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sheson

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Everything posted by sheson

  1. Replace the DynDOLOD DLL NG with the test version from https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/687/#findComment-284130 Let me know if it fixes it.
  2. Upload the Natural Waterfalls.esp causing the issue so I can check.
  3. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search See https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported. Get the latest test version for TexGen from that thread and try again.
  4. Old versions are gone. If there are new issues reported by users, then we fix these issues instead of ignoring them. Download and test the latest test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/#findComment-282545
  5. See this https://dyndolod.info/Help/Large-References and https://dyndolod.info/How-LOD-Works Object LOD meshes/texture do not affect how references added by plugins load. Which of the 3 screenshots you uploaded shows the DynDOLOD output being disabled? In case it is 1 or 3, do the same screenshot with tll. Do the full models of the affected waterfalls shows inside the uLargeRefLODGridSize (= area without terrain) beyond the uGridsToLoad (= area with terrain)? Going from position 10, -5 in the direction of the waterfalls the switch from (non LOD to Full Model) happens at 9, -5. Assuming the full model is still the 0x0003AC85 in cell 7,-7 it means the distance from 9,-5 is now inside the uGridsToLoad. Which would mean the large references still do not load correctly. It looks like something might be causing the large reference to not load. We know this can happens if there are any plugins changing the position of a large references to different cells. If that is no the case, there is something else going on. See if thing return to normal if you remove Natural Waterfalls.esp and/or your merge. Otherwise remove everything else until only the required game plugins and/or DLLs remain that cause the issue and report the findings.
  6. There is no need to set the INI folder with -m or the path to plugins.txt with -p if you are using the Steam version of the game, since they are always at their default fixed paths which are also used by the game. Using ini: C:\Users\[USER]\Documents\My Games\Skyrim Special Edition\Skyrim.ini Using custom ini: C:\Users\[USER]\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini Using plugin list: C:\Users\[USER]\AppData\Local\Skyrim Special Edition\Plugins.txt I suggest to not add unnecessary command line arguments to avoid potential problems.
  7. The logs you uploaded reports the data folder as: Using Skyrim Special Edition Data Path: C:\steam library\steamapps\common\Skyrim Special Edition\Data\ This is folder is probably what the games launcher stored in the Windows Registry when the game was installed, as explained by the already linked and quoted https://dyndolod.info/Installation-Instructions Make sure that is the same data folder that MO2 is set to. Otherwise update the Windows Registry to point to the same data folder as MO2 or use the -d command line argument as explained in already linked explanations https://dyndolod.info/Messages/Windows-Registry-Key
  8. It is correct and expected that there are no dynamic LOD models shown inside the large reference grid for full models that are large references. Unless you test and report it differently, I will assume the dynamic LOD models start showing once the distance to them is larger than the uLargeRefLODGridSize. xx08EBC8 added by Natural Waterfalls.esp is not a large reference. In that case the dynamic LOD reference starts showing just outside the uLargeRefLODGridSize. Do the large references work as expected or any differently with the DynDOLOD output disabled and show inside the uLargeRefLODGridSize? You are using the release version of DynDOLOD DLL NG not some test version I might have uploaded in the past months?
  9. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The answer to my first question for the cell coordinates is simply "10, -5" The cell coordinates of the full model and the dynamic LOD model should be 7,-7 according to the log. If the player is in cell 10,-5, then the cell 7,-7 is just outside the uGridsToLOad of 5 and still inside the uLargeRefLODGridSize of 11. At that point the full model should still show. The dynamic LOD model only shows past the uLargeRefLODGridSize. Are you certain the LOD patch was generated for this exact load order of plugins and nothing whatsoever changed afterwards? The full model is a large reference which is overwritten by Natural Waterfalls.esp, is it changing the position of the full model to another cell? The EditorIDs of the dynamic LOD for the other references are skyrimesm_01AC75_Tamriel_DynDOLOD_OBJECT skyrimesm_01AC76_Tamriel_DynDOLOD_OBJECT skyrimesm_01AC77_Tamriel_DynDOLOD_OBJECT
  10. The first screenshot https://ibb.co/Kr9tc4X shows the dynamic LOD model being disabled. What are the cell coordinates the player character is in according to the DynDOLOD SkyUI MCM - You Are Here page? Are the dynamic LODs never showing at all? Do they show after deactivating/activating DynDOLOD from its DynDLOD SkyUI MCM Main Page? The second screenshot https://ibb.co/bzH08qr show the dynamic LOD mode being enabled. According to the console this was done manually with enable command. The third screenshot https://ibb.co/p4BttTj has no more informative console information and seems to show the dynamic LOD model being disabled again. What are we supposed to see in that screenshot that we do not already see better in the first screenshot? The fourth screenshot seems to show a different LOD area, however no corresponding screenshot(s) of full model(s) with more informative console was provided. If you require help to deduct the EditorIDs of the dynamic LOD models in order to find with in xEdit and do the same "prid" test in the game to verify they have the same issue, provide the reference formIDs of the full models.
  11. This seems to be a duplicate post. See https://stepmodifications.org/forum/topic/19354-linuxproton-a-call-to-an-os-function-failed/page/4/#findComment-284145 https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Do not post screenshots of the tools, unless it is about visual issues with the user interface. If necessary, convey the information in text form. The debug log as explained below typically contains most of the selected settings and options already.
  12. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Make a close up screenshot of the LOD area as explained with tfc and try to actually describe the problem. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting To test if something is tree LOD, object LOD (includes ultra tree LOD and grass LOD) or terrain LOD, disable all or specific LOD with the tll command in console. Whatever remains is added by plugins, including dynamic LOD. See https://dyndolod.info/Help/Dynamic-LOD for further explanations. There is one screenshot showing a full model with the reference form ID 0003AC85 with the base record 1A89C165. Are you trying to report a problem with its dynamic LOD model not showing? According to the logs, xx89C165 uses meshes\dyndolod\lod\effects\fxwaterfallbodytall_nw_031af5d0_dyndolod_lod.nif for the dynamic LOD. A dynamic LOD reference has been added for with the EditorID skyrimesm_03AC85_Tamriel_DynDOLOD_OBJECT Use that to find the reference in xEdit, you can then "prid" its form ID in the console of the game to check its enabled state and its other more informative console information. I have no idea what to look at in the seemingly unrelated screenshots or what to do with the NIF from DynDOLOD Resources.
  13. I suggest to follow established and refined modding guides for Linux that explain how to set things up. This is what I do since years with different distributions like ubuntu, Manjiro etc. to test xLODGen, TexGen and DynDOLOD and I only ever encountered the OS function failing error once because of an NTFS driver or setting for it. See posts from other users how they actually solved the cause of their errors. Elaborate workarounds are not a fix. It seems you are reporting "A call to an OS function failed" errors that happens while generating LOD with DynDOLOD 3 Alpha 182. Try the test version from this post https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/686/#findComment-284087, it has the retry feature included which is discussed in the posts about xLODGen and TexGen above. The retry feature is a workaround as well for an error message that seems to have many different causes. The actual reasons why the "OS" has a problem should be troubleshooted regardless. You seem to have no issue with TexGen. It is unclear if the test version of TexGen is used which includes the retry feature. The current version of xLODGen already has the retry feature.
  14. See the Terrain-LOD-Readme.txt included in the download archive, which explains: Settings for - LOD level. Use the drop down to show/change the settings for a specific LOD level. All LOD levels will be generated, regardless of which settings are currently shown unless the Specific chunk options are used.
  15. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Installation-Instructions Refer to the manual of the mod manager how to add the DynDOLODx64.exe and TexGenx64.exe executables, for example Mod Organizer, Vortex. If the tools are started without setting a Game Mode with a command line argument, a message window will prompt for the desired Game Mode. For Steam versions of the game, use the game launcher to set the current location of the game in the Windows Registry. See Windows Registry Key for more. See Skyrim Special Edition GOG / Skyrim Anniversary Edition GOG in case the GOG version of the game is used. See https://dyndolod.info/Messages/Windows-Registry-Key
  16. Thanks for letting us know the latest test version of DynDOLOD DLL NG works now as expected.
  17. The DynDOLOD Standalone installation seems to be incomplete and not loading certain configuration files. See https://dyndolod.info/Installation-Instructions how to install DynDOLOD into a new and empty folder. Do not remove any files from the DynDOLOD Standalone folder. Try with this test version of DynDOLOD DLL NG https://mega.nz/file/4UwnwSyY#Ow0ce_wewK8lOhfKYN4dP1y1cFNAT9oIGsrx4yFAu3k If the problem persists, also download the test version of DynDOLOD and generate a new LOD patch from scratch. For testing there is no need for Occlusion or other worldspaces than Tamriel. If the problem persists, upload new log files and screenshot of full model with more informative console. Explain the steps required to reproduce the problem. Also upload the DynDOLOD.log from DynDOLOD.DLL and the Papyrus log after reproducing the issue in the game. See bottom of https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Also upload ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt from the DynDOLOD output.
  18. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Since you did not reply to a specific post and did not upload logs, it is unclear what was actually was done to fix your issue. For example, did the latest test version work as is or did you need to change any INI settings.
  19. What version and install option of Embers XD are using? There does not seem to be a version of GiantCampfire01BurningNoLand.nif in EmbersXD without a stone circle. Since we now actually know that the stones and giant fire are separate references and meshes, the missing fire after loading is probably a different problem than the fire particles not showing. Test if the same still happens with the test versions of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/686/#findComment-284082. Just replace the DLL, nothing else.
  20. Why are you replying to a post I made to another user about about their DynDOLOD logs? You did not really answer these questions: 1. What mod is the GiantCampfire01BurningNoLand.nif from shown in the screenshot? From your answer I take it was from another mod before you tried EVE - Giant Campfires Cast Shadows - ENB Light. 2. If only the stones are shown after reload, they have the same reference and base record form IDs as when the fire, logs and stones show? https://dyndolod.info/Official-DynDOLOD-Support-Forum Try not to make posts that only promise more information, logs, results etc. in the future. If it takes time to first gather information, logs, results etc. it is fine to just take it and then post when ready.
  21. Generating terrain LOD with xLODGen is not going to have an affect on this. What mod is the GiantCampfire01BurningNoLand.nif from? If only the stones are shown after reload, they have the same reference and base record form IDs as the when the logs and fire show? Test if changing the mesh mask rule for "giantcampfire01" from Grid: FarFull to FarLOD and Reference: Replace to Unchanged makes a difference.
  22. The link only contains the bugreport.txt. The requested DynDOLOD log and debug were not provided.
  23. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Click the link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Exceptions and then scroll down to https://dyndolod.info/Messages/Exceptions#Range-check-error. On a hunch, see this post https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/676/#findComment-283035 The mods scripts might be overwritten.
  24. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug upload when making posts. The campfire not having fires typically happens because there are too many full models with particles being loaded or the particle INI setting is to low. Refer to this post https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-182/page/643/#findComment-280264 and discussion around it.
  25. The post you linked, the test version and all discussion between kontotnok and me are about xLODGen and generating LOD for FNV. For a test version of TexGen, see https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545 However, pay attention to newer and folder posts. The "OS" having issues can have plenty of reasons. The reason for the "OS" having issues should be fixed at source if possible.
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