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Everything posted by sheson
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DynDOLOD Fresh install - crash on first load
sheson replied to WDeranged's question in DynDOLOD & xLODGen Support
Thanks for letting me know and for the time and help troubleshoot this one. The update to the scripts will be in the next version of DynDOLOD Resources. It is already included in the latest DynDOLOD DLL. -
Added DynDOLOD.DLL for Skyrim Special Edition 1.5.62
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Exception : can not create DynLod inDawnofSkyrim-AllMajorCities.esp
sheson replied to Asmod3hus70's question in DynDOLOD & xLODGen Support
https://forum.step-project.com/topic/12057-dyndolod-error-help/ https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-pre-2xx/page-255?do=findComment&comment=163189 -
DynDOLOD Fresh install - crash on first load
sheson replied to WDeranged's question in DynDOLOD & xLODGen Support
Sounds good. Once it loaded it should be fine. Must be some kind of edge case. I could not trigger anything similar without that save on my end. -
The TreeLOD=0 is fine. Just do not change TreeFullFallBack mindlessly. If you run into CTDs again, post the papyrus log (from the readme) in addition to the DynDOLOD log.
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Updated papyrus scripts in DynDOLOD.DLL + Scripts for Skyrim 1.9.32 and DynDOLOD Scripts for Skyrim Special Edition and Skyrim VR to use less resources at first use.
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DynDOLOD Fresh install - crash on first load
sheson replied to WDeranged's question in DynDOLOD & xLODGen Support
With all the files you provided I was able to finally recreate the condition loading your save. Seems the papyrus engine is overwhelmed by lots of script activity across all plugins Please test these updated DynDOLOD PapryusUtil scripts, overwrite the ones from DynDOLOD Resources SE. Let me know if they fix the issue for you as well. Edit: These scripts are now in DynDOLOD Resources SE 2.54 -
[00:00:07.905] Exception in unit prepare line 551: Can not copy [REFR:0706312F] (places TreePineForest02 [TREE:00018A02] in GRUP Cell Persistent Children of [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF]) at -18,25) from Unofficial Skyrim Special Edition Patch.esp into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 13810)[00:00:07.905] [00:00:07.905] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. [00:00:07.905] [00:00:07.905] 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 to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/[00:00:07.906] Error: Can not copy [REFR:0706312F] (places TreePineForest02 [TREE:00018A02] in GRUP Cell Persistent Children of [CELL:00037EE6] (in SolitudeWorld "Solitude" [WRLD:00037EDF]) at -18,25) from Unofficial Skyrim Special Edition Patch.esp into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 13810) 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. The the most recent thread found when searching: https://forum.step-project.com/topic/13778-can-not-copy-sninedivine
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Check if the file dates of the export files matches the time of the last generation. It should be pretty close to the time of the created atlas textures. If it is older, then something is preventing overwriting them, but usually that should produce some kind of error while the code tries to replace the file. So either way it is odd.
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Check the DynDOLOD\Logs\DynDOLOD_SSE_log.txt, it shows were it creates the object LOD texture atlas to, "Creating atlas textures ..." DynDOLOD writes a new LODGen export file to DynDOLOD\Edit Scripts\Export\ for each worldspace. It contains a line with PathOutput= If it is different from the current selected output path, it probably means the file is old and could not be replaced. If it is correct, something is messing with LODGen.exe You can check the output path LODGen actually used in its logs DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt
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DynDOLOD will create the the path and folder the user selects in the options window. By defaults the options window output path is set to wbProgramPath + 'DynDOLOD_Output\' wbProgramPath is an xEdit variable that holds the path to xEdit/DynDOLOD executable, e.g. the path to where DynDOLOD.exe is when it is executed. When generating LOD the output at the time is saved and loaded again next time the application is started. All output of a generation session is written to the same output folder. Once set, there is no command that changes it for example between generating tree and object LOD.
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DynDOLOD Fresh install - crash on first load
sheson replied to WDeranged's question in DynDOLOD & xLODGen Support
The c:\Users\[username]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log will only show when you use DynDOLOD DLL. It probably got delete in the meantime. Don't worry about it. I will see if I can replicate it with the save. -
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 the 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. Edit: Installed Unique Border Gates SE, generated LOD, started new game, fast traveled to Weynon Stones, ran to Duskglow Crevice and nothing of interest happened. As far as I can tell, Unique Border Gates SE does not change anything in that area in the middle of the map (Block 1,1).
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Generate LOD with the Bashed patch removed. If it runs through without errors, the patch is broken. The latest version can be download from its Discord #wip-builds. If problem persists post error report with entire contents (not just the last couple lines) of ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or copy and paste the message window. Edit: The log you posted shows that there are a plugins with deleted references. That are some type of error that the xEdit error check should show. Those plugins should be cleaned.
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DynDOLOD Fresh install - crash on first load
sheson replied to WDeranged's question in DynDOLOD & xLODGen Support
Got thx. When you doing your tests are you using a save? Can you send me that one and the steps - if any - required to cause the CTD. Can you make the game CTD by using "coc whiterun" from main menu console and do something specific? Can you also upload/post ..\SteamLibrary\SteamApps\common\skyrim\PapyrusUtilDev.log c:\Users\[username]\Documents\My Games\Skyrim Special Edition\SKSE\skse64_loader.log c:\Users\[username]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log -
>dealing with a problem which I'm sure you were sure wasn't of your making That is just the thing... I never assume. I mean, yes I quote the FAQ and the usual answers first, which cover most of the problems, but once we are past those troubleshooting steps anything is possible. As I said before, updating DynDOLOD and things can introduce new problems not encountered before or like the typo in the papyrus script that I fixed today. That fix alone was worth going through things methodically. The other benefit is having this thread to point to in case I ask someone to go all vanilla step by step. This effort and feedback by the users to improve the tools and stuff is what I mean by submitting your Firstborn. Enjoy.
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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 problem persists post error report with entire contents (not just the last couple lines) of ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or copy and paste the message window.
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Great that it worked out. Of course re-creating mipmaps with better alpha coverage is the best way to go. If the leafs of 3D LOD trees seem too bright you can try darkening their LOD textures a bit. Should be simple enough since you know how to use gimp. For other trees, use the DynDOLOD log, find the mentioned NIF file used for LOD level 4, look up with textures are used with nifskope, edit those. On the other hand I guess most of them are in the same folder already mentioned.
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DynDOLOD Fresh install - crash on first load
sheson replied to WDeranged's question in DynDOLOD & xLODGen Support
Can you post the papyrus log of the crash. Skyrim.INI with bEnableLogging=1, bEnableTrace=1, bLoadDebugInformation=1 Please zip and upload the current plugins and the SKSE folder you have now for me to test and check if I can spot anything. -
So you are generating 3D tree LOD. Then the nearest LOD trees use 3D LOD models and usually not billboards but the 3D tree LOD nif as can be seen from the DynDOLOD log. The brightness setting for tree LOD only applies to billboards. The 3D LOD models usually do not need a brightness adjustment, because their 3D leafs have shaders and normalmaps and should react similar to lighting like the full model trees. With a recent update some of the leafs LOD textures are not being put on the texture atlas (will be fixed again with next DynDOLOD version). Instead the LOD textures are used directly as is. It turns out the LOD textures for the Apsen 3D LOD trees in EVT have really bad mipmaps. Either remove or regenerate the mipmaps (with gimp) on the Textures\lod\treeaspenbranchcomplod0*.dds or replace the textures with the ones from Textures\lod\rat\treeaspenbranchcomp0*lod.dds in case they match the color tone (depends on which Aspen trees version you installed) TexGen has no effect on the tree LOD leafs or the billboard trunks used by the hybrid 3D LOD trees.
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To troubleshoot find a 100% reproducible way. LOD is always the same and DynDOLOD usually operates same way every time. 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 the 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.
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Yes fully intended, so we checked everything one step at time. Looks good, but you also came across an error in the DynDOLOD SkyUI MCM - Settings page with the NetImmerse Override detection throwing an error. I just updated the DynDOLOD DLL download for Skyrim with a new version. It is inconsequential for the troubleshooting here and does not exist in the DynDOLOD Resources scripts for PapyrusUtil. Once you installed the new scripts, the "Cannot open store for class "nioverride", missing file?" that show up when you open the Settings page in the SkyUI MCM should be gone as well. So all in all it looks good and appears to be working as intended.
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DynDOLOD generates all files into the output folder that the user defines in the options window. This includes the plugins, the tree and object LOD in meshes and textures folders and the data files in the SKSE folder. That output then needs to be installed into the games data folder - the how depends on the used mod manager. I suggest to read the DynDOLOD documentation and watch the included videos if any of that is unclear. Just to make sure, the term [worldspace] is a placeholder and in this case is Tamriel.
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DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt it is possible the first two digists ofthe form id is different when the load order of the DynDOLOD plugin was different. The entire form id will be different for each new LOD generation. But as long as the line is there with the same position numbers 29218.218750 2639.484131 -167.527588 it is fine. The best way is to use DynDOLOD to create drastically improved static object LOD... it does so by default unless it is unchecked on the advanced options. When DynDOLOD generates static object LOD it creates meshes\terrain\[worldspace]\objects to the output folder with all the *.bto static object LOD files. Check the end of the DynDOLOD log DynDOLOD\Logs\DynDOLOD_SSE_log.txt for errors when generating LOD for Tamriel and for LODGen errors. Then check DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt for errors.
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