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Everything posted by sheson
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This is how it looks when it initializes Loading Version: 36 Init... Plugin::InitPlugin() - 1 -done Registering functions... -done Check c:\Users\[username]\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log for clues If PapyrusUtil continues to be a problem and is not required for any other mods, you could use the alternative DynDOLOD DLL
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TexGen "not found" error preventing me from completing DynDOLOD
sheson replied to wizard903's question in DynDOLOD & xLODGen Support
Looks like TexGen starts and runs just fine. It got to its option window where you clicked start. While it is doing its ting it then tells you a textures is not found. The texture textures\landscape\trees\treepineforestbarkcompsnow_n.dds is in Skyrim - Textures.bsa, which we can see from the log is being loaded. It also exists in the Hi-Res DLC. This typically means there is a problem with Skyrim - Textures.bsa DynDOLOD is a modified xEdit, so start the load order in xEdit, start the Asset Browser with CTRL+F3, enter treepineforestbarkcompsnow_n into the filter and see what happens when you right click the listed file and Save as (from Skyrim Textures.bsa) Also, the install instructions says: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files TexGen.exe/TexGenx64.exe, TexGen.exe/TexGenx64.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. -
I removed the non relevant entries part from the papyrus log, since they seem to confuse what the real issue is. The PapyrusUtil initialization seems to be failing. Setup PapyrusUtil correctly for the Skyrim and SKSE version that is installed and once it works, I bet DynDOLOD will too.
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Are Mods Added For DynDOLOD Needed Once LOD Has Been Created?
sheson replied to Kraggy's question in DynDOLOD & xLODGen Support
Most from DynDOLOD Resources (Core obviously, optionals if installed: High Hrothgar Window Glow, DLC2 Vvardenfell 3D Plume, Low-Res Textures) needs to be kept. The text file patches (Whiterun, Solitude, Birds of Prey) are only needed while DynDOLOD is generating LOD. Anything installed from DynDOLOD Patches needs to be kept, obviously. There is no TexGen plugin, it only generates textures. They need to be kept. Billboards can be removed after LOD generation as those resources are not used directly in the game, usually. There is no advantage to disable/remove anything, even if it is OK to do it for some things. If would be part of the instructions/manual if it were. All that is going to happen by removing things is that the user forgets about it and next time LOD is generated things will not work correctly. -
DynDOLOD 2.54 / Skyrim LE - "'Skyrim\Data\' Not Allowed!"
sheson replied to Kraggy's question in DynDOLOD & xLODGen Support
If DynDOLOD/xEdit is started without a -o command line argument to set the output path it defaults to the data folder automatically. DynDOLOD is checking if the the current output is deemed valid to protect users from themselves, prints a message if it is not and sets the default out path inside the DynDOLOD installation folder which is then eventually shown in the options window. If the LOD generated successfully, the log ends with DynDOLOD Worlds completed successfully and LODGen for 'worldspace' completed successfully messages as explained in the Generating LOD section in the Manual. It might still have a report about uncleaned plugins, missing meshes and large reference being overwritten to point out problems with mods and plugins, but those things do not stop successful LOD generation. -
xLODGEn does not change how LOD works. If textures seem blurry then try to increase their resolution. If you want to increase resolution of the LOD4 normal texture, check the baking option. You might also try to not generate mipmaps or change the mipmap bias in case the engine seems to switch to higher mipmaps with lower resolution too early. Noise textures only changes the luminosity, but not the resolution of the textures.
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dyndolod sse water reflection problem
sheson replied to munha666's question in DynDOLOD & xLODGen Support
Make the Skyrim.INI and SkyrimPrefs.INI default again to reset the mentioned settings to normal values and possible others. Only then does it make sense to do the other troubleshooting steps already suggested. DynDOLOD does not change how reflections work, image spaces etc. It generates static object and tree LOD and adds some references to the world. However it will carry for World and Cell data from the highest plugins at the time of generation. Useful troubleshooting includes testing with a default game and default INIs and then generate DynDOLOD for it. -
Thanks for letting me know. Maybe something else happens and I will keep an eye out if I can spot anything. As you said, it usually works well enough either way so no worries.
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There is most likely some kind of error in Beyond Skyrim - Bruma - Guard Cloaks.esp It is likely it is a ESL flagged ESP with Form IDs outside the allowed limits. Load with latest version of https://github.com/TES5Edit/TES5Edit/releases/, check the backgroundloader log for error messages about the plugin, check plugin for errors. All those error should be fixed for a stable load order.
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Ops, sorry about that. I am confused. This is not the DynDOLOD thread.... sooo sorry. xLODGen hides the LODGen.exe command prompt window and instead prints its loglines back to its own message window. You should see the exact same lines as in the uploaded log no? If xLODGen stops anywhere without being responsive, screenshot it so I have an idea where. Such problems might result from installing xLODGen into Program Files (x86), game folder or steam folder. UAC, antivirus often interfere with writing files there. As you figured out, you can just generate specific worldspaces at a time. Also the 3 types of LOD and the meshes/textures of terrain LOD can be generated separately and then later merged into a single "mod". All the files are distintive and do not overwrite each other.
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What do you mean you do not notice command prompt windows? DynDOLOD spawns a LODGen.exe in a command prompt window for every worldspace to generate the object LOD. That is what you uploaded logs from. If it is DynDOLOD.exe that stops responding, then there is no use uploading the logs from LODGen.exe. If DynDOLOD stalls for a long time / forever, post a screenshot of the DynDOLOD message window instead so we at least have a clue at what point it happens. To work around the issue, do not check the problematic worldspace, generate and install as usual. Start DynDOLOD again - this time with the already generated plugins - and generate LOD just for that worldspace left out earlier. It might work just by itself. Then install new output over old output.
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The LODGen logs you uploaded show that object LOD was generated completely without error for Tamriel and MarkarthWorld. Twice. If the LODGen prompts are not closed yet you can double click them to open them and watch the log lines being printed to the white on black command prompt window. Once it reached "Log ended at xx:xx:xx" and then Code: 0 it is done. It should close automatically. If it doesn't I could not imagine why. May be the log files can not be closed for some reason - OS/UAC/Antivir whatever.
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For 2.54 I updated a few things around executing TexConv a bit to see if they might fix or otherwise help with access denied problems. At least there should be more to the error message that might help to learn more about the reason. If all else fail use BC3 for Specular Normal and BC1 for everything else in TexGen. In DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini use StaticLODDiffuseFormat=200 StaticLODNormalFormat=200 TreeLODDiffuseFormat=202 TreeLODNormalFormat=200
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If single LOD textures are larger than the Max tile size setting, they might not be put on the atlas. It OK and will work - for a tiny performance impact.
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I keep thinking it might be some overzealous antivir, because there also have been occasional reports of files being flagged for some people. Even with the same software I have running, which never says a beep. From the thorough tests that Nexus does for every upload, we can deduct they are single false positives. All very odd.
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Element := IInterface(ESPFile.ContainedRecordByLoadOrderFormID[TwbFormID.FromCardinal((ESPFile.LoadOrderFileID.FullSlot shl 24) + 2320), False]); I will just repeat the same answers I have been giving in the past days: There really is not much I can do much about the OS or antivirus preventing access to files. Set the right permissions, unblock files, run as administrator... 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 ... Trim big files down to the entire last generation with the error. Use pastebin or a file service if it can not be attached. Someone ought to check and report what the Windows Event log is saying. Maybe then we will figure it out.
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File overwrites are final. The last loaded asset - meshes or texture - with the same path and filename wins and is used. Flashing of two textures does not happen because the texture is overwritten but because two models with different textures occupy the same 3D space. If it is in the LOD area (toggle on off with tll in consonle) it is most likely large reference bugs. If it is in loaded cells it typically 2 objects loaded at the same time, easily checked by clicking in console and checking form id, and using console command disable, then click again to get a different form id. Objects with enable parent can not be disabled, though.
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DynDOLOD Fresh install - crash on first load
sheson replied to WDeranged's question in DynDOLOD & xLODGen Support
What about the overwrites of the base records like Activators (keep the non overwrites DynDOLOD_* and *_FirstbornActivator), Doors, Furniture, Moveable Static, Static, Tree? Then check what happens if you hide all of the papyrus scripts. If that changes something we can check papyrus log (I could provide scripts that print more info to the log) If hiding scrips does not change anything, start removing Cells, then worlds once empty, all those records are copied from other plugins. Keep the Quests until last, but those won't do anything without scripts. -
Check in the log which 3D tree LOD NIFs are used for the aspens. It is possible it using the full models because matching 3D tree LODs are not found, the log should mention that and the NIF file name not having passthru and lod in its name would give that away, too. Make sure it uses specially prepared 3D tree LOD models. If it using 3D LOD models check with Nifskope which textures they use for the leafs. Probably textures\lod\treeaspenbranchcomplod0[1|2|3|4].dds from the billboard generator. You could try to overwrite them with Textures\lod\rat\treeaspenbranchcomp0[1|2|3|4]lod.dds from DynDOLOD Resources and then create LOD again (or just click Create Atlas, then click Execute LODGen in expert mode).
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DynDOLOD Fresh install - crash on first load
sheson replied to WDeranged's question in DynDOLOD & xLODGen Support
There is something odd going if there are Tamriel_Firstborn_X_Y references in DynDOLOD.esm. They should be all in the DynDOLOD.esp. Only some old outdated versions did that back a wihle ago. For the 50:50 removal test, do not remove in DynDOLOD.esp Tamriel_Sheson_Object, Tamriel_Minion_*, Tamriel_Firstborn_* in DynDOLOD.esm Tamriel_Worshipper_* as that will prevent dynamic LOD objects from being switched on/off. The above records are typically fine and do not cause CTD. With them removed *_LOD and *_GLOWLOD records do not activcate, including the one most likely causing problems. You would only remove them (or rather CELLs containing them if nothing else is left) Remove these type of references: overwrites *_DynDOLOD_LOD *_DynDOLOD_GLWOLOD *_DynDOLOD_TOWN *_DynDOLOD_MANUAL *_DynDOLOD_NOLOD etc. -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
From the manual: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files TexGen.exe/TexGenx64.exe, TexGen.exe/TexGenx64.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. DynDOLOD should not be installed into SteamApps folders DynDOLOD should not be installed into game folder DynDOLOD should not be installed into Program Files (x86) The game should not be installed to Program Files (x86)- 440 replies
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Please post entire contents (not just the last couple lines) of ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt
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I double checked. The plugin Undriel_FallingGildergreenPetals.esp is invalid as it has Form IDs https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/ When you load it in xEdit it will have a warning messages: [00:06] Background Loader: [00:06] Background Loader: xEdit will allow loading and fixing of the FormID. DynDOLOD is supposed to stop with the error message, but it seems I messed that up. So it will be fixed in the next version.
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I can really not do anything about access denied errors coming from the OS or Antivirus or whatever. Someone ought to check and report what the Windows Event log is saying. Maybe then we will figure it out. However, nobody knows what the error is without an error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error Ah darn, there was supposed to be a nice error message instead. It is either something wrong with the plugin - check it in latest xEdit - or something going with the xEdit loader. I will look into this some more and post an update later.
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