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sheson

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Everything posted by sheson

  1. Great news indeed. Thanks again for uploading the files and providing the crucial clue to fix this bug.
  2. When the atlas is there, then a single texture is missing. Static LOD generated by LODGen uses both texture atlas and single textures. Make sure you still have all dds files installed from the DynDOLOD archive Data\textures folder (and any other folders of course) You could go close to the LOD models that have missing textures, and once it changed to full models and looks OK, open the SkyUI DynDOLOD MCM / You are here. Find the name of the current static object LOD file, for example Tamriel.4.12.16.bto. Then open Meshes\Terrain\Tamriel\Objects\Tamriel.4.12.16.bto in nifskope and simply open the tree view items until you find BSShaderTextureSet. It will show you the path and filename to the textures it is looking for. For example textures\dyndolod\lod\dyndolod_atlas_tamriel.dds or textures\landscape\mountains\mountainslab02.dds Do this for each BSMultiBoundNode, as each of them has a BSShaderTextureSet. There should be typically 4 to 6 BSMultiBoundNode. Some may have the same texture, one with snow shader and one without snow shader. Make sure that all those textures either exist as loose files or are in the BSA files that are loaded when the game runs.
  3. This looks like the atlas textures Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds and _n.dds created to the output folder are missing in the game folder. If the atlas textures are there, check TES5Edit\TES5Edit_log.txt for the line "Creating atlas textures [C:\Output\]Textures\DynDOLOD\LOD\DynDOLOD_Atlas_Tamriel.dds" Check if there are any complains about textures not found before the log line "Executing LODGen..." This data is not stored in the save file. The message shows because there is something wrong. Technically this is between the DynDOLOD.esp and the json files in the Skse folder. Tree and static object LOD, meshes and textures are fine. Update/Overwrite TES5Edit\Edit Scripts\DynDOLOD Worlds.pas and all files in TES5Edit\Edit Scripts\DynDOLOD\ with the new version from the DynDOLOD 1.37 archive. Best to first delete the entire TES5Edit\Edit Scripts\DynDOLOD\ folder and all files in it, then copy new version from archive. Update/Overwrite Data\DynDOLOD.esp and Data\DynDOLOD.esp.bak with the new version from the DynDOLOD 1.37 archive (MO will report the DynDOLOD.esp version as 1.34) Generate LOD from scratch with DynDOLOD Worlds.pas 1.37 which creates the folders Meshes, Skse and Textures to the selected output folder. These folders and all their files need to be copied to the game folder or a mod and not be overwritten by older versions or by other mods. DynDOLOD Worlds.pas 1.37 also updates DynDOLOD.esp, save it when exiting TES5Edit. Make sure it is not overwritten by older versions. Make sure to follow the update procedure of existing save games. RTFM, watch the video or check DynDOLOD SkyUI MCM.
  4. The z -30000 and disabled is fine. That is the preferred method over using the the "Deleted" flag. Using "deleted flag" on trees can create stuck tree LOD and all kind of other problems. Fixed by the undelete and disable step when cleaning a mod. Removing a mod from load order that had LOD trees and not updating tree LOD creates stuck tree LOD as well. Then there is the stuck tree LOD in the child worlds when trees are placed in the same area into the parent world. Now this case is a different issue, which seems to be another engine limitation.
  5. From the Manual "Put DynDOLOD.esp last in the load order, or specifically it needs to load after the last mod that contains objects in the world for which LOD is going to be created. Once DynDOLOD.esp contains data from other mods LOOT sorts it properly based on its masters." I would not know what else to recommend. Most of the data that is added to DynDOLOD only exists in and for DynDOLOD. DynDOLOD sets a flag on base elements that now have static LOD. Nothing bad can happen when that flag is cleared by another mod later. There may only be visual oddities. In case DynDOLOD modifies an original reference directly which then gets overwritten by another mod should only result in visual oddities. DynDOLOD tries to work with copies of records that only exists in DynDOLOD as much as possible otherwise. The papyrus script checks the status of the source object when needed. If another mod changes it the status query will still work accordingly. The only way another mod can ever overwrite data that DynDOLOD overwrites is when that mod was added to the load order later / not present when generating LOD. The only consequence should be visual oddities - if at all.
  6. Check generate Textures atlas when doing the second run. It means that: The DynDOLOD.esp needs to be in sync with the json files from the SKSE folder in the output directory. Either the active DynDOLOD.esp is from an other generation or the json files are. Double check that there is no old files overwriting the new ones. This can also happen when you generate LOD with an older version of DynDOLOD World.pas while already using newer Data and papyrus script folders. You should upgrade everything to 1.37 Now that I have 2 mods here that affect each other I will try to narrow it down. The usual suspect Deleted flag is not the case with these 2 mods and nothing else weird with the tree references on first glance.
  7. Tree LOD is done by TES5Edit. DynDOLOD just executes the built-in command. The IgnoreModFileName doesn't have any effect on it. All the rules and settings are for static and dynamic LOD. You would have to remove mods from the load order that you don't want to generate tree LOD for. I only get stuck tree LOD when using both mods together. This order has it in Riverwood. LoS and TaVE patch.esp LoS and RE patch.esp If I switch the order Riverwood is fine, but then I see it in Rorikstead. So I would advise to remove both mods from load order when generating LOD. A workaround would be to use the advanced options to generate only tree LOD first run without the mods, then on a second run generate static and dynamic LOD with the mods. This will add their trees as static LOD and it should work properly.
  8. This is great news. Thanks! High Quality LODs is doing landscape LOD, so there is zero overlap with DynDOLOD. You can add/change/remove it as you like it without having to worry about DynDOLOD. AFAIK STEP Optimized Vanilla Textures is still all vanilla textures just optimized for file size/format, so they should look the same as the vanilla game and the default LOD textures shipping with DynDOLOD. You only "need" to run DynDOLOD TexGen.pas to update the source LOD textures when using a texture mod that alters the look of textures which are also use for LOD. Mostly landscapes, farms and imperial forts and nordic ruins. There is no need to run the entire DynDOLOD Worlds.pas process again just because the source LOD textures were updated by DynDOLOD TexGen or from a texture replacer mod for example. Read "Update Texture Atlas" in Docs\DynDOLOD_TexGen.html how to update the texture atlas only.
  9. Delete all files in TES5Edit\Edit Scripts\DynDOLOD\cache\ seems pretty unambiguous to me :) It is a cache folder, you can delete all files safely.
  10. DynDOLOD 1.37 Fixed exception reported by Bcsp and stickman1024 Just update TES5Edit folder. [spoiler=Changelog]DynDOLOD Worlds.pas - fixed an exception for mod # > 128 DynDOLOD 1.36
  11. DynDOLOD 1.36 Fixed a pointer/integer conversion error based on the report by Hillistine causing missing fxxxx message in game. Apparently windows 8 is even more picky than wine in some cases... In addition some housekeeping with related objects. Somewhat flying blind since I can't reproduce the error, so feedback is appreciated. Generate LOD from scratch with default DynDOLOD.esp if you had this error with older versions. Fixed typo in message in the papyrus scripts. Simply overwrite scripts with new version. This is plug and play and doesn't need any special updating steps. Added mesh rules for Routa. In case you use this mod, updating the existing DynDOLOD.esp for Tamriel worldspace and then overwriting existing meshes/ske/textures with newly generated files from output folder should work. Then just continue the game. May be a good idea to back-up those files beforehand just in case. [spoiler=Changelog]DynDOLOD Worlds.pas - fixed pointer to integer conversions sometimes causing wrong ids DynDOLOD Worlds.pas - optmized discovery of _far.nif DynDOLOD Worlds.pas - assume disabled references with z = -300000 to be "Deleted" regardless of XESP DynDOLOD Worlds.pas - updated a couple more cases to use a native TES5Edit function Papyrus Scripts - fixed an error message DynDOLOD-rules - added/updated rules for better compatibility with mods Meshes - updated LOD meshes for better compatibility with mods DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD 1.35
  12. You get the CTD while still in the prison? That is bad... Please test again with next version.
  13. Safety load is unstable and also obsolete when the memory patch is applied correctly. Disable safety-to-load, verify with memory block log that the memory patch is applied correctly and you do not hit a new limit. Set ExpandSystemMemoryX64=false in enblocal.ini. Invalid nifs cause crash the second the model is loaded, which will be before you can open the map usually. There is a chance that the bug Hillistine reported and I am fixing right now may have to do something with it. So double check the memory stuff and then test with next version if problem persists
  14. That has been fixed a couple versions ago. The way Bethesda did the wayshrines script is incompatible with the neverfade flag, while SWIFT implements the same models in a compatible way, it is a bit odd. Recent versions leave them alone. You can fix it without having to generate again, by removing the overwrite records in the world space from DynDOLOD.esp. In TES5Edit, left pane click [+]DynDOLOD.esp, [+]Worldspace, [+]03000BB5 DLC01FalmerValley, [+] 03000EA6 Cell right on top (default sort by form id) there should be a handful green wayshrine records, remove by right clicking each in the left pane and selecting remove
  15. There is more of the pointer/integer conversion troubles we discovered recently on wine. Seems your windows 8 plus something else uncovers a similar error. I am not able to reproduce on 7 or 10, but with the file you uploaded I know where to look and what to do. Hopefully :) Increasing either value will lower performance, lowering values will in crease performance. I rather suggest to change mesh rules for select objects to change their grid settings and/or their default LOD4, LOD8 and LOD16 settings. That is part of what low, medium, high presets do anyways. Check the "Performance" section on the manual. I guess EssArrBee may soon know more as he is testing those settings right now based on discussions we just had days ago.
  16. Thanks for posting this! Helps tremendously to find the bug. I am onto the cause of the error and it will be fixed next version. Soon-ish
  17. Zilav already answered and was talking about adjusting tree LOD brightness, here is how you do it: Start TES5Edit, apply DynDOLOD Worlds.pas, but then click on the advanced button. Select worldspace on top, but now at the bottom you have a dropdown for tree LOD brightness. You can just update tree LOD without having to update static and dynamic LOD. Simply uncheck all "Generate static LOD", "Create texture atlas" and "Generate DynDOLOD". The start process with clicking OK. After it is done, then the output folder will have only meshes and textures folders for tree LOD. You can overwrite the older too bright tree LOD with it. Done. Start game and check new brightness level. Thanks. I will give this a quick look and then add it to the list. Ops it is supposed to say "does not". And it means that: The DynDOLOD.esp needs to be in sync with the json files from the SKSE folder in the output directory. Either the active DynDOLOD.esp is from an other generation or the json files are. Double check that there is no old files overwriting the new ones. Error message will be fixed next version :) 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. If heap memory is not the cause of CTD see Docs\ DynDOLOD-README.txt for checking if a nif model used for dynamic LOD is the cause.
  18. Something is seriously wrong then. You should delete the TES5Edit\Edit Scripts\DynDOLOD\ folder and all its contents. Then reinstall and start over. Make sure the DynDOLOD.esp is the default one from the archive, there is also a DynDOLOD.esp.bak If the problem persists, please post what windows version and language/region settings you are using. Let me know what mod manager is used. then upload these files somewhere so I can check TES5Edit\TES5Edit_log.txt skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json skse\plugins\StorageUtilData\DynDOLOD_Worlds.json
  19. This happens because at the vanilla start a LOT of objects like mountains, roads and rocks are disabled in the cells around Helgen while the intro scene is playing. I assume because of gaming consoles. Whenever the game engine enables an object in a cell, there can be LOD flicker when the whole cell is reloaded. I think this effect is amplified by certain ENB features. No big problem in the vanilla game when virtually nothing has LOD... I guess a solution could be to make these landscape objects active from the start. But then isn't like almost everybody using Alternate start anyways? FAQ: TES5Edit / TES5Edit\TES5Edit_log.txt: DynDOLOD.esp Record Header \ Record Flags -> Are normal and can be ignored. Save DynDOLOD.esp and reopen it before checking for errors.
  20. Are you using the latest version 1.35? If not try generating with it from scratch first. Remember about the save game update procedure. Test with new game. Open console at main menu and type coc whiterun Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. If problem persists, please post what windows version and language/region settings you are using. Upload TES5Edit\TES5Edit_log.txt skse\plugins\StorageUtilData\DynDOLOD_Tamriel.json skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json skse\plugins\StorageUtilData\DynDOLOD_Worlds.json
  21. Yes it needs the flags of the BSX entry to animate. I removed it by accident when removing the particles. That glow should be fixed in 1.36 as well.
  22. Great detailed report. It led me straight to the problematic nif Update for Meshes\DynDOLOD\lod\effects\fxrapidsrocks01_dyndolod_lod.nif, then the foam will play animation again. Will be inluded in 1.36 obviously.
  23. DynDOLOD 1.35 Added a bunch of new textures for DLC01Soulcairn. There is typically no dynamic LOD for this worldspace, so just generate static LOD from advanced options to update only the bto and texture atlas files. No need to update the esp, simply discard any changes to it if there are any. Fixed/updated a couple other things to fix exception reported by EssArrBee, hopefully. [spoiler=Changelog]DynDOLOD Worlds.pas - fixed a list re-assigment causing exception DynDOLOD Worlds.pas - added automatically using _far.nif if every other method failed DynDOLOD Worlds.pas - added support for PassThru material for future releases DynDOLOD Worlds.pas - some cosmetic updates to the forms DynDOLOD Worlds.pas - removed a function to use native TES5Edit function instead DynDOLOD TexGen.pas - added generation for dlc01soulcairndirt01lod.dds, dlc01soulcairndirt02lod.dds, dlc01soulcairndirt05lod.dds and dlc01soulcairnrock01lod.dds Meshes/Textures - added new texture variants for better compatibility with DLC01 DynDOLOD 1.34
  24. I think I found the cause. Please test with DynDOLOD 1.35 as soon as it is available. The major cities are childworld of Tamriel and use the same data. Generate from scratch with DynDOLOD 1.35 once it is available. If the problem persists, make sure the json files in the SKSE folder from the output directory were generated at the same time as the DynDOLOD.esp you are using in game.
  25. xxxx is the id for the cell you are currently in. What DynDOLOD version did you use? I assume you are in Tamriel worldspace? I have no problem opening the map for this worldspace with DynDOLOD.esp. Try default inis. Can you post a mod list and a list of SKSE plugins? If only a single worldspace gives you an error just do not select it when generating LOD. Keep it for the others. Double check it works with the static and tree LOD only. Disable only the esp, but keep the meshes/texture folder. Vice versa? So it doesn't matter if you check one or more world. And you do not have this problem with default grids. This is really odd.
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