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Everything posted by sheson
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Reading the FAQ finds this: FAQ: DynDOLOD.exe: Exception in unit xxx line xxx: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. A: There might be plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Searching this forum finds this: https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-259/?p=234144Looks like you have the same broken plugin.
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Windows: A call to an OS function failed
sheson replied to LoutishXY's question in DynDOLOD & xLODGen Support
Tree LOD causing long load times doesn't really make much sense - unless maybe the atlas texture is really huge. Check dimensions of textures\terrain\tamriel\trees\tamrieltreelod.dds, maybe shrink it with an image tool. Otherwise, truncate the log to the last generation log and then paste it to pastbin or upload it to a file service. -
Exception in unit userscript line 331: Access violation at address 004B4A55
sheson replied to sb187's question in DynDOLOD & xLODGen Support
I am not even sure how there is anyone still left with MO1 / x86 version anyways :) Did you increase the texture sizes in TexGen or the Max Tile Sizei in DynDOLOD? I suppose the error message could be more descriptive. -
Windows: A call to an OS function failed
sheson replied to LoutishXY's question in DynDOLOD & xLODGen Support
Unrelated, but remove SkyFalls/Mills for best visuals and performance. From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.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. DynDOLOD is a tool. It does not belong to steam or any game folders. This is the error Error: Could not create pipe "C:\Games\Steam\steamapps\common\Skyrim\Utilities\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -f DXT1 -bcdither -o "C:\Games\Steam\steamapps\common\Skyrim\Utilities\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "C:\Games\Steam\steamapps\common\Skyrim\Utilities\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld_n.dds" Something seems to prevent access. Could be UAC or antivirus. Check what happens when you manually run the command "C:\Games\Steam\steamapps\common\Skyrim\Utilities\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -f DXT1 -bcdither -o "C:\Games\Steam\steamapps\common\Skyrim\Utilities\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "C:\Games\Steam\steamapps\common\Skyrim\Utilities\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld_n.dds" on a Command Prompt. -
Yes that should do it.
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If you made new records for the trees, use CK or xEdit to also set the LOD models on those records. See here for CK screenshots: https://forum.step-project.com/topic/12446-building-custom-lods-exterior-structuresobjects/?p=205917 Once the LOD models are defined on the record, xLODGen (or CK) will know to use them when generating LOD.
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If you have a load order that does not show object LOD do some basic troubleshooting: Remove all of the DynDOLOD output. If the problem still exists, then fix the INIs / settings / whatever other mod is causing the problem. If removing the DynDOLOD output makes things go back to normal, then first only enable the generated static object LOD in the meshes/textures folders but do not enable plugins. If things go wrong then something is wrong with the meshes (or textures though unlikely). In that case upload meshes\terrain\tamriel\objects\tamriel.4.4.-4.bto, which should show the plains district from Whiterun, so I can verify it. Include Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds and *_.dds. If the generated static object LOD meshes/textures work fine and things only go wrong when the plugins are enabled, test with a clean save. If things are still wrong with a clean save, check the 3 INIs via MOs puzzle icons / INI Editior. If all fails upload those plugins and include the INIs shown in MOs INI editior.
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I see. Great you solved it.
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What does "didn't work" mean? Starting the Launcher will update the Windows Registry with the path were the launcher and the game is located. If that doesn't work then there is underlying problem with the OS or game installation that should be fixed.
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Since you are saying "DynDOLOD not recognizing [..] path to Skyrim folder" are we to assume the current data path printed on the message is incorrect? Start the games launcher once so it updates the registry with the correct path information. https://forum.step-project.com/topic/13843-texgen-and-dyndolod-trying-to-read-from-wrong-path
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Great. Sorry I should have thought to check this earlier.
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Test if it runs through using the x64 version.
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Zip the 4 files mentioned and upload them to a file service, so I can test them with LODGen.exe here and check want might be wrong.
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Without the logs it is hard to tell what else could be wrong. Obviously the first check would be to verify the files exist in the load order. TexGen should generate them when Folkstead.esp in the load order. If the files exist in the load order, then make sure that no UAC, AntiVir or mod manager is preventing access to them.
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Run TexGen, it should generate these textures when the plugin for the mod usnig these textures is active. Then run DynDOLOD
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LOD only matches the load order it was generated for. If you add or remove mods that alter anything related to terrain, objects or tree and you have visual issues, generated LOD for the current load order. The screenshot looks like it shows loaded cells and not LOD.
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The "empty grid" is water, so those are oceans. There is nothing wrong with DynDOLOD and the LOD DynDOLOD generated. It seems something is messed up in the load order.
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WTF? Reset the values to sane default settings. Use BethINI. Check the LODGen logfiles do not contain error messages and everything looks normal. Check the generated BTO files have OK file sizes and open some in NifSkope to check they contain the object LOD meshes. It's the data/API version for the scripts. That is the correct version.
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The screenshots look like the LOD distances in SkryimPrefs.INI / DynDOLOD SkyUI MCM - Settings are set to very short distances. The log shows you only have a handful of tree LOD billboards installed. Most of them are not found. The logs seems to indicated the object LOD seems have generated fine.
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Feedback: All issues with Open Cities resolved with v 2.59
sheson replied to OregonPete's question in DynDOLOD & xLODGen Support
Thank you for the feedback. -
Thanks for letting us know.
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The message is from LODGen.exe in the Edit Scripts folder. Typically this error means the mesh is corrupt or has reading problems, often by third party program s like UAC, antivirus or mod managers. Check if the files open in NifSkope.Start xEdit, start its Asset Browser with CTRL+F3, enter the filename into the filter field, doubleclick the file in the list to open it with the default program (e.g. NifSkope) Test if using x64 version changes anything. Test if using the older LODGen.exe/LODGenx64.exe works with the newer DynDOLOD version.
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You will have to test to find out if one or the other works better for your load order. Realistically performance should be the same, but the scripting works a bit differently. I really can't say if one is significantly better than the other.
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It is totally possible something goes wrong somewhere in DynDOLOD. For the next version I will try to add a debug line first time a new texture path is found that will also print the source mesh. That should help with easier troubleshooting
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Skyrim Special Edition? See if removing the LOD 32 meshes meshes\terrain\tamriel\tamriel.32.*.*.btr changes anything - it should fall back to the vanilla meshes, unless you have another mod. Assuming you haven't changed which LOD level is used for the map via the INI setting Could be resource related.

