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sheson

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Everything posted by sheson

  1. You said Yes to two messages: Update an existing DynDOLOD.esm and DynDOLOD.esp? If this is not successful start from scratch. DynDOLOD.esm is not the highest master file. Watch out for error messages in the log and do not save changes to other mods! If the intention is truly to update the existing plugins, try moving the DynDOLOD.esm to be the last possible ESM plugin to load. Then try again. If that still fails, generate from scratch, which is probably what you want to do anyways. Also pay attention to the installation instructions to avoid other errors.: 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.
  2. DynDOLOD does not cause CTD. The DynDOLOD Resources do not cause CTD. In case of principle bugs and problems that sometimes sneak in there are always plenty of users reporting the same issues. CTDs are often caused by missing or corrupted NIFs. The way DynDOLOD uses them for LOD makes a difference - they can work fine when used "normally". We have troubleshooted this plenty of times in the past years. That is why there is a FAQ entry and the readme explaining how to troubleshoot for that specific issue. Other then that, the DynDOLOD plugins are build by copying records from other plugins in the load order. If the CTD is caused by records in the plugins, it is also very easy to troubleshooting with a binary search removing all records that do not contribute to CTDs. 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.
  3. The texture textures\lod\dwecivwarwall01lod.dds is included in DynDOLOD Resource - Core Files. Make sure that the archive downloaded completely and that all folders and files from the 00 DynDOLOD Core Files - Required folder are installed.
  4. There is to post all that superfluous information about unrelated problems from the past you had with mods. Stick to the problem and information at hand. It seems there is a problem with the load order. That issue might cause CTD. Read the DynDOLOD FAQ entry about CTD. It points to the readme with hints how to troubleshoot missing or invalid NIFs.
  5. Each command line parameter starts with -. So it needs to be -o:"D:\SSELODGen_Output" That is nice. I can see why the water/river needed a few tries to have a defined coast line :)
  6. From the description/manual: By combining DynDOLOD with xLODGen users can create drastically enhanced traditional static object LOD plus tree LOD and a new, optional dynamic distant object LOD in a few simple steps. So, object/tree LOD generated by xLODGen (TES5LODGen) is not required or needed to be active in the load order. DynDOLOD is a modified version of xLODGen. Use xLODGen for terrain LOD only. I suggest to read the manual / watch the included videos, that clears up such questions and also explains how to generate object, tree and dynamic LOD. If there are messages or errors read them carefully and if after consulting the manual, FAQ and searching the forum the problem can not be solved, make a detailed post about the issue. I can not help with terms like "an error" and "similar problem" without any specifics.
  7. If I get grass baking to work some time this year hopefully, baking of objects top view is next on my list.
  8. Is it printing a message about BTR (terrain LOD) or also BTO (object LOD)? Object LOD files only exist for areas where there are objects. Seems more and more likely it is just a notification.
  9. It also says to check the FAQ and search this forum. You most likely found out that you needed to update Wrye Bash to a newer version and create a new Bashed Patch, right?
  10. Use pastebin or an upload service to post larger logfiles. From the bugreport I can see the error is: [Tamriel] Trees LOD generation error: Executing TexConv returned error: "Z:\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha -m 0 -f DXT1 -bcdither -o "Z:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "Z:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds". It seems something is preventing Z:\DynDOLOD\Edit Scripts\Texconv.exe from executing or reading/writing files. Could be anitvirus for example. The log might have more information about the error. You can also try executing the command itself on a command prompt manually to see what the error might be. "Z:\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha -m 0 -f DXT1 -bcdither -o "Z:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "Z:\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds"
  11. As suggested, check the logs for errors. Checking logs can immediately tell you what is wrong. The DynDOLOD_SSE_log.txt shows: <Error: LODGenx64.exe check the logfile for errors D:\\Games\\TES V - Skyrim SE\\DynDOLOD\\Logs\\LODGen_SSE_Tamriel_log.txt> There were errors in one or more LODGen logs (see report above) resulting in incomplete static object LOD. Check the LODGen logs and fix cause of errors. The LODGen_SSE_Tamriel_log.txt shows: Error reading meshes\\terrain\\Tamriel\\Tamriel.4.44.0.btr from BSA/BA2 The lz4 assembly requires the Microsoft Visual C++ 2015 runtime installedlz4.AnyCPU.loaderThe Requirements in the manual list: Microsoft Visual C++ 2017 Redistributable - Required by LODGen.exe. Get matching platform x86/x64 depending on which DynDOLOD.exe (x86) or DynDOLODx64.exe (x64) is used. LODGen.exe will print an explanatory message in case it is missing. The 2015/2017 Redistributes are compatible. Use a legal copy of the game.
  12. It is probably running out of memory. Try using the x64 version. Use a legal copy of the game.
  13. FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD. A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.
  14. There are textures missing in the load order Maybe a mod isn't installed correctly/fully or one or more NIFs have incorrect texture paths defined. If the texture exists at a different path you could either copy them to these paths or update the NIFs to use the correct paths. Typically the first step to troubleshoot this types of simple file not found errors is to find the NIFs / mod using these texture path and go from there.
  15. The log tells you exactly what billboards were found and which weren't. These are the relevant ones: [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] [00:00:31.056] Looks like you didn't install the billboards for EVT.
  16. A third alternative would be to remove the 2 NIFs from the load order entirely, but that would require removing them from the BSA. A fourth alternative would be to add rules to DynDOLOD and not make it use the LOD models. However, the simplest and already suggest option is to update the NIFs (see the 2 NIF filenames files below), then update their textures paths to point to the correct textures locations. The meshes/texture can be extracted/found from the BSA with xEdit Asset Browser (CTRL+F3). It seems the textures are in textures\summersetisle\Architecture\mb\ Missing textures in meshes\lod\mb\bauernhaus06_lod.nif textures\mb\wood\mbbrumawoodpost_dark.ddstextures\mb\wood\mbintstainewood01.ddstextures\mb\putz\plast05.ddstextures\mb\wood\mbstallroof01.ddstextures\mb\roof\xroofa.dds Missing textures in meshes\lod\mb\gilde_lod.niftextures\mb\wood\mbintstainewood01.ddstextures\mb\wood\mbstallroof01.ddstextures\mb\stonewall\steina.ddstextures\mb\haus2\wand\mbstonewall01.ddstextures\mb\roof\xroofa.ddstextures\mb\wood\mbbrumawoodpost_dark.dds Older versions just used the models and print a message about the missing textures that people wouldn't notice and then would have missing textures in game. Next version of DynDOLOD will actively ignore the models with missing textures and print more information about the problem.
  17. 16/4 are internal resolutions for textures. OK, since the left is already -32, -32 I guess we need to debug CK or we will never really know. I suppose you could also test a lower stride of 64 or 32. I am not sure it has an effect in the newer games anymore either.
  18. Its great you figured it out. Enjoy.
  19. xLODGen only generates the files is has to - ignoring the lodsettings files SW corner and object bounds - for which CELL/LAND data exists. Since files contain 4x4, 16x16 etc cells it will fill the missing CELLS/LAND with the default height. It will not create any files for which no data exits at all - since the entire file would be just default height/textures. Typically this works out (in the game). Usually the bounds on the WRLD record match the CELL data in the plugin, so based on the top right 33, 37 coordinates the "highest" for that area would be level 32.32.32 which covers the cells from 32, 32 lower left to 63, 63 top right. This includes the cells 62, 51 or 33, 37. The game defines where LOD starts with the *.lod files in the lodsettings folder. But it only defines the lower left starting corner in the newer games (older games also had the top right corner) so now it is anyone's guess what the top right corner should be. The lower corner is 96, -96 for Tamriel for example, I suppose it may be possible the CK is looking for files all the way up to the opposite +96, +96 in that case. Maybe it just keeps going until it doesn't find files and the message are merely the information. The xLODGen log prints 3 lines of interest: The data and area that has been found in the loaded plugins: [Tamriel] Land height: -27000, Water height: -14000, Scanned: 16384 CELL records, Found: 16384 LAND records for area [-64,-64] to [63,63] The line that shows what the lodsettings file says: [Tamriel] LODsettings: Level 4 to 32 stride 256 from -96,-96 to 0,0 0,0 means the top right corner is not defined. The area for which files are generated (maybe limited further by the chunk setting) [Tamriel] Building terrain LOD textures [-64,-64] to [63,63] Update the *.lod file to a lower corner that is closer to the real worldspace dimensions, like -64, -64 or -32, -32 and see if the CK messages change.
  20. Is there a question? Looks like you are using a broken mod or its installation is incomplete. One or more LOD models NIFs used for static object LOD define these texture paths. Check that the textures exist at these paths or update the NIFs to use the correct paths.
  21. LOD water is a shader and there is only one type per worldspace. Only water defined on exterior CELL records has water LOD. The texture settings do not influence LOD water. To improve coastlines increase the quality of the meshes (lower valures) and/or set Optimize Unseen. No idea about the CK error. What is the lower left SW corner in the lod settings file? And what are the worldspace Object Bounds on the WRLD record?
  22. Static Collections are a group of objects. When xLODGen generates LOD, it will use the LOD NIFs defined on the records of the individual objects - if they exist. Not all parts of the collection require to have LOD NIFs in order for the collection to have LOD, it will just what is available. So based your screenshot 3 of the 4 objects will have LOD since TreeMapleblasted06 does not have LOD models defined.
  23. BSOD = hardware, driver problems. Check CPU cooling, overclocking settings etc. You need to fix this issue first before troubleshooting any other issues in the game, load order etc.
  24. Test if just selecting BSHeartland runs through or if it also fails just by itself. Then check if it runs through when you set fall back for 3D tree LOD back to just billboard instead full model. What's the tree mod setup? I see EVT, but what version and which install options? Any other tree mods, specific models maybe?
  25. That is great it worked out. Enjoy.
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