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sheson

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Everything posted by sheson

  1. You sure you delete the ini files? Just edit the text in the lines directly, see if it changes anything wbOutPutPath := ProgramPath + 'Textures-out'; for example, you get the idea.
  2. This looks really weird, are you on a notebook where the CPU is throttled maybe? Check CPU temps maybe it goes over limit. What CPU do you have? I can't for the live of me imagine how LODGen.exe would need several minutes for Blackreach with only 1200 objects. Do you have any custom terrain LOD (*.btr files) for SkuldafnWorld or Blackreach? Try small worlds one at time, and instead of save & exit, just restart and do another world. They should be blazing fast. Only Tamriel still takes long.
  3. Check line #335 of DynDOLOD\Edit Scripts\DynDOLOD\lib\optionsform.pas, it should look like: edDestination.Text := wbProgramPath + 'DynDOLOD_Output\'; Check line #411 of DynDOLOD\Edit Scripts\DynDOLOD TexGen.pas, it should look like: wbOutPutPath := ProgramPath + 'TexGen_Output'; if you see extraneous characters try another unzipper program?
  4. 1. I searched the content of all files and did not find "Oputput" - both executables will use -o: parameter at first start-up, then save/load to/from ini, maybe you mistyped? 2. TexGen.exe saves the selected output path to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5_TexGen.ini and loads it just fine, regardless of -o: parameter DynDOLOD.exe saves the selected output path to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini and loads it just fine, regardless of -o: parameter I never had any troubles setting different output paths. Maybe there is a write problem due to space? 3. Yes and it never will
  5. That seems very wrong. Post your TES5Edit_log.txt if you like Can you simply try generating again? If it happens again screenshot the DynDOLOD.exe window so I have an idea where/when it happens. You had the red sails with 1.49 I presume? Need to verify that scenario.
  6. I wonder what you will do with all that extra time now.
  7. Vanilla Textures are supported out of the box. Then there is no need to run TexGen. See DynDOLOD 1.48/1.49 update post from April for information about Holds. There are some instructions to fix an error with Holds. DynDOLOD.esp" thing now too, i'll admit that before trying the beta i deleted only the old scripts , interfece, esp , old output data and the xedit files. I left the old meshes and textures you had included on the old version only because i know more mods used them and i didn't even wanted to try to find the sources. I did a new game by the way. Same reports about the same problem always mean something is up Get DynDOLOD 2.03 BETA, which should fix this issue.
  8. TexGen writes to the same logfile DynDOLOD\Logs\TES5Edit_log.txt and there will be plenty of file not found errors in case DLC *.bsa are missing. It will run through nonetheless. If you have no DLC installed it doesn't matter that those LOD textures can not be created. It would use the default from DynDOLOD Resources as a fallback, but then if no DLC is installed that won't happen either because there is no LOD that requires them.
  9. You do not need TES5EDIT (latest on FO4 Nexus) :) You are sure there was no old DynDOLOD.esp or \skse\plugins\StorageUtilData\*.json in the load order? It looks like \skse\plugins\StorageUtilData\DynDOLOD_Worlds.json is from an older generation and wasn't replaced by the new one. Make sure no old files ended up in MO overwrite folder. Use MOs "Data" tab in the right pane to drill down to skse\plugins\StorageUtilData\ to verify the "Mod" each json file comes from. You could open \skse\plugins\StorageUtilData\DynDOLOD_Worlds.json in notepad and update the line "bunchofnumbers":"xxxx", by copy and pasting the same line from DynDOLOD_Tamriel_Objects.json for example. Note that the line in DynDOLOD_Worlds.json has a comma at the end that is required to be there. This copy and pasting will only work for DynDOLOD_Worlds.json as it usually contains the same information between generations without any Form IDs I found a bug, wait for DynDOLOD 2.03 BETA
  10. Thanks for reporting. Will be uploading a DynDOLOD 2.02 BETA in a bit. Check the BETA post for updated download links. Since the update is only for the standalone updating is as easy just simply overwriting the DynDOLOD.exe files and folders.
  11. You didn't cause it, it is just a warning that used to show in the middle of the process so it got lost before. These warnings with some explanations are now listed once the process completed so they are easier to spot. In this case the warning about "meshes\mbi_skinnymeshes\mbi_molagbalstatue.nif" is harmless as it is never used by the mod either. You are all done and everything is fine. Future DynDOLOD versions will offer to verify if a missing nif is used by any mod in the load order by building the reference info automatically. In theory you can use any texture replacer. TexGen will update as many LOD textures it can to match the new look. Some LOD textures (mostly the big towns) are rendered so they can not be created automatically, so they will not match visually unless the texture replacer ships with updated LOD textures itself. If you use optimized vanilla textures to save VRAM and/or want LOD to use smaller texture to save VRAM as well: * Install the "Low-Res LOD Textures" from the DynDOLOD Resources - it contains smaller versions of a few rendered textures, that can not be updated by TexGen * Run TexGen and change the drop "Select LOD Texture Size" from 256 to 128 (64 if you are desperate) - this will make sure all single LOD textures it can create are smaller * When running DynDOLOD.exe, click to advanced and change Max tile size to 256 or 128 - this will create a smaller LOD texture atlas. Afterwards, compare the different file sizes of ..\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds and _n.dds You could optimized them further manually.
  12. "DynDOLOD_Worlds.json does not belong to DynDOLOD.esp" either happens because the clean save cycle wasn't done properly or when mixing files from older generations with new ones. Test with new game with coc whiterun from main menu, then it is save game. Check the MCM information window that all files for the worldspace have the same bunch of numbers.
  13. I have firstborns that play Skyrim for me, so I can spend the time on more useful things.
  14. Thanks for reporting, found the culprits of both problem. Will be uploading a DynDOLOD 2.01 BETA in a bit. Check the BETA post for updated download links. Since the update is only for the standalone updating is as easy just simply overwriting the DynDOLOD.exe files and folders.
  15. Unlike your day mine has only 25 hours
  16. Your sources helped tremendously. For now I created a bastard child that still uses the scripting. I also wrapped lots of the commands accessing the plugin data to make reading/writing thread save, it ain't very pretty at the moment. Eventually the source will end up somewhere if only to show how funny things can look when someone doesn't want to rewrite something from the ground up and simply moves the naiiv pas scripts step-by-step into delphi trying to tie everything together with all these freaking stringlists :) I can replicate that when doing the first wizard/medium run on a new brand new installation. If I start DynDOLOD.exe again with the same options it will run through on second attempt. Something is not properly initialized it seems. Will be fixed next version. Please post your DynDOLOD\Logs\TES5Edit_log.txt so I can compare to the one from druninja
  17. Summon worked. Great feedback, thanks. I take that pie, deed is paid :) I have seen a meany load orders from people so whenever you need to ask do not worry. But yeah, play around a bit first to uncover as much as you can, after all this is Skyrim and you mod and don't play, right?
  18. Today marks the two years anniversary of my first post of this thread, so it seemed like a good opportunity to publish the ... DynDOLOD 2.18 Refer to the newly created videos for MO and NMM below, they should explain the entire process adequately so you know what to expect. The included manual is all updated as well with the new instructions and the new videos. DynDOLOD Guide for Wrye Bash users by alt3rn1ty is all updated as well. What’s New? DynDOLOD 2.xx marks the change from a collection of pas scripts for xEdit.exe to a standalone version containing all the required tools in one archive. There now are a DynDOLOD.exe and a TexGen.exe to start the processes. In addition, resources and patches are separated into different downloads for easier installation and maintenance. Overall the requirements, installation and process to generate LOD are basically the same. The key changes are, that there is no more xEdit required, the patcher now installs into its own folder and the installation of the meshes/texture resources, options or patches just became easier. There is no more default DynDOLOD.esp/bak - it will just be created if needed. While technically the LOD generated by 2.xx is generally the same compared to 1.xx there have been also the typical updates to better support mods. See the list below in the section "The usual updates" and the fixes and changelogs. There is typically no need to update or generate LOD from scratch for an existing save game just because there is a new DynDOLOD Standalone 2.xx or a new DynDOLOD Resources 2.xx. Check the list of "The usual updates" below, if a mod which you are using was added recently. Consider updating or generating LOD from scratch in case you notice missing LOD. Important DynDOLOD 2.xx requires an installation from scratch when updating from an older 1.xx version. All former files - meshes, textures, scripts etc. plus all generated LOD should be removed first. Existing files installed to xEdit\Edit Scripts\* do not matter anymore and should not have any effect on the new DynDOLOD standalone if you install it into a new folder. Since LOD generated with older versions will not work with the papyrus scripts from DynDOLOD 2.xx, remove older versions of the patcher from the xEdit folder. If an existing save is updated with a DynDOLOD.esp generated from scratch, follow the “clean save� cycle: first deactivate DynDOLOD from MCM, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Remove old DynDOLOD.esp, remove old scripts and remove old meshes/skse/textures. Start game, load last save, wait a bit, save again. Install the new papyrus scripts, the new DynDOLOD.esp and the new generated LOD. Enable the new DynDOLOD.esp. Start game, load the last save, go outside. DynDOLOD should initialize by itself, else activate from MCM. Before running DynDOLOD.exe, please make sure the CPU is properly cooled and in case it is overclocked, it is verified to be stable. Some routines make use of all cores at times and several LODGen.exe processes are started in parallel when generating for multiple worlds at once. Download DynDOLOD 2.18 - Download from Mega, Nexus Required. Contains DynDOLOD.exe and TexGen.exe and their supporting files, including all documentation including instructions for ‘trees.ultra’ It is recommended to first remove all files and folders from older versions and then install into a new folder that is outside game, program files and mod manager folders. DynDOLOD Resources 2.18 - Download from Mega, Nexus Required. Contains the required 'Core Files' like meshes, textures, papyrus scripts to generate LOD and use it in the game. It also contains the optionals like Whiterun Exterior etc. If updating from older versions to 2.15 or higher it is recommended to first uninstall older 'Core Files' Textures (or simply everything) for best results. Otherwise simply overwrite older 2.xx versions. Make sure to have matching or higher DynDOLOD Standalone version when generating LOD. DynDOLOD Patches 2.18 - Download from Mega, Nexus Contains the patches for some of the mods listed under 'Some Assembly Required' - download if needed. Instructions Please check DynDOLOD_QuickStart.html, Docs\DynDOLOD_Manual.html and videos for updated instructions. Here is the quick synopsis: Requirements SKSE, PapyrusUtil 2.8 or higher, vanilla billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards plus billboards for any tree mod. Installation Install SKSE and PapyrusUtil. Install DynDOLOD.exe, TexGen.exe and all supporting folders/files from the DynDOLOD 2.00 archive into a new folder of your choice. Install 'Core Files' from the DynDOLOD Resources archive into the game / mod manager overwriting everything. Install patches from the DynDOLOD Patches archive if needed into the game / mod manager overwriting everything. Install billboards into the game / mod manager overwriting DynDOLOD Resources Generation Execute TexGen.exe to update a limited list of LOD textures in case texture replacer mods are used. Before running TexGen again, remove textures from earlier generation. Install generated LOD textures from output folder into the game / mod manager overwriting DynDOLOD Resources. Execute DynDOLOD.exe to generated tree, static and dynamic LOD. If there is no DynDOLOD.esp in the load order it will be created from scratch. You can only update existing DynDOLOD.esp created with 2.00. Run the process as normal. Once it finished Save & Exit. Install generated DynDOLOD.esp, meshes, skse and textures folder from the output folder into the game / mod manager overwriting everything. Let LOOT sort DynDOLOD.esp. Step-by-Step Simple run-through for MO / NMM if you already know what you are doing https://www.youtube.com/watch?v=90TRMvFdduo https://www.youtube.com/watch?v=1BUAVP9ZPf8 Trouble Search this thread or check the FAQ for similar problems. If you experience crashes or other oddities while running DynDOLOD.exe or TexGen.exe, please post a link to entire Logs\TES5Edit_log.txt If LODGen.exe (white text on black background command line window) post a screenshot of the error message. People that made this milestone possible and deserve credits All users asking questions and giving feedback. No matter how mundane, they always result in updates or tweaks to the tools or documentation ElminsterAU, Hlp, Zilav, Sharlikran, Ehamloptiran, All S.T.E.P. members and users, TechAngel85, GrantSP, alt3rn1ty, qY81nNu, arcline111, yausd, Michael from GamerPoets and last but not least Mator for pioneering and publishing sources of his 'standalone' Merge Mods and help hooking me up. The usual updates Applies to latest version of DynDOLOD Standalone and Resources. Mods Requiring DynDOLOD Indistinguishable Vanilla Tree Billboards - alternative which replaces Vanilla + DLC tree LOD billboards from TES5LODGen Spice of Life - Forts (2.11) HD-LOD Buildings - overwrite any textures from DynDOLOD Resources or TexGen output (future proof advise) and adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. Some Assembly Required - see included Manual for more details Revamped Assets Skyrim (2.07) Enderal (2.15) - see Enderal section in the manual Caranthir Tower Reborn (2.18) Verified working out of the box - included rules Necromancer Hut (2.07) The People Of Skryim Ultimate Edition (2.07) Cliffside Cottage (2.08) Knights of the Garter (2.10) - improved rules for better LOD compared to older versions Riften Fishing Shack (2.10) Unofficial Skyrim Legendary Edition Patch (2.10) Belleteyn - Snowy Cabin (2.12) Hermit Mountain Cottage (2.12) Rift Treehouse (2.12) Snow Elf Palace (2.12) Swamp Home - A House In Hjaalmarch (2.12) Whiterun Apartment (2.12) Windhelm Cabin (2.12) Snow Elf Hut (2.15) Round Window Cabin - Player Home (2.16) Dawn of Skyrim (Director's Cut) (2.17) The Observatory (2.17) Trollstigen (2.18) Verified working out of the box Karthwasten (2.00) The Elder Scrolls V - Expanded (2.00) The Elder Scrolls V Expanded - Falkreath - Brdvhyn (2.00) The Elder Scrolls V Expanded - Falkreath - Viantlek (2.00) The Elder Scrolls V Expanded - Haafingar - Lainalten (2.00) The Elder Scrolls V Expanded - Haafingar - Nedenheim (2.00) The Elder Scrolls V Expanded - The Pale - Port Lysanvir (2.00) The Elder Scrolls V Expanded - Winterhold - Yorgrim Wall (2.00) ClefJ's Morthal (2.07) White River Priory (2.07) Enhanced Vanilla Trees (2.08) - Billboards - install billboards in correct order and generate tree LOD as usual Retirement (2.08) The Pines of Whiterun (2.08) Riverside Lodge - Buildable Edition (2.10) Riverside Lodge REDUX - Buildable Edition (2.10) Thur's Retreat (2.10) Solitude Docks District (2.11) Millers Shack (2.12) Shezrie's Old Hroldan Town Ver 2.0 (2.15) Solitude Skyway (2.15) Better Tel Mithryn (2.16) Simple Raven Rock Expansion (2.16) Distinct Skyrim Landscapes (2.17) Killian Castle (2.18) Lyngwi - A Nordic Village (2.18) Settlements Expanded (2.19) Greater Skaal Village (2.19) Whiteraven Manor (2.19) Ultra Trees support included in DynDOLOD Resources Core Files Realistic Aspen Trees Enhanced Landscapes Oaks installation option and Enhanced Landscapes Oaks Standalone courtesy of kojak747 Mods with Ultra Trees support Enhanced Vanilla Trees from Some_Random_Guy_83 Fixes include Better Enhanced Lights and FX 3.x support - College of Winterhold missing reported by baronaatista, Fenric Added better LOD for Dragonsreach arch thing and braziers (high only), so certain fires do not float - reported by Paolino Fixed parent world dynamic LOD sometimes being disabled when leaving interiors - reported by Paolino Updates to "create mod" function - see Docs\DynDOLOD_Mod_Authors.html Fixed image paths in all html documents - reported by CreeperLava Fixed Exception in unit line -1 'Prepare' on line 712: Type mismatch - reported by druninja, Ilkob, hobo1137 Fixed Exception in unit userscript line 340: Access violation at address 0093C4EF in module 'DynDOLOD.exe - reported by Rasor1911 Fixed Exception in unit prepare line 517: Operation not allowed on sorted list - reported by druninja Fixed wrong bunch of numbers added to json - reported by Ilkob, jennykitten78, LucidAPs, hobo1137 and probably others Fixed not using SMIM sails meshes - reported by Ilkob Fixed Exception in unit userscript line 347: 'xxxx' is not a valid integer value - reported by Madpaddy Fixed erroneous output path - reported by Neovalen, Thallassa Fixed not ignoring some merged mods correctly - reported by Darth_mathias, Neovalen Fixed TexGen output path - reported by Darth_mathias Optimized applying form id updates from merged mods - reported by Selfishmonkey Fixed SolitudeExterior.esp conflict with Legacy of Dragonborn - reported by Pickysaurus Execute patch rules also for mods that are ignored - reported by Thallassa Disable MCM if PapyrusUtil is not present - reported by disi Fixed adding Glow LOD nif in certain conditions - reported by kcinlober Fixed TWO freezes - reported by everyone Added workaround for a rare case of not finding a base record - reported by GunSlinger21 Fixed finding an empty SolstheimWorld caused by a mod - reported by Tezliov Hardened objects in exterior esp versus merging and accidentally having LOD - reported by Sundder Glow LOD windows now using textures from replacer mods after running TexGen - reported by S.T.E.P. Added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights Fixed meaningless No WRLD message reported by Nebulous112 Fixed DynDOLOD.exe exception under exceptional circumstances reported by TeflonBilly [spoiler=Changelog DynDOLOD 2.00 BETA]DynDOLOD.esp - removed default esp - it will be created if it doesn't exist DynDOLOD.esp - new or updated esp will always be saved to output path together with generated meshes, json and texture files DynDOLOD World.pas - DynDOLOD World.pas script is now started through DynDOLOD.exe - a modified version of xEdit DynDOLOD.exe - updated logic and seperated functions for standalone version DynDOLOD.exe - removed plug-in selection - load order is controlled by mod managers DynDOLOD.exe - use own version of Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat DynDOLOD.exe - use own settings files DynDOLOD.exe - somewhat better error handling DynDOLOD.exe - compile list of missing models for review once process completed DynDOLOD.exe - some minor performance improvements DynDOLOD.exe - cleaned up and unified log messages DynDOLOD.exe - fixed a typo causing error when using IgnoreTrees=1 DynDOLOD.exe - made world bounds error message more descriptive DynDOLOD.exe - made simple exe files time check to fail nicely if needed DynDOLOD.exe - reworked create mod mode DynDOLOD.exe - fixed using an unassigned list too early DynDOLOD.exe - fixed not setting up manual base elements properly when updating DynDOLOD.exe - skip parent/child worldspaces missing persistent cell for real this time DynDOLOD TexGen.pas - DynDOLOD TexGen.pas script is now started through TexGen.exe - a modified version of xEdit TexGen.exe - added an options window TexGen.exe - added automatic saving/reading of options TexGen.exe - added generation for icelakesurface.dds TexGen.exe - added option window to select output path and texture size TexGen.exe - do not stop if files are not found LODGen.exe - now included in DynDOLOD standalone version LODGen.exe - added logfile parameter so it can run more than one instance Papyrus Scripts - fixed parent world dynamic LOD sometimes being disabled when leaving interiors DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD_Manual.html - updated for standalone instructions DynDOLOD_Manual.html - added new tutorial videos DynDOLOD_TexGen.html - manual updated to reflect new options window DynDOLOD_Mod_Authors.html - added DynDOLOD Resources - LOD resources, papyrus scripts and optionals are now a seperate archive DynDOLOD Resources - updated/added core LOD meshes and textures for better compatibility with mods DynDOLOD Patches - patches are now a seperate archive Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods [spoiler=Changelog DynDOLOD 2.01 BETA] DynDOLOD.exe - fixed sometimes not finding a bunch of numbers DynDOLOD.exe - fixed a case of uninitialized primitives [spoiler=Changelog DynDOLOD 2.02 BETA] DynDOLOD.exe - fixed not finding all merged mod map files for the load order DynDOLOD.exe - fixed trying to violate sorted stringlists DynDOLOD.exe - removed a confirmation message [spoiler=Changelog DynDOLOD 2.03 BETA] DynDOLOD.exe - fixed a variant to cardinal conversion [spoiler=Changelog DynDOLOD 2.04 BETA] DynDOLOD.exe - fixed a string to cardinal conversion DynDOLOD.exe - fixed not loading mesh_replace list DynDOLOD.exe - fixed typo caused by having fat fingers syndrome from too much pie DynDOLOD.exe - use alternative version of setting up grids DynDOLOD.exe - added switch to control which version of setting up grids is used [spoiler=Changelog DynDOLOD 2.05 BETA] DynDOLOD.exe - use merged map data also for lists using partial mod filename matches DynDOLOD.exe - only ignore worldspaces if master mod is ignored DynDOLOD.exe - always copy XEMI from highest override TexGen.exe - sync updates with DynDOLOD.exe [spoiler=Changelog DynDOLOD 2.06 BETA] 2.06 BETA TexGen.exe - ensure trailing slash is added to selected output path DynDOLOD.exe - fixed using some preset settings in wizard mode [spoiler=Changelog DynDOLOD 2.07 BETA] DynDOLOD.exe - export stage id -2 for dynamic creepy SovngardeStatue - high only DynDOLOD.exe - optimized processing of merged form ids TexGen.exe - added generation for stockadeplanks01.dds DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD Resources - Papyrus Scripts - set current pos/angle from parent when enabling LOD object for stage id -2 DynDOLOD Resources - added SolitudeExterior DynDOLOD Resources - updated/added LOD meshes/textures for better compatibility with mods [spoiler=Changelog DynDOLOD 2.08 BETA] DynDOLOD.exe - skip loading - animation, - interface, - shaders, - sound, - voices .BSA DynDOLOD.exe - get glow LOD from higher LOD level if lower level is not defined DynDOLOD.exe - only set Has Distant LOD if LOD level 4 has static LOD DynDOLOD.exe - apply patch rules regardless of mod ignore list DynDOLOD.exe - disable and set other options accordingly if dynamic LOD is not generated DynDOLOD.exe - added _dynamic/_static rule file functionality Edit Scripts - fail properly when being started from xEdit.exe TexGen.exe - sync updates with DynDOLOD.exe DynDOLOD_Manual.html - updated with new step-by-step video DynDOLOD_Manual.html - updated compatibility information for several mods Papyrus Scripts - disable MCM if PapyrusUtil is not present DynDOLOD Resources - updated SolitudeExterior for better compatibility with other mods DynDOLOD Resources - updated HighHrothgarWindowGlow to carry forward ULSEEP DynDOLOD Resources - updated/added meshes for better compatibility with mods [spoiler=Changelog DynDOLOD 2.09 BETA] DynDOLOD.exe - fixed trying to clean dynamic LOD data [spoiler=Changelog DynDOLOD 2.10] DynDOLOD.exe - Release DynDOLOD.exe - added feature to always use LOD assignments from base records for specified plugins TexGen.exe - sync updates with DynDOLOD.exe DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD Resources - updated/added meshes for better compatibility with mods [spoiler=Changelog DynDOLOD 2.11] DynDOLOD.exe - try to catch an unknown case of non existing base record TexGen.exe - added to also read files from ../skyrim/data/DynDOLOD/DynDOLOD_TES5_TexGen_[alpha|noalpha|copy]_modnameesp.txt so mod authors can supply custom LOD Texture generation for their mod DynDOLOD_Mod_Authors.html - updated info about creating files for TexGen.exe DynDOLOD-FAQ.txt - cleaned up for standalone version DynDOLOD_Manual.html - updated compatibility information for a mod [spoiler=Changelog DynDOLOD 2.12] DynDOLOD.exe - use linksto instead of baserecord DynDOLOD.exe - fixed an infinite loop while cleaning up worldspace DynDOLOD.exe - added mini atlas data to texture atlas text file for LODGen.exe DynDOLOD.exe - added UseDecalFlag switch to ini for setting same switch in LODGen.exe export file DynDOLOD.exe - added simple check resource core files are installed TexGen.exe - added generation for magestatuelod.dds, statueofauriellod, seruinsmarble01_4x4lod.dds, seruinswall01_1x2lod.dds LODGen.exe - fixed not properly assigning null texture replacement LODGen.exe - print nice error message if some hashing goes wrong LODGen.exe - use of re-UV function (untiling) for miniatlas before applying world atlas for game mode TES5 LODGen.exe - keep decal shader flag from for game mode TES5 DynDOLOD_Manual.html - updated compatibility information for several mods Papyrus Scripts - open/close dynamic LOD DOORs according to parent DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods [spoiler=Changelog DynDOLOD 2.13] DynDOLOD.exe - Added a couple filechecks before trying to read them in case things go awry [spoiler=Changelog DynDOLOD 2.14] DynDOLOD.exe - made worldspace discovery eligible for LOD more resilient against mod errors DynDOLOD.exe - use fastercreate for large worldspaces only DynDOLOD.exe - added an EditorID check for 'DynDOLOD_NOLOD' to skip references for LOD discovery ('_NOLOD' EditorID for base records already exists in vanilla) DynDOLOD.exe - print strings filename if there is an error TexGen.exe - sync updates with DynDOLOD.exe DynDOLOD Resources - updated the EditorIDs of objects in WhiterunExterior and SolitudeExterior [spoiler=Changelog DynDOLOD 2.15] DynDOLOD.exe - added logic for Enderal and seperate set of rule files DynDOLOD.exe - create diffuse LOD texture atlas with explicit (1 bit) alpha DynDOLOD.exe - added FakeLightsIntensity= to DynDOLOD_TES5.ini to choose intensity of Fake Lights nif DynDOLOD.exe - fixed a case of siLODirt DynDOLOD.exe - added flag to mesh rules to disable window glow LOD, not exposed to interface yet DynDOLOD.exe - added debug= to DynDOLOD.ini DynDOLOD.exe - added FakeLightsIntensity to DynDOLOD.ini to select different intensity of the glowing orb mesh for fake lights LODGen.exe - fixed a case of using wrong offset for higher LOD levels if origin is not multiple of 4 LODGen.exe - fixed not being able to generate for specific cell if x/y equals -1 LODGen.exe - fixed sometimes not keeping vertex colors in higher LOD levels for passthru LODGen.exe - trim spaces from texture strings TexGen.exe - added logic for Enderal and seperate set of rule files TexGen.exe - added alpha threshold to texture creation if explicit alpha type is used, threshold of 0 disables alpha TexGen.exe - added a texture convertion with mipmap filter control TexGen.exe - added check for earlier TexGen Output files in game data folder to avoid circular creation of newly added textures DynDOLOD_Manual.html - updated compatibility information for several mods and Enderal trees.ultra\DynDOLOD-Trees.html - txt converted to html trees.ultra\DynDOLOD-Trees.html - added 3rd party hybrid tree information DynDOLOD Resources - removed some glow maps that might interfere with other mods - these are created by TexGen now DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods and Enderal Papyrus Scripts - made scripts backwards compatible with PapyrusUtil 2.8 - was just a convinience function Papyrus Scripts - made deactivating from MCM work more consistent DynDOLOD Patches - added improved terrain LOD meshes and textures for Enderal [spoiler=Changelog DynDOLOD 2.16] DynDOLOD.exe - removed extraneous files DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD Resources - updated/added meshes for better compatibility with mods [spoiler=Changelog DynDOLOD 2.17]DynDOLOD.exe - added an installation check DynDOLOD.exe - do not report manual non-dynamic LOD references having no Grids when loading existing data DynDOLOD.exe - added childworldfull file to be able to set parent world copy to full model DynDOLOD.exe - fixed a case of not assigning enough memory for a thread list DynDOLOD.exe - show message when building reference info to verify usage of missing models DynDOLOD.exe - added fasterbase switch to DynDOLOD.ini TexGen.exe - sync updates with DynDOLOD.exe TexGen.exe - added more helpful messages for file not found errors DynDOLOD_Manual.html - updated compatibility information for several mods [spoiler=Changelog DynDOLOD 2.18]DynDOLOD.exe - fixed sometimes not falling back to billboard when generating ultra trees DynDOLOD.exe - add the worldspace Master as activate parent for Never Fade LOD/Full LOD objects DynDOLOD.exe - set VWD on original base records used for dynamic LOD only as well TexGen.exe - sync updates with DynDOLOD.exe TexGen.exe - fixed generation of dlc01castlefortlod.dds TexGen.exe - generation for impwood01lod.dds Papyrus Scripts - activate worldspace Master in case the activate all function is called DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD Resources - updated/added meshes/textures for better compatibility with mods DynDOLOD Patches - added script patches for Caranthir Tower Reborn Firstborns were severely harmed in the making of DynDOLOD. It was a rather bloody mess, actually.
  19. This is the DynDOLOD support thread. You seem to have a problem with your xEdit installation. A third party tool. Most likely the subfolder 'Edit Scripts' is missing. If it exists, try resetting xEdit settings by holding shift key when starting the exe. [1]
  20. I have no idea why that would not work. There is no change of the files types or data between versions. Someone please correct me if I am wrong, but maybe you are running into a 2GB BSA file size limit.
  21. You didn't update the files in xEdit/Edit Scripts/DynDOLOD/lib/
  22. Typical brain dead case of copy&paste of file paths on my part. Even MS couldn't screw that part up. All browsers support "/" since that is the standard for URLs ;) Will be fixed next version.
  23. Rule of thumb if the file from the DynDOLOD archive has "lod" in its filename or pathname then it needs to overwrite. If there is no "lod" in the filename or pathname, overwrite particle patches, but if you want to overwrite ELFX, that depends on your preference. The generated output always needs to overwrite. See "Overwrite Orders" in the manual.
  24. 1. Part of the data in DynDOLOD.esp could be moved into an esm to test your theory. 2. Yes, and to clarify one more time, nothing is done dynamically in the game. All the game has to do is to load the pre-computed data and use it. Just like before, only more. Yes, for me Interesting NPCs is one of the mods that cause long load times when starting a new game the first time. Immersive Citizens - AI Overhaul is another. I wouldn't call this an issue, it is just a fact that happens for me even with vanilla and default inis. Nothing will break if you do not use the esp, there will be just visual oddities. You will miss dynamic LOD and new static LOD assets sitting on cell borders will show together with full models causing texture flicker. You can generate without creating dynamic LOD at all: uncheck Generate DynDOLOD in advanced, remove waterfall rules to get the static waterfalls back.
  25. You may simply be trying too high settings for your loadorder/setup, Try these things, maybe you can narrow something down: Generate using the 'Low' preset Only generate LOD for one or two worldspaces. Lower atlas tile size on advanced options coc from main menu into a worldspace that has LOD generated, then compare loading into a worldspace without LOD generated, then generate LOD the opposite way and compare again. The esp ensures correct static LOD operation for new LOD assets and takes care of dynamic LOD 1. A combination of mods create a problem. To really investigate the cause, you would need to do troubleshoot from nothing to full load order in steps, with default ini and optimized loader to figure this one out I guess. If you are proficient with xEdit, you could try moving the data which doesn't require a master into an esm, while keeping the rest in an esp to test your theory. It would be very interesting to see if it makes a difference. 2. There are no dynamically created resources in DynDOLOD in the game. Everything is pre-computed and just ready-to-use data when loading the game. The game usually only loads the resources it needs at the time. If you have slow disk access and feel accessing some distinct files is a problem for the engine you should optimize the disk access. For example pack files into a BSA if you believe it helps, use a SSD, use file and folder compression. 3. Scripts usually only run once the game is loaded, but ini settings can affect the loading process. Normally forms have properties assigned to their scripts and other relationships exist. None of this exists in DynDOLOD. 4. check the skse logs for plugins loading co-save data / co-save size - may be a mute point if starting a new game saving/loading immediate new save The DynDOLOD.esp contains only very simple data unlike new world mods or Interesting NPCs for example. There have only been a handful of people reporting similar problems and their solutions were unrelated to DynDOLOD. This may be just a case of just adding one thing too many on top. Additional LOD requires additional resources, the trick is to fine tune for the loadorder and setup.
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