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Everything posted by sheson
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If this comes back post the entire log, not just the end. The error happens before the report about plugins modifying large reference causing texture flicker.
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These type of questions answer themselves by looking at the folder/files these mods provide. Terrain LOD Redone contains terrain LOD meshes and textures for Tamriel and Solstheim. If you use xLODGen to generate terrain LOD meshes and/or textures for these worldspaces and overwrite Terrain LOD Redone, then the mod would be mostly useless. Obviously it is possible to mix and merge. Terrain LOD Redone also contains a noise.dds texture that might be useful. HD LODs Textures SE contains updated LOD textures resources, especially for the pre-rendered LOD textures that TexGen can no create. It is mentioned in the Compatibility section of DynDOLOD_Manual_SSE.html.
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My recommendation would be to test it. On / small values combine under water triangles for smaller file sizes. However at close distances artifacts / flat surfaces might be visible. Then it is better turned off. Larger values are there to combat z-fighting between shallow terrain and the water planes which typically is only a problem at larger view distances.
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Thx that helped to identify the problem. For reasons billboards are not added to a texture atlas, which means the object LOD uses billboard textures directly. This can cause problems because billboards often do not have certain required texture dimensions, since they are not intended to be used that way. This will be fixed in the next version. In the meantime you can remove the second to last "tree" mesh rule in the advanced option and generate static object LOD only (uncheck generate tree LOD and Generate DynDOLOD) for the two worldspaces. Then copy over the newly generated BTO and textures. Discard any changes to plugins, SKSE/json files etc if there are any. Some trees that can not have traditional tree will just not have LOD for the time being.
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It does the same as for the other LOD levels. If you are diving you may notice the flattened terrain in the nearest LOD level. Depends on visibility.
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The 2017 version usually works fine, which is why the manual says Microsoft Visual C++ 2015 Redistributable or newer 2017 Happened to one guy before. No idea... https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/page-22?p=220820&do=findComment&comment=220820
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That is really odd. Can you zip the BTOs and upload them somewhere for further testing?
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There is nothing in DynDOLOD Patches for Open Cities. There is no DynDOLOD Patches SE. The manual has instructions how to generate LOD with Open Cities.
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If you have problems or questions about 3rd party instructions I suggest to ask the author. I will answer the question verbatim. I do not have SKyrimVR. a. Edit Scripts belongs to DynDOLOD standalone and should not be deleted. While there is no PapyrusUtil for VR hide the papryus Scripts folder that is installed with DynDOLOD Resources SE. b. Yes, that is the most recent version that you should use. The future DynDOLOD 2.37 will support the VR installation path. In a couple weeks. c. Renaming should work. I would try a mklink /J "Skyrim Special Edition" to "SKyrimVR", maybe that works too. In any case this will also requires a correct Skyrim Special Edition registry entry, Skyrim.INI and plugins.txt d. While there is no PapyrusUtil for VR do not select "Generate DynDOLOD". e. Suppressing notification/error messages instead of fixing their cause is a bad idea. There should be no need to suppress messages in game because of a. and d. there shouldn't really be any messages anymore I believe.
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1.17B seems to works fine for my with a minimal load order (USSEP, SkyUI). Are you using any other plugins adding/updating the WyrmstoothWorld? See if doing the debugging described in Debug CTD caused by missing or invalid nif in https://www.nexusmods.com/skyrim/mods/59721?tab=docs helps to find something.
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DynDOLOD does object and tree LOD. xLODGen does terrain/water LOD. These LOD types are really distinctive, especially after having looked at an object LOD bto and a terrain LOD btr in nifskope. I suggest to do that for the area in question... the DynDOLOD SkyUI MCM You Are Here will tell you the filenames of the LOD files for the area the player is in. So the first screenshot shows terrain just fine, but object LOD seems to be missing a lot of objects (and the 3D trees) , which could be for various reasons: - mods actually deleted the objects - missing LOD assets at generation time, maybe because BSAs are not loaded or incomplete installation - incomplete object LOD generation because of errors, which should be mentioned in the log... which was not posted. - short LOD distances for the nearer LOD levels, which can be set in the SkyrimPrefs.INI or in the DynDOLOD SkyUI MCM Settings. In addition to missing/incomplete object LOD, the second screenshot shows the usual empty cells right past the city walls. The terrain right past the wall is the full terrain texture resolution without grass. It still is loaded cells. Use tll in console to see where the LOD actually starts. Whiterun Exterior will add only a few buildings and some water into those cells, nothing more. Noise.dds is a layer added to terrain LOD textures, which has no issue looking at the screenshots.
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Error: could not be resolved for XLCN - Location
sheson replied to G4Z's question in DynDOLOD & xLODGen Support
FAQ: Exception in unit xxx line xxx: [xxxxxxxx] A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Of course you can not find 08060D7E, that *is* the problem. A plugin links to that form id, but it does not exist. -
DynDOLOD Error Generating LOD
sheson replied to Pulmanary43's question in DynDOLOD & xLODGen Support
I tested a typical installation of the Skyrim SE version with all major plugins and it ran through without problems. -
It is very unlikely that this is a invalid nif, since typically none are enabled when entering any interiors. There is also no data in the plugins from interiors, all that happens is that the scripts are shutting down everything once a worldspace is left. Typically, in the past any CTD caused by nif or by data in the plugins were easily repeatable. Seems to me the only way to trouble shoot this, find a repeatable location/series of events and then selectively remove data from tthe plugins as explained before. Let me know if you need more info.
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DynDOLOD Error Generating LOD
sheson replied to Pulmanary43's question in DynDOLOD & xLODGen Support
You found the mod? Which one is it? Errors in plugins should be fixed for a stable game. If that is not possible I suggest to remove the plugin/mod and notify the author about the problem. -
DynDOLOD Error Generating LOD
sheson replied to Pulmanary43's question in DynDOLOD & xLODGen Support
You should worry about every plugin that has errors and fix them or not use the mods. This error happens with plugins that have references in the [+] Worldspace tree. In order to generate LODs completely the processes needs to finish successfully. -
DynDOLOD Error Generating LOD
sheson replied to Pulmanary43's question in DynDOLOD & xLODGen Support
DynDOLOD is a modified version of xEdit, I can not think of a reason why the xEdit error check should not show the error as well. To check several plugins for errors in one session, mark plugins in the left tree view with the usual windows CTRL or SHIFT + left clicks before right clicking and selecting check errors. Typically skip the vanilla files. It is possible that the DynDOLOD log gives a clue where the error originates way above what we can see in the screenshot. If the problem is hard to find, you could try to disable a number of the plugins and see if the error goes away and narrow down the broken plugin in that way. -
AFAIK PapyrusUtil SE is most likely not working in Skyrm VR. Until there is a VR specific version of PapyrusUtil it seems the best option is to remove/hide the script folder from DynDOLOD Resources and do not check Generate DynDOLOD in the advanced options. The drastically improved static object and tree LODs will work fine.
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The vanilla game has its lodsettings files in Skryim Meshes.bsa / Skyrim Meshes0.bsa and it is required for a worldspace to show LOD in game and required by xLODGen/DynDOLOD to generate LOD.
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DynDOLOD Error Generating LOD
sheson replied to Pulmanary43's question in DynDOLOD & xLODGen Support
That is what the error check from xEdit does for you. It should report such errors so you can fix it. -
Check with the author of PapyrusUtil. It seems very likely that it saves and loads .json files directly using standard OS file operations. I would not expect anything else from loading/saving such data flles while in game.
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DynDOLOD Error Generating LOD
sheson replied to Pulmanary43's question in DynDOLOD & xLODGen Support
There is a plugin in the load order that links to a wrong base record. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. -
Probably caused by a invalid nif used for object LOD, though it would be quite an accomplishment that invalid data gets through unfiltered. Edit: caused by an odd combination of lodsettings file included in the mod and a small world space that does not really need any LOD files. The generated LOD files are all perfectly fine. I might add an automatic skipping of worlds with less than 4x4 cells after looking at it some more. xLODGen has a checkbox for each worldspace, just do not select that world when generating LOD. Since LOD is already generated, you could also just selectively hide the data/meshes/terrain/[worldspace name] folder in MO.

