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sheson

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Everything posted by sheson

  1. what xEdit version are you using?
  2. 1.27 Thanks to SKSE I was able to make the debug messages more useful. This should help greatly narrowing down possible nifs. See instructions below. It should be enough to only update Data\Scripts\ I also ran all nifs shipping with DynDOLOD through nif convert again. It is enough to simply update the Data\Meshes folder. There is no need to generate any LOD again or update the esp with this version. This is simply to help some folks narrowing down on meshes. Debug CTD caused by invalid nif Step 1) Open skse\plugins\StorageUtilData\DynDOLOD_Worlds.json with notepad and change the line from "debug":"false" to "debug":"true" Step 2) Open Skyrim.ini in notepad or use MO INI Editor (puzzle icon) and change [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 to [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 Step 3) Start the game and proceed to make it CTD. Step 4) Find the latest papyrus logfile typically in c:\Users\[username]\Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log. Scroll to the very bottom and find lines like [05/16/2015 - 01:15:10PM] [SHESON_DynDOLOD_LODObject < (0D003F52)>] using base element [Form < (0D0010F3)>] using meshes\architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif [05/16/2015 - 01:15:10PM] [SHESON_DynDOLOD_LODObject < (0D00445E)>] using base element [Form < (0D0011D7)>] using meshes\landscape\trees\wrtempletree01.nif [05/16/2015 - 01:15:10PM] [SHESON_DynDOLOD_LODObject < (0D003B01)>] using base element [Form < (0D00106B)>] using meshes\clutter\giant\giantcampfire01burning.nif Step 5) Take note of the meshes used. To test if any of these are the cause of CTD disable, rename or otherwise make the last mesh in the list unavailable to the game. The ones from this example are all vanilla meshes in 'Skyrim - Meshes.bsa' and unless a mod replaces them they do no cause CTD. Repeat from step 3 until CTD stop. When done debugging simply revert changes to DynDOLOD_Worlds.json and Skyrim.ini.
  3. 1.24, 1.25 and 1.26 both ship with the same LOD Meshes and the same LOD Textures. No changes. The Skyrim high resolution texture pack files added to the DynDOLOD archive are textures only and do not cause CTD. They are added to the atlas as before if you had them. As I keep saying Unknown 15 flag is not an error but to be expected. LODGen_LOG is for LODGen.exe and static LOD. If the game game loads and then CTDs when activating dynamic LOD, static LOD is already loaded. Disable only the esp to test, static LOD will still be loaded. To quickly narrow down the list of possible meshes causing this, start to "hide" meshes folder in MO for the mods. Start with the meshes of DynDOLOD of course. Then go through the mod list of masters of DynDOLOD. The Vanilla game never shows these buildings when close to the wall. You can use Options\whiterunexterior\WhiterunExterior.esp from the DynDOLOD archive to fix that. Any one with CTD the second DynDOLOD switches on, post your load order please.
  4. You could try a 2 or 3 more form ids backwards from the log. Yes, it has be a mod that is a master to DynDOLOD and the model/nif will be most likely provided by that mod as well. And it will be an object that is added to the Near/Far Grid with as a neverfade. If you use MO another method to quickly filter down possible candidates is to simple "hide" the meshes folders of the used mods one at a time. If the mesh can not be loaded it can not CTD :) As soon as you have a mod name please let me know I can then help quickly.
  5. Yes. Can you disable immersive snow ice and then run again. The LODGen.exe log shows missing meshes, that is why for most worlds it can not generate static LOD. I guess the cause is that mod, but it is discontinued and removed from nexus so I can't check myself or create a fix. While generating without that mod check while LODGen.exe runs (the black on white command prompt) or the lodgen log afterwards if "file not found" errors are gone. If not, maybe you have an idea which other mod might add the data \meshes\immersive_environments\landscape\mountains\lod\ but not provide the files. This most likely will not fix the CTD, but one thing at a time. Check recent messages I traded with Obliterator2 about his CTD.
  6. Save DynDOLOD.esp and reopen it before checking for errors. If you then have still error other than Unknown 15, please post that part again
  7. Vulgar1 maybe right though later in the video it may happen that a tree mod that ships with LOD maybe loaded after the DynDOLOD Output. So a mod with tree LOD overwrites tree LOD generated with DynDOLOD - which by all intends and purposes is most likely not desired. Just leave DynDOLOD Output so it loads after any tree mods that have tree LOD. I asked Michael to add a note to the video.
  8. Check the priority column. Mods with higher numbers overwrite lower numbers. Top or bottom in left pane has no meaning, because the sort order can be changed by clicking any of the tabs on top of the columns. The video/Michael speaks of higher and lower priority to make it as clear as possible. "Can not start LODGen.exe because it is still running. Clicking Cancel means there will be no static object LOD generated for this worldspace! Click Yes once LODGen.exe is not running anymore." LODGen.exe is the command prompt window generating static LOD. Only one at a time can be executed. Click Yes once it finished doing the worldspace so a new one can be started for the next worldspace. The videos and docs are correct. Get xEdit which includes LODGen from https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit
  9. "Thing is, I noticed this problem even before" Then it isn't DynDOLOD. All tools involved only generate LOD for data that is actually there. If you post your load order we might be able to spot the cause. This sounds like combination of (tree) mods causing this. Great! Looks good. As explained before that Unknown: 15 (and only it) is expected.
  10. Fixed in 1.26 Also fixed XEMI record errors reported by pStyl3
  11. Record Header \ Record Flags -> are normal REFR \ XEMI - Emittance -> [XXXXXX] will be fixed next version Any other errors, save DynDOLOD.esp first then reopen before checking for errors They are not ITMs. They have flag Unknown: 15 set. This is the 'Has Distant LOD' flag which makes sure objects with static LOD do not show full models in adjacent non-loaded cells. CK only exposes the flag on STAT records. But the game engine uses it on other types of base elements nonetheless. The output path should be outside of the game folders and Mod Organizers virtual file structure. Do not generate into 'overwrite'.
  12. It could very well be a nif that is used several times throughout the world. It can be fine if used as static object, and only cause crash when used as neverfade, we had that happen before. There is quite a few messages from other mods. I suggest to first create a new MO profile only with the bare essentials. Skyrim.esm, Update.esm, SFO and DynDOLOD. Generate LOD for that. Obviously the cause may be another mod ... try to remove as many as possible while still having the CTD. If it is indeed a nif causing the CTD you will have to find it with the info based for the log since this data is generated for your load order. Based on the newest Papyrus.0 - Copy (4).log start with the last form id xx007D77 (xx is the load order number of DynDOLOD.esp) Start TES5Edit enter the form ID top left and hit enter. The right window now shows the reference. Find the row NAME - Base and CTRL+Click on the entry. It opens the base element in the right window. Find the row MODL - Model Filename and take note of the path\to\mesh.nif You could either change the entry to a non existing nif here and save the updated esp, or rename the nif file name so it doesn't load it next time the game runs. Start the game see if it still CTD. If it still CTD, open the latest papyrus log find last entry form and repeat. If the cause is indeed an invalid nif it should be one of the last few in the log (within the same second)
  13. As the manual says: 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. Regarding the TES5LODGen tree LOD generation: It is normal to have missing shrubs and bushes and whatnots. We only want to generate LOD for trees. (If you create billboards for the shrubs and bushes you will start to notice how much they impact performance, because draw distance is high for LOD trees - if anything they should be done as static LOD in level 4 only) Not sure what the problem is? It looks like first the trees are LOD trees and then they are full models. This is how LOD works. If you think the LOD trees do not match the full model trees well, then either find the right billboards to download for the setup or you need to create them yourself. You can do so by splitting existing tree LOD or creating billboards with Tree LOD billboard creator for xLODGen.
  14. Upload a copy of TES5Edit\TES5Edit_log.txt and TES5Edit\LODGen_log.txt somehwere
  15. I could reproduce this. It happens because internally file names and strings are converted to lowercase for easier comparison for example. The Turkish alphabet is a bit different regarding i and I. I sent you a PM with a test version. It will be included in the next xEdit update. Honestly, I love tracking down these things... They are kinda obvious once you know this and a great mystery if you don't :)
  16. It is a long shot but give it a try Edit: Great we are on to something. That is the desired result :) I will try the opposite on my end.
  17. This is just like old mechanical typewriters in reverse. They didn't have 1 or 0 and uppercase i and o was used. So funny. At the moment with all the that info it points to LODGen.exe doing this. I can not fathom how or why only for you and nobody else now that I know you have English windows. Are regional setting English too? The settings that define currency, hour format and stuff like . or , as decimal separator. One last piece of the puzzle I would like to look at is the first few lines of TES5Edit\Edit Scripts\LODGen_Tamriel.txt. If you could upload that file somewhere or copy and paste the first few lines from top until it starts listing the objects themselves. I do not need the lines that look like 00000E07 00000000 71609.585938 64077.003906 2981.428223 11.4592 ...
  18. It didn't really change anything. None of the vanilla game data files has billboards. DynDOLOD has 5 billboards which are the same in the Skyrim+DLC billboards so technically it doesn't matter there either. The video just tries to be future proof. Any mod billboard need to overwrite the DynDLOD/Skyrim+DLC billboards. Since tree mods may now come with their own billboards already included they should be after DynDLOD/Skyrim+DLC billboards and in the load order shown in the video.
  19. What the hell? Great that we finally found something! I have no idea how that would happen. The texture names are read from the source LOD nifs and I think those are all vanilla LOD meshes. What language or local settings is your windows? Can you check if TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_atlas_map_tamriel.txt also has the wrong and/or correct filename of the texture? Also try if you can find the source of one of those LOD files. Search for impexttower01_lod.nif in your load order. It is in "Skryim - Meshes.bsa". But there might be another version from another mod with the wrong texture path in it overwriting the vanilla one. You probably need to look into other BSAs too.
  20. Just copy the papyrus scripts and then change skse\plugins\StorageUtilData\DynDOLOD_Worlds.json should work { "string":{ "tamriel":"Tamriel", "windhelmworld":"Tamriel", "riftenworld":"Tamriel", "markarthworld":"MarkarthWorld", "whiterunworld":"Tamriel", "solitudeworld":"Tamriel", "whiterundragonsreachworld":"Tamriel", "katariahworld":"Tamriel", "windhelmpitworldspace":"Tamriel", "debug":"true" } } note you have to add a coma to the current last entry and no comma behind the debug line. Change to "debug":"false" or remove line if no debugging is needed. Remeber the last entry has no comma. There is 3 different LOD combined here. Static objects, trees and dynamic LOD. Only the dynamic LOD needs the esp. The tree and static LOD are the same type of files like before. If you used medium or high setting the change of static LOD should be obvious. Like roads and rocks. See the screenshots in the first post. DynDOLOD.esp dyanmic LOD is "just" waterfalls and fire etc. So despite any possible trouble with the esp, json data files etc, you should at least see roads and rocks and stuff if the static files have been generated and copied correctly.
  21. 1.24 or rather 1.25 because I uploaded too quick :) "Removed" requirement for High Resolution Texture Pack by adding its LOD textures to the DynDOLOD archive as loose files Fixed error reported by cailla. Made another small adjustment so Heljarchen Farm is now working out of the box Added a debug feature so it is easier to discover problematic nifs that can be the cause of CTD. How to do it: Enable all papyrus logging in Skyrim.ini Edit skse\plugins\StorageUtilData\DynDOLOD_Worlds.json in notepad and change the "last" line from "debug":"false" to "debug":"true" This will print out the form id plus enable message for each dynamic object just before it gets enabled. Starting from last one at the bottom of the log use the form id to lookup the reference in TES5Edit, and from there CTRL+click to the base element to get the nif file name. (If this was too brief let me know I will post instructions with screens) To test if this nif is the cause of CTD either rename the nif file so it can't be found or edit the base element to point to a non existing nif or a known working one. Once a problematic nif has been identified use nifskope to check the value for BS Num UV Sets for each NiTriShapeData. It needs to be 4097. If that wasn't the cause try running the nif through nif convert. In any case, once you have identified a problematic nif post about it here
  22. Get the 1.1 billboards. There were too many trees in the 1.0
  23. I added a debug function to next version that will print out the form id of each dynamic object. If it is indeed a nif problem one of the last ones in the log will be the culprit. More info about this when I post about the new version. If you don't even see improved static LOD then you most likely have the folder structure wrong somehow. ..Skyrim\Data\Meshes\Terrain\Tamriel\Objects\*.bto ..Skyrim\Data\Textures\DynDOLOD\LOD\*.dds ..Skyrim\Data\skse\plugins\StorageUtilData\*.json etc. I can just add NW values for a world to the json, in case there isn't a papyrus way / SKSE function to get it.
  24. Will be fixed in next version. Can you upload Tamriel.4.-4.-4.bto somewhere for me to check please? It is the safest method to avoid any confusion. DynDOLOD Worlds.pas supports rescanning of the load order and worlds for newly added mods and adding their new objects next to the existing ones into DynDOLOD.esp. The result may not be consistent, but you can give it a try. If you encounter any problems then do the create things from scratch option. Check the docs\DynDOLOD_manual.html Uninstallation / Updating section.
  25. Oh my mistake, correct only 2 slots of the 9 slots per BSShaderTextureSet are used. Unfold every BSMultiBoundNode, they all have BSShaderTextSet with different textures - and if you see the same texture twice it is because of snow for example. If only the bottom half of the western is missing this is odd. It uses two source textures. It weird one is found and not the other. All the vanilla LOD textures are in the Skyrim Texture.bsa. Maybe something is wrong with it? Alternatively you could download https://www.afkmods.com/index.php?/files/file/1543-skyrim-vanilla-lod-source-files-v16/ and just use its data\texture\lod\ folder. It has all the vanilla LOD textures as loose files. Do not overwrite any textures shipping with DynDOLOD. Can you detail the time of the CTD? If it is a few seconds into the game when DynDOLOD activates it indicates an invalid nif is used for dynamic LOD. I assume you are using the 2.2a tree billboards I upload to TES5LODGen?
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