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Everything posted by sheson
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If you are generating 3D tree LOD, the billboards are used for the higher LOD levels and fall back only in case a 3D LOD models is not found. Billboards are LOD resources for "2D" tree LOD only. It seems the mod is just replacing the full textures used by the branches. You will need to create 3D LOD models with the green tree branches textures. The texture needs to be converted to a LOD texture with adjusted alpha channel. You will find more info in DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html
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The "green aspen" billboards from the google drive link should work just fine as they seem have the appropriate files names. The billboards are LOD resources that are used when generating tree LOD. Make sure the billboards dds/txt files are not overwritten when generating tree LOD. Once LOD generation is finished install the generated tree LOD as usual.
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Those screenshots do not show anything useful in regards to the supposed problem that LOD shows in loaded cells. All the screenshots show is a base record, some files in a folder and a screenshot of objects in loaded cells. Open console, click object that is supposed to be LOD to get its reference form id and look it up in xEdit.
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What object in that screenshot is supposed to be LOD? Open console and get its form ID and look it up in xEdit.
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It is possible that it is a bit faster, since some optimizations were made working with plugins, however those are marginal compared to generating meshes with LODGen or creating (terrain) textures with are image routines that already use multi-threading. (The upcoming update of DynDOLOD is actually 1 or 2 mins faster it seems because creating the plugins is faster). The latest LODGen is a bit faster, too. The important benefit is the updated plugin loader that supports ESLs properly. Anytime I post an xLODGen update means that something in regards to LOD generation was updated or refined (like better error handling for example) - not just because xEdit was updated (as it is updated daily right now). If there are changes in LOD generation itself I will detail them in a post.
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I fixed the link I messed up when copy and pasting from the DynDOLOD FAQ for the error message. I suggest to use additional info from the error message that I pointed out and check the world record directly first.
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The error message from your log: [00:00:07.954] There is a problem in DynDOLOD.esm with Tamriel "Skyrim" [WRLD:0000003C] using [16002DAE] in SMIM-SE-Merged-All.esp [00:00:07.970] DynDOLOD.esm probably requires a different version of SMIM-SE-Merged-All.esp [00:00:07.987] There is a problem in DynDOLOD.esm with Tamriel "Skyrim" [WRLD:0000003C] using [1602E12D] in SMIM-SE-Merged-All.esp [00:00:08.004] DynDOLOD.esm probably requires a different version of SMIM-SE-Merged-All.esp [00:00:08.082] Exception in unit prepare line 543: FormID [16002DAE] references a master which is not available in file [FD] DynDOLOD.esp FAQ: Exception in unit xxx line xxx: FormID [xxx] references a master which is not available in file [xx] xxx.esp A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See video for help. Now look at the highlighted message: The worldrecord 0000003C links to non existing form IDs 16002DAE and 1602E12D. Since the error is recorded in DynDOLOD.esm it probably originates in the last ESM that overwrites the world record 0000003C. Just open entire load order without any DynDOLOD plugins in xEdit and check the worldrecord 0000003C. Find the rows NAM2 - Water and NAM3 - LOD Water Type and check that each column links to a valid form.
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No. A dummy plugin is used to load archives and nothing else. The plugin(s) that DynDOLOD generates have a completely different purpose. From first post: There is no hard requirement for the plugins that define unused LOD models and the FO4LODGen - Main.ba2 to be loaded in the game. However, if you notice flickering LOD textures or other odd behavior keep them in the load order. The FO4LODGen-DLCCoast-WindTurbines.esp setting isFullLOD flag is for in-game use only obviously.
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xLODGen generates LOD meshes and textures, no plugins. Tools that are used to create/generate assets do not care what you do with them afterwards. Installing the files to use in a load order or packing them to include in a mod with a new worldspace is at the users discretion and requires different tools. Bethesda games need a plugin (empty dummy) to load games BSA/BA2 unless the archives are added to the INI. That should be basic modding knowledge.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
If you still have your copy of a mod you can still use it Skyrim SE is buggy garbage that is not really fit for serious modding yet, so that is cool. The error about the nif included in the Portal 2 Mod is unrelated to Enhanced Landscapes. Removing the portal2mod.esp from the load and then generating again should take care of the "Exception in unit process line 85: Can not read Root block from meshes\mods\spcsphrorbitalstrike01.nif Error reading NIF block 0 NiHeader: Unknown NIF version "20.2.0.7" ("User Version"=12, "User Version 2"=80)" message. See https://forum.step-project.com/topic/12479-dynamic-distant-objects-lod-dyndolod-243/page-12?hl=%2Bspcsphrorbitalstrike01&do=findComment&comment=224356 The errors about the missing models need to be fixed, though. If you load the entire load order into xEdit and then type the mentioned form IDs like 000EF5A5 into the field top left and hit Enter, the right window most right column will show you the last overwrite record with a line for the model path / model.nif that is missing.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
If a plugin adds trees to the cells of a parent world which have the same coordinates as the cells in a child world, then the engine will not remove the tree LOD, if the player is in the child world. This causes tree LOD to show close-up in the child world. The full models are added to the parent world, so you get the form id while in the parent world, because that is were the full models are.- 440 replies
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In case it is not obvious from my question, the message is not always the same depending on the cause. If a program makes suggestions, I suggest to try them first.
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Did the error also say "Set Optimize Unseen for LOD level X to off or use x64 version"? In that case turn the feature off or use xLODGenx64. Update to MO 2.x if that feature of xLODGen is important to you. Alternatively limit the area to generate meshes in several steps.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
From the screenshot it is obvious that either the load order changed between generation and loading xEdit (because it would require a plugin to overwrite it to trigger the error) or that the mentioned FormID exists in a different plugin pointing to a wrong master. The second scenario seems more likely since the error happens in the Tamriel worldspace and not the Solstheim worldspace. The most typical candidates are automatically created patches, like bashed patch or a merged plugin. If xEdit truly does not find the error in any plugin your next option is to remove plugins from the load order until the error is gone. Start with the (patches/merges) plugins loaded last or remove it groups, until it works, then add back one by one until you have found the culprit. While unrelated, it is recommended to remove SkyFalls/Mills from the load order for best performance and visuals.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Open the entire loader in xEdit, wait for it to load everything completely (The log will show Background Loader: finished) Enter the form id 04011AA6 into the field FormID top left and press Enter to show the record in the right pane. I would expect the first plugin (2nd column) to be listed to be [04] Dragonborn.esm. If another plugin overwrites this record there should be at least a third column with the plugins name on top. Let us know the plugin name I can then have a look myself. If no plugin is overwriting the record it could mean cleaning went wrong.- 440 replies
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I suggest to read the first post, then read the included readme and then read the logs that are created while generating LOD. I am not going to wonder why there would be a need to delete anything if everything still looks the same or why someone would even ask that instead of trying to fix what they did wrong.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
No. The error and overwrites of form IDs is plugin related and is something you check and fix with xEdit or CK. While unrelated to the plugin errors, DynDOLOD creates LOD files to the distinct output folder which is outside MO/game folder. The output should be installed as a mod and those files should not be overwritten by other files. Consequently there shouldn't be any LOD files in the MO overwrite folder.- 440 replies
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This questions answers itself from the xLODGen interface. xLODGen generates an object LOD texture atlas when object LOD is created and the option to create the object LOD texture atlas is checked. xLODGen generate terrain LOD diffuse/normal textures when generating terrain LOD and the checkbox to create these textures are checked xLODGen uses the files it finds in the current load order the same way the game does. The log shows which BSA/BA2 were loaded based on INI settings and plugins. Use that to troubleshoot and fix the load order.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
SkyFalls and DynDOLOD rather obviously can not be active in those screenshots. Remove SkyFalls as is recommend in the manual. Check the most basic things/information: Did you maybe uncheck "Generate DynDOLOD" on the advanced options? Did you generate LOD for the Tamriel worldspace? Did the DynDOLOD LOD generation process finish with "DynDOLOD Worlds completed successfully" in the log? Did the "DynDOLOD successfully initialized" message show up in the game? What is the status of the DynDOLOD SkyUI MCM Main Page?- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
The problematic form id 04011AA6 is mentioned in the the message. I would think a plugin is overwriting it doing something wierd.- 440 replies
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You should be able to fix that problem with xEdit I suppose. Data from -32,-32 to 34,34 is just a status line printing the min SW and max NE coordinates of the data that was found in the *.bin file.
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I believe this error seems to indicate there are duplicate CELLs in the worldspace with different form ids, but the same coordinates. Edit: Replace LODGen.exe/LODGenx64.exe in Edit Scripts folder with this version, it will print the CELL coordinates and ignore the duplicate data.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Most likely caused by installing DynDOLOD into a special windows or game / MO folder, maybe UAC or anti virus or using MO incorrectly / odd setup.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Good to know- 440 replies
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