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sheson

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Everything posted by sheson

  1. No worries, my hunch would have been Open Cities which turns out you don't have. Use latest beta 2 from first post. The log for the last generation shows that DynDOLOD plugins were already in the load order. See if generating from scratch fixed the issue. If problem persists make sure that DynDOLOD Resource SE core files are completely installed. Especially check for ..\Meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif ..\Meshes\lod\whiterun\wrcastlewoodtower01_lod_2.nif If problem persists check if a plugin modifies the missing parts of that building. E.g. look up the reference of the roof top that shows in the second screenshot in xEdit.
  2. You installed or use hi resolution LOD textures, changed the max tile size to anything larger than 512? Seems it just takes a long time to create the texture atlasses and the OS being impatient.
  3. No info was provided. No log was posted. No question was asked. I figured you searched for this error as suggested by the manual and found the past discussions and solutions and said thanks. So, you are welcome.
  4. It obviously hangs after it was able to print that message that is just a notification that can be ignored as explained in the FAQ. The linked thread is me giving troubleshooting tips to the user until he finally fixed the cause. You will find that the user was able to tell me when the related freeze actually happened by making a screenshot that shows all relevant messages leading up to the freeze. The most likely cause is that a billboard texture or a LOD texture is not accessible or corrupt.
  5. FAQ: A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static LOD. Static LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does. See this thread https://forum.step-project.com/topic/11753-dyndolodexe-crashing-not-responding
  6. The DynDOLOD folder and files shown in the screenshot are not from DynDOLOD Resources SE core files, but DynDOLOD Resources SE optionals. DynDOLOD.exe checks if a few key files from DynDOLOD Resources SE core files exist in the meshes and textures folders of the load order. The screenshot shows that you started DynDOLOD in TES5 mode instead of SSE mode, so it look in the data folder of Skyrim instead of Skyrim SE.
  7. Not sure what you did or what might be different about your setup, but normals using DXT1 should look just the same as DXT5 AFAIK. The alpha channel is not used for terrain LOD textures. The best compression would probably be BC7, but exporting to that format directly is not yet available. B5G6R5 is not supported in Win7. The best visuals would be with 888 (and then maybe manually convert to BC7)
  8. DynDOLOD 2.37 beta 2 should now load the CC ESLs right after the DLCs and both DynDOLOD plugins should have correctly sorted masters as a result
  9. DynDOLOD looks for game data files in the mentioned games data path. If you use MO and you start DynDOLOD from its executable drop down all installed and activated mods are mapped to the games data path through the virtual file system (e.g. mod manager equivalent). Make sure all of the core files from DynDOLOD Resources SE are installed to a MO mod folder and appear in the virtual data folder - MO right window, data tab.
  10. Verify that in fact TexGen.exe / TexGenx64.exe is executed and the filename was not changed. It detects its mode from the exe filename. Post the log that is written to ..DynDOLOD\Logs\ folder.
  11. If a plugin causes problems, the best option is to fix that plugin so that things also work OK in the game when the plugin is used.
  12. Once all updates are through it all should sort equally.
  13. I would not sort master with CC in the load order at the moment - both before and after seem incorrect atm. I just committed the CC load order update to the xEdit source and it will be part of 2.37 beta 2. That should ensure the correct order of CC masters in DynDOLOD plugins and xEdit being able to load correctly without tricks.
  14. LODGen.exe is a command line program that geenrated object LOD meshes. It is spawned by DynDOLOD.exe. It writes its output to the ..DynDOLOD\Logs\ folder. The DynDOLOD log itself will print a message if a LODGen log had errors at generation time or if it completed without errors. It is an additional error message that helps determining the cause of incomplete object LOD generation. The debug option for the papyrus scripting exist much longer already and is part of the troubleshooting steps explained in the ..DynDOLOD\Docs\DynDOLOD-README.txt - which also explains in great detail what log messages in the papyrus log to look for.
  15. The CK Terrain LOD generation has similar results. You missed the explanation how the vanilla LOD level 32 which is used for the map is manually edited by Bethesda to optimize coast lines. The Optimized Unseen option that was added to beta 7 can be used to automatically optimize the coast lines. A value of 500 or so seems a good value for LOD level 32
  16. See the update post https://forum.step-project.com/topic/12479-dynamic-distant-objects-lod-dyndolod-237/ and check what it says about Bruma See the FAQ: Not seeing all worlds in the selection box
  17. See the update post https://forum.step-project.com/topic/12479-dynamic-distant-objects-lod-dyndolod-237/ and check what it says about Bruma See the FAQ: Not seeing all worlds in the selection box
  18. Until xEdit is updated, you can open such a load order by temporary "removing" CC plugins from Skyrim.ccc (text file in game folder) by adding an x in front of the filename. When done editing restore correct filename, so game knows again to load the CC plugins right after DLC.
  19. It seems so, but that was unintentional. I will check what happened. Once you set a output path in the interface and generated LOD it will remember next time it loads. Edit: DynDOLOD Standalone 2.37 beta 1 restores the old behavior by using -o until the preset is saved.
  20. I am not sure if the same issue exists in the old Skyrim which would indicate that this "normal" behavior. There were a like a couple cases with mods were enabling IsFullLOD NIFs caused CTD, but I just ignored those models and never really looked into the cause. It could have been the same or something else entirely. The models display fine in nifskope and work in the game if used normally. The default root node for all vanilla world models (with collision/Havok) seems to be BSFadeNodes and the game does not really enable/disable that many references with the IsFullLOD flag anyways. So NiNode probably only happen with older (3DSMax?) export plugin or when manually doing NIFs in nifskope. In any case, the root node of a NIF is easily converted with niskope with a right click, Block, Convert, so trying to fix this in the engine seems more trouble than it is worth.
  21. No need to worry abut funding. Donate to STEP or GamerPoets just because :) Homestead contains a nif that has a NiNode root node instead of the usual BSFadeNode for such objects. It happens that enabling such a nif with the IsFullLOD flag causes CTD. Changing the root node to BSFadeNode fixes that. In this particular case, DynDOLOD uses the nif as full model in static object LOD instead, which circumvents the problem altogether and is also better for performance. For future troubleshooting, DynDOLOD 2.37 will mention NiNode used as root node in the log when it uses such a nif for dynamic LOD. I bet you mean LODGen.exe/LODGenx64.exe which is not to be confused with xLODGen/TES5LODGen/SSELODGen and its special version DynDOLOD. Yeah I know we probably should have used somewhat better naming conventions... In any case, there is only one LODGen.exe/LODGenx64.exe. Whatever tool/archive is the most recent upload has typically the latest version of it. 2.1.7 is the current build. Newer versions of LODGen.exe/LODGenx64.exe however maybe incompatible with older versions of xLODGen. Typically its best to use the version shipped with the main tool xLODGen/DynDOLOD.
  22. Technically there is nothing wrong with official ESL/ESM CC plugins being added as masters. This typically happens when they modify or add things to worldspaces. Homestead is now even supported (rules work around an "odd" nif and ensure nice LODs are added for everything including the trees) I may acquire Shadowrend at some time to verify all is well and works as its supposed to.
  23. Yes, as promised in this post, the flat atlas not being creating causing problems with Wyrmstooth as reported by Sandman53 has been fixed. No idea what the "Shadowrend" issues is about. I do not remember that mod being discussed. Sounds like a case of not understanding why plugins are added as master, though it is always possible something goes weird.
  24. xLODGen is a replacement for CK to generate LOD. If a mod changes base records with LOD definitions or references using these base records, then those changes will be reflected in the static object LOD that is generated for the load order. In addition, if a plugin changes large references the game breaking bugs of Skyrim SE / VR will happen, often even if the large references distance is set to "off" as is the default for Skyrim VR. Because xLODGen is a replacement for CK to generate LOD, it is up to the mod author or user to make sure things work as intended. 1. There are not 4 LOD trees instead of the building. There are 4 trees in the yard added by ICOW that also have LOD. They can be seen because the buildings are not shown. 2. If plugins modifying base records or references are not enabled, then xLODGen generates LOD that looks and behaves like the vanilla LOD. 3. xLODGen LOD behaves like vanilla LOD or vice versa. ICOW sets the IsFullLOD flag on the tower and the other parts of the building. This means those full models are always visible in addition to vanilla object LOD causing texture flicker when both the LOD object and the full model are shown at the same time in the LOD area. When generating LOD with CK/xLODGen, any reference with IsFullLOD flag set will not receive object LOD. This is why the object LOD generated by xLODGen with the plugin in the load order has no LOD for those buildings. xLODGen seems to work as expected and instructed by the plugins in the load order. I have no idea what the game (could be something unique to Skyrim VR) or the setup is doing that causes the IsFullLOD flag to not work anymore in the game. That has nothing to do with xLODGen.
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