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Everything posted by sheson
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Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD TexGen.pas uses the ResoureCopy function from xEdit. xEdit can either not read the source file or can not write to the destination. I am not sure which. The source file should exist, since that is checked right beforehand. It seems odd that it could not write that file while it could write the ones before that. If the file is in a BSA try to extract it so it is available as loose file. Otherwise I am out of ideas. This has to be file system problem one way the other. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The exception should not happen, because just before it tries to ResourceCopy a texture it checks if ResourceExists in the currently loaded resources list (BSA + game folder) So it may be a problem with the destination path - which is the 'output path' + something... Make sure that 'output path' exists, that it is not inside MOs virtual file structure and not inside the game data folder. If you uncomment the MyMessage in line #231 you can see what it is trying to copy to where just before the error. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you already closed xEdit check TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Check the log lines before that for file not found errors -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This looks like you are trying to execute an older version of DynDOLOD TexGen.pas with the latest data files from 1.47 or the other way around. Make sure all DynDOLOD files in the xEdit/Edit Scripts and the xEdit/Edit Scripts/DynDOLOD subfolders are from the same version. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
See this post Please let us know if not loading the patch worked out. While DynDOLOD tries to ignore it, it can not ignore the overwritten cell or reference records obviously. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Try to only use a-z 0-9 etc in the path, keep its total length with filename under 256 characters -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That means the error is consistent at least and did not have anything to do with reading some filename from the text file. There seems to be something really odd going on with your setup in combination with the xEdit version you are using. If MO is involved try a test without it. You should try to find the last xEdit version that worked and with that info report the error to the xEdit team. I am currently updating a windows 7 VM to see if I can reproduce the error, but I have my doubts. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
FAQ: Source tile normal map not found for textures\terrain\lodgen\skyrim.esm\tundradirftwood01_000b8f53.dds A: Update xEdit to the required version or later. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Care to explain how or posting the log and stuff? Have you read the manual section about merged mods - though I don't think there are any rules targeting that mod. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes you can, but that will ignore everything including the new fires. I only found the LIGH in the city child worlds to be really problematic and adding more glow on top than ELFX intended. But also the fires on the wall can sometimes get doubled of course. The LIGH get picked up by checking "Fake lights child world". The ELFX Exterior basically added the effect that function creates by hand in addition to the new light sources. The fires and whatnot need my update. Also ELFX Exterior makes windows dark on purpose. Looks broken but seems intended. LOD window glow is matching the lit and unlit full windows as far as I could tell - that all that matters to me. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This will be "fixed" next version by ignoring everything ELFX adds inside the child worlds so it won't be added in the parent world again. Since the mod covers that itself. Will be released next few days hopefully. In the meantime, do not select child world glow. The mod still seems a bit rough at the moment, so I rather wait for it to mature a bit more before checking it more in-depth. Otherwise glow LOD seems to work OK, though - matching the things in the loaded cells. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
There a settings page where you could change date format and currency despite the default language settings, but if you do not know it it means you didn't change anything. Let me see if I can reproduce in a VM, small chance though. Russian would be the one other language I assume to be OK when it comes to xEdit and stuff. Really odd. For the time being you could delete the manual base file or comment out the line. It is just info for the burned beehives after a certain quest, so nothing important. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Hi Ed, this sounds like there may be old left over tree LOD - or maybe a new mod that changes trees that you need to make sure to get the correct billboards for. Tree LOD itself is done by TES5LODGen built into xEdit so check over there as well. Double check that the files the game loads from ..\meshes\Terrain\Tamriel\Trees\*.btt and *.lst and the file meshes\textures\Terrain\Tamriel\Trees\*.dds are indeed from the last generation / copied from output folder and are not overwritten by anything. Check MO overwrite folder. If I were to reproduce the problem, I would need to know the language and any manual changes to the localization page. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
What language / local settings is that Windows using? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It probably picks up a LIGH from the internal city and add second glow mesh on top of the mesh from ELFX. Turn of parent and child world GLOW see if that works. I can then later update rules to make this compatible. If that is not it, there is no reason that the same mesh should have different intensity, maybe more than those two I found in ELFX get replaced somewhere else. Just find the last overwrites for the meshes in effects\ambient and copy them over to the dyndolod folder adding the _dyndolod_lod.nif at the end. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
ELFX is replacing a couple of the vanilla glows. I believe that is why the vanilla copies that DynDOLOD uses do not match. Copy from ELFX ..\Meshes\effects\ambient\fxglowfillrndlitmid.nif to ..Meshes\DynDOLOD\lod\effects\fxglowfillrndlitmid_dyndolod_lod.nif same for fxglowflatrndbrt.nif of course The DynDOLOD versions have their CK marker removed but otherwise are the vanilla glows. You do not need to redo that tiny optimization. No need to generate anything new, just update meshes start game, check if it worked. This version 3.0? I it worked I will add those two as patch to DynDOLOD. No tool to read btt. It is tree id, x,y,z position, z-rotation, scale and index to data in lst file. You could peak at the good old Skyrim - Tree LOD files patcher.pas -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Good to know. Typically it is LODen.exe that would crash first since it is so much more demanding. Just go with the typical overclocking guides and prime95 or whatever... Good luck Are you saying an older version works OK? I was not able to reproduce the problem here, yet. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
As explained earlier, lower/upper case does not matter when it comes to accessing files in Windows. I will check with Zilav, this looks like some weird xEdit problem. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Find the mod that has skyrim.esm as a master and change it to Skyrim.esm I suppose. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Pease test if replacing with this functions.pas works. The glow LOD typically uses the same settings as the full models. I am wondering why they would be different. I need to have a look first to know what might need changing. Is it just about the round glowing air fake lights? Can you post one example screenshot? Do you use an ENB as well? Please upload TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Case should not matter for filenames on windows all of sudden. Are you using Linux/Wine? If you are on Windows, make sure skyrim.esm is loaded and DynDOLOD.esp is last in load order. The idea with reporting the new CRC32-number tree is to then compare the full model to the vanilla model to see if they are the same. If they are, copy the existing hybrid to the new CRC file name, or create a new hybrid for that CRC filename. At least it will help me to quickly create hybrid for mods if nothing else. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes, the CRC32 check is to prevent using the vanilla hybrids for tree replaced by mods. If there is no suitable hybrid it will rather use billboards (which should be the correct ones for the replaced trees) instead of wrong hybrids - or full model if you change the ini. Still working on this to be easier in the future. Creating hybrids for other mods is actually not that bad once the trunk can be ignored - it is covered most of the time anyways so the vanilla trunk works in a lot of cases). The more crucial part right now is to automate the branches textures / alpha generation. I am trying to automate this as much as I can, because nobody wants to create these by hand all the time :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Can you let me know what mod #03 is? I assume it is Dragonborn? Type the form id 0300EDC6 into the FormID field top left of xEdit and hit enter to bring up the record What is record 0300EDC6? I assume it is cell 15, 16. Which mod is its last overwrite? Neither upload/pastebin show the log from start but only 4 or 5 seconds in. Please copy from the line starting with "TES5Edit 3.1.3 EXPERIMENTAL" I would really need to see everything from start to error. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
No worries. Whenever you get to it, I will be checking.

