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sheson

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Everything posted by sheson

  1. Thanks for letting us know.
  2. 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 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. Let us know if doing all of the different troubleshooting steps outlined in the readme revealed anything or not.
  3. The easiest method is to find an existing 3D LOD model that has a similar 2D trunk that matches, then use NifSkope to copy that over. If the texture needs to be updated, that is the same process as creating a billboard texture, just without the leafs which you can simply remove in NifSkope before taking the screenshot. The x, y, z values and UV of the 4 corners are easy enough to change in NifSkope too. The 4 UV points of a single billboard texture are usually just 0,0; 0,1; 1,0 and 1,1. The minimum/maximum x, y, z you can get from the full model trunk, similar to what is explained in Tree LOD Billboard Creation : Start to Finish - Custom Tree Dimensions
  4. The new CRC32 is probably because the full model NIFs were converted to the new Skyrim Special Edition format (most likely unnecessarily, too). If they are the correct LOD models and match visually then copy them to the new expected filenames. Read the DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html to learn more about the CRC32 and the filename conventions for 3D tree LOD models. There is no such thing as the "correct" folders. There are only unique filenames. A simple convention Bethesda adheres to. Matching object LOD models are found and used in all subfolders of data/meshes - with a couple of defined exceptions because of mods not adhering to the convention. More detail can be found in DynDOLOD_Mod_Authors.html
  5. I checked the FarmhouseChimneys - Merged.esp The problem is that it injects records that were in the original FarmhouseChimneys.esp into Helarchen Creek.esp, instead of defining them itself. I suppose technically that works in the game, but DynDOLOD trips over that. I think I will let it ignore such records, maybe print a warning. I think users probably want to fix the merge.
  6. Not sure what to make of posts that do not contain the information being asked for. 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 to official forum It also says: Check log lines above the exception for additional hints. Yet, annoyingly nothing from above the exception is copied either, so nobody has no clue where and what any error relates to. If runs out of memory, try the x64 version. If it runs through without the bashed patch, the bashed patch it is broken. Delete it.
  7. Need more coffee thx. I didn't realize the same box was updated with the file.
  8. I am not sure where you send me the link? Looks like the message didn't make it. If possible I would still like to check the merged plugin.
  9. The second to last "tree" rule is usually Billboards for LOD level 8 and 16. Normally there is no LOD level 32 for object LOD, but it can be used (described in the ultra tree LOD manual in case a user doesn't like trees on the map). Using 3D models in the higher LOD level would probably crush performance really hard for no useful real visual gain. Just look closely at the look and the billboard.dds file name and path listed for LOD8/16 and make sure those files visually match the trees.
  10. This has nothing to do with DynDOLOD. Generate tree LOD with DynDOLOD and the reflections of the trees will be fine. When you however disable the tree LOD generation and instead generate trees in object LOD, well, then the trees are in object LOD... ENB and SSE Engine fixes only fix the transparency problem for tree LOD, but not for object LOD. Aers (and Nukem I think) are aware as I provided a test case for debugging. With some luck it might get fixed at some point.
  11. The "tree report" in the log tells exactly which files are found and used for the different LOD levels. If the "wrong" billboard dds is found, make sure the last overwrite for that billboard file is correct. 3D LOD trees have a unique CRC32 based on the full model in their file name. See the manual DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html textures/terrain/Tamriel/trees/TamrielTreeLod.dds is used by tree LOD. It is created from the billboards when generating tree LOD. When doing tree LOD in object LOD it does not matter as tree LOD is disabled. It is a bit unclear what type of tree LOD you are trying to generate.
  12. Well its easy then, just answer the questions/suggestions what to check from earlier posts.
  13. The difference is not DynDOLOD/xLODGen obviously, but between tree LOD and object LOD. So far the reflections have only been fixed by ENB/SSE Engine Fixes for tree LOD.
  14. You sure the are no errors left in FarmhouseChimneys - Merged.esp? Check if any other plugin overwrites any of its records, especially the mentioned form id 56000D62 or any of its used linked records to other form id/plugins. If you ran out of ideas, send me the FarmhouseChimneys - Merged.esp, so I can test if there is bug in DynDOLOD.
  15. That could have been solved faster if you had posted the entire contents of the log. I could swear I reported that bug at the mods page a long time ago and it was fixed. Not sure what Skyrim version though. Maybe it was another mod though with a similar problem. I suggest to remove the invalid worldspace completely from the plugin.
  16. The BC7 format should not be the problem. However test if it runs through without these 7 textures. Make sure to install EVT and and its billboard properly. Use the x64 version to see if it makes a difference.
  17. You didn't post bugreport.txt. Use EVT Skyrim version for 3D tree LOD as explained in the ultra tree LOD manual, only convert the plugin. Lots of billboards are missing, install EVT LOD files correctly with the same options as the full models. However there seem to be some billboards for small flora and plants - which usually do not really should have LOD for performance and visual reasons, probably from some other mod - personal preference of course. It is possible a invalid texture is causing this. Check the textures listed in DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_flat_textures_used.txt are valid and can be all accessed without issue. The process might be running out of memory. Try running the x64 version.
  18. https://forum.step-project.com/topic/12479-dynamic-distant-objects-lod-dyndolod-254/page-22?do=findComment&comment=231472
  19. xLODGen Terrain LOD Beta 0.38 fixes missing terrain LOD quads in small worldspaces for FO3/FNV
  20. Test generation for the vanilla game with a couple mods in new MO profile. What happens if you uncheck Create textures atlas only?
  21. Are there any plugins changing the world space? If you do not select the problematic worldspace, does it hand on the next one? Does only using vanilla trees and vanilla billboards make a difference? Check if it hangs with latest MO 2.2 alpha or without using MO
  22. ...Check the FAQ and search official forum... ...post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt... 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.
  23. I would need the broken plugin(s) to determine what is wrong with them and then maybe try find out how the data corruption came to be.
  24. Take note if a plugin changes anything in the worldspace and the tree mods/billboards being used. This is the vanilla list: TreePineForestSnow01 [TREE:0005C072] #8 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnow01_0005c072.ddsTreePineForestSnow02 [TREE:0005C071] #6 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnow02_0005c071.ddsTreePineForestSnow03 [TREE:0005C070] #3 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnow03_0005c070.ddsTreePineForestSnow04 [TREE:0005C06F] #0 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnow04_0005c06f.ddsTreePineForestSnow05 [TREE:0005C06E] #1 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnow05_0005c06e.ddsTreePineForestSnowL02 [TREE:0005D2DA] #9 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnowl02_0005d2da.ddsTreePineForestSnowL03 [TREE:0005D2D9] #7 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnowl03_0005d2d9.ddsTreePineForestSnowL04 [TREE:0005D2D8] #5 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnowl04_0005d2d8.ddsTreePineForestSnowL05 [TREE:0005D2D7] #2 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnowl05_0005d2d7.ddsTreePineForestSnowL05 [TREE:0005D2D7] #4 using billboard textures\terrain\lodgen\skyrim.esm\treepineforestsnowl05_0005d2d7.dds
  25. If the plugins have an error, then any problems reading them becomes meaningless.
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