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Everything posted by sheson
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As far as I can tell none of the original FarmhouseChimneys plugins inject any records into other plugins. Especially not FarmhouseChimneys.esp which adds the STATic base records which all the other plugins for specific mods use as well. Consequently the merged plugin should not inject records either. I suggest to create a correct merge. I can not really help here with issues the merge tool or the merging procedure might have.
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Any plugin other than DynDOLOD or Unofficial Patch overwriting the worldspace 00104217 or the persistent CELL 0010421B Can you post a screenshot of the unfolded persistent CELL in DynDOLOD.esp, so I can see all the records in addition to LabyrinthianMazeWorld_ShesonObject, LabyrinthianMazeWorld_Firstborn* and LabyrinthianMazeWorld_Minion* I am interested in the ones ending with *_DynDOLOD_LOD For the play through just continue with the data removed. It will be fine, the worldspace is small enough anyhow and only gets LOD because the Unofficial patch adds the lodsettings file. Should probably skip it anyways. I still like to understand what is happening though.
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It could be resource issue. Test if hiding the only meshes/textures folders from output makes a difference. Then test if only disabling the DynDOLOD.esp makes a difference. Then both DynDOLOD plugins. If it seems to be the plugins, test if removing the (maybe somehow related) entire LabyrinthianMazeWorld 00104217 from the DynDOLOD plugins makes a difference. Those tests are simple enough to do, to see if we can narrow it down. I will install those listed plugins/mods the next few days and see if I can replicate any of this.
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xLODGen terrain LOD beta 0.39 supports Enderal It should now also properly support many texture formats in custom BA2 for Fallout4 without issue. Next version of DynDOLOD will also support the new Enderal installation location. Everything else seems to be the same as the "original" Enderal. Unfortunately that includes the messed up INIs.
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Are you saying DynDOLOD has an overwrite for CELL F2CAB LabyrinthianMaze? How do you make the connection between those 4 form ids in the internal CELL 000F2CAB and the worldspaceLabyrinthinMazeWorld with form id 00104217? DynDOLOD is not doing anything with such interior cells. DynDOLOD is not changing any of the 4 reference form ids you listed, correct? I am still interested if any DynDOLOD plugin or any other plugin changes the base record these reference use: 0004C6CA, 00029B8C, 00029B9A, 000BE121 And what plugins are listed are listed in the referenced by for these 4 base records. Those are WEAPons and DynDOLOD should not change them. So it is even more mysterious how DynDOLOD is supposed to be changing them. With the xEdit Asset Browser (CTRL+F3) check if anything is overwriting their models Meshes\Weapons\Staff01\Staff01.nif Meshes\Weapons\Staff02\Staff02.nif Meshes\Weapons\Staff02\Staff03.nif Meshes\Weapons\DragonPriest\DragonPriestStaff3rd.nif Have you tested if a simple save and loading of the game fixes whatever issue you seem to have with those staves?
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Well if non of the DynDOLOD plugins change the base record or the references of the staves then it is a bit more mysterious how DynDOLOD would be changing their behavior. Can you let me know the form id of the base record and the list of any non-vanilla plugins in its referenced by? If you have reference (the record placing the object into the world), CTRL+Click on the entry in the row NAME - Base to switch view to the base record (the record defining the model)
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Something like this can happen when a mod uses the staves for something else and then receive LOD and DynDOLOD updates the base records flags. Look up the base records in xEdit and see if they are changed by a DynDOLOD plugin. For a test just remove the overwrite from the DynDOLOD plugin. Check the Referenced by list and let me know all plugins that use them so I can try to reproduce and maybe handle such cases automatically in the future. If you need help or more detailed instructions with what I wrote above, let me know. I can explain that in more detail if needed.
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Interesting, I wonder what else might interfere with access to the default temp path. Anyways, thanks and enjoy.
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Great! After adding an exception to Antivir or using the custom temp path?
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Keep using the expert mode Rebuild atlas for further tests, since it is quicker. Make sure the OS or antivir is not preventing DynDOLODx64 or TexConvx64 (in Edit Scripts) from access. Try setting exceptions. Start DynDOLODx64.exe with an additional command line argument, setting a different temp folder. -T:"D:\Skyrim - stuff\DynDOLOD Special Edition\Temp\" The folder should be automatically created if it doesn't exist, so do not create yourself to test if it can create it. Check the DynDOLOD_SSE_log.txt "Using Temp Path: " that setting custom temp folder worked. The log will be appended to after closing the program.
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See what happens when it tries to generate the texture atlass without doing any of the other stuff: Edit DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and set Expert=1 Then start DynDOLOD, which will now be in expert mode. Select the Tamriel worldspace so that the "Rebuild atlas" button becomes available and click it. Let me know if that runs through or has the same error.
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Check if you can reach the path by opening a command prompt and typing cd C:\Users\Johannes\AppData\Local\Temp\ If that works without problem, please post/upload DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt
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can not copy [REFR:150259DC] (places FarmLumbermill01WaterWheel02
sheson replied to roccodragon's question in DynDOLOD & xLODGen Support
Sorry, but I can only help with DynDOLOD and LOD questions here. -
can not copy [REFR:150259DC] (places FarmLumbermill01WaterWheel02
sheson replied to roccodragon's question in DynDOLOD & xLODGen Support
No worries. Enjoy. -
Check first post: Skyrim SE/VR BETA - What to test Also check for mods requiring special attention. For example when you can walked right up to LOD objects up close in or around the walled cities. Incomplete LOD, for example a mod adds a new home, but parts of it are missing LOD because not all of the used assets have LOD models. You can post in this thread or make a new one.
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can not copy [REFR:150259DC] (places FarmLumbermill01WaterWheel02
sheson replied to roccodragon's question in DynDOLOD & xLODGen Support
Check the FAQ and search official forum 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. If removing the bashed patch allow the process to continue, delete it and generate a new one. Use a recent version of Wrye Bash like https://github.com/Wrye-Code-Collection/wrye-bash/releases/tag/307.201901211926 FAQ: DynDOLOD.exe: A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static object LOD. Static object LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt There was no error with TexGen. -
DynDOLODx64 SSE stops generating after DLC2ApocryphaWorld
sheson replied to nanashi's question in DynDOLOD & xLODGen Support
Thanks for all the testing it is very helpful. I suspect this to be some kind of problem with the atlas texture generation. I am doing updates to that which might help fixing it in the next version. -
DynDOLOD LOD Generation takes extremely long
sheson replied to panzerzwerg's question in DynDOLOD & xLODGen Support
If DynDOLOD runs for one or more worlds and it ends with 'DynDOLOD Worlds completed successfully' as explained in the manual the generated output can be used. If it stops prematurely for whatever reason, all files in the output folder should be discarded, e.g. the next time DynDOLOD is run the output folder should be empty. -
DynDOLOD LOD Generation takes extremely long
sheson replied to panzerzwerg's question in DynDOLOD & xLODGen Support
No. As I said, for the second update run only select the worldspace that was skipped before. -
DynDOLOD LOD Generation takes extremely long
sheson replied to panzerzwerg's question in DynDOLOD & xLODGen Support
This looks like the same as https://forum.step-project.com/forum/101-shesons-dyndolod-support/, just a different worldspace. And yes, like explained many times before when people have issues with a specific worldspace: Do not select problematic worldspace, generate as usual and install as usual. Then start DynDOLOD with the existing plugins in the load order and do an update, only selected the worldspace skipped before. The install the output, overwriting all older files including the old plugins. -
Broken LOD reflections when using DynDOLOD but not when suing xLODGen
sheson replied to a question in DynDOLOD & xLODGen Support
There is a Object LOD Reflection Fix Experimental Build available to test that it does not breaks anything else. -
DynDOLOD LOD Generation takes extremely long
sheson replied to panzerzwerg's question in DynDOLOD & xLODGen Support
If CPU of the DynDOLOD process is 0% for a long time (5 minutes or more) it is likely stuck because of something. Could be OS or antivirus for example. Letting it waiting for days or weeks is silly. Providing a screenshot could help. Neither TexGen or DynDOLOD change anything in the games data folder when they run, so there is nothing to revert.

