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sheson

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Everything posted by sheson

  1. You ain't seen nothing yet. Just wait for the next feature update when DynDOLOD lights up the windows in the distance. And then I'll probably look at LOD water. Please test with this version of functions.pas Simply overwrite TES5Edit\Edit Scripts\DynDOLOD\lib\functions.pas with it. Then start with a default DynDOLOD.esp by copying DynDOLOD.esp.bak to DynDOLOD.esp Let me know how it goes. If there still is an error, please upload new TES5Edit\TES5Edit_log.txt again. Well yes, when a program stops with an error it can not complete its job... A mod added a nif file used for LOD that is borked somehow and trips an internal TES5Edit function. If you upload TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_blackreach_mesh_count.txt I can have a look That is, if Blackreach is the first world in the list. Else look for a similar file name for the world in question I tested with RRR and checked and all is fine here. you have another mod that adds things around Nightgate Inn? It looks like the land and objects in the distance are culled for performance because they are behind an object. Just that in your case that object doesn't render for some reason. If you start the game without DynDOLOD.esp and then the object shows, get its mod name and form id so I can try to replicate.
  2. DynDOLOD 1.40 Fixed some missing static LOD as reported by kranazoli If you have this error and want a simple update, update the TES5Edit files obviously, then start DynDOLOD Worlds.pas, click through to advanced, Check 'Generate static LOD' Check 'Create texture atlas' Uncheck 'Generate Tree LOD' Uncheck 'Generate DynDOLOD' Uncheck 'Use cached base elements' Do not save changes to DynDOLOD.esp, only copy meshes and textures from output folder [spoiler=Changelog] 1.40 DynDOLOD Worlds.pas - fixed getting default LODs from base elements Meshes - updated LOD meshes for better compatibility with mods DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD 1.39
  3. Yes that is normal. Dynamic LOD can easily add over 30,000 objects and their data. In addition data is stored through the SKSE plugin PapyrusUtil which saves its game data to the SKSE flle. Check the log in TES5Edit or once closed open TES5Edit\TES5Edit_log.txt. Look for lines like Scanning Tamriel *.BTT files in C:\TES5EditOutput\meshes\terrain\Tamriel\trees\ Creating atlas textures C:\TES5EditOutput\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds Saved C:\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json Saved C:\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json Saved C:\TES5EditOutput\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json They should all start with the same output folder you set, that is were the meshes/skse/textures are generated to. Please upload/post entire copy of TES5Edit\TES5Edit_log.txt
  4. DynDOLOD 1.39 Fixed typo reported by Muladhara86 This is just a TES5Edit script update. No need to generate new LOD or update anything else. If updating from a version older than 1.38 make sure to check the DynDOLOD 1.38 update notes [spoiler=Changelog]DynDOLOD Worlds.pas - fixed a typo causing error in process line 780 DynDOLOD Worlds.pas - updated the helpful error message in case an overwrite record links to a non-existent form id to be even more helpful DynDOLOD Worlds.pas - made a distinction between superseded mods that are replaced and other mods that should simply not be in the load order while generating LOD DynDOLOD Worlds.pas - changed mod warning message to sound less dramatic DynDOLOD 1.38
  5. Errors like this mean I didn't pay attention when updating code. Sorry, my bad. You can open TES5Edit\Edit Scripts\DynDOLOD\lib\process.pas in notepad and change line #780 from MyMessage(' Get a newer TES5Edit version in case there are LOD trees in loaded cells. ' + Name(Element) + ' same form id as + ' Name(ObjectToElement(olDupeTreeFormID.Objects))); to MyMessage(' Get a newer TES5Edit version in case there are LOD trees in loaded cells. ' + Name(Element) + ' same form id as ' + Name(ObjectToElement(olDupeTreeFormID.Objects))); Since the message tells you to get a newer TES5Edit, please download xEdit 280715. If generating with this dev version the message shouldn't trigger my coding typo error at all.
  6. I can't say which esp version requires which exactly as I do not use this setup currently. You can check yourself quickly right after starting TES5Edit before having to run any DynDOLOD Worlds.pas script: Enter 0001EE62 into the FormID field top left and hit enter to bring up the worldspace record for Blackreach In the right pane, look for the row called LTMP - Interiors Lighting, scroll to the right so you can see the column for STEP Extended Patch.esp. As long as it says '[1600DFE3] ' you have the wrong ELE_Legendary_Lite.esp
  7. Pressing shift + OK prevents TES5Edit from building the reference index. Uncheck undesirable mods in the Master/Plugin Selection list before clicking OK.
  8. DynDOLOD World.pas prints a line about ignoring bashed patch in the load order since version 1.14. It just moves by too quickly. There is quite a few posts and discussion about the bird mods being problematic. The mod author refused to address reported problems. I am done wasting time with it. Just don't load it when generating LOD so nothing from it gets picked up by the script. Then enable it again or not when using the game. That is up to you. Lucky for you we already had this problem in this thread a while back. If I remember right updating Enhanced Lighting for ENB (ELE) - LITE to the latest version fixed it.
  9. The warning about bashed patch was always already there. It usually is fine. Read this thread a couple pages back, posts between eternaldevastation and me about finding out about birdshfclean. Also see Masterlist : Dangerous, Outdated and Superseded Mods Generate LOD without it and then it is up to you if you want to keep the mod in the game.
  10. DynDOLOD 1.38 Fixes missing Azura and potentially other former neverfades converted to static or dyanmic LOD. If you have this problem either check couple posts above for a simple fix or do generate again from scratch. Optimized a couple dynamic LOD switching times. The updated papyrus scripts should work with an old esp and json data generated by older versions. Simply overwrite scripts with new version. This is plug and play and shouldn't need any special updating steps. Please backup old scripts and do a test if dynamic LOD still behaves normally before committing permanently to an existing save game. If generating LOD with DynDOLOD Worlds.pas 1.38 it is required to start from scratch with a default DynDOLOD.esp 1.38. You can not update an old pre 1.38 DynDOLOD.esp. A version check is in place. DynDOLOD.esp 1.38 with existing data can be updated. Follow the save game update procedure. RTFM, watch the video or check DynDOLOD SkyUI MCM. DynDOLOD Worlds.pas will now print a warning messages if there might be risk of stuck tree LOD in loaded cells - since I have determined the cause of yet another engine limitation. This is NOT about tree LOD in cities, but trees in the wild. The easiest fix is to get xEdit 280715, which will simply not generate tree LOD for those trees (while printing a similar warning message). DynDOLOD will then automatically generate static LOD for these trees. Added rules for Half-Moon Chalet Player Home, The Full Moon and Goldenglow Dipper. If you use any of these mods consider generating from scratch. [spoiler=Changelog]DynDOLOD Worlds.pas - unset persistent flag from disabled neverfades if deemed safe DynDOLOD Worlds.pas - export a reset list of former neverfades with persistent flag to json file DynDOLOD Worlds.pas - copy non persistent cell 'containing' existing persistent references that were changed, may create intentional ITMs DynDOLOD Worlds.pas - only treat neverfades that are persistent as neverfades DynDOLOD Worlds.pas - refined overwrite detection when updating DynDOLOD Worlds.pas - fixed adding duplicate activator when updating DynDOLOD Worlds.pas - fixed adding rules erroneously when updating without using cache DynDOLOD Worlds.pas - added ability to define full models in mesh rules without a LOD mesh being present, unset VWD DynDOLOD Worlds.pas - automatically add LIGH to list of base elements eligible for LOD when a reference rule uses it, only works for LIGH base elements with models DynDOLOD Worlds.pas - cleaned up form id conversions DynDOLOD Worlds.pas - cleaned up getting full model from base elements DynDOLOD Worlds.pas - added a message for 'duplicate' tree form ids causing tree LOD in loaded cells, get newer TES5Edit if it triggers DynDOLOD Worlds.pas - disallow meshes/textures/skse in output path so none of the tools gets confused DynDOLOD Worlds.pas - added checking matching DynDOLOD.esp version DynDOLOD Worlds.pas - set no switching delay for dynamic LOD fires when attaching cell Papyrus Scripts - added resetting references from reset list when initializing and activating/deactivating from MCM Papyrus Scripts - improved dynamic LOD switching times when detaching cells and after fast travel DynDOLOD-rules - added/updated rules for better compatibility with mods DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD 1.37
  11. Here is how I can replicate the problem: Start game with USKP and no DynDOLOD. Fast travel near Azura so the Azura cells are not loaded (not sure if required try with being in the same cell). From console, disable Azura, enable Azura. Save game. Start game with USKP and DynDOLOD that has IsDistantLOD unchecked and IsPersistent still checked. Fast Travel directly to Azura, it doesn't show. As I mentioned, I will only unset the IsPersistent flag if the master record has it not set to begin with, which is true for Azura. For all other cases resetting the reference via papyrus script works, BUT it requires the non-persistent cell for the coordinates the persistent reference is 'in' to be present in DynDOLOD as well. Probably another undocumented 'feature'. So there will be ITMs in the esp in that case. Which shouldn't really matter since they are copies form the winning override anyways.
  12. Go close to a tree that had purple LOD texture. Open DynDOLOD MCM / You Are Here. Take note of the current object LOD file for that area, like Tamriel.4.4.-12.bto Find that file in Data\Meshes\Terrain\Tamriel\Objects\Tamriel.4.4.-12.bto and open it in nifskope. Set Options / Settings / Resources to pont to .../Skyrim/Data if you want to see textures properly Click an object that has the missing textures and it should highlight everything including its BSSegmentedTriShape in the BlockList In the Block List unfold [+] BSMultiBoundNode [+] BSSegmentedTriShape [+] BSLightingShaderProperty [+] BSShaderTexture The Block Details should list the texture paths and names. They should look like textures\dyndolod\lod\dyndolod_atlas_tamriel.dds or textures\landscape\mountains\mountainslab02.dds etc If the paths are correct double check the files exist.
  13. I am guessing Data\Textures\DynDOLOD\lod\dyndolodtreelod.dds and _n.dds which are in the DynDOLOD archive.
  14. There is something else that changed or affecting the reference or the base element or the meshes involved however or the cell!?. It has been like this since the beta in November. There is nothing problematic with a reference being persistent and not full LOD at the same time. Going to add a function to unset persistent if the master record doesn't have it. Anything else is too risky because there is no good way to check if something else relies on it. Going to add a reset function to all others references. That should fix any problem with old data in a save game.
  15. Too bad you didn't post any info about other mods changing the reference or base element. There is no reason why a new game should not show a reference that has not Is Full LOD set. That would mean the whole world would be invisible when approached, since not having the flag is the standard. Remove the persistent flag from DynDOLOD which was carried over from USKP overwrite record. Do not set the Is Full LOD flag. Then test with a save game or a new game. With a save game a cell reset probably works too.
  16. Yes of course the Is Full LOD flag is unset because the statue now has static LOD. The log prints a message about that [00:00:44.212] disabled NeverFade, replaced by static LOD for Unofficial Skyrim Patch.esp [REFR:00033DCB] (places ShrineOfAzura01 [sTAT:00033DCA] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 26,19) From the Manual It has been like this since the beta in November. No big mystery there Not having the Is Full LOD flag usually doesn't make a full model vanish. That would mean the whole world would be invisible when approached, since not having the flag is the standard. Test with USKP and DynDOLOD both disabled see if it shows then. Either the reference or the base element are probably changed by another mod before DynDOLOD to cause this. Check the nifs involved. I know of Better Dynamic Snow/ The Ruffled Feather for the snow shader but that is fine in itself. SMIM overwrites the snowshader.nif of it. So install order or options of either mod may be important. meshes\clutter\statues\shrineofazura01.nif meshes\betterdynamicsnow\shader\snowshader.nif
  17. The default water LOD is baked into the terrain LOD. That LOD water animates and reflects etc. I don't think there is a way to do any of that that with any water type in the object LOD to allow for different LOD water types. Which leaves adding water to the dynamic LOD as neverfades. This can already be done by adding mesh rules for those water types. Then the now overwritten default LOD water needs to be removed from the terrain LOD to avoid z-fighting flicker. Change this by updating the water records for a cell. Generate terrain LOD. For testing use nifksope and just remove the 'water' entries. It is a simple check in the papyrus scripts if (PapyrusUtil.GetVersion() >= 26) Maybe something overwrote the script PapyrusUtil.pex or the dll to an older version?
  18. Leave all mods selected, unless you do not want do generate LOD for a specific mod. If you know your load order inside-out, only select the mods that add objects that are eligible for LOD Glad you figured it out. I just require the firstborn, they are more tender. Despite its name birdshfclean.esp is not clean. Clean it see if the CTD goes away. Have a look at the nono mod list Masterlist : Dangerous, Outdated and Superseded Mods. No need to waste any more time on this mod :) FAQ: Tree LOD / TES5Edit\TES5Edit_log.txt: and similar Messages about missing files for shrubs, fern, bushes etc. are normal. It only generates billboard LOD for trees. There are no trees in DLC01SoulCairn...
  19. The order of events 1) You start the game with DynDOLOD.esp and it won't load to the main menu 2) You start the game without DynDOLOD.esp, load a save that then complains it is missing, exit the game without saving 3) You start the game with DynDOLOD.esp and it makes it to the main menu and you can load any game? is what happens, the problem you are describing still makes no sense. There is nothing different in a normal game setup between step 1 and 3 in terms of how the game loads any data or the esp. The data in DynDOLOD.esp and non of the other files in the mod change. There has to be an outside cause with MO, antivirus or a dll or the system in some way. Did you ever checked the esp for errors? Is the load order sorted by LOOT? Are the other mods clean? Are you using the steam version of the game? Skymills is a master in DynDOLOD when it was active while generating LOD, you need to remove it before generating LOD. Please also test just enabling/disabling the esp, while keeping meshes/textures of the tree and static LOD. That should be fine. I rebuild a load order just with the masters/mods from your setup and as expected it just works as it should. FAQ: Skyrim: ILS or CTD If the game CTD or has ILS while loading a save game or starting a new game then verify memory usage with Memory Blocks Logs and adjust memory settings in skse.ini Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini
  20. 1) You start the game with DynDOLOD.esp and it won't load to the main menu 2) You start the game without DynDOLOD.esp, load a save that then complains it is missing, exit the game without saving 3) You start the game with DynDOLOD.esp and it makes it to the main menu and you can load any game? Wow!? AFAIK the only files that change regardless of saving are the inis. Are you using some kind of an in-game save manager? Can you try what happens when you start the game without SKSE? Just for the sake of testing loading the game w/wo the esp... Are you using MO? Are there any files in the overwrite folder? Please post a list of the masters in DynDOLOD.esp
  21. I would then suggest to make sure to use default inis Check esps for errors with TES5Edit. Then maybe disable everything *.dll, like enb or skse plugins. Also look at things that modify the main menu, like interface\startmenu.swf or meshes\interface\logo\logo.nif or intro sequence
  22. Thanks, this helps! Your CTD report is confusing so I am covering all bases 1) If it CTD before the main menu it is missing masters. The latest SKSE beta can show you a message about which master is missing. 2) If it CTD after the main menu loads, before loading a save game or starting a new game I have no idea, maybe a main menu replacer 3) If it CTD or ILS while loading a save game or starting a new game then verify memory usage with Memory Blocks Log and adjust memory settings in skse.ini Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini 4) If it CTD in game shortly after the message "DynDOLOD successfully initialized" it can be an invalid nif. It could also happen when arriving in a new area for the first time. Verify 3) too.
  23. This seems like a question that is probably better answered by a water mod author. Water reflection/colors changes gradually based on distance and usually before the LOD water, no? In a vanilla game with vanilla water or a water mod I have no visible seam between water in loaded cells and LOD water, unless I start using tcl. I believe these 3 things can influence the water planes reflection/color: Weather settings, ENB Water/Weather settings Skyrim.ini [Water] bReflectSky=0/1
  24. Full path will not work. There is a setting in nifksope under options/settings/resources where to look for textures. This is wrong "textures\textures\dyndolod\..." and the cause of the missing textures. This is correct "textures\dyndolod\..." I am not sure how or why this happened. Can you please upload a copy of these files TES5Edit\LODGen_log.txt TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_tamriel_textures_used.txt This will help me to figure out why this happened, hopefully. If you open TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt you should see lines like textures\lod\ash01lod.dds 256 256 2816 0 Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds 4096 2048 If it says Textures\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds you can fix the static LOD right now without having to redo the whole generation process: 1) With something like notepad search and replace all of the Textures\Textures\ to Textures\ in TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt and save 2) Set Expert=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini 3) Start TES5Edit and apply script DynDOLOD World.pas, it is now in export mode. 4) Click on the first [...] button for LODGen export Find the file TES5Edit\Edit Scripts\LODGen_Tamriel.txt (or very similar name) 5) Click on the second [...] button to select the output path 6) Click the button "Execute LODGen.exe" This will create the static LOD bto files in Meshes\Terrain\Tamriel\Objects\ now with the correct texture path from TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt 7) Repeat from step 4 for other worlds if needed 8) Copy meshes from output folder to game or mod folder
  25. All LOD water in the game is baked into the terrain LOD and based on water XCLW water height of a cell. e.g. a water plane the size of a cell that has no references. DynDOLODs dynamic LOD adds the Water1024 and similar ACTI baselements used for some rivers and creeks, e.g water that has references. This could be extended to the few other ACTI waters meshes, but I found the 1024 covers almost all the bodies of water. To add the other water nifs to the automatic discovery just copy Data\meshes\water\water2048.nif (in meshes bsa) to Data\Meshes\DynDOLOD\lod\water\water2048_dyndolod_lod.nif I remove the collision with nifskope, but it is not necessary for it to function as dyanmic LOD. A mod that replaces the cell water planes with ACTI baselements should be picked up automatically, but I never checked this in depth with the water mods, yet. A static water plane can be added to static LOD bto, but it can not be animated and probably won't reflect the sky or lighting correctly. Once I am done with adding glowing LOD (no ETA) I plan to look more into this. The water plane in the terrain files can be easily removed. Until then dynamic LOD it is.
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