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sheson

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Everything posted by sheson

  1. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. The brightness of normal grass billboards is changed with the GrassBrightness* INI settings. The brightness of complex grass billboards is changed with the ComplexGrassBrightness* INI settings. This should be independent of the GrassBillboard and ComplexGrassBillboard setting. https://dyndolod.info/Help/Grass-LOD#Updating To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.
  2. You probably have a plugin that contains a problem or error that causes xEdit to crash. If the paying attention to the log inclusive. do a binary search to find out which. 1. Only load about half the plugins. 2. Do the check. 3. If there is no problem load the other half. If there is the problem, repeat from step 1 for these plugins. 4. repat until one plugin remains.
  3. I think this applies https://dyndolod.info/Messages/Unresolved-Form-ID In case the unresolved form ID is for a VMAD script property and the intended record can not be determined or the property has been removed from the script, remove the property from the properties listing via right click, Remove in xEdit.
  4. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The message has a 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 that opens https://dyndolod.info/Messages/Unresolved-Form-ID. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix unresolved form ID errors before generating LOD. https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html#CheckingForErrors Cleaning and error checking are two different things. One of the plugins seem to have quite a few errors. The other only one. If there is no newer/fixed version to be found you can attempt to fix them yourself. I think for many this applies https://dyndolod.info/Messages/Unresolved-Form-ID In case the unresolved form ID is for a VMAD script property and the intended record can not be determined or the property has been removed from the script, remove the property from the properties listing via right click, Remove in xEdit.
  5. Can you load the entire load order into with xEdit 4.1.5m (#xedit-builds channel on the xEdit discord) and do an error check across all non game/DLC plugins? Upload that xEdit log.
  6. The tool is just being killed while checking if a meshes exist, loading them to see what textures it usess etc. It really runs about an hour before crashing? If you disable the realtime log, it happens within minutes? TexGen ran without issues? Can you upload its log and debug log for comparision?
  7. How much free main memory is there available before starting DynDOLOD? What kind of disk is the drive F:? Can you test what happens if you change affinity in task manager to only use half the CPU cores?
  8. I mean how much RAM is installed? 8GB, 16GB? If you do not know about virtual memory and page file setting, then you probably did not change the default settings. https://duckduckgo.com/?q=windows+virtual+memory+settings
  9. Check if the Windows Event log shows the same error. If prime95 did not have errors, run OCCT next. Even for the real time log this seems incredible slow. Do you have an AMD GPU with crapware installed? It is still just in the base record building process where it checks base records and scans/matches used meshes and textures. A real time anti virus check might slow down file access, too. Adding exceptions might help. A lot of large textures might add to it, too. What is the total amount of physical main memory? Is page file / virtual memory set to defaults handled by OS? You may want to close the browser and other unneeded processes. Do a memory test. Unrelated, you should fix the HITMEs in Redwater Castle.esp https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
  10. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable and upload the realtime log. The issue might be because of memory issues, unstable PC, BIOS settings etc. Check the memory usage with task manager while LOD is generated. Make sure the PC is stable with prime95/OCCT for example.
  11. Upload the entire TES5LODGen_log and not just a few lines. No terrain data file I:\Installation jeux\Skyrim\Utilitaires\Pour GǸnǸrer des Lods\xLODGen\Edit Scripts\LODGen_Terrain_mannyGFDesert.bin https://dyndolod.info/Help/LODGen 194 - File not found The file(s) mentioned in the log message(s) have not been found. Make sure the file(s) exist(s) and that nothing prevents LODGen from accessing or reading any file(s). Make sure that all required BSA files are being loaded and can be accessed. Might have to do with odd characters in the path.
  12. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload. You also want to fix the HITMEs in DaedricCastle.esp https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME with loading/saving in CK.
  13. Try this test version https://mega.nz/file/pQpzESIB#tMTLnHjyplAdKENAdwAwD4exPSRw_QONQM3HJx0Xdjw It should now handle the PBR LOD texture replacement for old style LOD models that define the stitched LOD texture instead of the full texture. Report results. Mesh rules can help in case the Level 0 LOD model uses textures that can be updated and LOD model for higher levels use LOD texture that can not be updated. This would be the case for mountain LOD. In your case, the mod you are using contains LOD models for all levels that use a texture that is updated. It replaces the vanilla LOD models that use textures that can not be updated atm.
  14. The TreesApen06 full model shown in the right screenshot is the one Aspen tree LOD billboard shown in the left screenshot in front of the LOD tree with the missing texture. This warning message from the DynDOLOD log is probably related: [01:13] <Warning: File not found textures\mx\treeaspen01_c_lod.dds. Used by meshes\landscape\trees\treeaspen01_lod_0.nif Fabled Forests.esp TreeAspen01 [TREE:0006A9E6]> [07:53] <Warning: File not found textures\mx\treeaspen01_c_lod.dds. Used by meshes\landscape\trees\treeaspen01_lod_0.nif Skyrim.esm TreeAspen01 [TREE:0006A9E6]> Install the missing texture. You probably installed a mod that overwrites the trees from Fabled Forest. Maybe with Aspens Ablaze. Pay attention to log messages, especially the ones that are listed in the summary https://dyndolod.info/Messages https://dyndolod.info/Help/Summary-Of-Messages
  15. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Messages/TexGen-Output#No-TexGen-output-detected
  16. This test version should address this https://mega.nz/file/BRYAFYgD#sk54a8RGSkX3Br0qF-qtEmLMS_XeuHOPaVwIqreFZYc Let us know in case there is still an issue.
  17. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload if they exists or in case thy don't how to enable and upload the realtime log and check the Windows Event log for hints.
  18. Ah I remember now. This is where the vanilla diffuse texture uses a wrong filename convention and that messes up the automatic substitution for PBR. I should have a test version in a bit.
  19. The full model uses textures\pbr\dlc01\landscape\icewall01.dds as diffuse texture. The LOD should be using textures\dlc01\lod\dlc01icewallpbr_lod.dds from the TexGen output. Check that texture and report if it is red. If that is the case, open TexGen, click the preview button for the Rendered Object LOD textures and change the dropdown to show for dlc01\lod\dlc01icewallpbr_lod.nif Report if this is red as well or looks like textures\pbr\dlc01\landscape\icewall01.dds.
  20. What mod is the original full model meshes\landscape\ice\glacierendlg01.nif from - before it was converted with PG? What mod is the meshes\lod\ice\glacierendlg01_lod_0.nif from? They are probably the same mod. There is hope we can do something about the textures used by the LOD models you have installed. You didn't provide any rules, so I am not sure what you are trying to do with them. Meshes rules control automatic LOD model assignments. They do not directly control which textures a LOD model uses.
  21. Thanks for reporting and verifying.
  22. That is great! Thanks. Start a new thread with log as usual and a more informative screenshot of the full model, link to mod.
  23. Check if this test version of DynDOLOD fixes it https://mega.nz/file/9RBwhB7A#Phv0FkY7MqncuumOQ_LHcitoM-rp-we9rU_lcOSIpLg Report results. If issue persists upload new DynDOLOD logs.
  24. No it won't cause any issue. The last update was for DynDOLOD only and I just forgot to update the TexGen version number. It will be the same version number again next alpha.
  25. I moved you post to a thread where we already seem to be dealing with the same issue. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug to upload. Then, if possible try to identify at least one of the affected textures and check if the source textures which should be in the TexGen output are correct or already wrong. Assuming none of the LOD textures are from other mods.
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