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sheson

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Everything posted by sheson

  1. Post the log. This is about reading a texture or generating the texture atlas. Did you change the texture output format in the ini? You may have a billboard texture that has broken data. The program may really run out of memory.
  2. Yup, my mistake. Unintentionally removed those from the medium preset. Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_TES5_medium.ini with the updated version attached. Then just generate again like you did before or if you use the advanced options make sure to click the medium button to load the updated rules. Thanks for helping out finding this. This will be fixed in the next version of course. DynDOLOD_TES5_medium.ini
  3. Check if ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_lodgen.txt contains Dragonborn.esm;0001E136;DLC2TreeMushroomTree01 00008000 meshes\dlc02\plants\dlc2mushroomtree01.nif meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree01_lod.nif Dragonborn.esm;0001E137;DLC2TreeMushroomTree02 00008000 meshes\dlc02\plants\dlc2mushroomtree02.nif meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree02_lod.nif Dragonborn.esm;0001E142;DLC2TreeMushroomTree03 00008000 meshes\dlc02\plants\dlc2mushroomtree03.nif meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree03_lod.nif Dragonborn.esm;0001E149;DLC2TreeMushroomTreeGroup01 00008000 meshes\dlc02\plants\dlc2mushroomtreegroup01.nif meshes\dlc02\lod\mushroomtrees\dlc2mushroomtreegroup01_lod.nif Which low, medium, high option did you use to generate LOD? You added any custom meshes rules? You could upload/post the settings from the last generation saved in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_LODGen preset default.ini
  4. We are talking about these mushrooms right? 0401e136 DLC2TreeMushroomTree01, 0401e137 DLC2TreeMushroomTree02, 040e142 DLC2TreeMushroomTree03 and 0401e149 DLC2TreeMushroomTreeGroup01 Are all of them not having LOD or only specific ones? Check if ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_meshes.txt lists the LOD models for them meshes\dlc02\lod\mushroomtrees\dlc2mushroomtreegroup01_lod.nifmeshes\dlc02\lod\mushroomtrees\dlc2mushroomtree03_lod.nifmeshes\dlc02\lod\mushroomtrees\dlc2mushroomtree02_lod.nifmeshes\dlc02\lod\mushroomtrees\dlc2mushroomtree01_lod.nif If not, double check in ..\DynDOLOD\Logs\DynDOLOD_TES5_log.txt that Dragonborn.bsa is loaded when DynDOLOD starts up. If the BSA is loaded, make sure it actually contains the above LOD models. The vanilla BSA does, but maybe the BSA was optimized or is corrupt. If they are listed, check there are any lines in ..\DynDOLOD\Edit Scripts\Export\LODGen_TES5_DLC2SolstheimWorld.txt using these LOD models. Just search for "dlc2mushroomtree01_lod.nif" for example and you should fine lines that look like 0401E140 00000000 73637.664062 25815.455078 1777.705322 0.0000 0.0000 0.0000 1.0 DLC2TreeMushroomTree01 00008000 meshes\dlc02\plants\dlc2mushroomtree01.nif meshes\dlc02\lod\mushroomtrees\dlc2mushroomtree01_lod.nif Let me know what you find.
  5. A mod may be changing the base record of the full model causing this. Open console and click on the full model, note its Form ID, look it up in xEdit.exe and then CTRL+Click through onto the NAME - Base entry to see if a mod changes the default full model nif for example. Let me know in case you need more detailed instructions. Let me know the mods name or if there is no mod is changing it.
  6. Do not mix the DynDOLOD standalone installation with old versions or an xEdit installation. It seems LODGenx64.exe takes a very long long time to complete a worldspace - which is perfectly fine, it can happen. Please update to this test version and see if it behaves correctly when it gives up waiting for LODGenx64.exe to finish. In case there are still problems, edit DynDOLOD\Edit Scripts\DynDOLOD Worlds.pas in notepad and change the value of 600 in line #658 to something higher. It is the number of seconds it waits.
  7. Yes, those are the LOD textures used by the college.
  8. Test with a new game. If it is OK then redo clean save routine again. If it also happens with a new game, look up the references in xEdit and check their Editor ID. It is in the form of [PluginName.esp]_[FormID]. A mod may be doing something that needs a workaround/setting. Let me know the PluginName. Let me know if unclear and I will explain in more detail. If the PluginName.esp happens to be DynDOLOD.esp, add its load order (97) to the FormID and look that up until you find PluginName that is not DynDoLOD. The college uses pre-rendered LOD textures that can not be automatically created from a couple source textures. textures\lod\winterholdlod01.dds textures\lod\winterholdlod02.dds You could try loading the college models in nifskope with the mods textures applied and do screenshots - just like you would for billboards. Then use those to update the LOD textures in an image program. Check Abendaron HD LOD Textures. He created improved versions of the pre-rendered LOD textures that TexGen can not do. Maybe check that mod or ask him for tips.
  9. You need to start TexGen/DynDOLOD in SSE mode with the -sse comand line argument as explained in DynDOLOD_Manual_SSE.html
  10. Open console click object, the first two digits of the form id tell which plugin adds things. They are added by Skyrim.esm Correct, Whiterun Exterior doesn't add those 2. Nobody missed them so far.
  11. The LODGen.exe is an older version and not version 1.2.0.0 from DynDOLOD 2.26 Make sure to update all files with the one from the DynDOLOD 2.26 download.
  12. Please scroll up or make the command window larger so you can screenshot the complete error message. The most important part is the first line of the message.
  13. Start DynDOLOD in expert mode. Open ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini in notepad and change to Expert=1 Select aaaWereBalokDungeonWorld. Click the Execute LODGen.exe button and bring the spawned LODGen.exe command prompt to the front. Make a screenshot of the complete error message and post it.
  14. FAQ: Skyrim: Out of place objects / flickering full models A: Updating of save game with old DynDOLOD.esp gone wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. Test with new game. If it happens with a new game and if you use the DynDOLOD patch for Lanterns of Skryim, disable/enable the lanterns through its MCM to see if it makes a difference. DynDOLOD should have no effect whatsoever on the roads in the loaded cells.
  15. It is enough to instal SMIM with the large sail option for SkyMills and DynDOLO will use them automatically. Technically you can set all LOD Level to use full model trees, but Skyrim will already run hard into 32 bit application memory limits of 3.1GB under Windows OS even if you set Full Model, Billboard, Billboard. I pretty sure you won't be able to load that game as it will always ILS even highest memory setting / crash fixes. Skyrim SE on the other hand... I only answer questions revolving around DynDOLOD or LOD in general :) I sort things manually and use a bunch of (also custom) categories and then I usually use filters instead of groups. I have well over a 1000 mods (sometimes different versions or install options of the same) because of all that load order testing / debugging / troubleshooting I do. So I use lots of profiles, too. But everyone needs to find out for themselves what works for them and their needs.
  16. 1) Really not much need for SkyMills/Falls anymore... :) 2) It will automatically use installed billboards (you will see a message early in DynDOLODs log) for the trees for which 3D LOD does not exist. Nothing else to do other than to make sure all billboards are installed correctly like always. 3) See Manual "Custom Settings For Specific Mods - Revamped Assets Skyrim" as example. Video Basically, add a new mesh rule somewhere before the last "\". For example set mesh mask to "ships\" - which will include everything in the meshes\ships\ folder (or be more specific like "shiplarge") and set Full Model, Static LOD4 or LOD8, Static LOD8 or LOD16, Yes, Far LOD or Far Full, Unchanged If it works now no need to upload anything. Thanks for reporting and enjoy.
  17. Good to hear it all works now. Well that is the decades old engine for you: LOD does not cast or receives shadows for example. Full models trees only show in loaded cells and past that is LOD. It has to switch at some point. Newer methods/engines can morph between LOD levels. Of course there is the chance that in your case there are no 3D static LODs for those full models available right now and it is using billboards. There is one thing to look forward to in Skyrim SE: technically full model trees can be large references. So whenever Bethesda fixes their game breaking bugs in Skyrim SE, we will be able to push those transitions further away without the the problems of using higher ugrids. (If Betehsda doesn't fix, we will just have to clean the large ref data from the *.ESMs and then create a load order compatible master file with the large reference data)
  18. Thanks a lot for verifying! Will push update ASAP.
  19. Edit: I have a hunch. See if using this LODGen.exe works better. Just replace file in Edit Scripts. If you could scroll up the command prompt window to the start of the error trace and make a screenshot that would help. Please upload/post contents of ..\DynDOLOD\Edit Scripts\Export\LODGen_TES5_DLC01FalmerValley.txt ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_atlas_map_dlc01falmervalley.txt
  20. You can ignore 'line 390 End of file' happening in DynDOLOD.exe, it is a result of LODGen.exe not completing correctly. Use this testversion of DynDOLOD to see if it works better. Edit: See if version 2.26 works any better for you. If it still freezes edit DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[TES5|SSE].ini with notepad and change FasterBase=0 and/or FasterCreate=0 Post logfiles and/or a screenshot from LODGen.exe with an error message. Bring the command prompt window to the front right after it spawned. If you change the INI setting Export=1 you can restart just LODGen.exe for already processed worldspaces by changing the world dropdown and then clicking the Execute LODGen.exe button. Again - if LODGen.exe crashes only sometimes with the exact same settings it is hardware or OS problem outside the scope of LODGen. You could try running outside of MO, but with MO 32 bit it is usually the same as well. You either always have the same problem or never. Same with programs installed into Program Files and UAC kicking in for example.
  21. Looks great. Thanks.
  22. Different *.dds billboard files should not really matter for LODGen.exe as it doesn't read them. If LODGen crashes only sometimes and randomly without a descriptive error message in its command prompt window, make sure CPU cooling, memory timings, overclocking settings etc. are not the cause. Try lighten the workload by only generating LOD for a single workspace.
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