Jump to content

sheson

Mod Author
  • Posts

    13,181
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt The Thieves Can Be Choosers.esp only contains Dialog Topic and Quest records which are not affected or accessed by the DynDOLOD patcher or the DynDOLOD DLLs or Scripts, so it is not clear why/how that mod would be related to such an issue. Does that mean DynDOLOD DLL and Scripts 31 does not cause issues? Does that mean generating LOD with DynDOLOD DLL NG for the same load order that now seemingly has no issue with a LOD patch that was generated without it then has the issue again? Does that mean the issue can be reproduced with the vanilla game and only Thieves Can Be Choosers.esp installed and then generated the LOD patch? Then doing the thieves guild quest line to get the jobs? Does that mean this issue does not happen when getting the same radiant quests with random locations without the mod being enabled? Enable the papyrus logging and the DynOLOD DLL NG debug logging as explained in https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing but also add a new line debuglevel=5 under the debug=true in DynDOLOD_NG_Worlds.txt If there are any problems with the DynDOLOD DLL NG and Scripts in the game, check c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for hints. If there are no obvious error message, edit ..Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and set debug=true. Upload this log with the other logs when making a post to the official DynDOLOD support forum. Start game, get a quest, save and reload, then upload the papyrus and DynDOLOD.log
  2. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log, debug log and bugreport.txt (if it exists) to upload when making posts. The error code 800701E3 means "The request failed due to a fatal device hardware error". There might be a problem with the D: disk. Maybe it helps to set a different temp folder with the -t command line argument. For example -t:"c:\windows\temp\"
  3. Note the warning messages "Property not found" in the mineorescript.pex, for example: Property not found resourcecountgv_cco in scripts\mineorescript.pex SIC Property not found resourcecounttotalgv_cco in scripts\mineorescript.pex Property not found strikesbeforecollectiongv_cco in scripts\mineorescript.pex Property not found attackstrikesbeforecollectiongv_cco in scripts\mineorescript.pex https://dyndolod.info/Messages/Property-Not-Found-In-Scripts This can happen in case scripts are updated or being overwritten. It can be a sign of load order conflicts of two mods requiring different versions of a script or of a mod author not properly error checking and cleaning up after making changes. The mineorescript.pex script shipping with Complete Crafting Overhaul Remastered contains the properties. That means the script is being overwritten by another mod. You want to fix that. Double check and fix similar conflicts for other reported scripts well. Upload new log, debug log and bugreport.txt if issue persists after sorting out the load order.
  4. Moved to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Do not paste screenshots of text, copy and past the text instead as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text or upload the TexGen log and debug log as expained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Check the message log and correct the error xEdit Background Loader: [UBE 2.0 X-Fashion Sweet Memories Lingerie.esp] File loaded (CRC32:7F099B69) xEdit Background Loader: Fatal: <EAssertionFailed: Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 19269)> See https://dyndolod.info/Messages/Exceptions#Assertion-failure If the assertion happens while the xEdit Background Loader loads all plugins, the plugin mentioned in the line above the error has most likely a problem that needs to be fixed. Check that you have the correct version of the plugin for the load order. Redownload and reinstall the mod/plugin.
  5. Thanks, that helps me trying to reprocue the problem and potentially fix it not working automatically in this particuar case.
  6. No DynDOLOD logs were provided. Typically the dynamic LOD initialization is supposed to execute that command on the reference when loading the exterior for the first time.
  7. Read the first post and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/FAQ#Billboard-tree-LOD-textures-cut-off-mid-way The tree texture atlas like ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds does not belong to the generated tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.* Verify that the tree texture atlas ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds and the tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten.
  8. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload when making posts. With DynDOLOD enabled, once you are in the exterior Tamriel worldspace, open console, type prid DB13B761 to select the reference form id of the tower from the 2nd screenshot. you might need to adjust the first two digests for the correct load order of the plugin. You should get a similar information shown from More Informative Console, including the reference being enabled. if that is the case type recycleactor If that does not work, try with a clean save in an interior made further away. E.g. just load the game without DynDOLOD that shows the tower, then travel to Whiterun and save in the tavern for example and then load that save after enabled in DynDOLOD. Report results.
  9. No new debug log and potential bugreport.txt have been provided. The TexGen options windows can not be resized. It is 770 or so pixel high. If you use a scaling option of the OS, either disable it or try to disable scaling for an individual program by right clicking the TexGenx64.exe in Windows Explorer, Properties, Compatibility tab. For Windows 10 check Disable display scaling on high DPI settings. For Windows 11 click the button Change high DPI settings, check Override high DPI scaling behavior, change drop down to Application.
  10. The normal log keeps several sessions. It documents several generation sessions, that show "LODGenx64 completing successfully" for all worldspaces, "DynDOLOD plugins generated successfully", the plugins being saved and the output being zipped to C:\Eldergleam\tools\DynDOLOD\Edit Scripts\Export\DynDOLOD_Output.zip Make sure the is enough space on the drive. DynDOLOD is installed into MO2 folders, which sometimes can cause issues. See https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. The debug log contains the last session only, which does not show a complete LOD generation session, so we do not know what happened while or after the last message shown in the normal log that says Creating C:\Eldergleam\tools\DynDOLOD\Edit Scripts\Export\DynDOLOD_Output.zip If a bugreport.txt exists, upload that as well as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Otherwise you will have to run a LOD generation session again in order to upload its debug log and normal log. For such a test, only checking one worldspace and not generating occlusion might be enough to reproduce whatever happens while zipping the output to save some time.
  11. xEdit Background Loader: [Bannermist.esp] File loaded (CRC32:4355BCB4) xEdit Background Loader: Fatal: <EAssertionFailed: Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 19269)>
  12. TexGen is a multithreaded program running on a multitasking OS. The order of things are not guarantied. How long something takes depends on the OS scheduling, other processes, available resources etc.
  13. I already explained what to do, which did not include removing mods. The OpenGL error is not supposed to happen no matter what mods are installed or if textures are missing.
  14. Use xEdit to set the DATA - Flags \ No Grass on the worldspace record 0001A26F WhiterunWorld in the winning plugin to disable grass.
  15. Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen debug log to also upload when making posts. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/?do=findComment&comment=282545 and if there is no change, upload new logs. Then try setting RenderTexturesSingleThread=1 in C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and if that makes no difference set RenderSingle=1 and if that makes no difference set RenderBillboardsSingleThread=1
  16. The message "Textures do not match" is warning message. See https://dyndolod.info/Messages/Textures-Do-Not-Match: There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models. If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. If this is reported for LOD models included in latest version of DynDOLOD Resources and because the full model has been replaced by a mod, check the log for messages about LOD textures being created on-demand for the reported full texture or if the texture was part of the TexGen generation. Check if the LOD representation for the full model has matching textures to the full model in the game. The mod/install options install full meshes that have different texture paths to the vanilla full meshes among other changes. The found LOD meshes (from DynDOLOD Resources) were made to match the vanilla full meshes. The warning message notes the change/difference. The log also shows that Majestic Mountains is installed, so we might assume you used a corresponding option in the installation option of the mod. See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install its LOD resources if you did. However, it is possible that the warning message still shows. In that case the last paragraph from https://dyndolod.info/Messages/Textures-Do-Not-Match still applies even though you are using 3rd party LOD resources from MM: If this is reported for LOD models included in latest version of DynDOLOD Resources and because the full model has been replaced by a mod, check the log for messages about LOD textures being created on-demand for the reported full texture or if the texture was part of the TexGen generation. Check if the LOD representation for the full model has matching textures to the full model in the game. In case there are visual discrepancies, make a post on the official DynDOLOD support forum to request updated LOD models for the mod. In addition to the usual logs, provide the name and link of the mod and install options if applicable. If there are visual issues it could be because the Atlanteen Landscape mod makes a common mistake of reusing existing filenames in different subfolders for different variants of assets instead of unique filenames like Bethesda does. This creates problems with automatic processes, like automatically replacing LOD textures on the fly.
  17. The DynDOLOD log shows that the last session generated the LOD patch sucessfully. You did not say which of the two error messages you are referring and did not ask a specific questions what you need further help with beyond the given explanations and solutions. <Error: Invalid script scripts\cwhcm_setchangeonquestprog_03.pex> See https://dyndolod.info/Messages/Invalid-Script <Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:1E32C9F3] (places CWIStrotiTelescope [STAT:1E0428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)> See https://dyndolod.info/Messages/File-Not-Found-Scripts Ask specific questions if further help is needed.
  18. No TexGen debug log was provided. Use a compressions format that has an alpha channel like BC3 or BC7 for Diffuse Alpha. With BC1 the alpha channel is converted to transparency with the default threshold and the color information has a bit less of information and it will be black in the transparent parts. I suggest to keep the defaults and read the hover hints of the drop downs. Using BC7 Max instead of BC7 Quick will take a considerable longer time without any discernable visual benefit.
  19. No TexGen logs were provided. Diffuse textures with alpha channel and normal map textures with specular channel should use compression formats that support an alpha channel, like BC3 or BC7. Since you seem to see a difference in the game based on the compression it would be up to you to decide if rather diffuse or normal maps benefit from BC7 over BC1 or BC3. It may also vary on what the texture depicts. It makes no sense to set the base sizes in TexGen to 2048 for a 1440p game resolution. That is 64 times the pixels for no reason other than to slow everything down. https://dyndolod.info/Help/TexGen The first time TexGen is started, some settings like the Base size, Units per pixel and the Max texture size are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI. https://dyndolod.info/Help/TexGen#Base-Size This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the TexGen configuration files. There is typically no visual gain using higher base sizes for lower screen resolutions. VRAM is wasted for texture resolutions that are never used with default mipmap bias. See https://dyndolod.info/Help/Texture-Resolution If the game can not reach 60 FPS it is being overloaded. iMinGrassSize controls the number of full grass placements. That resulting number of full grass placements in the grass cache is 100%. https://dyndolod.info/Help/Advanced-Mode#Grass-LOD Density sets the percentage of grass LOD billboards that are being generated. 50 means only half of the grass placements are added for better performance but thinner grass LOD in the distance. Unlike the explanations for the Mode setting, there is no mention that the Density setting needs to match anything other than to use it to control performance and thickness of Grass LOD. https://dyndolod.info/Help/Grass-LOD#Settings Change the Density dropdown to a lower value in the advanced mode of DynDOLOD under the Grass LOD checkbox to thin out grass LOD for better performance. Note that HD grass LOD billboards for ENB complex grass use double the triangles, so in case performance is of concern, use half the density, 50% or less. https://dyndolod.info/Help/Grass-LOD#Performance Consider using less dense grass settings when generating the grass cache. To generate grass LOD with less density, lower the Grass LOD Density setting in the advanced mode. Note that HD Grass LOD billboards for ENB complex grass use double the triangles, so in case performance is of concern, use half the density.
  20. Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/?do=findComment&comment=282545 and if there is no change try setting RenderTexturesSingleThread=1 in C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and if that makes no difference set RenderSingle=1 and if that makes no difference set RenderBillboardsSingleThread=1
  21. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. You generated the LOD patch for this exact load order - it did not change afterwards? What steps are required to reproduce the crash? The crash log is consistent? You verified, the crash is not happening when simply deactivating/hiding the DynDOLOD.DLL but keep everything else and ignore any error messages about it missing? Test if the crash happens if TrueHUD mod is deactivated. Report back results.
  22. So removing fixLOD.esp did not change anything. Did you encounter stuck object LOD after fast travel without it? So the issue is caused by bad performance of the game/setup with too much stuff. No TexGen logs were provided, so its used setting are unclear. It might be interesting to see which textures are used by the generated LOD patch directly. Though to investigate that out properly checking individual BTOs and the LODGen logs might be required. Make sure to use BC3 for textures with alpha, specular. I suggest to make matching screenshots with BC1/BC3 textures to really compare them to BC7.
  23. Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/?do=findComment&comment=282545 and if there is no change try setting RenderTexturesSingleThread=1 in C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and if that makes no difference set RenderSingle=1 and if that makes no difference set RenderBillboardsSingleThread=1.
  24. fixLOD.esp is not needed. There should be no stuck object LOD after fast travel when using dynamic LOD. Test if there is anything different without it. What is the FPS / performance generally? Is this at least 60 FPS with some headroom?
  25. Ah yes, choosing the prefix for Skyrim Special Edition is required, so the steps are either to run something like this on the command prompt: WINEPREFIX="/the/path/to/SteamLibrary/SteamApps/compatdata/489830/pfx" winetricks --force vcrun2022 Or Start the protonfix GUI, select Skyrim Special Edition: 489830 Steam App, click through to winetricks, select the default wineprefix, select Install a Windows DLL or component, check vcrun2022 and the click OK.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.