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Everything posted by sheson
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I can not support 3rd party guides. If you have problems with a 3rd party guide you need to discuss that with the author of the guide or in its appropriate forum. The first screenshot look like textures are missing in the load order. This is typically a file not found problem. If LOD does not match the full model, then most likely the wrong LOD resource for that full model was installed at the time of LOD generation. If this happens with 3D tree LOD is most likely happened because of renaming LOD resources incorrectly for some reason. If there is no LOD for a full model, then typically there was no LOD model installed for this full model at the time of generation, or the plugin that adds the full model was not part of the load order of the time of LOD generation. In case of tree the DynDOLOD log prints a detail log which tree uses which LOD resources as you seem to know. Use that to troubleshoot above issues by getting the base record form ID for trees which LOD has problems. Then check the mentioned nif in nifskope and the mentioned billboard in an image viewer. If a nif or billboard was not found and you want LOD for that tree supply either or both resources types. 3D tree LOD uses NIFs for LOD level 4 and billboards for the higher LOD levels. The problems above all seem to be with NIFs for LOD Level 4 and not with billboar used in level 8 and 16. This type of message tells you if a billboard was found in the load order or not. If you expect to have billboard tree LOD for such a tree, install a billboard for it. The path and filename of the billboard is printed so you can check your load for that billboard and take the appropriate action. From DynDOLOD-Trees.html: Enhanced Vanilla Trees - The Skyrim SE version does not properly support 3D tree LOD. Use the Skyrim version. Convert only the plugin in CK64. Do not convert any of the 3D models. The form version in the plugin does not affect LOD generation. All that matters that the correct LOD resources are installed for the current full models in 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
This is the error message at the end of the log: [00:01:26.143] Exception in unit process line 85: FormID [04011AA6] references a master which is not available in file [8F] DynDOLOD.esp [00:01:26.143] [00:01:26.143] 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. [00:01:26.143] If problem persists, post error report with entire contents of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/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 this video for help. Bruma missing models for tree is "normal". They forgot to add those models to their BSAssets.bsa and BSHeartland.bsa. Those BSA are loaded fine as you can see from the top of the log. AFAIK those files missing is inconsequential for the mod to function properly at the moment .- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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Worldspaces are not the only type of records that might require an overwrite and more importantly, the Bruma plugin also modifies other worldspaces like Tamriel. Border crossings and all...
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The LOD included in Bruma has some more objects in the distance that will be missing when generating object LOD. If you notice or care depends on you. If you do not like the included tree LOD generate your own. Billboards https://www.nexusmods.com/skyrim/mods/85024/
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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 feature to manage archive only exists in MO 1.x but was removed in MO 2.x. So it is already off. Follow the first hint of the message which says to "Check the top of the log that all required *.BSA files are loaded." Then follow the other hints.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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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 error description and images read exactly like what would happens if a worldspace does not have LOD. Everything past the loaded cells (in fact because there is no *.lod file it should be in a smaller radius around the player) fades into view. Just create *.lod file for the worldspace with https://www.nexusmods.com/skyrim/mods/10896 and then generate with DynDOLOD. If it asks for dimensions use -32,-32 as origin and 64 for size. I think that should cover the worldspace. Otherwise just extract and rename Tamriel.lod with xEdit Asset Browser (CTRL + F3)- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
AFAIK that worldspace has no LOD. Only worlds that have existing lodsettings file in ..\Data\LODSettings\[Worldspace].lod are shown.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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Q: SSE Full Model Tree LOD4 w/ 32G RAM + 11G VRAM
sheson replied to Drexl's question in DynDOLOD & xLODGen Support
Depends on the tree models. Vanilla trees and SFO already worked in Skyrim (memory usage always close to breaking of course). Instead of doing full models in the higher LOD levels increase LOD level 4 distance. -
Found a reference, expected for New Texture: TXST
sheson replied to DinoInDisguise's question in DynDOLOD & xLODGen Support
I am not quite sure how cleaning could result in this specific error though, but nevertheless, yes redo that and hopefully it should fix the issue. Make sure to use a recent xEdit version. -
"NifScan doesn't support SSE meshes" is a very clear statement. That doesn't mean it can not read some headers and some blocks that did not change in the new format. Probably best to discuss such things on the Nifscan page. The warnings reported by Nifscan are correct in itself. However, nothing needs to be changed if it doesn't cause problems and none of the fully intentional things required for correct LODGen operation should be changed. Use Nifscan as a tool to help troubleshoot if there is an actual problem to make informed judgement and decisions.
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It is great that you are mentioning the Nexus page that was created and written by Zilav back to himself. You are probably mistaking checks that verify if older NIF versions are "compatibility" with Skyrim SE with the support of the newer NIF version from Skyrim SE. DynDLOD Resources SE almost exclusively contains NIFs in the new Skyrim SE format, which is not supported by NIFScan, according to its author Zilav. The majority of meshes included in DynDOLOD Resources are used by LODGen.exe to generate LOD. They are not used in the game. Changing fully intended settings and options (some of which may be reported as potential problem by Nifscan) in the meshes included in DynDOLOD Resources will interfere with LOD generation. The few meshes from DynDOLOD Resources, which are used in the game in very specific ways, are not causing a problem. We would know, because such things do not go undetected for years. More often than not, NIFs that are seemingly fine in NifSkope and have no problem reported by Nifscan cause a problem. In case a mesh causes a problem in the game it is discovered very easily and quickly. After all, a corrupt/invalid mesh is the second most common reason for problems after memory issues. Take a look at the troubleshoot recommendations and steps to solve these issues and how the DynDOLOD standalone already reports missing/corrupted meshes in its LOG at generation time. Then check discussions how often a mesh from DynDOLOD Resources was found to be the source of a problem in the game compared to meshes from other mods or official sources. If you have problems in the game that are caused by assets included in DynDOLOD Resources or that are caused by a bug in DynDOLOD standalone those specific assets or bugs will be fixed accordingly and promptly.
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The log should reveal what's happening? Upload or post FO4LODGen_log.txt to pastebin.
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Found a reference, expected for New Texture: TXST
sheson replied to DinoInDisguise's question in DynDOLOD & xLODGen Support
As I already mentioned, there is no correlation between iNeed being mentioned at the end of the log and the exception which happens earlier. The last post manages to show where the exception actually happens: it is while "Updating 2247 base records" If xEdit error check does lead to the broken base record/plugin try this: Edit DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini in notepad and set Debug=1 Then run DynDOLOD again and it should print the form id of each base record that is being updated. The last base record mentioned should be the problematic one with the wrong entry (e.g. a link to a reference) for a texture replacement. -
Found a reference, expected for New Texture: TXST
sheson replied to DinoInDisguise's question in DynDOLOD & xLODGen Support
There is no relationship between the error and iNeed being listed in report of plugins/references modifying large references. Looking in the log above that report might give a better hint. In any case, like always with these type of errors: check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. -
ESL are already supported and loaded. What is missing is the support of loading more than 256 plugins e.g. loading ESL into slot FE. That is coming. Very soon. I am already constantly carrying forward the current changes that we (well ElminsterAU mostly) are doing to the xEdit Extra Experimental, so the new loader and stuff will be included in the next beta version.
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TexGen can not create pre-rendered textures. That has been asked and explained many times before. Those LOD textures are covered by mods like HD LODs or in case like Majestic Mountains are included. TexGen takes full textures and can resize and place them to build new textures. It can remove alpha and modify color tone/brightness. You can find out more detail in DynDOLOD_TexGen.html and DynDOLOD_Mod_Authors.html Bethesdas convention is to add the major new texture name / color to the end not as a prefix. For example mountaincliffslope_lod_0.nif -> mountaincliffslopegreen_lod_0.nif -> mountaincliffslopesnow_lod_0.nif -> mountaincliffslopeyellow_lod_0.nif For the automatic renaming and texture replacement in the NIF I used to use niftoaster and a powershell command line like niftoaster.py --source-dir=brown --dest-dir=green -a /textures\\lod\\dirt02lod/textures\\lod\\pineforest02lod modify_substitutetexturepath brown ls green | Rename-Item -NewName {$_ -replace 'brown', 'green' } Setting up niftoaster is a pain though if you are new to python and stuff. Nowadays an xEdit script can do that. "NIF - Batch textures replacement.pas" would be a good start to make this automated. The thing is, using specially named LOD meshes which point to different LOD textures is the (old) CK way. Going forward I only create one LOD model but still have it define the full texture and Bethesdas full model naming conventions of the 3D shape names. Then DynDOLOD + LODGen can use the defined Texture Sets to first replace the full model texture and then replace to the LOD texture on the fly. However this method won't work with CK / xLODGen obviously which expects the correct LOD model defined on the base record, so each texture varition requires a new NIF.
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https://forum.step-project.com/topic/13029-dyndolod-243-skyrim-sevr-beta/page-42?hl=%2Bbshowmarkers&do=findComment&comment=225283
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FAQ: Skyrim: Out of place objects / floating objects / flickering full models A: Test with new game, wait exterior for the DynDOLOD initialized message. If successful the updating of existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see Performance section in the manual. A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. A: Sometimes LOD objects are placed on other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD.
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The screenshot shows full models with its full textures in the load cells. DynDOLOD does not change full textures in the loaded cells. The changed textures will be from some other mod. TexGen uses the full textures to create object LOD single textures so that object LOD matches as good as it can to the full models. DynDOLOD does not change the mountainslab textures used mountains and their near LOD or any of the pre-rendered mountain LOD textures. Use xLODGen to create terrain (the ground) LOD meshes and textures. That is great. Enjoy.
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5 hours is really long and 30GB is really a lot. You probably should consider smaller terrain LOD texture sizes. Use the chunk checkbox to generate different resolutions and settings when doing terrain LOD and then just check/screenshot the area in the game to compare results before doing them for the entire world. You do not need to generate terrain LOD if you just want to update object LOD. You do not need to generate terrain LOD meshes and textures at the same time. Reportedly it seems that adding the object LOD textures to BA2 helps with some form of engine optimization to prevent object LOD using the wrong mipmaps resulting in blurry object LOD. I do not know of any visual side effects if object LOD meshes or terrain LOD meshes and textures are not in BA2s.
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Thanks I will have a look. The screenshot is from a base record again. Can you make one of a reference (what shows when you enter the form id number you got from in the game in console and clicking a tilted a tree)
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OK Windy alone does not seem to do anything that would cause trees to be tilted. If you go back to check the reference 000a04b4 for such a tree, are there any other plugins listed in the right window other than Skyrim.esm? Please upload to a file service the last generation log from ..DynDOLOD\Logs\DynDOLOD_SSE_log.txt, the export file ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt so I can try troubleshoot this better.
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It hard to tell if house are "ugly" because of a problem or just because that is how the LOD models/textures are that ship with the game. Terrain LOD is the ground you walk on and nothing else. I suggest to read the included readme / hover the mouse over elements to learn what the settings do. The terrain meshes have better quality the lower the number is for example. Object LOD are houses, trees, rocks, bridges whatever. Use DXT1 or DXT5 for diffuse. Use BC5 for both Normal and Specular - using any other format for them doesn't really make sense. You could try using a UV range of 1.1 or 1.0 even to see if that changes anything. Make sure to use the fixed LOD models from FO4LODGen Resources as quite a few vanilla LOD models have UV errors which can result in blurry UV when using textures on the atlas with a high UV range. For Fallout 4, all LOD files for each LOD type are generated into exactly the folders where they should be and with the filenames they should be. FO4LODGen especially creates Commonwealth.Objects.DDS etc. as long as the "Create Atlas" checkbox is checked. Not sure why you think it doesn't?
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You do not need to be doing anything right now while I try find out what the problem might be. The billboards dds/txt are fine. I will post again once I had a chance to generate with the Windy plugin to see if I can replicate the problem.
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That is already good information. I will test with that mod myself and see if I can replicate the problem.
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