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sheson

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Everything posted by sheson

  1. See this post how to find a BTO file with a missing texture and how to check it in nifskope for the texture path. There is nothing buggy with DynDOLOD. This is just meshes and texture files and not rocket science :) Upload content of TES5Edit\TES5Edit_log.txt From TES5Edit loading screen uncheck mods that should not be scanned or used when generating. Mitigate HDR Eye Adaptation and disable Bloom modifies 'imagespace' which is used by cell records which are copied for dyanmic LOD objects. You can right click DynDOLOD.esp in TES5Edit and "Clean Masters" and it will remove all masters that are no specifically required through linked records. If data values were copied from now removed masters the values will still be in DynDOLOD even if the master is not loaded anymore. It can probably make for weird results, so if anything behaves odd you still should generate again without the esp in question loaded.
  2. Purple textures means missing textures files, not quite sure how disabling mods is supposed to make the textures appear :) Double check these are in the load order: Textures\DynDOLOD\lod\dyndolodtreelod.dds from the DynDOLOD download archive data folder Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds from the output folder after generation Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds from the output folder after generation If those file exist and loaded check if the created texture atlases miss LOD textures. Look in TES5Edit\TES5Edit_log.txt for "Can not find [filename].dds for texture atlas" If all of the above seems in order then the LOD meshes might not be the ones generated by DynDOLOD when those texture atlases were generated.
  3. Looks like you didn't copy some files from the DynDOLOD archive like data\Textures\DynDOLOD\lod\dyndolodtreelod.dds If you are missing windmills fans after generating it may be related to not copying all files from the archive data folder or that DynDOLOD.esp is not active when starting the game. The sails on widnmill fans are part of SMIM which you should install with the SkyMills option before generating LOD. Click through to advanced and chose LOD options. But fix the underlying issues instead of messing up the game more :) If there is a tree LOD atlas, it can be split to create billboards. There was an earlier report about that, everything will be fine afterwards once in the game. The intro scene disables a large bunch of objects for that time, which seems to cause this sometimes.
  4. Apart from tree LOD (which we have an automatic workaround) or dynamic LOD from DynDOLOD (then it has a form id) I have no idea what can cause terrain or object LOD to show in loaded cells. I never had that here so far. I am pretty sure that neither EL or DynDOLOD add or modify what the screenshot shows. It doesn't look like object LOD at all. Pinegrove adds updated terrain LOD, you could unpack the BSA and remove the *.btr from its meshes\terrain\Tamriel\ folder to see if anything changes. I am generating with Pinegrove and EL right now to see if I get the error. Edit: Looks all fine here with Pinegrove and EL Try default INIs, new game with coc whiterun see if that makes a difference. You can also try removing/renaming tamriel.4.20.-12.bto / tamriel.4.20.-8.bto static object LOD generated by LODGen, so it falls back to the default bto for that area.
  5. Whatever it is in the picture this looks very much like terrain LOD not object LOD. DynDOLOD only covers object and tree LOD.
  6. DynDOLOD can not cause the problems you are describing. It only adds LOD. It may have to copy worldspace or cell records from other mods. Those records may modify weather or image space. In any case, the record data is always from another mod. Reinstalling DynDOLOD will not fix the underling problems caused by others mods. Those should be looked into and then fixed. Have you read Docs\DynDOLOD_Manual.html "Uninstallation / Updating" yet? It doesn't get any clearer or conciser than that. That is the intended order, deactivate, then go inside a house. Read the instructions in MCM to the right: Before updating deactivate old DynDOLOD here. Close menu and wait for deactivated message. Go inside a house and check here that old DynDOLOD is still not active.
  7. The object LOD will be missing pieces and some have wrong texture. There will be gaping holes here and there, compared to no object LOD... ATM I would keep tree and dynamic LOD and not use static LOD.
  8. See https://wiki.step-project.com/DynDOLOD and make to sure to copy the TES5Edit scripts to the correct folder. Step 6. Neither mod is listed as compatible. I can generate static object LOD for both mods without LODGen.exe crashing. See if this version is any different. When generating to c:\output neither mod has any files with ' in it, so not sure. Darkened needs some work to produce acceptable object LOD for it. I guess that is the reason the mod doesn't contain workable object LOD itself. Molag Bal's Inferno already comes with LOD generted by TES5LODGen for all but one worldspace which has LOD generated by CK. With the typical bugs :) It should be OK out of the box, though I will test and probably create a couple more LOD models variants to replace some full models used for LOD. This is purely because the LOD meshes exist already and only need retextures. This should fix a couple missing "mountains" and there will a slight performance improvement. If LODGen.exe crashes the static LOD is not complete you can use what's there but area will be using old static LOD then and it probably look weird/broken. The process in TES5Edit always runs in parallel continuing to create the dynamic LOD. Tree LOD is already generated an useable at that time.
  9. Yes, you should keep a close eye at the log from memory blocks log. There is a few busy areas in the game that traditionally need more memory, like Windhelm harbor. Just fast travel to all major cities, outside and inside to find peak memory usage.
  10. You could try the 'low' option and/or use the smaller textures from the options/textures.128 folder, change texture size setting in DynDOLOD TexGen.pas, or simple resize the atlas textures in Textures\DynDOLOD\LOD\*.dds and Textures\Terrain\[worldspace]\Trees\*.dds with ddsopt Though you might have papyrus script troubles due to script intensive mods. Then you could try to just do not load DynDOLOD.esp with the game and only use the improved static and tree LOD from the meshes/textures output folder. If that works, use SkyFalls/SkyMills for waterfalls/windmill fans/water wheels.
  11. "CTD's to where as I didn't before" Tells us where and when and if it is repeatable. The firsborns broke my crystal ball again. The manual says this about load order: "Once DynDOLOD.esp contains data from other mods LOOT sorts it properly based on its masters." So, let LOOT sort it once LOD is generated. Either heap memory fills up and it CTDs or it doesn't fill up, then it doesn't CTD. Check with Memory Blocks Log. Do not reserve too much memory for heap if it isn't used as it is taken away from other processes of the game. Use ENBoost to further free memory. Set ExpandSystemMemoryX64=false in enblocal.ini. Remove satefy-load if it is used. Check if the game hit 3.1 GB with Skyrim Performance Monitor or if VRAM fills up. Use default INIs. Clean other mods.
  12. Skyrims infinite loading screen is heap memory filling up and has nothing to do with a particular mod. Have you checked that the SKSE memory patch is active and heap memory is not filling up with Memory Blocks Log?
  13. Looks like something bad happened to Meshes\lod\dwemer\dwefacadetower1x2_lod_2.nif Can you try unpacking it again from the DyDOLOD archive overwriting the file. See if you can open it in nifskope without error. If it still complains, simply delete it and see if you can get further.
  14. There is always the DynDOLOD showcase download that replaces SDO. It plugs and plays with SkyFalls/SkyMills.
  15. DynDOLOD uses main memory just like any other mod, maybe more than some, maybe less than some. Vanilla Skyrim with DynDOLOD works without mempatch as it fits within the default sizes. Just like any other mod.
  16. ILS and memory related CTD and my fix that is build into SKSE and the tool Memory Blocks Log to verify the settings are all very well documented and part of every guide about Skyrim modding. This has nothing to do with DynDOLOD.
  17. ... Really erratic :) DynDOLOD does not modify any interior cells, but when moving form outside to inside there are still outside objects and scripts finishing and unloading etc. The Intro at Helgen is special as you might know from earlier discussions here. There are quite a few objects like rocks, roads, trees that are disabled while the game is on auto pilot causing them to have dynamic LOD. Once the intro is over they are enabled for good. So they could be done as static LOD and thus there would be a less dynamic LOD switching in that area. I will address this one day for OCD reasons alone. If in doubt or anything comes up in the future - start new game without the esp and load it once out of the dungeon.
  18. FAQ: Skyrim: ILS or CTD More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini
  19. See https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-145/page-85?do=findComment&comment=127761
  20. Can you check which mod contains textures\architecture\tents\smallnordtent.dds and textures\architecture\tents\smallnordtent_n.dds? Maybe either file is corrupt, check with an dds image viewer if they look OK. To proceed you can delete textures\architecture\tents\smallnordtent.dds and textures\architecture\tents\smallnordtent_n.dds so it fall back on an earlier mod or vanilla texture. Alternatively, remove the line containing textures\architecture\tents\smallnordtent.dds from TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_TexGen_noalpha.txt so DynDOLOD TexGen simply skips it. It will then use the default LOD texture shipping with DynDOLOD.
  21. The meshes listed are most likely not the cause of CTD as they are either shipping with DynDOLOD, Skyfalls or are vanilla from Skyrim Meshes.BSA (the ones one you can't find). They will be all valid nifs. If it is caused by an invalid nif, the line that it gets enabled has be just before the crash, so within the last second of the log. Such a crash is not random.
  22. Memory CTD only happens when first block reaches the max number, 2nd block doesn't matter. You should to read the DynDOLOD nif debug options in the readme.txt. It is not about missing nifs but about a broken nif being activated. The log will always stop after activating the nif. So if that is the case so it should is easy to verify as there won't be that many nif activated in the same last second.
  23. It is called occlusion culling, it is based on where the character is, not the camera. If a mod changes a world, cell or base record, either via linked form IDs or if it just updates data values, it needs to be added as a master if this world or cell contains dynamic LOD objects.
  24. FAQ: Skyrim: ILS or CTD More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini
  25. Change output folder. MO or something else is prohibiting access to files.
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