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sheson

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Everything posted by sheson

  1. beta 21 adds the FO3/FNV placed water LOD feature as discussed. DCWorld09 LOD water is now exactly as the vanilla LOD nifs. I checked WastelandNV and Wasteland that still look OK, too... but it is possible some other FNV/DO3 worldspaces with other odd combinations of water and heights still need work. Just let me know.
  2. As already suggested: use latest version 2.41 and do not install DynDOLOD into special folders. Typically this error is caused by a broken bashed patch. So head the warning in the log and remove the bashed patch to see if it runs through then. Most if not all posts about a duplicate form ID error have been because of a broken bashed patch. If that is the cause, get a newer version and create the patch again. Unrelated but I suggest to remove SkyFall/Mills for best results.
  3. If there was an exception when generating LOD, new or updated plugins will not be saved. The creation of the new plugin happens "in memory" and it is only saved once the process is completed successfully and the option to save it is used.
  4. When generating LOD with DynDOLOD.exe, one of the first things it does is to create the DynDOLOD.esp. The log shows something like "Creating new DynDOLOD.esp".
  5. The plugin at load order 74 at the time of the error is DynDOLOD.esp. The error message prints the name of the plugin at load order 74 right in the message. The error typically happens in DynDOLOD.esp because the data with the error was copied from another plugin into DynDOLOD.esp. You uploaded a log from TexGen instead of a log from DynDOLOD, so not much to deduct from that. But use latest version 2.41 and do not install DynDOLOD into special windows folders (c:\users\... which contains Desktop is a special window folder) Fix errors in all plugins. Especially . Ignore errors in Vanilla+DLC obviously. Typically this error is caused by a broken bashed patch.
  6. CK and later games does not seem have this feature anymore. Unless the no LOD water flag is set, if there is cell water it always has LOD water. LOD warer either uses the cell waterheight or the default waterheight. It seems the LOD waterheight is ignored. Do you know of more worldspaces in FO3/FNV that have placeable water with VWD flag set so I have more than one to test the upcoming update for this?
  7. Why should a cell have cell water but no LOD water at the same height? The result would also be correct in this case. I will check what CK does. I have no idea why textures would do anything different in only one worldspace and not act the same in all of them.
  8. It really never made sense to me that LOD water could have a different default height defined in the WRLD record. LOD water is generated for every CELL that has the "Has water" flag set and the "No LOD Water"flag not set. LOD water uses the cell water height if it is set and uses the LOD water height from the world record if the CELL defines the "default" water height. So far that seemed like the logical thing to do, but not work this way for all games apparently. It may be overall better to ignore the LOD water height on the WRLD record and use the default water height instead. It seems much more logical for any game/world... Seem like that is what GECK does.
  9. The installation instructions also say to not install DynDOLOD into special windows folders like Program Files x86 or into game folder, because of UAC or anti virus - which are also other processes that can block access to files/folders. Running as admin may help go around such problems. If it went through eventually, nothing was preventing DynDOLOD from creating files anymore and all should be fine.
  10. Not sure why you believe Bruma is causing a problem? Look closely at your log what the error is: The LODGen_TES5_Tamriel.txt file is being blocked by another process. Only run one DynDOLOD process at a time.
  11. The trunk missing is by intention - its to reduce number of triangles. As you mentioned, it is not noticeable from a distance and this is what LOD models are all about.
  12. No one else ever reported such a problem. This is most likely caused by a mod in the load order. May odd data from a plugin ended up in the DynDOLOD plugins, or the save itself contains something which causes this. Test with new game.
  13. No. Only the other way around as I keep mentioning everywhere.
  14. By default the game does not show markers. Set bShowMarkers=0 or whatever else you did.
  15. You are using patch files from DynDOLOD Resources SE 2.41 with DynDOLOD 2.40. Make sure to use DynDOLOD Resources versions only with matching or higher DynDOLOD Standalone versions but never with older versions.
  16. The filename of the exe needs to be TexGen.exe or TexGenx64.exe in order for it to start in TexGen mode. Any other filename will start the tool in DynDOLOD mode.
  17. There is no need to worry about the files in the cache folder either way even when generating 3D tree LOD. They are always created anew.
  18. Looks like the required file ..DynDOLOD\Edit Scripts\DynDOLOD\hardcoded\Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat is missing or something is preventing access. The DynDOLOD startup log should have a line like [00:00:01.621] Background Loader: [skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat] Loading file You are using patch files from DynDOLOD Resources SE 2.41 with DynDOLOD 2.40. Make sure to use DynDOLOD Resources versions only with matching or higher DynDOLOD Standalone versions but never with older versions.
  19. Get DynDOLOD 2.41 beta that should fix the issue. You do not need to generate everything again. Backup the files in ..DynDOLOD\Edit Scripts\Export\ folder before installing the new version. Then restore them. Then edit ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and set Expert=1, then start DynDOLOD, select the Solstheim worldspace and click Execute LODGen.exe button to rerun the static object LOD generation with the existing export file. Then just overwrite the old *.bto meshes with the new ones from the output folder.
  20. Get beta 2.41 and see if it works. If not post/upload ..DynDOLOD/bugreport.txt that should be created in same folder as *.exe
  21. "Something" is preventing TexGen from removing temporary files. Fix/Remove that "something". Could be UAC, antivirus, MO2 etc. Pay attention to the install instructions and which folders not to install into. All LOD textures have been generated at that point. You can close (kill) TexGen and delete the DynDOLOD-temp folder and all its contents in the TexGen output folder manually.
  22. Not being able to add plugins from scratch is rather odd and smells of UAC or antivirus interfering or something with MO. So far you are the only one with this problem ever. See if starting DynDOLOD directly works. You would have to install Resources directly into data for that test. Should be easy to remove is nothing else is installed to data. I will see if I can add a better message to the next version so we might see what is going on.
  23. To help me troubleshoot, could you load the entire load order without the DynDOLOD plugins into xEdit and let it build the reference info for all plugins (no need for the vanilla ones). Right click anywhere in the left tree view, select Other, Build Reference Info. It will only list the ones for which the info wasn't built yet. Then lookup 000B679A and 0002ED7A, click the "Referenced By" tab at the bottom of the right window and let me know which plugins use those base records? I only need to know the names of the non-vanilla plugins. If the list is long, just make a screenshot.
  24. Get beta 20 from first post. It should have correct LOD water for FO3/FNV. My test cases were the area from your screenshot and the Hoover Dam in WastelandNV, were the lower river has object reflections, but the higher water in the lake does not. This version should also fix the invalid parameter error you had earlier. So no more need for separate settings file.
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