I said, I do not know all too much non static NIFs) -
Good to hear. Enjoy.
-
Creating 3D LOD's for my FO:NV tree mod?
sheson replied to vurt's question in DynDOLOD & xLODGen Support
I actually do not that spend that much with Fallout, so not sure what would cause the 2D tree LOD to be shifted (sounds like the billboard dds or txt could be improved. It should be solvable). So far Object LOD in FNV is always right where it should be though. I have never seen a structure or rocks be out of place. Any (root?) translations in the LOD source NIF are ignored if I remember correctly, so make sure the models do not rely on that. -
Looks like you have the same problem we solved here https://forum.step-project.com/topic/13927-weird-texture-glitch/
-
Creating 3D LOD's for my FO:NV tree mod?
sheson replied to vurt's question in DynDOLOD & xLODGen Support
Technically 3D tree LOD are just object LOD models. So they adhere to the same conventions and limitations. "All" you have to do is create LOD models and name them correctly, for FNV that would be e.g. fullmodel.nif -> fullmodel_lod.nif. For Skyrim/DynDOLOD the naming convention is different of course. The important limitation for FNV object LOD is, that each object LOD NIF that typically covers 16 cells (some smaller worldspaces define 64 cells via the lodsettings file) can only have one shape with 65536 triangles. So you really need to optimize the LOD models. Another important part is that none of the LOD textures can be tiled. All UV coordinates need to be between 0.0 and 1.0. So for 3D trunks it helps to create specific LOD textures (mini atlas) that repeat the full textur 2x4 for example. Then update the UV with 3D Max/Blender. There is a way to do this with LODGen.exe, too. However, I am assuming you know how to UV with 3D Max/Blender). As you might already know for trees with straight trunks doing the usual 2D X planes works quite well. That is just 8 triangles for a trunk. Optimizing the leafs can be hard and depends on the trees itself. For some it might work just to have simple planes as well, just a few more of them compared to the trunks. Optimizing leafs manually with 3D Max/Blender is hard to impossible. Have a look at https://www.nexusmods.com/skyrim/mods/96812 You might want to look into Simplygon, as it can create LOD models - also for flora. However, importing/exporting models and finding good settings will also require quite some work/time. I only played around with it a little bit to know it works, but it is not a once click solution either, yet. You might want to reach out to mathy79 (3D Trees). I pointed him to Simplygon a while ago and he did some work with it. Since in Skyrim/Fallout4 there is no limit to the numbers of shapes/triangles in each combined object LOD *.btr file, dealing with leafs is much easier. As you know, for the vanilla trees I just kept the leafs as they are - with tiny slight optimizations (e.g. remove roots) for some. Only worry about models that have a really high triangle count and the tree is used a lot.

