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Everything posted by sheson
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Use pastebin or a file upload service
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Most likely something with a mod in the load order tripping up the process. Do the same steps as I suggested, click OK on the message, but then click Cancel instead of OK. When you then close DynDOLOD.exe, it will write the logfile that I would like to look at.
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The xEdit message about [skyrim.esm] Warning: File contains duplicated top level group: GRUP Top "HAZD". is normal and can be ignored. Can you write down the steps/clicks you do to get to that message? Then click OK on that message and Cancel and close the program. Post/upload the ..\DynDOLOD\Logs\DynDOLOD_TES5_log.txt it created. Delete any old log file first, so it only contains the last run.
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Disabling something is not what I would call a "fix". The content of MergedArmorMods_map.txt seems invalid. The first line says there should be zero entries mapped form ids, while it then lists rows of mapped form ids - which are equal. The second row should be the next plugin name. What version of merge plugins did you use? Can you post the complete MergedArmorMods_map.txt file please? I will need to update the code to account for that new or invalid? data format.
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LODs for Dawn Point Lighthouse
sheson replied to Sacralletius's question in DynDOLOD & xLODGen Support
Quite a few of those pieces are already replaced by static LOD. Check the log for disabled NeverFade, replaced by static LOD for LighthouseWH.esp [REFR:0C01EF82] (places AALgtWallPieceSmallSn [STAT:0C01EE0F] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 40,14) Which means you only need to take care of the remaining ones that have log lines like disabled NeverFade, replaced by dynamic LOD for LighthouseWH.esp [REFR:0C01EFDF] (places AALgtDoorwaySn [STAT:0C01EE0A] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 40,14) If you can not create LOD models for the remaining parts, you can add mesh rules so that the full models are used in static LOD. For example Mesh mask: architecture\jets\farmhouse\outsidefoundcorpost01.nif LOD4: Full model LOD8: leave empty or set Full model LOD16: leave empty or set Full model VWD: unchecked Grid: Far Lod Reference: Unchanged See the DynDOLOD_Manual.html Configuration and Custom Settings For Specific Mods sections If you add these rules into a rule file DynDOLOD_TES5_lighthousewhesp.ini, they are automatically loaded when clicking the low, medium, high buttons and the mod is in the load order. See attached file. Either put it into the ruies folder of the standalone version or into a ..\Data\DynDOLOD\ folder of the mod. See DynDOLOD_Mod_Authors.html for more. Dungeons\Ship\Clutter\ShipWoodBeamStraight02.nif is incompatible with static LOD and result in parts to be transparent and wrongly aligned. It would require to have a dedicated LOD model. I also attached an updated version of impfloorpiece01_lod_0.nif, which will work better with texture replacements. Replace ..\Meshes\lod\imperial\impfloorpiece01_lod_0.nif from Resources if you find the tower textures to not look right after the neverfades have been replaced by static LOD. Now, all this will not change the references to be persistent. It will only unset the isFullLOD flag. If you need to cut down on persistent records, it would be best to update these references directly in LighthouseWH.esp, unsetting both the isPersistent and the isFullLOD flags before generating LOD. Because of the existing LOD model(s) and the rules from above there will be still LOD generated for these objects regardless of those settings. DynDOLOD_TES5_lighthousewhesp.ini impfloorpiece01_lod_0.7z -
Dynamic Distant Objects LOD - DynDOLOD 2.27
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Do farmhouse or imperial forts windows outside the cities do the same? Is that with Windows 'high' checked or not? Try the opposite. When using 'high', those LOD light windows are "decals" that never should z-fight like this. None of the Skyrim INI settings with "decal" seem to influence that - never seen similar reports. I am suspecting graphics driver or driver settings. It could have to do with any setting related to transparency or anti-aliasing, FXAA etc. Maybe something else that changes shaders. If not using 'high', see if setting UseDecalFlag=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini and generating static LOD again makes a difference. -
Dynamic Distant Objects LOD - DynDOLOD 2.27
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It is a bit hard to tell from the tiny video, but the castle building and the windows are LOD, correct? Are those the only windows with LOD lights that are flickering like that? When you generated LOD, you did the two different generations required for Open Cities? Which OS and which NVIDIA driver version are you using? ENB? -
Dynamic Distant Objects LOD - DynDOLOD 2.27
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Check if these settings in Skyrm.ini change anything [LightingShader] fDecalLODFadeEnd=1.0000 fDecalLODFadeStart=1.0000 Either update to these values or add them if they don't exist. In case that doesn't help, post a modwatch with Skyrim INIs, or otherwise post/upload them. -
SKYRIMSE TESV rules work for SSE - Whiterun Ferns, etc.
sheson replied to Phinix's question in DynDOLOD & xLODGen Support
The walled cities (except Markarth) using a settings that makes them childworlds using LOD of the the Tamriel parent world automatically. 1) While engine knows to unload the Tamriel terrain/object LOD when in the cities, it does not unload the 2D tree LOD. The rules in the INI are there to add an "exception" to these trees so they use a different LOD system without the limitation, otherwise the tree LOD would be still be loaded when in cities. 2) Because it uses Tamriels LOD instead. 3) Kind of manual, for example get tree form id in game with open console then clicking it. Then add a rule for it. So to recap, the rules for whiterunferns add an "Enable" setting on specific trees, so that they are not done as 2D tree LOD so the LOD unloads correctly when you enter the city, LOD is added for objects automatically. You would either to acquire or create either billboards or 3D LOD models for shrubs. Typically they have no LOD. SFO has billboards for some of it shrubs. Without LOD billboards or 3D LOD models the only way to have LOD is to use a full model for LOD, which is not recommended for shrubs. It would kill performance, memory wise unless used very sparingly. whiterunholdforeste adds dynamic LOD for 2 full models so some shack has better LOD. In the manual, check the section Configuration and Custom Settings For Specific Mods to learn more about rules. Also see DynDOLOD_Mod_Authors.html. -
Dynamic Distant Objects LOD - DynDOLOD 2.27
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I take it by tree textures you don't mean billboards. Then you only need to update the static LOD texture atlas with new textures TexGen created. Just check the "Update Texture Atlas" section in DynDOLOD_TexGen.html. It is pretty quick. It says to manually select the export files, if you change the worldspaces dropdown it will automatically try to find it. i need to update that part. -
Not Found: Edit Scripts when Generating DynDOLOD
sheson replied to Denunci's question in DynDOLOD & xLODGen Support
Great. Just in case you still have the old esp that had the error, I would be interested in it for some forensic analysis. If not no worries, just enjoy. -
Not Found: Edit Scripts when Generating DynDOLOD
sheson replied to Denunci's question in DynDOLOD & xLODGen Support
The message Not Found....\Skyrim\Edit Scripts\DynDOLOD\.txt is a harmless status message and fully expected to show for any other worldspace but Tamriel. It has nothing to do with the exception which happens two steps later when "Reading DynDOLOD.esp" Is this a new generation from scratch or are you trying to update an existing DynDOLOD.esp? -
Dynamic Distant Objects LOD - DynDOLOD 2.27
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If it is a rock in the vanilla game, the best solution is to actually submit the reference form id of the rock preferably with a screenshot to the unofficial patch tracker at https://bugtracker.iguanadons.net/ so it can be fixed for everyone. If you want to change the position the rock yourself you should do that in the CK since xEdit just has the raw data value without a 3D view of the world. I am not aware of a simple guide just for that. -
How to get rid of json warning?
sheson replied to SirQuincyPotato's question in DynDOLOD & xLODGen Support
That is good to hear and your firstborn is appreciated. Secondborns are usually not that tender. -
Dynamic Distant Objects LOD - DynDOLOD 2.27
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I might add those buildings in an update. If the rock has static LOD, e.g. the LOD object can not be clicked / has no form id, then you need to create an overwrite record with xEdit that either disables and moves the rock underground or change its position. Then you need to generate static LOD for that worldspace. The simple way is to just run DynDOLOD.exe again, while keeping the existing DynDOLOD.esp in the load order, start DynDOLOD.exe, select only the worldspace and click OK. After everything finished, overwriting old output with new output overwriting all older files. If the LOD object has a form ID that points to DynDOLOD.esp, the LOD should disable by automatically. -
How to get rid of json warning?
sheson replied to SirQuincyPotato's question in DynDOLOD & xLODGen Support
You need to fix the error. The generation is incomplete and should not be used. If you want to disable an error message instead of fixing the error you haven't submitted your firstborn yet Start by paying attention to the on screen messages/log when running DynDOLOD, which should have these lines Saved [...]\DynDOLOD_Output\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json [...] Saved [...]\DynDOLOD_Output\skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json [...] Saved [...]\DynDOLOD_Output\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json [...] DynDOLOD Worlds completed successfully. -
dyndolod stuck on "reading large reference data for skyrim"
sheson replied to albi7894's question in DynDOLOD & xLODGen Support
Can you please upload a list of all files in C:\Games\The elder scrolls v skyrim special edition\*.* Easiest is to open a windows command prompt and type dir "C:\Games\The elder scrolls v skyrim special edition\" > c:\folder.txt then upload or post the newly created c:\folder.txt Also I asked you to test only parts of the generated output, by disabling the esp and only test with the generated meshes/textures and then only with the meshes... and if that still crashes then continue to remove batch of *.bto files from Meshes\Terrain\Falskaar\Objects\*.bto to see if you can narrow it down to a single file. -
dyndolod stuck on "reading large reference data for skyrim"
sheson replied to albi7894's question in DynDOLOD & xLODGen Support
There have been no other reports about such crashes in 3 years. You would need to test other worldspace instead of making assumptions. Upload the DynDOLOD.log for that generation for Falskaar or paste it to paste-bin. Upload/paste the LODGen.log for Falskaar. You can find them in the DynDOLOD\Logs\ folder. Does it crash without the DynDOLOD.esp, but the meshes/textures from the output still in place? If it crashes with with just meshes, textures, disable the textures so only meshes are active. If that still crashes, you could try do disable groups of *.bto files to maybe narrow it down to a single file that I would like to check - provided that is the case. -
Well you kind of leaving the scope that I am really interested in :) Do whatever tests you want to do with a new game, though. I am rather interested why Lanterns was continuously running its update script and if that problem comes back with your updated Windows 10 install.
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dyndolod stuck on "reading large reference data for skyrim"
sheson replied to albi7894's question in DynDOLOD & xLODGen Support
Are you certain none of the plugins have errors? Check the load order for errors in xEdit.exe before generating LOD. Fix all errors. See this video for help. I take it this only happens when you generate for Tamriel? If you select only all worldspaces it runs through? -
dyndolod stuck on "reading large reference data for skyrim"
sheson replied to albi7894's question in DynDOLOD & xLODGen Support
Shouldn't you have a log from the generation that worked but seems to cause problems in the game? In any case, the start up error is because the plugin file Open Cities.esp is missing. [00:00:04.473] Background Loader: [immersive Citizens - OCS patch.esp] Adding master "Open Cities Skyrim.esp" [00:00:04.473] Background Loader: [Open Cities Skyrim.esp] Loading file [00:00:04.473] Background Loader: Fatal: Immersive Citizens - OCS patch.esp needs it, but the file is not there. This is a rather straight forward error message form the underlying xEdit.exe code that DynDOLOD is based upon. If you disable Open Cities.esp you also need to disable all other plugins that require it. Open Cities needs special treatment to generate LOD for. Check the manual for instructions for that mod. -
dyndolod stuck on "reading large reference data for skyrim"
sheson replied to albi7894's question in DynDOLOD & xLODGen Support
please post the dyndolod log. Edit: check all plugins in the load order with xEdit for errors. I quickly generated LOD for Falskaar and it appears to work fine with Skyrim SE here. Might be additional mods. -
You want to keep custom memory small. If it doesn't use more than 80% lower it a bit. Set AlignHeapAllocate=0 See if you have more luck with lowering ReservedMemorySizeMb albeit it may introduce noticeable loading hitches. (I assume ExpandSystemMemoryX64=false already) You *should* be able to start the game and coc whiterun without UseOSAllocators by using SKSE Memory Patch instead. It may be worth a test. Only change default heap, never change scrap. Use Memory Blocks Log to determine default heap is high enough. It maybe just that the game needs more memory than is available. Consider using BethINI to set everything to lower for a test to reduce resource usage. The goal would be to see if you can find a stable setup at all and then work back to high settings again.

