Jump to content

sheson

Mod Author
  • Posts

    13,179
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. Make sure none of the plugins has errors in xEdit (especially Bashed Patch, 0.esp). Then check this thread from this post onwards
  2. This error message is straight from xEdit. FAQ: Errors while running DynDOLOD.exe/TexGen.exe A: Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this for help.
  3. So many trees. Looks great.
  4. That is a good result too. If it keeps working you can just set debug=0 and enjoy.
  5. Please download this test version and simply replace the exe ..DynDOLOD\DynDOLODx64.exe Set Debug=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Then run Falskaar only again. It should produce a somewhat better error message at the critical point. If it manages to print a form id check that record for anomalies and/or check the plugin for errors in xEdit, etc. If it is a plugin from a mod available for download let me know.
  6. There is no need to create duplicate posts about the same topic across different threads.
  7. Please learn how to use a forum. Do not create a new thread every time. Put the message you want to ask into the post body. The -sse and -tes5 command line parameter switches do work. If they "do not work" it is because they haven't been applied properly.
  8. RTFM ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html
  9. Well we never expected it to be able to fix missing assets. However, the log should show the file names it looks for and how it falls back to the billboard.
  10. FAQ: Checking for errors for DynDOLOD.esp with xEdit A: .. \ Record Flags -> are intentional and can be ignored. A: Any other error indicates a problem that should be reported to https://forum.step-project.com/forum/101-shesons-dyndolod-support/
  11. "Deleted references were found" Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this for help. Clean the dirty plugins, including the vanilla game files. "Can not find textures\lod\*.dds for texture atlas" Verify installation of DynDOLOD Resources SE. It seems incomplete. Then clean the log (..DynDOLOD\Logs\) and cache (DynDOLOD\Edit Scripts\DynDOLOD\cache\) folders and generate from scratch for one of the problematic worldspaces and upload the log just for that please.
  12. Post the logs with and without the error. Should be both in the same log file anyways. FAQ: Errors while running DynDOLOD.exe/TexGen.exe A: Look for helpful messages in the log above the error. A: Check this FAQ for the error. A: Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this for help. A: Search https://forum.step-project.com/forum/101-shesons-dyndolod-support/ for the error message and possible disucssions and solutions. A: If problem persists post error report with contents of ..DynDOLOD\Logs\ DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error to https://forum.step-project.com/forum/101-shesons-dyndolod-support/
  13. The log is not real time and certain messages may not appear in order. The exception message about texture atlas creation is not related to log message about reading large references. Do not use 2.26. 2.27 fixed such memory errors. Use DynDOLOD 2.31. Use the x64 version. It should not hang. If it does, *that* is the error to report and to debug.
  14. DynDOLOD 2.32 and the beta version I posted the other day are identical.
  15. You need to generate LOD with DynDOLOD.exe and then install its output last so it overwrites everything. FAQ: Tree LOD: LOD trees textures cut off mid-way A: The tree texture atlas like Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds does not belong to the generated tree LOD in Meshes\Terrain\Tamriel\Trees\*.* A: Verify that the tree texture atlas Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds and the tree LOD in Meshes\Terrain\Tamriel\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten by other mods. For 3D tree LOD the files are Textures\DynDOLOD\LOD\*.dds and Terrain\Tamriel\Objects\*.bto, while Meshes\Terrain\Tamriel\Trees\Tamriel.lst should be 0 file size so traditional 2D tree LOD is turned off.
  16. The screenshot seems to show cut off 2D tree LOD. It could be 3D tree LOD with a few 2D billboards fallback. If tree textures are cut off like this, then the flat tree LOD texture atlas does not belong to the LOD meshes from the same generation. Also if there is LOD for objects that do not exist anymore or the other way around, then the load order changed and LOD should be generated/updated to match the new load order. It is possible that LOD generation did not complete successfully and old LOD was not completely removed and only partially replaced by new LOD. Check the log for error messages, regarding LODGen. Make sure to install tree LOD resources in the same order as the mods that add the full model trees. Your list shows "Beyond Skyrim - Bruma Tree LOD Billboards" twice. Use beta version from this post
  17. That is great. Thanks for letting us know.
  18. If LODGen stalls when doing all worlds at once, but works without error when doing single generations, you should really check CPU cooling, memory timings etc. I guess it could also be because all the processes consume lots of memory at once. I could not yet reproduce that Assertion failure in line 12302 also trying several runs adding one worldspace after another. It might be that it only happens with a lot of mods or a mod that might have errors. Use the latest beta version from this post. Nothing changed anymore in the particular code to the original problem in this thread, but you never know - always use the latest :)
  19. I posted a beta that might potentially fix your troubles or at the very least produce a detailed log that will help us with troubleshooting in the future.
  20. Here it is DynDOLOD 2.32 BETA which will print detail log for the static tree assignments. It also contains all other fixes from test version so far of course. See how things work out with it. I also reworked the assignment code a bit as it might have been not really working right anymore. I did a few specific tests to make fallback to billboard/full model work as they should.
  21. Don't worry about the troubles, it always could be that something broke. Now that I understand the specifics of your case, I will double check some things while doing the better log reporting update for static tree LOD generation related to this discussion. I should have some new test version some time later today/tomorrow.
  22. So which trees do not have tree LOD? The 3D LOD trees from EVT or the ones from SFO that should use billboards as fallback?
  23. Are you trying to generate traditional 2D tree LOD or 3D tree LOD?
  24. If there are no billboards for tree base records then those trees will not have LOD and consequently there will be no dynamic LOD for trees (the new base records with *_DynDOLOD_LOD) in their name. The overwrites are created when doing 3D tree LODs, again if no resources are there for the base record or no 3D tree LOD is generated, there will be no such overwrites. Traditional tree LOD is files in meshes. 3D Ultra tree LOD is files meshes. They do not require data in DynDOLOD, only 3D LOD needs a LOD flag set on the tree base records so loading is delayed. However that will not influence if LOD trees show or not.
  25. It doesn't matter in which plugin any of the tree references are for generating tree LOD. If a tree has no LOD I could think of these reasons: There is no billboard available for the tree base record when generating tree LOD. Check the log for the billboard messages Tree XXX [ using LOD | LOD not found ] textures\terrain\...\*.dds The tree reference requires dynamic LOD and dynamic LOD was not generated or is not loaded in the game. The plugin that adds the tree reference was not loaded at the time of the tree LOD generation. The load order of plugins changed after generating tree LOD.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.