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Everything posted by sheson
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The flag means the reference / base record full model always shows. Calling it LOD can be confusing. The plugin uploaded in the linked post requires 4 other plugins as master. Can you provide a simple example plugin that not does require finding/downloading more mods? Preferable a vanilla reference / base record? DoubleYou might probably already know what prevents certain references to show in FO4.
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This has nothing to do with xLODGen. No example plugins or screenshots of xEdit showing records have been provided. Setting IsFullLOD flag requires also the IsPersistent flag. The reference will be skipped for object LOD unless it has the VisibleWhenDistant flag set. The VWD flag on a reference means to always generate object LOD. That should not affect if the game shows the full model or not. https://www.nexusmods.com/fallout4/mods/80276 FO4LODGen-DLCCoast-WindTurbines.esp Add IsFullLOD flag to the 3 wind turbines so they can be seen from afar. This plugin does not really affect LOD generation and needs to stay active in the game.
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See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. See https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages See https://dyndolod.info/Messages/Invalid-Script See https://dyndolod.info/Messages/File-Not-Found-Meshes See https://dyndolod.info/Messages/LOD-Model-Not-In-LOD-Folder See https://dyndolod.info/Messages/Root-Block See https://dyndolod.info/Messages/Property-Not-Found-In-Scripts See https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block See https://dyndolod.info/Messages/Duplicate-Reference See https://dyndolod.info/Messages/File-Not-Found-Scripts Ask a specific question if further help with a particular message is required.
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Add CPUMipMaps=1 to the TexGen_SSE.INI Upload new logs. You can uncheck Rendered Object LOD textures and Tree/Grass Billboard since they never have an issue and generated fine to save some time.
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Ghost Sea Chunk Still Remains After XLodGen and Dyndolod
sheson replied to Citachi11's question in DynDOLOD & xLODGen Support
Unclear what the problem is. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots -
If it stops check Windows Task Manager if there is still any CPU. If it is zero check if there are Texconvx64.exe processes, might need to unfold TexGen. If there is one kill and see if there is a reaction. In that case, change compressions to BC3/DXT5 for Diffuse alpha and Normal specular and BC1/DXT1 for Diffuse and Normal. If there still is an issue, try TexconvAdapterIndex=-1. Upload new log. The thing is, if just stalls you should be able to close it via clicking X once top right and it should write the normal logs and then close.
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What do you mean it crashed? If it crashed there should be a bugreport.txt or at least an entry in the Windows Event viewer. Before it always just stopped working right, with no CPU anymore? Make sure UAV, anti vir etc. are not interfering. Set an exception for all *.exe and/or folders.
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Get new test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/#findComment-282545dd Add OldBuildAtlas=1 to TexGen_SSE.INI
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The log reports RenderSingle=0, keep it set to RenderSingle=1. Also add GLDebug=1 and StitchThreads=1. Also keep LockTexconv=1. Upload new logs.
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Add LockTexconv=1 under [TexGen] to D:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and check if it makes a difference. Upload new logs.
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Add RenderSingle=1 und [TexGen] to D:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and check if it makes a difference.
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Read this https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs carefully. It explains how/when the logs are saved and how to enable a real time log, in case the tools are being terminated prematurely.
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Much better. Test what happens if you use the test version of TexGen from this post https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/#findComment-282545 Make sure to delete all old logs first. Upload new logs if issue persists.
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The log seems truncated as it is missing some lined at the start. The xEdit version does not seem to supports plugin version 1.71. Use latest SSEEdit version 4.1.5f from Nexus. Also would be interested in the log from 4.1.5k from the xEdit Discord #xedit-builds channel.
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Error reading grass [worldspace] [x,y] Unknown grass data file format
sheson replied to Nemo92's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Generation-Instructions Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix If the bashed patch plugin causes issues it means is outdated or otherwise broken (like really old versions did that years ago) and should be removed, generated from scratch and the activated again before generating LOD. It is unfortunate that you did not upload logs or a realtime log that shows the actual issue as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs -
The provided logs show that TexGen is being started and the xEdit background loader loading BSAs but not really loading any plugins, only one time it is loading Skyrim.esm and nothing after that. Either the logs are incomplete or you are never really seeing the TexGen opens window? Double check the report data path is correct and contains all the games plugins: Using Skyrim Special Edition Data Path: D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\ Loading the load order with xEdit should have similar issues or might provide more information.. Upload its log if problem persists.
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Error reading grass [worldspace] [x,y] Unknown grass data file format
sheson replied to Nemo92's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages From the DynDOLOD log: Error reading grass Tamriel [-1,-3] <Unknown grass data file format> From the DynDOLOD debug log, which shows it created a message dialog that the user click Exit on: [28:40] [TMessageDialog.Dialog] <Debug: Creating TTaskDialog> [28:40] [TMessageDialog.Dialog] <Debug: [TMessageDialog.Dialog] Executing TTaskDialog> Error reading grass Tamriel [-1,-3] <Unknown grass data file format> Error: Error reading grass Tamriel [-1,-3] <Unknown grass data file format> [32:31] [TMessageDialog.Dialog] <Debug: Gathering> User says "Exit DynDOLOD" Sometimes that dialog box is hidden behind other Windows. Moved to the appropriate thread for the error message. See answers above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search See https://dyndolod.info/Messages/Exceptions#Error-reading-grass-worldspace-x-y and https://dyndolod.info/Help/Grass-LOD#Error-reading-grass-worldspace-x-y-Error-processing-grass-data-CGID-Unable-to-read-beyond-the-end-of-the-stream-System-IO-EndOfStreamException See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs if further help is needed. -
Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
Read and follow this post https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/#findComment-282545 and run the test version with default INI settings. If there still is a problem with the default settings, add GLDebug=1 to TexGen_SSE.ini and run again. Upload new TexGen log, debug log and bugreport.txt if it exists. Why are you not uploading the requested logs from the test version if there still is an error that requires the single thread settings? -
Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
You report having an error with DynDOLOD, which uses DynDOLOD_SSE.INI. The TexGen_SSE.INI is used by TexGen. In any case there no setting "RenderTrxturesSingleThread". Copy and paste text. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Always provide logs. "Me too" posts without required logs and information might be ignored or removed. See https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/#findComment-282545 and what it explains and asked you to do. As you did not provide logs or actual information, we do not know what issue you actually had and with what. We do not know if you ran the latest test version of TexGen and still had issues or not. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs -
Next time just upload the entire FO4LODGen_log.txt. It includes the content of the LODGen_log.txt. "This error" from the provided LODGen_log: Error processing meshes\rebuild\repaired\architecture\buildings\decokit\decomainc1x1wina03full01.nif System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource) at LODGenerator.BGEMFile.Read(String gameDir, String fileName) in E:\project\LODGen\BGEMFile.cs:line 468 Users can not really fix such errors in beta version of programs. Replace LODGenx64.exe in Edit Scripts with this test version https://mega.nz/file/5UoSWCYD#mZOZvLkDQv42SOrU__kPzdM8acyABpFrcdp8bs9wUyE and report if it works or upload new log in case there still is an error.
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Gap between full grass and grass LOD
sheson replied to spcarso's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug logs to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting. What does the supposed problem have to do with the LOD patch generated by DynDOLOD? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Read https://dyndolod.info/How-LOD-Works. There does not seem to be anything out of the ordinary shown in the screenshot. Things fading inside the active exterior cell grid is controlled by various INI settings and has typically nothing to do with DynDOLOD. Full grass being loaded in a circle around the player character and also fading when flying upwards is how the game works by default. https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD Grass LOD was generated with mode 2 but full grass is not being rendered to the edge of the uLargeRefLODGridSize with the DynDOLODGrassMode/DynDOLOD-Grass-Mode setting in No Grass In Objects as explained above in the section Settings. -
Moved to the appropriate thread. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See answers above about the game ignoring translation on the root node. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs No mention of the used tree mod and/or no full model or LOD models were uploaded.
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The thing is that the issue was supposed to be fixed by DynDOLOD 3 Alpha 182 + DynDOLOD DLL NG Alpha 33 already but its obviously not anymore. It is probably one slightly different case to what the initial fix was that is now covered because of further updates. Fixing/working large ref issues is complex because of the number of possible combinations that can cause problems.
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Dyndolod doenst load plugins, only skyrim.esm, dlc and cc content
sheson replied to Beyond67's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Generating a LOD patch with DynDOLOD does not change anything about full grass in the game. Also, if the DynDOLOD LOD patch is not installed or inactive in the load order and there still a problem with full grass, then DynDOLOD has nothing to do with it. Full grass is controlled by plugins and INI settings. If no full grass shows, it is typically because of INI settings.

