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sheson

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Everything posted by sheson

  1. This is the support thread for xLODGen. Unrelated random questions without any information are typically ignored, because people do not have crystal balls.
  2. There should be no reason or requirement to do anything to the source textures in order for xLODGen to use them.
  3. The texture paths DynDOLOD looks for are typically found in the meshes used for LOD. So you would have to find out which meshes define those exact texture paths (it is possible the meshes only define the texture filename.dds without the "textures\" part) It may be possible those come from texture replacements, so it seems unlikely in case of the LOD textures. It is kind of supposed to just print a message earlier and then ignore them though, not quite sure why that is not happening here. Make sure to remove any old DynDOLOD Resources before installing the new version.
  4. From the TexGen Manual This [...] doesn't work for pre-rendered textures like the town LOD textures, distant mountain peaks or glaciers for example. Having a look at the object LOD source textures like textures\lod\wrbuildingslod01.dds for town buildings and comparing them to tileable landscape textures makes it clear. The town LOD textures are rendered from the full models and not a simple derivative of a full texture. They were then processed with an image program to create the final LOD textures. There is currently no way to automatically update the pre-rendered LOD textures. If a mod replaces the full textures of Whiterun it should also include manually updated pre-rendered LOD textures. DynDOLOD never updates any LOD source textures, it just uses them to build the atlas textures.
  5. The spot is fine for game play, it just isn't for updating. Nevertheless, next version of DynDOLOD will be able to deal with this better.
  6. See if you can reproduce the error once DynDOLOD.esm is moved to the last possible ESM position as suggested by the message. The update ran through here once I did that.
  7. File not found errors means that the listed files are not found. Make sure the listed files exists in the load order, they are part of DynDOLOD Resources SE Core Files. Do not change anything in MO while DynDOLOD is running.
  8. Thanks! I will test with it as well and see that the next DynDOLOD version does not tripped over this anymore. Got the file. Thanks.
  9. That will be fine. Basically any obscure plugin / patch. The CC and any of the usual/large mods I will have anyways. Thanks.
  10. It seems you have a mod that has 4 textures inside the meshes folder. Removing those files should fix it. meshes\textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds meshes\textures\terrain\lodgen\skyrim.esm\treepineforest03_0004b016.dds meshes\textures\terrain\lodgen\skyrim.esm\treepineforestdead01_000b927a.dds meshes\textures\terrain\lodgen\skyrim.esm\treepineforestdead03_000b927c.dds Let me know which mod, so I can test myself and update DynDOLOD so it does not get confused by them.
  11. The error message shows you the names of files that seem to have a problem. So check that these files are actually accessible, readable and not corrupted. They should exist as loose files in the data folder (or whatever the data folder means in the used mod manager) 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)
  12. Please upload/pastebin the files ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_flat_textures.txt ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt
  13. From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder [...] 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. Most likely UAC or Anti virus interfering and preventing access to files. Or maybe the load order was changed in MO while DynDOLOD was running. The error message tells you exactly what happened, files were not found. 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
  14. I have no idea what the exact reason for the file errors could be. However, NMM is outdated and nobody should use Vortex to mod any game that is supported by proper mod managers like MO.
  15. BTW those rules are included in since 2.58 and later. The file mod_worldignore.ini to ignore new references added ny plugins to childworlds. In case of the palace mod - which also does the appropriate additions to the Tamriel parent world - it ensures there is no accidental duplication of objects. Tamriel reloaded Mountains replaces textures and full models. It does not add new references. The mod does not care about LOD (you can tell a mod is "bad" if it remove the MNAM settings on base records) At minimum it requires manual update of the pre-rendered vanilla mountain textures. Then also "some" manual tweaking for the texture replacements. DynDOLOD can only do so much (a lot actually) automatically, some mods are just not done with LOD in mind. If somebody want to put in the hours, I can outline what would need to be done in more detail.
  16. Typically disabling plugins is a troubleshooting step. If a plugin does not contain anything that is related to what DynDOLOD does, then there is no point in disabling them. There is no need to waste extra time to confirm that they can be disabled. A valid approach is to create a LOD mod for the base install and to not include plugins test are being tested or might be just there temporary. Such plugins should load after the DynDOLOD plugins. Be wary about statements you read somewhere else, unfortunately they are often wrong.
  17. Interesting. The bugreport is different this time. If you could just zip up the DynDOLOD plugins and all plugins that are masters in them and send that to me for debugging, that would be great.
  18. You are using Crash Fixed UseOSAllocators=1 with the Preloader. There is nothing to log for Memory Blocks Log. Use xLODGen for terrain LOD. Use DynDOLOD for improved object LOD and then either 2D or 3D tree LOD. If modding is done correctly, either options works in Skyrim. FAQ: Game: Tree LOD: LOD trees show in loaded cells A: Make sure all plugins with ITM or deleted references are cleaned. See https://ck.uesp.net/wiki/TES5Edit_Cleaning_Guide_-_TES5Edit A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order. If there is stuck tree LOD, then the load order changed after tree LOD generation or the generated tree LOD is being overwritten. I suggest to learn how to mod properly with a mod manager and following a guide.
  19. Can you reproduce the error when you try to update existing DynDOLOD plugins? Can you explain the steps and why you want to update the existing plugins so I can try to reproduce the error here?
  20. The attached LODGen log shows these errors meshes\lod\rocks\rockl02_lod_0.nif can not read filemeshes\lod\rocks\reach\rockpilem01reach_lod_0.nif can not read filemeshes\lod\tundra\yellow\rocktundraland02yellow_lod_0.nif can not read fileError processing meshes\lod\tundra\tundrarocks\rocktundraland01tundrarocks_lod_1.nif Exception of type 'System.OutOfMemoryException' was thrown. Those files typically loose in the data folder (or whatever the data folder means depending on the used mod manager) installed from DynDOLOD Resources. It might be possible they are corrupt from bad download or bad unpacking.It is also possible there are access problems because of UAC or antivirus. Do not install DynDOLOD into any game folders. See the manual for installation instructions.
  21. You sure the Download folder is a good location regarding UAC, antivirus? The error is a bit wierd on first sight. Maybe the archive download or unpacking corrupted a file. You downloaded the standalone from mega or Nexus? What's the file size of DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_childworldlod_Tamriel.txt? Does the content look OK and similar to DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_childworldlod_Tamriel.txt Is there any different generating from scratch? (Why are there DynDOLOD plugins in the load order anyways?) / Try moving the DynDOLOD.esm so it loads as last as possible.
  22. As I mentioned already, you probably ran one of the *.pas scripts from DynDOLOD\Docs\trees.ultra\tools\*.pas in xEdit. In that case it is possible one of those scripts simply copied full models to passthru_lod.nifs. The output size of object LOD implies the used NIFs for 3D tree LOD are not optimized/hybrids. It is also possible 3D tree models were assigned to all LOD levels, instead of using billboards for the higher levels. In my tests Skyrim Special Edition, USSEP, EVT Skyrim version (plugin converted, with large, whatever else install options) the size of all BTOs for Tamriel generated with DynDOLOD High preset is about 1.36GB.
  23. I already gave the answer ... and so no need whatsoever to use an obsolete version.
  24. We already knew that there was an issue 2.58. That is why I linked to the existing posts discussing that exact error. The issue in 2.58 was easily avoidable either by disabling the mentioned plugin or by editing the DynDOLOD INI and so no need whatsoever to use an obsolete version. You didn't even have to wait 24 hours for the update after your post.
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