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sheson

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Everything posted by sheson

  1. Post logs and screenshots
  2. The only valid and latest version of the documentation is always in the main download together with the standalone for which it is needed. The Nexus file section with the main download and its description saying what it contains seems pretty straight forward to me. In any case I can not change how the Nexus website works.
  3. It is in the main download "DynDOLOD - REQUIRED - Contains DynDOLOD.exe and TexGen.exe and documention..." You will find it in the 'docs' folder.
  4. See this thread If problem persists, open ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini in notepad and set FasterBase=0 Also note the FasterCreate= setting.
  5. This error happens after everything is complete. If you just wait for all spawned LODGen.exe processes to finish and then save the DynDOLOD.esp when closing DynDOLOD.exe you should be able to use all the generated files like you normally would. Use xEdit to check all plugins for errors. See this video for help. Double check the priorities of the load order. For example the unofficial patch should be right after the official game files. There is no need to keep SkyFalls + SkyMills in the load order. Do not install DynDOLOD into special windows folders like c:\Program Files or c:\windows or c:\users
  6. Do you have a mod replacing the torch mesh? (Look up the model for a base record form id in xEdit and then use xEdit asset browser - let me know I can explain in more detail) If you don't mind could you upload DynDOLOD.esp and the data files from ..\skse\plugins\StorageUtilData\*.json The screencapture is in Morthal, correct?
  7. This almost looks like a particle problem to me. Did you add custom rules for fires/torches or is there a mod so that there are lot of animated LOD objects with particles in that area? See if raising this value in Skyrim.ini helps: [Particles] iMaxDesired=750 All included LOD models for fires/waterfalls have particles removed to keep the count down. But there could be a rule or combination where a lot of full models with particles are active. Otherwise I would look at the [LightingShader] settings Skyrim.ini if they have an effect on this. Maybe the parts of the model that disappear are decals, then set fDecalLODFadeStart/End both to the same value for example.
  8. LODGen.exe generates BTO files from nif files. It does not read or write esm/esp. If the generated DynDOLOD.esp changes words like 'Smelter' or 'Schmelzhütte' it is because of a plugin or maybe something going on with the language definitions in ..\Data\Interface\Translate_*.txt or ..\Data\Interface\translations\*.txt or the skyrim_*strings in "Skyrim - Interface.bsa". Make sure the log says Background Loader: [skyrim - Interface.bsa] Loading Resources. Edit: If that is all fine, start DynDOLOD.exe with command line parameter -l:german
  9. Completely remove the DynDOLOD standalone installation folder and install from archive again. Also check if you can reproduce any such error if you simply restart and do things again.
  10. Making hundreds or even thousands of objects neverfades will quickly overload the engine with too many things being active all the time. It can only get worse if they are animated or shaders like the 2 to 3 flames per lantern. That's why the Near and Far Grid systems of DynDOLOD exists, so the number of active neverfades can be limited.
  11. No need to clear cache folder. Files will be overwritten. From a quick first look, you can also try to reinstall the billboards from SFO and Enhanced Vanilla Trees - basically any file listed in DynDOLOD_TES5_tamriel_flat_textures_used.txt May be test each one opens without error in a dds viewer or image program with dds support.
  12. Please post a screenshot of the log window. Have you set tree LOD brightness to something else than 0?
  13. DynDOLOD does not invent or translate data. DynDOLOD builds a patch by copying data from the plugins in your load order. Obviously, there is a "german" plugin installed that on occasion is the last overwrite for data. I suggest to not install foreign language plugins or change their load order so they are not the last overwrite for that data if possible. In any case, the source for the data is the load order and nothing else. No, the flames (candles) of the laterns should always show in the distance. No patching needed because they are always on. Make sure to click the low, medium or high button after checking the box to load rules for candles. The log will show lines like Loaded 61 mesh rules for all Candles Loaded 49 mesh rules for high Candles Then generate LOD with the updated rules in place.
  14. There is only LOD to switch if you checked "Fake lights selected world" since the lanterns themselves burn all the time. Typically I do not recommend using this option for play-troughs as the fake light to normal light switch is very noticeable. It is more an option for screen archers. However, additionally the patch makes sure that the LOD matches the settings right away if changing which new lanterns are enabled via MCM.
  15. Yes they should. why else woold there be all that text about it in the manual and the patch :) Double check you installed the script patches correctly (interior save) and they are not overwritten by anything. Test with a new game.
  16. You can just delete the dds for that and then generate (only) tree LOD again to remove it. Look at the log again for lines that look like TreeFloraLavender01 "Lavender" [TREE:0001BB3D] using LOD Textures\Terrain\LODGen\Skyrim.esm\....dds Just delete that referenced file... or maybe edit the texture in an image program to make it darker. You are correct about the missing textures for shrubs/bushes. That is normal.
  17. Reinstall whatever flora overhaul mod and its LOD source and textures. Check ..\DynDOLOD\Logs\DynDOLOD_log.txt for texture not found messages around the "Creating atlas textures ..." messages
  18. There is no worldspace "Tamriel" in Enderal and consequently no tamriel.json is created. The main worldspace of Enderal is called "Vyn" I could imagine the in-game error being caused by a plugin.esp that is not intended for Enderal but for Skyrim. A plugin could be adding back the worldspace name Tamriel overwriting data from the Enderal Skyrim.esm. Such plugins should be removed/updated. Also check that DynDOLOD_Worlds.json is not overwritten by old files (Overwrite folder MO for example) and does not contain the word "tamriel".
  19. Upload/post ..\DynDOLOD\Logs\DynDOLOD_log.txt
  20. Both these setting DefaultHeapInitialAllocMB=1280 (and also ReservedMemorySizeMb=1024) seems high. Have you run with Memory Blocks Log if that much default heap allocation is even needed for your setup? I finally had some time to look at the latest Beyond Reach download from Nov 15 and it looks like something is off with some of the BTR files for the terrain LOD for the main worldspace arnimaDuplicate003. I wonder if they cause your problem. See if this terrain LOD fixes it for you. It overwrites most BTR files in the arnima.BSA. If that doesn't change anything for you, try to unpacking arnima.BSA and only using loose files. Remove/hide meshes\terrain\arnimaduplicate003\ and then make sure only the new ones from my download exist in the load order. If you are using MO that should be straight forward to test. This test does not affect whatever LOD you generated with DynDOLOD, so just keep it.
  21. This is may be caused by some odd/invalid (billboard) texture that is needed to create the atlas texture for the load order. Please post/upload to some file service the entire log when generating for Tamriel alone ..\DynDOLOD\Logs\DynDOLOD_log.txt Also upload ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_flat_atlas_map_tamriel.txt ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_flat_textures.txt ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_tamriel_textures_used.txt ..\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_tamriel_flat_textures_used.txt The generated LOD data is incomplete and can not be used in game
  22. Awesome that it worked out for you as well. Great to hear.
  23. I need to add that I actually tested with the newer Skyrim Summer Overhaul 1.21 that I already had on file.
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