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Everything posted by sheson
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Load everything in xEdit Load cell records with FormID 0x0001A279 and 0x00009639 and post screenshots of them that show all plugins/overwrite and all records, especially the XCLW Waterheight.
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No logs or any explanations have been provided. I assume this problem happens while using a mod that sets to use the Tamriel LOD meshes inside Markarth. That means the Markarth LOD meshes are not used. Generating LOD meshes for Markarth is irrelevant no matter if/how/when they are generated. If the Tamriel terrain LOD meshes are used inside Markarth, check the "Hide Quads" checkbox while generating terrain LOD meshes. Whatever mod is changing to use Tamriel LOD inside Markarth also needs to actually set hide quad flags for the corresponding cells in the Tamriel worldspace or do matching edits to the terrain height itself.
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As explained in the text at the bottom of the xLODGen window, every worldspace for which a matching lodsettings *.lod file is found is listed. If you do not want the tool to generate LOD files for a specific worldspace, then do not select that worldspace. If the game does not use LOD files, it does not matter what tool was used to generate them.
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Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Upload new logs with this somewhat more chatty version of texconv https://mega.nz/file/0MAGXLRI#uer6RNAlqLHAdV-bC8xAMfyhZo5RbnGqe0r-0dLSl2A -
Waterfall LOD Not Obscured by Fog and Other Weather
sheson replied to LF111's question in DynDOLOD & xLODGen Support
Indeed, there are screenshots of the full model with more informative console. My apologies. Doublecheck :\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\textures\effects\fxwhitewater02_fallsnoalpha.dds is indeed the one from the latest TexGen output, for example by comparing the file size and date. Just vanilla with CS with RWT and the same LOD models as reported by DynDOLOD_SSE_Object_Report.txt I can not reproduce this switching to some vanilla foggy weather. Is a particular foggy weather required? Do the full models not show through the fog the same way? Have you tried also starting without CS active at all? Any other DLLs that could be making in-game changes to NIFs? Test with default INIs. If all fails, try to remove as many possible related mods (anything with shader related changes, weather and fog mods) until hopefully determine what else is needed to reproduce this. -
Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Ah, sorry about that. The FNVLODGen_log misses the first line including "starting session" If none of the other solutions above help, try to upload a copy of the txt file mentioned by the message. [02:14] <Error: Could not execute "C:\Modding\xLODGen\Edit Scripts\Texconvx64.exe" -nologo -y -aw 256 -sepalpha -f DXT1 -bc d -o "c:\output\textures\landscape\lod\*" -flist "C:\users\migu\Temp\FNVEdit\Texconv_*.txt"> You should check for the file right away before closing anything, though it may still be gone already. If not upload it. There is also error logged by LODGen while it generates terrain LOD meshes for WastelandNV. Is that repeatable? -
Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
Also upload the FNVLODGen_log.txt when making posts. Also check all the other posts about other possible reasons and solutions being discussed. -
Waterfall LOD Not Obscured by Fog and Other Weather
sheson replied to LF111's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. The linked section also explains how LOD can not be clicked. Read the post https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#comment-282545 If you still have a problem with the linked test version that requires setting RenderTexturesSingleThread=1, then upload the requested logs to that thread. -
Error reading grass [worldspace] [x,y] Unknown grass data file format
sheson replied to Nemo92's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log and bugreport.txt to also upload and how when making posts. Use the Copy message to clipboard link and post the text instead of screenshots of text. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text See https://dyndolod.info/Messages/Exceptions#Range-check-error -
Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
It seems likely there are several possible causes for this error message as can be seen by the different solutions and tips above. As explained before, Texconv (and other things) require the latest Microsoft Visual C++ Redistributable to be installed properly: Start the protonfix GUI, select Skyrim Special Edition: 489830 Steam App, click through to winetricks, select the default wineprefix, select Install a Windows DLL or component, check vcrun2022 and the click OK. Or open a console window and execute: WINEPREFIX="/the/path/to/SteamLibrary/SteamApps/compatdata/489830/pfx" winetricks --force vcrun2022 If nothing else helps, try this test version of https://mega.nz/file/4IQlFA7B#nzdR7V95MQxBYmKDZD9agfxHOGeh1w8ZdxoO5oISaM8 and report back successes or failures. -
See the couple first posts, in which we clarify that there are no plans for PBR LOD shaders. https://dyndolod.info/Generation-Instructions#Prerequisites In case ParallaxGen is used, run it before TexGen and DynDOLOD, as they will use information from its ParallaxGen_Diff.json file in the data folder to properly match certain LOD models. ParallaxGen output should overwrite the full models included in DynDOLOD Resources. Leave the default setting of ParallaxGen to ignore meshes in ..\LOD\.. folder. See Community-Shaders - PBR for more. https://dyndolod.info/Mods/Community-Shaders#PBR Since LOD shaders are still vanilla, they do not support parallax and/or PBR textures. Run ParallaxGen before TexGen and DynDOLOD ... For best results there should be no patched full models in the load when running ParallaxGen, so it can generate the CRC32 information for all original full models. Also keep the default setting of ignoring meshes in ..\LOD\.. folders. Leave the LOD models alone.
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Waterfall LOD Not Obscured by Fog and Other Weather
sheson replied to LF111's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt See https://dyndolod.info/Mods/Waterfalls. Uploaded the requested screenshot and log will help to determine which NIFs are used for LOD. Report if the waterfalls go away with tll in console. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimenratry-Troubleshooting Typically this type of issue is a problem with shaders, so ENB or CS related. See https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported, especially the post about using the TexGen test version https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#comment-282545 The RenderTexturesSingleThread=1 makes the creation of rendered object LOD textures single threaded instead of multithreaded, it slows down the generation. -
Expected "{" but found value (1, 5) Error
sheson replied to listenhere's question in DynDOLOD & xLODGen Support
An invalid json file indicates something bad happed. Ignoring errors by disabling something is not going to fix anything. You must have read an outdated post. The simple fact that DynDOLOD reads the json from ParallaxGen is hint enough, that it matters. https://dyndolod.info/Generation-Instructions#Prerequisites In case ParallaxGen is used, run it before TexGen and DynDOLOD, as they will use information from its ParallaxGen_Diff.json file in the data folder to properly match certain LOD models. ParallaxGen output should overwrite the full models included in DynDOLOD Resources. Leave the default setting of ParallaxGen to ignore meshes in ..\LOD\.. folder. See Community-Shaders - PBR for more. https://dyndolod.info/Mods/Community-Shaders#PBR Run ParallaxGen before TexGen and DynDOLOD, as they will use the CRC32 information from its ParallaxGen_Diff.json file to match LOD models that use CRC32 of the original full model, like for 3D tree LOD models. For best results there should be no patched full models in the load when running ParallaxGen, so it can generate the CRC32 information for all original full models. Also keep the default setting of ignoring meshes in ..\LOD\.. folders. ParallaxGen output should overwrite the full models in DynDOLOD Resources. ParallaxGen also generates a plugin, that should be active in the load order. -
Test what happens with this test version https://mega.nz/file/tZxlxQBK#4DQJky2f3TwQzwcDjdlzZOjEVtS_TgZ7K0Q2zFn6CCc Upload new log also in case the issue does not happen anymore.
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Since the problem is with textures, you can uncheck terrain LOD meshes generation. It is enough to select Tamriel, since the error already happed in that worldspace. You can also save time by setting lower resolution for LOD level 32 or just generating LOD Level 4 by checking specific chunk and changing the drop down to 4. You can click the X top right once to close xLODGen once the error occured, it should still save the log message so far. Make sure the output folder is empty.
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I asked to run the test version and in case it still has a problem to test if there also is an error saving the texture with xEdit. You only need to do what I actually ask and report the results properly, so there is no confusion. You made it sound like there was an error saving the texture with xEdit. In that case upload the new SSELODGen_log.txt from the test version. What mod(s) are the reported textures from? Are the game/mods installed on a spinning disk?
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Upload the xEdit log or at least the error message from xEdit. If xEdit also has an error saving the texture, then there is a problem with the container (BSA) it is in or with accessing the BSA or the loose file itself (container = Data). So either the BSA is invalid or corrupt or access to file is being interfered with by the OS, antivir or other 3rd party program. Try rebooting. If using MO2, enable its debug log and check it for related entries/messages.
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Test if there is anything different with this test version https://mega.nz/file/QU5SCACC#GVBVfhDeNWjZZAyPpzx6thB879VtQuSNvs0ve0xKOWA If not, test what happens if you start xEdit, start the Asset Browser with CTRL+F3, filter for a mentioned texture from the log, right click it in the list as select "Save As" from the first mentioned container.
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Expected "{" but found value (1, 5) Error
sheson replied to listenhere's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to also upload when making posts. Check the ParallaxGen log for hints, rerun it, check with its developer. -
Billboard tree LOD shows in active exterior cells
sheson replied to Eldritch's question in DynDOLOD & xLODGen Support
This screenshot looks correct. Just change the tree" row is sufficient. You can also change the row for "wrtempletree" a few lines higher if you like for completeness. Remember that for Billboard4 to work as indented you also need to check HD Tree in TexGen. See https://dyndolod.info/Help/TexGen#Grass-HD-Grass-Tree-HD-Tree-Rendered -
Billboard tree LOD shows in active exterior cells
sheson replied to Eldritch's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text. Just ask specific questions. Hover the mouse over hints/links and also click links to open further detailed explanations for things. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating By checking the Ultra checkbox on the advanced mode, the LOD for all trees can be done in object LOD while the standard tree LOD system is being disabled. This means you have to check the Ultra check box in the Advanced mode in order to generate ultra tree LOD. See https://dyndolod.info/Help/Advanced-Mode#Tree-LOD Depending on the mesh mask rules the LOD for such trees will use (hybrid) 3D tree LOD models (if available) or use tree LOD billboards directly or as fallback in case a 3D tree LOD is not found. Depending on clicking the Low, Medium or High buttons the tree mesh mask rule is populated with different defaults. The table below that quote shows the mesh mask of the rule to be "tree". In the Advanced mode, the list of Mesh and Reference Rules in the middle of the window has a scroll bar. Scroll down to the line near the bottom that shows "tree" in the first column to see what it is currently set to. As explained in https://dyndolod.info/Help/Advanced-Mode#Mesh-Mask-and-Reference-Rules, right click a row and select edit to change the settings of the rule. If you want 3D tree LODs, you need to install 3D tree LOD models for the full model tree added by mods and make sure the column/field "LOD Level 4" is set to Level0 instead of Billboard. Level0 is the already the default if you loaded the High preset top right. The higher LOD levels 8 and 16 are typically Billboard1 by default for all presets, so change them to Billboard4. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules. -
Billboard tree LOD shows in active exterior cells
sheson replied to Eldritch's question in DynDOLOD & xLODGen Support
No logs or useful screenshots were provided. Until you have verified that the load order of those plugins does not change, it is a waste of time to speculate how it might have changed. It is not the only reason I gave why there may be outdated tree LOD in the load order. The FAQ answers for this issue and the explanations for the too many billboards on the tree LOD atlas link to https://dyndolod.info/Help/Ultra-Tree-LOD: Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models. You only need to install 3D tree LOD assets if you actually want to generate 3D tree LODs instead of just billboard tree LOD. Make sure the read the page, especially the Generating part. Also see https://dyndolod.info/Help/Advanced-Mode and https://dyndolod.info/Generation-Instructions. -
If you follow basic modding practice and create all patch plugins beforehand to finalize the load order, then there is no reason to do unnecessary things like keeping old plugins and redo the patching/forwarding of records every time. You would have made a patch plugin, automatically or manually, that contains all the required changes and be the last plugin from which LOD and Occlusion generation gets the already corrected/conflict resolved records. If a plugin changes the EditorID of a worldspace, especially with LOD, it is typically an error or an unintentional wild edit.
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Billboard tree LOD shows in active exterior cells
sheson replied to Eldritch's question in DynDOLOD & xLODGen Support
You didn't provide the new logs or any useful screenshots. The game not unloading standard tree LOD happens because the load order of plugins that add new tree references is not the same as it was when tree LOD was generated. Make sure the game loads all the same plugins in the exact same order as DynDOLOD did. You can check that by clicking tree references and make sure the load order ID (first two digits of the form ID) is the same as reported in the log. 0E for Ulvenwald.esp in the logs you uploaded. Make sure there is no outdated tree LOD installed. Do not forget to deploy after installing or changing anything in Vortex. BTW, MO2 is a much easier to use mod manager. As explained the FAQ answers, consider generating ultra tree LOD to avoid this engine issue altogether. It will also address the problem with having much more different trees than the standard tree LOD supports and thus many trees not having tree LOD.

