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sheson

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Everything posted by sheson

  1. Yes I will push an update later today/tomorrow
  2. Great. LODGen failed to properly read a nif block in the new format. The Static LOD4 settings uses less demanding 3D LOD trees ("hybrid" because they use 3D branches and 2D trunks) instead of the full modes. It is all explained in the ultra trees manual.
  3. Got it. Thanks to all that info I was able to replicate the error. It turns out that running through MO somehow prevents that error message from being shown. Eventually I got it which makes things so much easier to diagnose :) Download these updated LODGen.exe/LODGenx64.exe and replace the ones in "Edit Scripts". Hopefully things should run through now. Please let me know how it goes. Note that you re trying to generate 3D tree LOD with the full models and not the included hybrids.
  4. Try the latest 2.0.8.3b from February Generate for the vanilla game from within MO to see if that works. if that does not work, generate without MO for the vanilla game. Upload files to a file service or paste them to pastebin.
  5. Not seeing that zip file you speak of... Which MO version are you using? Can you test what happens when generating without starting from MO. If that works, see what happens if you create only vanilla/same setup (use a new profile) from within MO.
  6. Could be caused by a problem reading a texture. Depending on where it freezes check listed textures in ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_dlc2solstheimworld_flat_textures_used.txt or DynDOLOD_TES5_dlc2solstheimworld_textures_used.txt. Make sure they open properly and look OK in an image program for example, or just remove/reinstall for a quick test to narrow it down. Check this thread
  7. Don't worry about the time when you get it. I am here whenever. I might go ahead and rebuild the load order based on the log you already uploaded. LODGen is multithreading different LOD levels and quads, so the order/time of when it reads/processes a specific nif and writes something to the log is not always the same. The "silent" fail points to external problems yes but on the other hand it is very likely that it trips over some data it tries to process - it really should have some kind of message in its command prompt window though. I am just not ruling anything out. I am not to sure where to find it in windows 10 either, but in older windows versions it would be enough to just hit start button and type "event" into search to have it list event viewer. Usually it is in control panel / administrative tools In event viewer look for "application" then "application error" in windows logs ... assuming that the viewer is still comparable to my windows 7
  8. When I say memory in this context I am mean memory timings/voltage settings. If you use prime or whatever to test stability it should be fine. Lets see what we find out with the other user in the other thread that seems to have the same problem. It may equally well be some nif LODGen trips over. It is just that it really should not silently stop without any message at all which has be wondering.
  9. That is (still) odd that LODGen would just stop like this. Can you check for the error in windows event viewer and copy/screenshot that? Can you verify CPU/Memory/Temperatures/Cooling/Overclocking are not a factor? Test if you can replicate that crash by just generating SkuldafnWorld for example (start with no DynDOLOD.esp in the load order) If you get the exact same problem twice in a row while just generating for that small world space I would be more convinced this has something to do with a nif file - despite there being no error message at all. Also if you could upload the files from ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\*.* and ..DynDOLOD\Edit Scripts\Export\*.* I can then start to replicate the load order and narrow it down to a handful of possible files and see if I can get the same error.
  10. Take a screenshot of the LODGen command prompt, the white text on black window. Bring it to the foreground by clicking its icon. Also post/upload DynDOLOD.log and any other LODGen log if there are any.
  11. This is a bit odd. The screenshot doesn't show any error. This would have suggested CPU/Memory/Overclocking/Cooling problems. Any problem with a file should produce a nice error message and only if really something goes really wrong a crash with a exception error message. Since there is no dynamic LOD at the moment all you have to do is generate static (and tree LOD if you do not use ultra trees) without Open Cities in the load order. There is currently no second step.
  12. That screenshot is not showing a LODGen command prompt window - the white text on black background. You need to bring that window into the foreground by clicking on its taskbar icon, so we can see its text and hopefully some kind of error message. It is most likely because of "full model" trees being used for static tree LOD and one or more of those full models from mods can not be read properly. You may want to use the billboard fallback option to verify if it works then. I hope we can see LODGen telling us a nif file name. Otherwise I will just try the same tree mod + full model for static LOD here and see if I can update LODGen to work with those nifs
  13. You welcome
  14. When a LODGen process for a worldspace does not complete successfully, static LOD for that worldspace is incomplete. It will then use vanilla static LOD which has no LOD for trees obviously while 2D tree LOD is still disabled with the *.lst files for each worldspace generated to the output folder. Incomplete LOD generation should not be used in the game. Get a screenshot from a crashed LODGen, so we can look at the message. Post the log from the LODGen that has contents. This is probably related to whatever problem LODGen has. Post the entire DynDOLOD log.
  15. Looks great. We also did some of the earlier oak trees with 3D trunks (some slightly decimated with 3dsmax). I think with sse and the recent graphics cards that have enough VRAM this should be mostly fine in the future. I will probably revisit the included vanilla trees and do some with 3D trunks, like the reachtrees. Most of the pine trunks are covered well enough there is no need, unless it is maybe dead trees. We will see, may some one beats to it. However, also keep in mind that technically full model trees can be added to the large reference grid. Though that may proof to eat more performance than somewhat better ultra trees. We will have to wait for Beths to fix the bugs or else patching this will be a nightmare. I happily take those files to include in DynDOLOD. Since I am quick with 3dmax I might optimize the 3D trunks juuuuuust a tiny bit, typically in the 5 to 15% range.
  16. Then I suggest to re download the archive. I tested the Nexus download earlier and it worked fine. Just tested the mega download and it works fine as well. I suggest to at least test with the native 7z program if the problem persists.
  17. Memory Block Log starts recording to the logfile the second the executable is started, even before the main menu appears. I suggest to follow a guide how to set up the game with SKSE Memory patch and verifying with Memory Blocks it is setup correctly and the settings are high enough. Alternatively, use crash fixes with UseOSAllocators and the pre-loader. This replaces the games problematic memory management and automatically disables the SKSE Memory patch. No need for Memory Blocks Logs then obviously.
  18. I suggest to use a different program to unpack the 7z archive. https://www.7-zip.org/7z.html
  19. The error happens when it reports references that will cause large reference flicker. This happens after LOD generation completed. If you just let LODGen.exe (command prompt window spawn in background) finish by itself and then close and save the esp it should be fine to use. Check the entire load order for errors with xEdit. Fix all errors. See this video for help. Let me know if you found any mods with errors and if it worked once they were fixed (or remove them) Do not uncheck "Generate Tree LOD", so there is valid tree LOD for the load order. Otherwise you will incorrect tree LOD. Obviously install all required billboards first.
  20. This sounds like the game works fine with DynDOLOD but without the bashed patched? If xEdit still reports errors in the patch, they should all be fixed, or change the generation options so the errors are not reproduced. Best to ask on a wrye forum with the error report from xEdit. If that is not the case make sure to read the FAQ: Skyrim: ILS or CTD
  21. Ah somehow I left my test settings (again) in the INI. Will upload new version soon. Fixed in 2.23. Open INI with notepad ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini Change Level32=1 to 0 before next generation. Right now you can simply delete all files for level 32 ..\Meshes\Terrain\Tamriel\Objects\Tamriel.32.*.*.bto Change all formats to 200 StaticLODDiffuseFormat=200 StaticLODNormalFormat=200 TreeLODDiffuseFormat=200 TreeLODNormalFormat=200 You can then just update the texture atlas as explained in 'Update Texture Atlas' section in DynDOLOD_TexGen.html
  22. The log is saved when you close the program. It seems there is a mod that adds a worldspace for Dawnstar without a persistent cell - which is odd. Let me know the mod at load order 6A hex / 106 decimal. Check the for errors. Check the load order for errors in xEdit.exe before generating LOD. Fix all errors. See this video for help. For now I would just remove the mod from the load order when generating LOD.
  23. Generally, errors in plugins should be fixed for stable games.
  24. A newer version of DynDOLOD is available DynDOLOD 2.22/2.23/2.24/2.25/2.26/2.27 minor version update post | Major version update Post | Skyrim Special Edition What’s New? This update includes general performance and stability improvements for DynDOLOD.exe, TexGen.exe and LODGen.exe. See change log below for more info. There is no need to update LOD generated by earlier versions just because the tools have been updated. See Full update post for 2.xx update instructions TexGen.exe now offers changing the texture output formats for advanced users. Leave at default for typical use. To change the texture format of the texture atlases created by DynDOLOD.exe edit its INIs. See docs\DynDOLOD_TexGen.html for more info. DynDOLOD.exe and LODGen.exe now offer to generate LOD Level 32 static object LOD without billboard trees, which can be used for the map. See docs\trees.ultra\DynDOLOD-Trees.html for more info. All tools have been updated to support Skyrim SE. This is in beta and limited for obvious and well known reasons. It should only be used by experienced DynDOLOD users. See docs\DynDOLOD_Manual_SSE.html for more info. It explains the key differences and similarities, as well as the new features introduced by Skyrim SE and its bugs/problems. Skyrim Mods Requiring DynDOLOD Enhanced Landscapes - Winter Edition - Includes billboards and LOD textures that need to overwrite vanilla billboards and DynDOLOD Resources - Core Files textures. If LOD textures are generated with TexGen.exe, they should always overwrite everything else. Winter Aspen Billboards Verified working out of the box - added/updated meshes and/or textures Helarchen Creek Realistic Boat Bobbing Skysight - Simply Bigger Trees - Billboards Dragon Bridge DynDOLOD 2.26 - Download from Mega | DynDOLOD 2.26 - Download from Mega DynDOLOD Resources 2.22 for Skyrim - Download from Mega DynDOLOD Resources SE 2.22 for Skyrim SE - Download from Mega DynDOLOD Patches 2.23 for Skyrim - Download from Mega [spoiler=Changelog DynDOLOD 2.22] General performance and stability improvements - for real DynDOLOD.exe - fixed sometimes using wrong glow LOD when using original LOD assignments DynDOLOD.exe - added RemoveUnseenZShift to ini for same setting in LODGen.exe export file DynDOLOD.exe - added Level32 switch to ini for same switch in LODGen.exe export file, see docs\trees.ultra\DynDOLOD-Trees.html DynDOLOD.exe - added FlatLODVertexColor to ini to set vertex color of flat LOD, see docs\trees.ultra\DynDOLOD-Trees.html DynDOLOD.exe - added FlatLODColorVariance to ini to randomly change vertex color of flat LOD, see docs\trees.ultra\DynDOLOD-Trees.html DynDOLOD.exe - added StaticLODDiffuseFormat, StaticLODNormalFormat, TreeLODDiffuseFormat and TreeLODNormalFormat to ini to set texture atlas formats DynDOLOD.exe - added TreeLODAverageColor to ini to replace black transparent parts of billboards with the average tree color - works only with alpha channel output formats DynDOLOD.exe - added TreeLODBackgroundTexture to ini to replace black transparent parts of billboards with a texture - works only with alpha channel output formats DynDOLOD.exe - shrink normal map texture atlas to 4x4 pixels if all pixels are identical DynDOLOD.exe - added beta support for SSE, start with -SSE command line argument DynDOLOD.exe - added a check to verify DynDOLOD Resources for the current game mode are installed TexGen.exe - sync updates with DynDOLOD.exe TexGen.exe - added output format options for diffuse and normal textures TexGen.exe - fixed cases of not consequently using lowercase for comparisons TexGen.exe - added generation for riftenstonewall02lod.dds TexGen.exe - added generation for tundradriftwoodbark01lod.dds TexGen.exe - fixed generation of rubblepilelod.dds TexGen.exe - fixed generation of fxdirtmound01lod.dds TexGen.exe - removed the need for temp files in game data folder TexGen.exe - added beta support for SSE, start with -SSE command line argument TexGen.exe - added fallback to Texconv.exe for reading in case DDS format is not natively supported Texconv.exe - new - custom silent version, prints errors only LODGen.exe - added support reading SSE LOD nif LODGen.exe - added export Mode=SSE LODGen.exe - added support for BSA version 0x69 LODGen.exe - added lz4 decompression LODGen.exe - added GameMode=textureslist to generate a list of textures with UV in between atlas tolerance LODGen.exe - added command line parameter gamemode to overwrite gamemode in export file LODGen.exe - updated lz4 package to latest version LODGen.exe - better error message in case required Redistributable is missing LODGen.exe - added Level32=True, uses *.nif from LOD level 16 if 4th entry is not set to create LOD Level 32 bto LODGen.exe - added RemoveUnseenZShift=[float] to adjust terrain height when removing unseen faces LODGen.exe - added vertex color support for flat LOD, column 8 and 9 in FlatTextures file LODGen.exe - some minor speed improvements and clean up LODGen.exe - use assembly version in log DynDOLOD_Manual.html - all docs updated for new game mode DynDOLOD_Manual_SSE.html - new DynDOLOD-Shortcut.txt - new DynDOLOD-Trees.html - added info about static object LOD level 32 for map DynDOLOD-Trees.html - added info for vertex colors for 2D tree LOD in static LOD for Skyrim SE DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods DynDOLOD Resources SE - new - meshes in new Skyrim SE format - removed options/assets that currently do not apply to Skyrim SE DynDOLOD Patches - fixed a typo in Wizard.txt [spoiler=Changelog DynDOLOD 2.23] DynDOLOD.exe - fixed some default INI settings DynDOLOD Patches - update Beyond Reach billboards to be also for arnima.esm [spoiler=Changelog DynDOLOD 2.24] DynDOLOD.exe - check LODGen log and write result to DynDOLOD log, so it is more obvious if something went wrong LODGen.exe - fixed error reading BSTriShapes with no vertices/triangles LODGen.exe - apply UVScale and UVOffset shader values to model before merging [spoiler=Changelog DynDOLOD 2.25] DynDOLOD.exe - fixed a memory corruption sometimes causing nasty things DynDOLOD.exe - fixed an error trying to check a non existing LODGen log LODGen.exe - fixed FO4 export mode not working correctly LODGen.exe - updated lz4 package and supporting libraries to latest version [spoiler=Changelog DynDOLOD 2.26] LODGen.exe - fixed a crash caused by a missing serialization [spoiler=Changelog DynDOLOD 2.27] DynDOLOD.exe - fixed trying to check LODGen logfile after wait times out DynDOLOD.exe - fixed not reading billboard txt file from BSA LODGen.exe - updated lz4 package and supporting libraries to latest version LODGen.exe - fixed sometimes not reading BA2 files correctly See Full update post for full changelog, fully detailed update instructions and updated compatibility information for Skyrim mods. DynDOLOD 2.21 Skryim typos may be intentional as long as Skyrim SE has severe visual and game breaking bugs
  25. See FAQ: Exception in unit xxx line xxx: Duplicate FormID [xxx] in file [xx] xxx.esp Also lots of posts about this message already. Most likely caused by broken patch created by Wrye Bash. https://forum.step-project.com/topic/11960-went-to-rebuild-my-dyndolod-after-installing-a-couple-mods-and-now-im-getting-a-duplicate-formid-0000bcf1-in-file-9a-dyndolodesp-error https://forum.step-project.com/topic/11849-error-log-included https://forum.step-project.com/topic/11614-error-running-dyndolod-exe
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