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Everything posted by sheson
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New Game with disabled mods that have dyndolod LODs
sheson replied to kevkiev's question in DynDOLOD & xLODGen Support
DynDOLOD generates LOD for the selected worldspaces. Only worldspaces of enabled plugins are available at generation time. Many mods adding new worldpspaces also change things in the vanilla worldspaces. If mods are only enabled for LOD generation but not in the game it means that the LOD will not match the current load order. So, mods adding new worldspaces that are enabled while generating LOD can be masters in DynDOLOD plugins. If LOD for a new worldspace is generated it most definitely will be a master in a DynDOLOD plugin. Generate LOD for the current load order. After adding new mods, try to update existing DynDOLOD as explained in the manual. If that doesn't work, generate DynDOLOD from scratch. -
Error during Applying script "DynDOLOD Worlds"
sheson replied to Ekksuplosion's question in DynDOLOD & xLODGen Support
Load order FileID [37] can not be mapped to file FileID for file "DynDOLOD.esp". Looks like there might be a bug in the newest version. You could use Standalone 2.43 with DynDOLOD Resources 2.30 as fall back and it will most likely be fine. It seems the DynDOLOD_TES5_log.txt is truncated. Please paste the rest if possible. Load entire load order in xEdit and check what plugins overwrite form id 000B11EC. Let me know if you need more detailed instructions. -
The error is probably happen before the Adding of MajesticMountains.esp. As the message suggests post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt
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3D Static Object Trees LOD - A Few Questions
sheson replied to exploiteddna's question in DynDOLOD & xLODGen Support
See DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html for explanation of the CRC32 checksum which is used to match trees to tree LOD resources. -
Airship Dev Aveza LOD incompatibility with DynDOLOD
sheson replied to kojak747's question in DynDOLOD & xLODGen Support
You can either just create reference rules for the two LOD versions or create mesh rules for two different ships nif to leave them untouched by DynDOLOD. You can ship the the rules with the mod in a DynDOLOD folder next to Meshes/Textures as explained in DynDOLOD_Mod_Authors.html I suggest to never use the same file name for different assets in different folders. Bethesda does not do this. Each different assets should use a unique file name. One advantage is that it helps tremendously with compatibility between different mods. You could also create a simplified LOD version it switches to. Then update the mesh rules to target the LOD NIFs. The rules file name in the Skyrim/Data/DynDOLOD/ folder shipping with the mod should be DynDOLOD_TES5_da_skyshipesp.ini Mesh rules so no reference using these models ever get any LOD by DynDOLOD [Skyrim LODGen] LODGen1=skyship_static.nif,,,,,Unchanged,0 LODGen2=skyship_stopped.nif,,,,,Unchanged,0Reference rules to target the LOD references directly so they are not modified by DynDOLOD [Skyrim LODGen] LODGen1=da_skyship.esp;0005b12e,,,,,Unchanged,0 LODGen2=da_skyship.esp;0005b12f,,,,,Unchanged,0 -
They work fine here, not sure why they are causing you trouble. Maybe reinstall or resize them. They are very wide. Or just remove them. Their LOD is probably not important.
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Oh right, it can't get to the part where it saves that file. Anyhow, remove those textures one by one, see what you find.
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Testing generation with Hd-Lods Flora and Trees Billboards for Soul Carin and it worked without problems with those billboards. Compare DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_flat_atlas_map_dlc01soulcairn.txt to the one I attached. Based on your screenshot you should have the same 5 textures listed. MO "hide" each texture one by one to see if you can find one that causes it to not work. Still a bit wierd that I can't just save the file. By that time it already loaded all the billboards and did all its things and just tries to write the data, so it is most likely something preventing it from creating/writing the file. DynDOLOD_SSE_dlc01soulcairn_flat_textures_used.txt
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What mod supplies the billboards it is showing the missing _n.dds for? I am assuming you are generating 3D tree LOD with billboard fallback? It is trying to save DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Flat_Atlas_DLC01SoulCairn.dds Delete the entire Output folder before generating. Maybe an older version of that file already exists that can not be overwritten because another application is still accessing it. Maybe AntiVirus blocking, but unlikely.
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Just run Soul Cairn alone... Are those shrubs billboards from SFO?
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What is the exact text / texture path or filename that is flickering at the top?
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The log is only saved when you close DynDOLOD. You need to make a screenshot of the log messages before you kill it. In case the screenshot doesn't show it, what worldspace?
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This is an xEdit script. Load mod in xEdit, then apply the script to the worldspace you want to scan. It will print lines you can copy and paste to the *.patch file I mentioned earlier. Run a second time after changing EDID = 'FXWaterfallThin2048x512';
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DynDOLOD 2.44 is based on the latest xEdit code base and now supports ESPs flagged as ESL etc.
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I use a script for that of course: { apply script on a worldspace to create a list of overwrites } unit userscript; const EDID = 'FXCreekFlatLong01'; //FXWaterfallThin2048x512 function Process(e: IInterface): integer; var fid: Cardinal; begin Result := 0; if Signature(e) <> 'REFR' then Exit; if EditorID(BaseRecord(e)) <> EDID then Exit; fid := FormID(e) and $FFFFFF; AddMessage('overwrite=' + Lowercase(GetFileName(GetFile(e))) + ';' + IntToHex(fid, 8) + ',NAME=' + EDID + '_NoBSOrderedNode'); end; end.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Thanks for letting me know. Fixed with DynDOLOD Resources 2.44.1- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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Yes. I am kind of waiting to see if there are reports about side effects I did not notice so far. None of the others worldspace have sooo many that I noticed them causing such problems yet. Have a look at DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_dreamborneislandsesp_aaaSunchamberWORLD.patch. Just copy and paste a line and update the form id for a reference in the other worldspaces that use one of the two updated meshes. I can explain in more detail if you have specific questions.
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DynDOLOD 2.44 with DynDOLOD Resources SE 2.44 supports Voyage to the Dreamborne Islands and hopefully again any other ESP plugin adding new worldspaces. The Dreamborne Islands mods make extensive use of waterfalls / meshes with BSOrderedNodes in them. It turns out, if too many are active at the same time they cause CTD (in Skyrim they just seem to cause massive FPS drops). DynDOLOD 2.44 has a patch for the mod to replace these meshes in the World Axis (AAASunChamberWorld) with versions that use a NiNode instead for better performance / no CTD. Visually there seems no difference either... maybe I am old and blind, go figure. (The plugin can be cleaned just fine by the way. The black faces just seems like a lazy convert)
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I suggest to read the included manual. This has been asked and answered plenty of times. In principle no plugin needs to be deactivated, unless DynDOLOD say so itself. Plugins with errors should be fixed or removed from the load order entirely. You are trying to generate 3D tree LOD with full model fallback while using tree mods for which 3D tree LOD models do not exist. Do not change the TreeFullFallBack setting. No idea what "lot of errors" and "ended in CTD" means. If plugins have errors they should be fixed. The mod Open Cities requires a two pass LOD generation which is explained in the included manual. Could be anti virus, UAC, make sure all textures listed in DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_skuldafnworld_textures_used.txt can be accessed and are valid textures. Use xEdit Asset Browser (CTRL + F3) to open them in an image viewer. You can also just not check the worldspace to skip it.
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So after removing the Skyrim mod everything works as expected? Blended Road has an install option that is similar to what Real Roads did AFAIK.
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FAQ: Skyrim: 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. 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: 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. Upload big log files to a file service or paste to pastebin. Was DynDOLOD_Worlds.json set to true before recording that Papyrus log? What is Real Roads.esp? Is it a manual conversion? Maybe something went wrong when converting meshes. Why not use the 3D option of Blended Roads?
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The message is self explanatory and has been asked and answered before. The typical mistake is that another mod is overwriting with older files.
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Just adding the mod to your existing load order should not cause any problems. Post load order to modwat.ch. When does the problem happen exactly, what are the steps? Do you have SSE Engine Fixes? Have you tested with [MemoryManager] enabled=true?
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I believe this might be related to https://forum.step-project.com/topic/13673-error-dyndolod-can-not-find-master-data-in-dyndolod-wyrmstoothworldjson/ because the mod is ESP (rather than an ESM) and the current version of DynDOLOD is not dealing with this properly. Can you check if Dreamborne Islands.esp ends up as a master in DynDOLOD.esm? If possible open load order in xEdit and check if DynDOLLOD.esm contains any of the [+] Worldspaces aaatestworld01, aaacratercity, aaariverheadWORLDSPACE or aaaSunchamberWORLD There is not really anything you can do about the problem, but wait for the next version which I hope to release soon. Unlike the linked thread, this mod was never flagged as ESM in the first place - could be fine doing that or not. Until then do not select those worldspaces when generating LOD.
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xLODGen generates terrain meshes and textures with the settings and options are you are selecting. None of the pictures shows vanilla terrain LOD. It is unclear what terrain LOD meshes/textures/noise textures are used in the screenshot you are comparing to, e.g. what tool or settings were used to generate it and what the full model textures were at the time of creation. If you want terrain LOD textures to be darker, use the brightness/contrast/gamma settings or adjust the noise texture. If the brightness/contrast/gamma settings are default the color tone of the created LOD textures is exactly as the color tone of the full textures currently installed in the load order. The normal texture resolution, compression, baking of normal maps and the steepness setting will also affect how terrain LOD reacts to lighting and seem to have more detail.

