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sheson

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Everything posted by sheson

  1. When DynDOLOD starts it checks if a few files from DynDOLOD Resources exist in the load order and if they don't prints the message. Based on your troubleshooting and tests it seems there is a problem with MO or the OS/Antivirus preventing access. Maybe try latest dev build of MO 2.2 from its discord.
  2. If you have already narrowed it down to object nifs (which ones exactly?) then it should be no problem narrowing it down further to an individual folder/file?
  3. Make sure DynDOLOD.esm is the highest master as suggested by the log. Does it happen with the Based Patch removed? When you just generate the worldspace from scratch it works?
  4. Typically the 2D tree LOD generation is independent from low, medium, high mesh rule settings for object LOD generation. See what happens if you only generate tree LOD. Check if it hangs without using MO
  5. Terrain/object/tree LOD only works properly for the load order it was generated for. Generating it for just one mod is not how it works. If wrong/broken/non-matching LODs bothers you, use DynDOLOD to generate correct/not broken/matching LODs for the load order. With better, same or worse performance than vanilla LOD. If the setup can run vanilla LOD, it can run LOD generated by DynDOLOD, obviously.
  6. DynDOLOD has no performance hit. The LOD you choose to generate has a performance hit. From the Nexus description: DynDOLOD offers a plethora of settings and options, the visual result and performance impact is fully at the hands of the enthusiast modder. There is already a wealth of information how to fine tune every aspect in the included documents. Yes, that means if the game runs worse after using this you doing it wrong :p From the FAQ FAQ: Game: Performance A: DynDOLOD is a set of tools that generates a LOD mod based on the load order and options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. The resource requirements can be less, same or more than the vanilla game while the visual result is always vastly superior. A: There are 3 presets: Low - almost none. Medium - like SkyFalls + SDO but 1000x better visuals. High - certainly yes. RTFM to adjust every detail yourself. TexGen is a tool to update a select list of object LOD textures that used by DynDOLOD to create the object LOD textures atlas. typically, there is no need for updated object LOD textures in the load order if you do not generate LOD with DynDOLOD. In case of LOD generated by DynDOLOD the (updated) object LOD textures should be kept as there are cases they might be used directly, for example for dynamic LOD. Not using DynDOLOD to generate object and tree LOD that are suitable for your setup and needs is "dumb". It is very likely that any other reasons not to use the improved object and tree LODs are easily solvable as well.
  7. If the scripts are fine it could be some unforeseen issue with SKSE VR returning the correct mod description string. It might only show with specific plugins or many plugins in the load order. If this were Special Edition with ESL flagged plugins and older versions of SKSE I wouldn't be surprised. With VR I am not aware of any such problems. How many plugins are in the load order when the issue occurs?
  8. In MO you can hover the plugins to see their descriptions. It should say Version 2.45 at the end for both. Or for example in LOOT it should say 2.45 for both obviously. You can see from the screenshot the reported versions of the plugins are "empty". I suppose this can happen when the SKSE VR installation is incomplete. Make sure to install all its papyrus scripts *.pex correctly and none of them are overwritten. Particularly Game.pex which has the function to read the description from a plugin.
  9. PapyrusUtil VR is not supported at the moment as I have currently no equipment or means to test or troubleshoot. It probably should work, but if they do not you are on your own. In case of issues use DynDOLOD DLL. Did you generate both a DynDOLOD.esm and DynDOLOD.esp or only the DynDOLOD.esp? Are you sure the generated output including the txt files in the SKSE folder are installed correctly and not overwritten by anything? Please upload/post a screenshot of the DynDOLOD SKyUI MCM Information page. Enable papyrus logging in Skyrim.INI and post/pastebin/upload the log
  10. You may want to test with x64 version to see if it maybe runs out of memory trying to load a huge texture (it says 44739372 bytes, which would be 42MB). It could a broken file with wrong header info trying to read past the real file size. It should be one of the texture listed in ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_tamriel_textures_used.txt If you can not find it, post bugreport.txt as suggested.
  11. From the log: [00:00:13.386] [00:12] Background Loader: [undriel_FallingGildergreenPetals.esl] File loaded (CRC32:72B50264)[00:00:13.386] [00:12] Background Loader: [00:00:13.387] [00:12] Background Loader: FAQ: TexGen.exe/DynDOLOD.exe: A: ESL plugins can only add new records with form IDs between xxxxx800 and xxxxxFFF, but the plugin defines a form id outside these limits. See https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/. The plugin needs to be fixed. Broken plugins cause issues in the game.
  12. If the mentioned file exists at the location, the OS/antivirus is preventing access to file. From the manual: 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. Probably every guide mentions it the game and tools should not be in Program Files (x86) because of permissions. It is also bad idea to install 3rd party stuff into game folders that does not have to be any requirement to be in there.
  13. They are different things. The FXGlow rules are for references using glow meshes and the Fake Lights checkboxes add glow meshes for references adding LIGH base records. The manual "Glow LOD" chapter explains it in more detail.
  14. I guess you mean the setting Load rules for "FXGlow" since there no such thing as a "Glow FX" feature. So either you didn't load the rules with low, medium, high after changing the checkbox so the rules are not loaded, didn't generate/installed/updated LOD properly after the new generation or more likely those are Fake Lights.
  15. So supposedly this is caused by using certain full model(s) of a tree in static object LOD. It wouldn't a first that certain full model shader settings do weird things. It is also possible that this is a resource issue caused by the enormous LOD files because of full models trees. The fix is to not use that experimental function, use optimized 3D LOD models or create (hybrid) 3D LOD models yourself.
  16. xLODGen is a CK LOD generator replacement, so it adheres to those rules and constraints for all the different games to ensure compatibility and performance as best as possible. LODGen version 0.9 from many years ago is buggy in many different aspects and many of those bugs have been fixed in the meantime. The "crutches" are optional settings to allow non standard features for specific needs. If the optional settings to allow out of specification features or anything else does not work as expected or needs adjusting, I suggest to provide a proper problem description like before so we can fix any issues or add new features as required. We do this in a calm and mature approach to continuously improve the tools without breaking (vanilla) behavior for anybody else.
  17. DynDOLOD uses the vanilla LOD models. DynDOLOD Resource contains a few updates and new models for things that didn't have LOD before. Using the full models directly without taking care of the moss and other decals is probably what is causing the visual issues. A method would be to everything from the full model that can be used in LOD and then overwrite the LOD models with this new version. Best would be to update those LOD models, but things are complicated by the fact that the vanilla LOD already uses a mini atlas, so re-uving them is made more complicated by that. With some knowledge and use of Bender or 3DMax and then NifkSope that can be accomplished. First I would try the easiest route, update the mini atlas textures imperialfortlod.dds/imperialforticelod.dds to double up their 4 source textures - can be done manually or by updating the TexGen rules. Though this might also affect LOD meshes that are not updated by the mod. So then it is a question of updating a few LOD meshes to also use the different LOD textures. Anyway you look at it, it requires some dedication and time.
  18. Yes, I will check with the other xEdit devs about this. There already was talked about updating the BSA functions anyways. To be clear, xEdit and xLODGen are just different modes of the same application. The xLODGen Terrain LOD beta just has changes in the LOD and Image lib parts for testing before they finally merge back into the official version.
  19. Can BAE unpack the vanilla archives without problems? Can you test extraction with xEdit 4.0.1? It will load the BA2 via the normal plugin name. Then start Asset Browser with CTRL+F3 and enter part of those file names in the filter, then right click one of the found files to extract.
  20. I just tested. They work fine here. They are in unusual formats for FO4 normals which are usually 2 channel BC5 so not sure what the reason is for that. Because of that some require the use of TexConv.exe to load, which means a temp version is created first, then converted externally by texconv and then read. That is where UAC, antivirus, disk full error could interfere. You tried them as loose file to rule out BSA reading errors right? No idea why removing them would cause other textures to have problems. Since you seem to be using xLODGenx64 it shouldn't be running out of memory either. But maybe see if only selecting build normal and smaller sizes like 128 make a difference.
  21. If you need to ask, then don't do it. It should be able to read the patch files. There is no advantage adding more potential issues to the load order.
  22. Get the latest 0.38 from first post. It will allow overwriting the default options properly in all cases (that I tested). Since you have custom LOD texture instead of the default HD LOD texture mountainslab02.dds you will have to create an options file for each worldspace were you want to have HD LOD with vertex colors in the higher LOD levels. You can see path/filename of the options file it tries to load from the log by looking for "No options file found: ..." The format is ..\Edit Scripts\[Game Mode]LODGen_[Pluginname that adds the worldspace]_[worldspace name]_Options.txt So for Falskaar it is "..\Edit Scripts\TES5LODGen_Falskaar_Falskaar_Options.txt" In this case add the lines to the file IsHDTextureMask=mountainslablod.ddsIsHDTextureMask=mountainslablod2.ddsIsHDTextureMask=mountainslablod3.dds Any shape in any NIF using these textures will be treated has HD LOD, that will keep vertex colors. However, as already mentioned it would be better for performance, resource usage and visuals to keep the original and default HD texture MountainSlab02.dds texture on all the custom LOD NIFs.That one does not need to be added to the options file as it typically is already set in the export file for TextureDiffuseHD=. It should keep vertex colors by default.
  23. I would only change the Use LOD flag to make it use the static LOD files from Tamriel.
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