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Everything posted by sheson
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Yes load order 12 hex is integer load order 18 and it might be Wyrmstooth. However, you need to check the load order printed in DynDOLOD log, it could be different from what is displayed in modwatch. As explained in FAQ answer, check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Right click the plugin mentioned at load order 12, select check for errors or go right to form id xxBE6B40 to check for the error.
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You should compare load orders (like everyone could upload their DynDOLOD log to pastebin or similar) to see which mods/plugins you are sharing.
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If you have problems with or questions about third party guides you need to discuss them with the authors of those guides. I can not support third party guides. The payrus log is not a crash log, just a debug log. LOD being disabled does not cause CTD. In this case we would expect to see an "Enable" line being last. Still look through the DynDOLOD log if it contains a 'Root block of meshes\..\*.nif is NiNode' message. If there are problems with LOD meshes or data from plugins being copied into the DynDOLOD plugins usually results into 100% reproducible CTD. As always, basic troubleshooting starts with using such a 100% reproducible error and then eliminating everything from the load order that doesn't cause the problem.Starting with disabling the DynDOLOD.esp, if that doesn't change anything hide the meshes folder, then textures. Also see the troubleshooting below. I am assuming you established that the problem happens while both DynDOLOD.esm and DynDOLOD.esp are enabled, while the meshes/texture from the output are hidden. Edit DynDOLOD.esp in xEdit. Always keep a backup from the last step, so you can go back one step. The goal is to remove worldspace data that does not cause the problem so that in the end only records causing the problem remain. In xEdit, unfold the DynDOLOD.esp, then unfold Worldspace. To remove a worldspace right click it and select remove. Test if the game works or not. If it does work, go back one step and remove another worldspace or set of records so the problem persists. Keep removing stuff while testing the if it works in the game, if it does work in game go back one backup and remove something else so that the problem remains. The only worldspaces of interest here should be Tamriel and RiftenWorld, so remove all other wordspaces first, the problem should still happen. Once you are down to one worldspace, unfold the worldspace and then remove the blocks. If the problem goes away, go back one step, remove the persistent cell instead. Once you are down to a cell remove half of the records, if it works go back remoe th other half of records and so on until you are hopefully down to a single record. See DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html and DynDOLOD\Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html. Feel free to ask specific questions once you read through them.
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If the CTD happens a second or two after loading the world, read the FAQ and readme about how to find invalid NIFs. If the CTD happens whil the game is still loading or in case all NIFs are fine, then the quicketst troubleshooting is to remove chunks of data from the ESP until only the record causing the CTD is left. I can explain in more detail once we know if that is that is what we need to do.
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If you have problems with or questions about third party guides you need to discuss them with the authors of those guides. I can not support third party guides. I suggest to read the FAQ about CTD and the readme to find out if an invalid NIF causes problems. Obviously skip the parts about memory meant for Skyrim. I suggest to use SSE Engine Fixes. If there are problems with LOD meshes or data from plugins being copied into the DynDOLOD plugins usually results into 100% reproducible CTD. As always, basic troubleshooting starts with using such a 100% reproducible error and then eliminating everything from the load order that doesn't cause the problem. Starting with disabling the DynDOLOD.esp, then hiding the meshes folder etc. It is very unlikely for anything LOD related including data in DynDOLOD plugins to cause any problems when entering a building. In all the past years turning turning LOD off never caused any problems.
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That doesn't look like LOD textures missings, but full models. Type tll in console to see where LOD usually starts, but mind the uLargeRefLOD putting full models in the immediate LOD area. It might be cause by those bugs. If it is indeed missing LOD textures, check the log for texture not found messages. Install the missing textures. It could be third party mods installing LOD textures or maybe they need to be created by with TexGen. Thanks, got it.
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Great job finding that out. Please upload the INI that causes the problem, so I can try to find out which setting is conflicting.
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DynDOLOD destabilized my game
sheson replied to xenofactor07's question in DynDOLOD & xLODGen Support
Any memory settings in the SKSE.ini will be ignored with SKSE64 / Skyrim SE and should have no effect at all. If you manually want to sort the load order, move the DynDOLOD.esm after the unofficial patch and the last *.esm master file. The DynDOLOD.esp should be more or less the last plugin. -
LOD in Childworld and how to add a XESP......
sheson replied to Zapp1980's question in DynDOLOD & xLODGen Support
Wenn Du nur die eine INI erstellt hast, dann macht es fuer diese Baeume keinen unterschied ob Du Low, Medium oder High klickst. Die restliche LOD natuerlich schon. -
Just like with DynDOLOD, xLODgen should not be installed into game folders, special windows folders or folders under control of MO. I am assuming you are using a very recent version of MO2? Check its Discord for recent discussions. The error seems to happen when it tries to create or overwrite the *.bin file, maybe something prevents it from creation or overwriting. It will try to create a small LODGen_Terrain_[worldspace].txt in "Edit Scripts" right after. Check if the file was created. Then it will try to start LODGen.exe/LODGenx64.exe. See if the MO debug log mentions on of the exe files. Does disabling meshes and only creating textures work? Does the basic FNV game and WastelandNV 000DA726 worldspace work?
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I can not repeat often enough to not install the tools or the game into special windows folders like Program Files x86. This might be UAC or antivirus related. See if it works if the tools are in their own, non-special windows folder. If problem persists, skip that world, see if the other worlds work.
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Sounds you have billoards installed for bushes. Probably from SFO. Generate tree LOD for the current load order if such tree LOD is wrong. If you do not want LOD for certain trees (or bushes) at all, do not install billboards for them when generating tree LOD. The log lists in detail for which trees and bushes it found billboards and for which it didn't.
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DynDOLOD destabilized my game
sheson replied to xenofactor07's question in DynDOLOD & xLODGen Support
Read the FAQ about CTD (skip over memory parts meant for 32 bit Skyrim) and then the readme to check for invalid NIFs causing problems. DynDOLOD does not causes problems in interior cells. However, if there are problems with DynDOLOD disabled then the cause is entirely something else. It is impossible for plugins or LOD files that do not exist in the load order to have any effect on a new game. -
LOD in Childworld and how to add a XESP......
sheson replied to Zapp1980's question in DynDOLOD & xLODGen Support
Ich hab die INI eben mal angeguckt. Du musst noch die LODGenXXX durch fortlaufende Zahlen ersetzen [skyrim LODGen] LODGen1=theautumnofwhiterunremastered.esp;0002E81A,Billboard,Billboard,Billboard,Far LOD,Enable,1 LODGen2=theautumnofwhiterunremastered.esp;0002E81B,Billboard,Billboard,Billboard,Far LOD,Enable,1 LODGen3=... Dannn sollte das klappen. Um die Regeln zu laden, musst Du Low, Medium oder High button klicken. Das Log im Hintergrund zeigt dann auch das es soundsoviele Regeln fuer theautumnofwhiterunremastered.esp geladen hat. -
LOD in Childworld and how to add a XESP......
sheson replied to Zapp1980's question in DynDOLOD & xLODGen Support
Du hast das eigentlich alles richtig verstanden und erkannt. Die Baeume sind aber nicht in der WhiterunWorld sondern in Tamriel in den Zellen mit den gleichen Koordinaten. Baeume die in WhiterunWorld und den anderen Staedten hinzugefuegt sind, bekommen automatisch kein tree LOD. Mit einem xEdit Script ist es aber moeglich entsprechende Regeln fuer alle Baeume die ein plugin hinzufuegt zu erstellen, ohne das man nun alle FormIDs mit der Hand schreiben muss. Regeln fuer evt. Baueme die weiter weg sind entfernt man dann einfach wieder oder laesst sie wie sie sind. Dann haben die Baeume eben auch object LOD, das macht eh kaum einen Unterschied, solange die Regeln nur Billboards fuer alle LOD levels setzen. Entpacke das angehaengte script einfach in the das "Edit Scripts" Verzeichnis der xEdit-installation. In der xEdit Baumansicht links, einfach das [+] plugin um das es geht aufklappen, dann [+] Worldspace, rechts click auf Tamriel und Apply Script... und das script DynDOLOD_CreateTreeXESPRules.pas auswaehlen Im rechten log Fenster erscheint dann fuer jeden Baum eine Zeile: LODGenXXX=pluginname.esp;00123456,Billboard,Billboard,Billboard,Far LOD,Enable,1 Die Zeilen kopierst dann halt einfach aus dem log (mit Maus makieren dann CTRL+C) in eine neue Textdatei, die Du dann wie beschrieben umbenennst und als erste Zeile [skyrim LODGen] enthaelt und dann die Regeln. Dann nur noch die XXX mit der richtigen Numerierung von 1 aufwaerts ersetzen. Falls was unklar ist, einfach fragen. DynDOLOD_CreateTreeXESPRules.7z -
You have a bit more context when this message happens? You have log or screenshot? xLODGen does FO3/NV object LOD level 8 automatically depending on the lodsettings file for the worldspace. Zilav knows the details.
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LOD in Childworld and how to add a XESP......
sheson replied to Zapp1980's question in DynDOLOD & xLODGen Support
The referred section in the manual is as detailed and straight forward with examples how to instruct the patcher to do add XESP - Enabled parents automatically without having to use xEdit or CK. All you have to do is to add a rule like in the examples for Perfect Whiterun and replace the plugin name and form id. Du kannst mich sonst auch direkt auf Deutsch fragen mit was genau Du Hilfe brauchst. -
That depends on the mods in the load order and if there were updates for them.
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This depends also on the mods in the load order. For the vanilla game it should be more or less the same.
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Yeah that looks like on floating water plane for a cell. Are you sure you are using the latest xLODGen from first post? With vanilla game all appears fine. There has to be a mod changing that cell. If you look at it from top (the toolbar has a box with a blue top) the lower left cell is the one from the file name. The BTO is 4x4 cells, so maybe you are able to determine the exact cell coordinates and look it up in xEdit with the cell browser (remember to change the world to Tamriel) to check for overwrites.
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This is related to decal fading. The moss of the full model has the decal flag set, which gives it z priority over other things when further away. That is done so it doesn't z-fight with the texture of the wall of the tower. Unfortunately that also results in the wierdness with the banner. This problem is pronounced by the fact that the tower is a large reference and now possibly loads further away than the "normal" 2 to 3 cells. Yes Skyrim SE engine makes some things worse as I keep mentioning. So you could try to lower the large reference distance so the full model is loaded later or set the banner (not a large reference) to not have LOD either. To make the banner not have LOD. Remove the mesh rule for skyrim.esm;000eb82e near the bottom of the advanced window.
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Usually, invalid nifs or data from plugins being used in DynDOLOD causing CTD is 100% reproducible. The first steps of troubleshooting would be of to disable the plugins (ESP first to narrow down). Then hide the meshes folder. Typically any such CTD happens when traveling to exterior worldspaces and LOD is enabled. It less likely that disabling LOD when leaving exterior worldspaces causes any problems. There was never such a case in the past years. Thank you for installing the optional holy cow for worshiping. If you are done with all the worshipping simply disable holycow.esp
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The screenshot is from a CELL in another worldspace. It would have to be from a cell in the Tamriel worldspace with the X,Y coordinates you are seeing the problem in. Get latest nifskope from here https://github.com/niftools/nifskope/releases Verify with nifskope if the BTR shows elevated water planes so we know it is indeed terrain LOD. Try to find the plugin that is modifying the cell so I can reproduce and see what and why it happens. Generate the terrain LOD for vanilla to verify all works fine without mods so we know a plugin is causing it.
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Yes, lets continue here in the xLODGen thread. Can you check if you have any plugins that overwrite any cells 4,24 to 7,27? When you open tamriel.4.4.24.btr or adjacent ones in nifskope, can you see that the water planes are elevated?
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It is so gut wrenching having to read such unqualified discussions like removing the plugins. Why do people just not RTFM? Installation Skyrim VR After installing DynDOLOD Resources SE, remove the DynDOLOD Papyrus Scripts: data\scripts\SHESON_DynDOLOD_*.pex data\scripts\scource\SHESON_DynDOLOD_*.psc Without scripts there won't be any checks.
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