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sheson

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Everything posted by sheson

  1. One off spring per user is quite enough
  2. LODGen_log.txt shows "Skyrim Object LOD Generator v0.9" You didn't update xEdit incuding latest LODGen.exe. Check requirements for DynDOLOD / update post. Consequently it did not generate a single static object LOD *.bto file in the output folder in Meshes\Terrain\Tamriel\Objects\*.bto Log started at 9:38 [...] Error reading block textures\terrain\lodgen\skyrim.esm\tundradriftwood01_000b8f53.dds Log ended at 9:38
  3. Screens look like the new LOD sources files from the DynDOLOD archive data folder are not installed. It seems it only has the vanilla source files to work with. Check the ../TES5Edit/TES5EDit_log.txt for something like: [00:00:00.570] Looking for LOD nif files in BSA archives and in E:\SteamLibrary\steamapps\common\Skyrim\Data\ [...] [00:00:16.735] Found 5097 LOD files for 3928 unique LOD objects If only vanilla+DLC LOD source are available it looks more like [00:00:03.489] Found 1025 LOD files for 629 unique LOD objects If it actually detected the additional 4000 LOD source files then make sure the entire output folder containing meshes/skse/textures was copied to the game/mod folder correctly. If all that is true, check in ../TES5Edit/LODGen_log.txt that LODGen.exe didn't end prematurely. Each "Log started at" should have an "Log ended at". It should have created 680 or more files in the output folder Meshes\Terrain\Tamriel\Objects\*.bto DynDOLOD is about tree and object LOD. Terrain/Water LOD is a third type of LOD. Use something like High Quality LODs or Skyrim High Definition LODs to improve the terrain between objects or generate terrain meshes and/or textures with Oscape.
  4. And anybody else who has texture flicker with Glow LOD and ENB Sunrays. I could not verify the problem on my end so far - which could be as simple as not having a certain mod in the load order. Please download this version of ../TES5EDit/Edit Scripts/LODGen.exe to replace the existing version and generate static LOD again to test if the newer version solves the problem. You can update the existing static LOD *.bto files without having to worry about save game: Edit ../TES5EDIT/Edit Scripts/DynDOLOD/DynDOLOD_TES5.ini in notepad and change from Expert=0 to Expert=1 Then start TES5Edit and apply the script DynDOLOD World.pas as always. On the expert option window select the worldspace to update top left. This should automatically select the correct LODGen export file like ../TES5Edit/Edit Scripts/LODGen_Tamriel.txt - or select it manually with [...] button Once an existing export file has been selected, the "Execute LODGen.exe" button becomes enabled. Click the "Execute LODGen.exe" button to update the static LOD for the worldspace with the existing data. Plant a tree. Once it completed copy files from output path as before. Please let me know the outcome either way.
  5. I suggest to use a mod manager to deal with the source files from the archive and the files generated to the output folder. Creating from scratch for a fresh install compared to creating from scratch for an existing install is the same so they require the same time!? You could open the existing DynDOLO.esp in xEdit and remove the entire worldspace added by a mod from it manually. If after "Clean Masters" that mod is still listed as a master, find and remove overwrite records from DynDOLOD.esp for this mod from Tree, Container, Door, Furniture, Light, Moveable Static and Static - then clean masters again. Do the clean save cycle. If certain type of records are removed from an esp there still needs to be a clean save to get rid of now orphaned persistent data in the save which will only happen if the belonging esp name is removed from load order. Generation from scratch is the safer course, because then you are certain no data from the removed mod is left in the esp. I am actually working/testing such an update functionality since a while now. However, as you can see, the whole story is a bit more complex. The only sane way to perform such updates is to disable things instead of removing if possible, only remove if absolutely necessary and update records that used the mods overwrite data to create a new overwrite for a 3rd mod. However, if the safest way for removing a mod is to disable its data instead of removing its data from DynDOLOD.esp, it also means there is unused data in the esp - which serves no purpose but just wasting space. If a clean save has to be performed anyways the whole exercise becomes futile.
  6. Let me guess: MO BSA management turned on... which means the BSA containing the mesh was not loaded by TES5Edit, because of the merge patch there was no esp of the same filename as the BSA to load it. Please let me know if that is the case, then I'll have to amend the FAQ answer with specific instructions for MO users...
  7. I thought I fixed it all, but there is a report of this still happening. So I am looking into that.
  8. A mod uses a model but is missing the nif. The mod is 17 hex or 23 decimal in your load order (0 = Skyrim.esm). It is a little bit weird that it didn't complain about the missing nif earlier. Can you tell me which mod it is? In xEdit right click in left pane, Other -> Build Reference Info. Wait for 'All done!' message. Load the record by entering the FormID 1700456F into the field top left, hit enter and check bottom for tab 'Referenced By'. If the tab is missing the nif is not used by any references and this error can be ignored. If it is used, you need to install the missing nif or else the game might CTD when the mod wants to use the nif. If it is not used by the mod try to fix my overly broad tree rule so DynDOLOD World.pas may hopefully skip over the nif: Click through to advanced, scroll down the mesh rule list to the bottom until you see the second to last "tree" rule Double click it and change "tree" to "\trees\", then OK to generate LOD. That *should* skip the object. Let me know the mod regardless so I can test myself.
  9. Yes, Candles for sure, but it might also be FXGlow meshes - don't remember if LoS used those to light up the air around candles/lanterns. Window Glow is featured complete and works for all vanilla windows and whatever window from new LOD buildings included in DynDOLOD. Note that only "High" (= dynamic LOD) creates LOD windows that react correctly to weather/daylight. Not high adds them to static LOD - then they typically appear to be too white. Make sure to check the section DynDOLOD_Manual.html#11a and the ini setting because of decals.
  10. Keep an eye on that co-save I guess.
  11. Whatever lights/candles LoS switches on at night / off at dawn. This includes "Lights on Roads" and "Lights on Villages" (names from script so I hope this translates to some install option) If any of the lights/candles with timer from LoS are done as LOD the script patch will sync the LOD. You should be able to installed/remove the script at any time (be in interior) - like when a user see a light fro LoS in the distance that should be off at day -> install patch. A user asked me for this patch last year so i included it. Kinda wrong forum :) You seem to be confusing available DirectX9 memory with the memory patch and memory blocks log. Those are 2 different things. There is no need to use SSME when using SKSE.ini to do the memory patch. Uninstall SSME. If MemoryBlocksLog shows Block1 Block2 256MB 256MB then move the SKSE.ini from mod organizer/mods/skse scripts/skse/skse.ini to the real physical game folder .../skrim/data/skse/skse.ini. Maybe need to use forcesteamloader or execute as admin skse_loader.exe Do not change ScrapHeapSizeMB=256 Set DefaultHeapInitialAllocMB= to a number +256 slightly higher then the max number reached in MemoryBlocksLog.log. Change in memoryblockslog.ini the DefaultLogLocation=false, so log ends up in physical game folder and not in MOs overwrite. The 4064 VRAM limit happens because you are using a crippled Spyware OS called Windows 8 or Windows 10. DirectX9 can only use VRAM > 4GB under Windows 7.
  12. Can you replicate the problem when starting a new game? You starting form the save 302 you sent me right? Applies to trying to run the script with FO4Edit.exe instead of TE5Edit.exe... I used DynDOLOD Words.pas to create an esp with updated base records with additional LOD objects (LOD source files shipped with game, unused in the static LOD) for FO4LODGen... experimental and thus disabled
  13. Correct. Sounds all good on your end. No worries i am just making extra sure.
  14. Thx, I probably missed a mesh that needs updating or could also be a 3rd party mesh being used. Please double check all source meshes were replaced with the new ones - just want to make sure...
  15. If using MO I would install the data folder from the 1.47 archive into a new mod. Call it DynDOLOD Source 1.47 for example. Sort it after the current DynDOLOD source files. If you have both old and new source file mods activated, the result is like merging or overwriting. Use MOs "hide" function to hide the esp/meshes/texture folder of the new DynDLOD Source 1.47 mod and the result is only the papyrus scripts are updated. When the day comes to generate from scratch you can just disable the old source and unhide the new files/folders and it will only use the new source files. The current generated output with the generated DynDOLOD.esp always needs to be after both DynDOLOD source mods. Does it also go away when you disable sun rays in ENB? I will try to replicate and see what I find, maybe I missed a source file that needs fixing. For it to be fixed in existing games one needs to replace (if from scratch) or overwrite (if updating) the source meshes with the new ones from the archive and generate static LOD again. Just saying this for other people since you did that. PapyrusUtils 3.1 or 3.2 both work. I am a bit reluctant to write "or higher" because a new version might deprecate things and I am still a bit unsure about 3.2s general stability. No of course not. xEdit is used to create the patch. It is not used for normal game operation. There is a space between : and ", you need to remove that. -o:"C:\output"
  16. Yes, very satisfying to see the immediate effect of adding that feature to the process. One more PITA gone because of the valuable user feedback like yours giving me ideas how to improve the process.
  17. Yes of course, they are very simple mods with only a handful of records. Its best to do after creating LOD. Only add/merge the WhiterunExterior afterwards.
  18. The instructions are different because of different types of update scenarios. The first steps are always the same: deactivate DynDOLOD in the MCM (only possible if outside), go into an interior, check MCM is still deactivated, save, exit game. a) If you only want to update the papyrus scripts, overwrite them now. You can update the existing DynDLOD.esp with DynDLOD World.pas at this point in case you added new mods. There is no need to update the DynDOLOD.esp just because of this update. Once done, start the game and load the last save, go outside, activate from MCM. b) If you want to generate a new DynDLOD.esp from scratch, you first deactivate the old esp, start the game without esp, load the save, wait, save, exit. This is now the clean save. Now generate LOD from scratch. Once done, start the game with the new esp and load the last save, go outside, activate from MCM. As you can see the extra step of starting the game without the esp and saving are only needed when creating a new DynDOLOD from scratch. BTW the manual even mentions the difference to the video: "While the tutorial video explains the safest way to update an existing game, there may be no need to redo the whole DynDOLOD.esp from scratch. You can try the following option first and only in case of undesired results start from scratch." The processes and consequently the manual have been updated and refined since the videos were created. At any time can static and tree LOD be generated without having to worry about existing save games. Backup the existing esp and skse folder with json files to a save location. Then do a generation from scratch to create static and tree LOD, disable "Generate DynDOLOD" form the advance menu to save time and not create json files. Once the process is completed do not save the esp. Delete the skse folder in output folder if there is one and only copy the new meshes/texture back to the game. Restore esp and skse from save location. Enjoy updated static / tree LOD. Result should be visually fine 99% of the time.
  19. STEP includes all the updated correct LOD and billboard textures already. However, do not confuse billboards with LOD textures. Generally they are the same thing... dds files, but billboards are for tree LOD - which is different from static 3D LOD. TexGen generates texture for 3D static LOD but not billboards for tree LOD. Billboards are created by splitting existing tree LOD atlas textures or create them from scratch by taking a screenshot from a render view for example. You most likely do not have to worry about the textures at all for you changes - unless you deviate from the STEP setup and install additional tree mods.
  20. Yes restore the file and still do the test.
  21. DynDOLOD 1.47 As always, there is no need to generate from scratch or update anything unless you want to. By creating backups of the current LOD you can always try to update an existing DynDOLOD.esp first before generating from scratch. If weird things happens restore backup. It is a matter of seconds with the right modding tools. You need to download and use FO4Edit PreRelease Alpha (FO4Edit 3.1.3 - 67b61d7 dated 17 February 2016) or newer Despite the name, this is TES5Edit.exe - if there happens to be no TES5Edit.exe in the download archive, rename/copy *.exe whatever its name is to TES5Edit.exe - see its readme for further details. This latest version contains the latest LODGen.exe v1.0.0 beta which is required. Older LODGen.exe version will most likely just crash. If updating an existing save game with a new generation from scratch follow the save game update procedure. RTFM Uninstallation / Updating, watch the video or check DynDOLOD SkyUI MCM. In any case, always save in an interior. The latest Papyrus Scripts are backwards compatible with 1.46. To update an existing save game only with new scripts, first deactivate DynDOLOD, wait for deactivation message, go into interior, check MCM DynDOLOD is still deactivated, save, exit game. Replace scripts, start game, load the save, go outside, activate DynDOLOD. If you do not intent to generate LOD, do not replace/overwrite anything else like meshes or textures from 1.46 to not disturb an existing save game.If you intend to update LOD of an existing save game by updating the existing DynDOLOD.esp, overwrite the 1.46 meshes but do not delete any of the old meshes/textures so either a file is the old or new version but not one of the old files goes missing.If you intend to generate LOD from scratch, replace - not overwrite - the meshes/textures from 1.46. Delete meshes/textures from 1.46 first, then install the meshes/textures from the archive.(If you came here because of Legacy of the Dragonborn (Dragonborn Gallery) 1.5 you will have to generate from scratch) To update DynDOLOD Worlds.pas, delete all files in ..\TES5Edit\Edit Scripts\DynDOLOD\*.* first. Then install the new version, overwriting DynDOLOD Worlds.pas/DynDOLOD TexGen.pas as well if they are still there. The new DynDOLOD Worlds.pas 1.47 will report missing nifs it wanted to use for dynamic LOD (it will ignore them now): Missing model "meshes\..\*.nif" - ignoring * [sTAT:xxxxxxxx] for dynamic LOD Mods often have left over base elements referencing non existing nifs. Look up the form id [sTAT:xxxxxxxx] in xEdit, right click in left pane, Other -> Build Reference Info. Wait for 'All done!' message. Reload the record and check bottom for tab 'Referenced By'. If the tab is missing the base element is not used by any references and this error can be ignored. Otherwise install the missing nif and generate LOD again if LOD for this object is desired. Missing nifs can cause CTD if a reference tries to use them. Notify mod author. The new DynDOLOD Worlds.pas 1.47 and new LODGen will use tree LOD billboards in static LOD in case a tree wasn't done as traditional tree LOD. Older versions used a nif with a vanilla tree texture. When it generates the texture atlas for these trees it can generate messages like: which can be ignored - traditional tree LOD does not use a normal map either. However, if normal map textures with the correct file name exist they will be used and probably improve the visuals. While the trees ultra option uses 3D static trees, this new feature can be used to replace the traditional billboard tree LOD by a static billboard tree LOD that won't suffer from the 3rd person stutter when crossing cell borders. See bottom of ..\Options\trees.ultra\DynDOLOD-Trees.txt for a little bit more info. Speaking of which, the process to generate ultra trees is now as simple as changing 1 ini setting and adjusting a mesh rule. Buy some heap memory if using the now working "Full model" option. We will have to figure out the finer details of these two new features together in the future. It looks really good but oh boy does LODGen run forever and produce huge files... Lower fBlockLevel0Distance= in SkyrimPrefs.ini (or in DynDLOD MCM Settings) For enthusiast modders and pros, best to use the "tools" to create dedicated 3D statics even if they are 1:1 replicas. Double check result in nifskope in case it uses to much data of the full model from the automatic process. Just ask for help if instruction seem unclear or do not work as they should - since this is work in progress.. Immersive Content - Realistic Outdoor Lights - if using the candles rules already, you can the update existing LOD to discover more lights. There is an optional script patch to sync LOD lights. No need to update LOD for the script to work it will work with whatever LOD was already there. See the manual for details. Lanterns of Skyrim - There is an optional script patch to sync LOD lights. No need to update LOD for the script to work it will work with whatever LOD was already there. See the manual for details. For these mods rules were added/updated - there should be no need to generate from scratch, updating should work. The changes are very minor in most cases. Apotheosis - Lifeless Vaults Tiny Calm Garden Volundr JKs Cities - Lite and SuperLite (no need to update - unless someone just noticed oddities and didn't get the patch that I already posted a while back) Verified working out of the box Hunting in Skyrim - A Hunting Guild Scoundrel's Fall Shor's Stone Skyrim Wayshrines LITE - SWIFT LITE Vjarkell Castle Whistling Mine Winterhold Rebuild Fixes include Floating fires in the Dragonsreach Great Porch in Whiterun - reported by Paolino Flickering textures with ENB sunrays and Glow LOD reported by snares Green grass fix for Enhanced Landscapes reported by TGA Works now with Claralux in the load order - not sure about Claralux patches - still testing the mod DynDOLO Worlds.pas now works with mods that extend the worldspace borders (out of bounds) reported by Astakos Those 3 reported mods already get pretty decent LOD out of the box, but some of the LOD textures could use some attention to match the full models better so I don't list them yet. The latest xEdit now supports STAT with Has Tree LOD flag when generating tree LOD. DynDOLOD includes the 2 billboards for Dragonborn/Solstheim heavy snow pine. This will be added to TES5LODGen and the vanilla billboards, of course. [spoiler=Changelog 1.47]DynDOLOD Worlds.pas - added a missing ResourceExists check before trying to open it DynDOLOD Worlds.pas - added discovery of tree LOD billboard textures for static tree LOD and export data for LODGen.exe DynDOLOD Worlds.pas - simplified generation of ultra tree LOD DynDOLOD Worlds.pas - updated detection of min/max world bounds as rule of one does not apply for overwrite records DynDOLOD Worlds.pas - added a ResourceExists check when using meshes for dynamic LOD DynDOLOD Worlds.pas - added a CRC32 check for full model tree meshes to match correct static tree LOD mesh for "dumb" file replacer mods DynDOLOD Worlds.pas - optimized rule matching DynDOLOD Worlds.pas - add references that use dunCGOutsideClutterMarker marker as XESP as static LOD instead of dynamic LOD - it enables references after intro scene played DynDOLOD Worlds.pas - updated automatic alternate texture detection and made use of 3D Names definition file to determine which is the dominant texture of the LOD model DynDOLOD Worlds.pas - added AppName identfier to all ini/cache files to be able to separate between different games DynDOLOD Worlds.pas - fixed a case of glow LOD mesh file name detection if _lod is part of full mesh name DynDOLOD Worlds.pas - use smallest/greatest worldspace bounds from entire overwrite list DynDOLOD Worlds.pas - added IsSwitch for childworlds for manual references DynDOLOD Worlds.pas - updated some functions for future billboard use in static LOD DynDOLOD Worlds.pas - always skip marker when processing worldspace DynDOLOD Worlds.pas - trying to optimize possible position changes to detect existing child world copies DynDOLOD Worlds.pas - use full model for child world to parent world copy if object is really really huge DynDOLOD Worlds.pas - fixed not replacing textures when using cached base elements DynDOLOD Worlds.pas - added a [LODGen Settings] section to rule files so (updated) mods shipping with their own rules can overwrite default settings DynDOLOD Worlds.pas - addjust option windows for title bar height DynDOLOD TexGen.pas - added generation for cavebasewall01lod.dds, caverock01lod.dds, glacierslabnoalpha.dds DynDOLOD TexGen.pas - added AppName identifier to all ini/cache files to be able to separate between different games DynDOLOD-rules - added/updated rules for better compatibility with mods Papyrus Scripts - write a debug message to log in case files are out of sync Papyrus Scripts - added information MCM page Papyrus Scripts - enable/disable use of NetImmerse Override in MCM - disabled by default Papyrus Scripts - optimized parts of MCM Papyrus Scripts - updated activating/deactivating function to be more robust Papyrus Scripts - added function option to activate all active FarGrid/NearGrid cells instead of only the ones that changed state - used in patches of third party scripts Papyrus Scripts - print debug message for all instances when a model is enabled Meshes/Textures - updated/added LOD meshes and textures for better compatibility with mods DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD 1.46 Do not use DynDOLOD Worlds.pas with FO4Edit.exe under any circumstances.
  22. Two different problems then. Check the mini dump again. You can lower the heap setting so it is just somewhat higher than the max usage, say to 550 or so. Now verify if CTD goes away if you deactive the esp. If that is the case then rename data\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json to something else so it can't find the file anymore. See if CTD goes away. If that is the case, restore the file and do the debug test for invaid nif as explained in the ..\Docs\DynDOLOD-README.txt
  23. The game crashes when heap memory reaches the initial max setting and a cell border is crossed. The Memory Blocks Log verifies that this is happening. The only solutions for this CTD is to increase the max heap setting, reduce memory consumption so that the max heap setting is never reached or to not cross a cell border while the initial heap is maxed out. This is one of the few CTD causes that is easy to determine and easy to fix.
  24. The logs last line shows first block reaches the max setting of 512. You need to increase the heap setting in SKSE.ini until the fist column never reaches the new increased max value. There should be no issue with existing data and everything should continue to just work. The only "issue" could be if Alternate Start adds new objects, they would have no LOD. Updating the existing DynDOLOD.esp should work but is not required, especially if you do not miss anything that you know should have LOD, like an obvious Farmhouse. Create a backup of the existing DynDOLOD.esp and the meshes, skse, textures you copied from the output folder before updating the esp and you should be ready for anything. You need to resolve any errors in the load order first. In TES5Edit left window right click on the mod you want to check for errors (or mark them all first), then select 'Check for errors'. It should find the [02165DA3] and list the record that contains the unresolved data. Depending on what it is, replace the wrong form id by correct value, if you can figure it out, or just by 0. Or delete the entire record or whatever :)
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