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sheson

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Everything posted by sheson

  1. I created LOD with the rules and the buildings are there for me. The rules tell it to not change them in any way. SkyMills adds them and sets them to neverfades. So, when they are "LOD" they are still the same full models as when they are in the attached cells. Clicking on them at any time should always show the same form id, added by SkyMills. You starting a new game right? Nothing left over from old DynDOLOD.esp... Edit: I would assume the same error to appear for all child worlds, that is where the left value is different form the right, like "windhelmworld":"Tamriel" EDIT2: This is actually a bit more tricky now that I look at what I did there last summer: the error may also indicate that DynDOLOD_Tamriel.json is missing data for the child world Typically this could only happen when the json files don't match the DynDOLOD.esp. Unless maybe they were created by an update run and I screwed things up in the meantime Yeah soon-ish. I guess when you have a good looking working set for SFO Basic we should add it to https://www.nexusmods.com/skyrim/mods/62698/
  2. Hmm, the folder is correct, the error indicates reading error. Tamriel works without DynDOLOD_Worlds.json, it is used for childworlds. Order of the rules matters, post them here, so I can have a look,
  3. MO video updated on first post A new LODGen.exe version that will be in the next xEdit update fixes the reading error from Vivid Landscapes.bsa
  4. Doublecheck the custom rules you probably entered for SkyMills, anything that matches wrfarmhousewindmill.nif If a mod adds objects at odd heights/angles the mod needs to be fixed :) I suggest to find and disable 5b02b500 in Shadow of Meresis English language patch before running DynDOLOD Worlds.pas. Notify the mod author. LODGen.exe creates the output folder if it doesn't exist already. The atlas creation creates the out folder if it doesn't exist already. It checks if the StorageUtilData path exists. Did you maliciously change the path for the LODgen export file? :) The content of DynDOLOD_Worlds.json is valid, so are you sure the DynDOLOD_Worlds.json is in the correct folder? Interior cells do not have LOD, so there is nothing to redo for DynDOLD. The mod you asking about is using a worldspace that is a child of Tamriel worldspace, so when looking out the windows you should automatically see the improved LOD.
  5. Ah, ok I will have a look at that bsa then. You could also just unpack it have it as loose file. Loose file always wins. Or get it from https://www.afkmods.com/index.php?/files/file/1407-skyrim-vanilla-lod-source-files/
  6. Ok at least that makes sense :) Same error every time. Interesting it only has trouble with that one nif. Would you care to remove Skyrim - Meshes.bsa and redownload it again to see if it fixes it? Here Falskaar has 170 bto, 685 for Skyrim.
  7. This one has me really wondering at the moment. We know MO works in general. I see no reason why at one time LODGen.exe fails to read data and for the other worldspace it doesn't. I would not be surprised however if the DynDOLOD World.pas and LODGen.exe troubles are related. To rule out any hardware troubles, test if you can reproduce the same LODGen.exe error every time. Or if you can generate for Falskaar every time again with no error. Just use the button 'Execute LODGen.exe'. No need to process the worldspace again. Also, you could try generating vanilla LOD with TES5Edit directly for either worldspace. This is basically just generating the same style of input file, but with less, much less, objects.
  8. I am a bit at loss now because Falskaar for example uses meshes\lod\farmhouse\farmhouse01_lod.nif just as well as Tamriel. Not sure why LODGen.exe would be able to read it from Skyrim - Meshes.bsa for one and not the other. Are you using MO? When you compare the input file for LODGen.exe, LODGen Tamriel.txt and LODGen Falskaar.txt the Resource= lines look the same?
  9. Can you generate OK for JaphetFollyWorld, Falskaar, Wyrmtooth?
  10. Is Skyrim - Meshes.bsa the original download with 1,520,899,887 bytes or maybe a repacked optimized one? It should still read it either way, but I need to know how to replicate. I would assume it to be the same for any language version, but who knows? Edit: but then how the heck could it read any lod meshes from it for the other worldspaces. This is really weird now :)
  11. Ok, I will to some tests with that info. It might take a bit because of real world stuff. It is just wrong that it wants to use 'minions' at that point in the process when working with an empty DynDOLOD.esp. It goes really wrong there for some reason.
  12. Did you do any custom rules or ini changes? Please post
  13. Tree LOD needs to be generated again when load order changes and it throws these errors. No need to split texture again, just simply generate tree LOD. The halt error is to stop everything because the load order changed. When doing these test runs and changing things around a lot, generate tree LOD only for the first couple basic DLC/mods that won't change load order. Then when things settled generate tree LOD for full load order. What was the form ID itself? was that an update run?
  14. This should work https://mega.co.nz/#!tMo23ZpK!wQb7purZZWHh0iEK7KdDRcwhDHyMHBbKVx3IwWWgAwc
  15. I think that actually make sense now, the GetFileName of that element is Skyrim.exe ergo the .dat How did this never pop-up as error until now? So the fix is to substitute this case with Skyrim.esm instead. Test/Use this version until I upload a new complete package. https://mega.co.nz/#!tMo23ZpK!wQb7purZZWHh0iEK7KdDRcwhDHyMHBbKVx3IwWWgAwc
  16. Check out https://www.nexusmods.com/skyrim/mods/62698. This combines TES5Edit vanilla LOD generation into a single tool. DynDOLOD builds and extends on this. The interesting part for DynDOLOD users is, that the file section offers downloads of tree LOD billboards for vanilla and some mods. So if you don't want to split tree LOD textures and move resulting files around, just download the appropriate archive.
  17. That error message just uses a path that was used at compile time. Nothing to worry about :) Interesting. I could have sworn one ofthe few places I added the check would trigger it. I will add that check to all places in question. Will update this post with another version to test. Thanks for you patience trying to nail this one :) Edit: Second test version https://mega.co.nz/#!IRAHTI7Z!6wvU-aZKHoDidmrbhx7-FSe3yh_HN7kPUlUwHiVZgHI
  18. Thanks. This is the same I see, but it is not the reference causing the error. Would you mind running with this version https://mega.co.nz/#!0VxgVCJZ!AVNCo_dSibsln9tJ01Re1cKY_1Jw25XoxjqapoGtxG8 of DynDOLOD Worlds.pas which may print out an extra line before the error.
  19. I tried AddRequiredElementMasters() but it had problems also. If I remember right it was not finding all required masters that need to be added before doing a deepcopy. I suspect ReportRequiredMasters() to be the cause, I think it is the only one that adds filenames which aren't directly coming from a GetFileName(GetFile(e)), so: @Oblivion_gallon So far I wasn't able to replicate but I will keep testing while building your load order. In the meantime, if you please could do this it will be of great help: After the error happened, in the left window of TES5Edit, unfold DynDOLOD.esp Worldspace 0000003C Tamriel 00000D74 Cell Persistent scroll down to the last reference with highest form id number click on it so it shows its data in the right window, make a screenshot please Find the row NAME - Base and enter the number from STAT:xxxxxxxx of the most right mod into the FormID field top left of TES5Edit. Hit enter, it will then show the base record for that reference, make a screenshot please If you could get those screenshots that might be a lot quicker in finding out about the cause. Thx
  20. Please post your load order in spoiler tags so I can investigate. Also post a couple more lines from the log just before the error so i know at what stage it fails.
  21. Put 'DynDOLOD.esp' last in the load order. If that doesn't fix the 'references a master which is not available in file' wait for new version that should fix that, or remove whatever the mod number 22 is.
  22. If you only get a few trees when generating tree LOD, it means something went wrong when splitting the existing tree LOD or when moving the split dds/txt files to the right folders.
  23. Put something like -o:"C:\TES5EditOutput" into the 'Argument' field of the 'Modify Executables' window in MO there is a checkbox on the 'Archives' tab, right window. Only really need to do this when a BSA in the list of scanned BSA is missing right at the start of the DynDOLOD Worlds.pas process when it is scanning for LOD nif files.
  24. copy notreelod.lst to Meshes\Terrain\Tamriel\Trees\Tamriel.lst to simply turn off all tree LOD. It then doesn't matter if there are still any btt files, they will be ignored by both the game and DynDOLOD Worlds.pas. No need to change any files in cache folder. Rules address the hi-res mesh path and filename of the base element. Low/medium has a rule: tree, Static LOD8, Static LOD8, Static LO16, VWD only, Unchanged This rules applies for all trees because it matches the folder name 'trees' AND any filename with 'tree'. But note that this rule is below 'wrtempletree' rules, so low/med still does the gildergreen tree. Static LOD4 are the DynDOLOD hybrid LOD trees, since there is no 'tree' rule for high, this is automatic because of the '/' rule Static LOD8/16 are the vanilla billboards. So low/medium use billboards only. If you wanted a rule for a group of specific trees, just go by filename: 'treeaspen' this will match all aspen trees (but only create LOD for the ones that have LOD models ofc) meshes\landscape\trees\treeaspen01.nif meshes\landscape\trees\treeaspen02.nif meshes\landscape\trees\treeaspen03.nif meshes\landscape\trees\treeaspen04.nif meshes\landscape\trees\treeaspen05.nif meshes\landscape\trees\treeaspen06.nif meshes\landscape\trees\treeaspenlog01.nif meshes\landscape\trees\treeaspenstump01.nif meshes\landscape\plants\treeaspenlog01scalypholiota.nif meshes\landscape\plants\treeaspenstump01scalypholiota.nif
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