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sheson

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Everything posted by sheson

  1. Do you have specific cells where it happens always or do you always test the same area and it happens sometimes?
  2. Skyrim INI settings like iMaxAllocatedMemoryBytes do not affect xEdit or DynDOLOD. I suggest to use BethINIs.
  3. The Event log should have an entry for the tool being terminated or crashing. If a plugin/mod causes a problem, there should be an error message or a bugreport.txt etc. Run this test version https://mega.nz/file/VRxGQKyD#YbGqyCIal5-1Vf9Le2XcFg4eXQryuVxKiFVhVKn0uSA It will print a line for each cell is it is processing, then check whatever cell record is mentioned last in xEdit.
  4. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Do not post screenshots of messages/text, use the Copy message to clipboard link and paste the text instead as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text See the Windows Event log for related entries with more information. This is typically an I/O problem of the OS loosing network or drive connection.
  5. Test what happens with the latest test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545. Upload new logs with GLDebug=1. If the problem still happens, check and report if setting RenderSingle=1 makes a difference.
  6. The uploaded logs only show TexGen being started, the message about old TexGen output still being active shown and then TexGen being closed. Delete old logs. Download and run the latest test version from this post https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545. Only set GLDebug=1 in case there is still an error and then upload the new logs. Use one setting at a time to see which one actually has an effect. Typically start with RenderSingle=1. If there still is an error, the next setting depends on the error.
  7. Make sure d:\documents is not defined as a special Windows folder for documents - it is not what opens if clicking "Documents" in Windows Explorer left Check the Windows Event log for related messages. Make sure the PC is stable with prime95, OCCT etc.
  8. Moved to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Use the test version from this post https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/page/2/#findComment-282545 and check if it works.
  9. New test version https://mega.nz/file/dVgAwAoJ#GmQw40JxwOm3CSHB7AchNKUFDfE8OZieUNwilCDWC8Q Same procedure...
  10. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. 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. Outdated or not properly made LOD models might still work fine in many cases ... 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 there are no obvious differences of the textures between full models and LOD models, then nothing else needs to be done. Also see https://dyndolod.info/Mods/Majestic-Mountains
  11. Download this test version of DynDOLOD.DLL NG https://mega.nz/file/hFZlmTra#TqWZmPc4g4dvs1WXz3oPxb0VVdZyNPrgjjN1u3HD1pU Replace the one in the ..\SKSE\Plugins\ folder. Check if it makes a difference in the game. Upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log
  12. Delete old logs. Run the test version with only adding GLListDebug=1 and GLDebug=1 and none of the other settings to the TexGen_SSE.IN. Upload the new logs.
  13. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the realtime log and how to check the Windows Event log for hints in case DynDOLOD is being terminated prematurely.
  14. Is "what" installed correctly? If you have questions about third party mods, then refer to their installation instructions, ask their author. The right Window data tab seems to show resources for 3D tree LOD generation from Happy Little Trees Add-On - DynDOLOD 3. They are supposed to be installed as any other mod, so that seems to be the case. To generate TexGen output, click the Start button to the lower right as shown in the already linked page https://dyndolod.info/Help/TexGen and section https://dyndolod.info/Help/TexGen#Start. The log files will be in the the ..\DynDOLOD\Logs\ folder after closing the tool as explained in the already linked section https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  15. You are the one that will have to fix the problem. The screenshot from Windows Explorer shows files in the output folder. That needs to be installed as a mod with MO2 so they show up in the virtual data folder. If you want to show these files being installed, then check the MO2 right window Data tab that shows these required billboards actually being installed. You have not yet provided a TexGen log and debug log that show the actual generation of the required billboards. Object LOD textures and billboards are generated by TexGen after clicking Start in its interface while the corresponding checkboxes are checked.. While TexGen runs and generates texture, it print log messages to the Message log tab, which are then saved to the TexGen log when the tool is closed. See https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen, https://dyndolod.info/Help/TexGen and https://dyndolod.info/Messages.
  16. Copy and paste the message text instead of taking screenshots as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The TexGen and DynDOLOD debug always only contains the last session and they both show the tools being started and then closed without doing anything. The TexGen log only contains several sessions that show the tool was started, the message about stitched object LOD was shown and then the tool was closed. You will have to actually generate object LOD textures and tree LOD billboards without error messages and then install that output. Those would be the logs to upload. The DynDOLOD log contains several sessions with the LOD billboards missing messages as expected. The screenshot of MO2 does not show anything useful. Change it to show the Data tab and drill down to ..\textures\terrain\lodgen\folkvangr - grass and landscape overhaul.esp\ folder and the file grass_tundra_wheat_00021a28.txt from the first LOD billboard not found log message for example.
  17. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs and debug logs to upload when making posts. Copy and past ethe message text instead of taking pictures of your monitor as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Learn how to make screenshots in Windows instead of taking photos of your monitor https://www.wikihow.com/Take-a-Screenshot-in-Microsoft-Windows Click the link "lick on this link for additional explanations and help for this message" as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open the page https://dyndolod.info/Help/Tree-Grass-LOD-Billboards for further help for the message. Scroll down to https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#LOD-Billboard-s-Not-Found Make sure TexGen completed the generation of tree LOD billboards successfully. Make sure the latest TexGen output is installed as a mod in the current load order. The photo of the monitor shows a Windows Explorer window which shows the textures folder of the output folder of TexGen. That needs to be installed as a mod, so it shows up in the games data folder as any other mod. Make sure to activate the TexGen Output mod in MO2. We do not know if the TexGen generation was successful or what it generated. Check its log.
  18. The LOD does unload when the cell attaches when you walk closer, right? When you tlc to see this, can you open console and pick any of the references, then disable it, close console, open console, enable it, close console. Repeat that a few times, does the LOD eventually unload? Upload ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt from the DynDOLOD output.
  19. xEdit - on which DynDOLOD is based - is a Windows program and uses DOS/Windows command line standards that enclose paths in double quotes as shown in the examples: https://dyndolod.info/Help/Command-Line-Argument -o:"[path to output folder]" for example -o:"c:\Output\" -m:"[path to INI folder]" for example -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" -p:"[path to plugins.txt]" for example -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"[path to Data folder]" for example -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" A path should always be enclosed between double quotes. Use copy and paste to avoid mistakes, like adding extraneous spaces between the command letter, colon and beginning double quotes.
  20. https://dyndolod.info/Mod-Authors#How-to-add-your-own-object-LOD-models LODGen supports using full models for object LOD, however do not copy full models directly to *_lod*.nif. Object LOD models are expected to be optimized and dedicated for LOD. If no such optimized or dedicated object LOD model exists, use mesh mask rules to instruct to actually use the full model for the desired LOD levels. Using full models for object LOD works for many simply and static models. LOD does not support alpha blending of textures. It can either be transparent or not and the threshold is typically 128. In case a full model texture uses alpha or a different threshold, consider creating a dedicated object LOD texture with the threshold in mind. Animated or models using specific shader options which are not available in static object LOD, should either use a mesh mask rule to use the full model or have an optimized and dedicated *_dyndolod_lod.nif created. For best results there typically should be object LOD models created. This does not necessarily mean less triangle count or using LOD textures (which are often created automatically from full textures anyways), but also applies to adjusting UV coordinates, convert ordered nodes, changing shader settings and removing collision, animations, dynamic parts, particles etc. The uploaded archive seems to contain only 2 models that qualify as object LOD models (dahaka_skullstatue_lod_0.nif and eaglerock_lod_0.nif) albeit having unnecessary BSX flags like havok or articulated. All other models seem to be just renamed full models, despite the explanations in the manual and them being reported in the dyndolod log with with this message https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model. musilmcrossdoor02_lod_0.nif and rf1xcastlebasea_lod_0.nif use textures\Resources\Buildings\city\desert\Desertruinblock.dds which has am alpha channel for which all values are less than the 128 threshold, so it becomes full transparent if used in object LOD. A TexGen config file with the filename DynDOLOD_SSE_TexGen_noalpha_worldofrudraesm.txt should be added for that texture which instructs to remove the alpha channel and for example create a 2x2 tiled version: 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0 0 textures\lod\fdesertruinblocklod.dds 1 1 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0 0.5 textures\lod\desertruinblocklod.dds 1 1 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0.5 0 textures\lod\desertruinblocklod.dds 1 1 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0.5 0.5 textures\lod\desertruinblocklod.dds 1 1 See https://dyndolod.info/Help/TexGen-Configuration for more. It is enough to add that config file and then generate the LOD texture with TexGen before generating LOD with DynDOLOD as usual. Any full or LOD model using that full texture that will be used for object LOD will then automatically use the LOD texture. I suggest to check the end of the LODGen log for all reported full textures. For example lines like this: textures\resources\buildings\city\dah\trim_03.dds,textures\resources\buildings\city\dah\trim_03_n.dds: 20433 -> 29782 | 7308, 11943 20433 -> 2978 is the number of triangles before and after the re-UV that tries to ensure that UV stays between 0.0 and 1.0. The next two numbers are how often UV exceeded U and V boundaries. So in case of this example a 2x2 LOD texture would also help with the automatic optimizations. Consider doing that for any texture that reports thousands. of these to improve performance of LOD, especially when using full models. The best solution of course is always to create dedicated LOD models that already have properly UV for the LOD texture generated by TexGen natively without relying on LODGen to automatically try to fix it. Of course that requires, some experience with programs like Blender/3DSMax and how to make proper (decimated) 3D (LOD) models and UV etc. Make sure to read the linked pages and in case my ramblings are too brief or require further detailed explanations, ask specific questions.
  21. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. Copy the text of the message to the clipboard and post the text of the message instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The message tells you what the problem is. The path is wrong, there is no such path/filename. xEdit asks the OS if the file exists at the shown path and the OS reports that it does not. No information about the actual path has been provided. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Click on the link Click on this link for additional explanations and help for this message, which opens https://dyndolod.info/Messages/INI-Files. The screenshot shows the game mode is SSE, so -sse seems to be working as expected. Alternatively set the path to the INI with a command line argument. If the path to the INI is already set with command line arguments, make sure they have been added correctly. See https://dyndolod.info/Help/Command-Line-Argument. Also see https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG The explanations which commands line to use do not include the -i command line. They instead explain to use -m to the folder. Do not removes spaces. Best not edit folder or filenames. Copy and paste paths/filenames to avoid mistakes.
  22. Provide a link to the mod and/or at least the LOD resources can be downloaded. They are not included in The World of Rudra SE 1.8.6.2 Eng
  23. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Make useful screenshots of the full model that does not have LOD with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
  24. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots "This" is not a problem description. What parts of the screenshot do you have issues with or want to improve? https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD
  25. What coc/cow command are you using to load into the game? Can you upload Skyrim.ini, SkyrimPrefs.INi, SkyrimCustom.INI and all plugin INIs in the data folder?
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