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Everything posted by sheson
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I have no idea. I suggest to read its manual how to do such basic things or ask on its support forum. The mod is probably Assorted mesh fixes
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Disable load screens INI setting
sheson replied to heheloveer's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Updating If the Changelog does not mention any new or changed INI settings, the old INI can typically just be copied in case any settings were customized. -
As suspected, the BTO contains a really huge billboard. You seem to have a bad tree mod that contains billboard textures and tree base records with bad object bounds. Remove all old logs in the Logs folder. Remove/deactivate old TexGen output. Then remove/hide all 3rd party billboards from the load order still supplied by any other mod. The billboards are typically ..\Textures\Terrain\LODGen\ folder. You can use MO2 right window Ddata tab to find all mods containing files in that folder. Then run TexGen to generate all object LOD textures and billboards as usual. Close it normally so it has time to save the log and debug log in case we need it later. Then install the TexGen output, generate LOD with DynDOLOD as usual. If problem still shows, upload new TexGen and DynDOLOD logs and debug logs For reference see: https://dyndolod.info/Generation-Instructions#Prerequisites Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*. See https://dyndolod.info/Help/Object-Bounds You could try checking the object bounds of all tree base records in the load order in xEdit to find the culprit. The numbers should typically be less than 3000 units or so. The wrong ones look like the are in the 100000s. You could then use the CK to fix the bounds as explained in the linked page.
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That is what tools like Wrye Bash, Smash, Synthesis, xEdit etc. are for. You do not want to change the Editor the IDs of worldpace records with LOD. That will cause the game to not be able to load LOD files.
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The link has a 404 error. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload to a paste or file service. https://dyndolod.info/Messages/File-Not-Found-Textures The messages tells you which NIF uses the textures. Use the MO2 right window Data tab to find out the winning mod for specific files like the mentioned NIF comes from. Do not forget to enable archive parsing in Tools, Settings, Workarounds tab.
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Also upload E:\DynDOLOD\Logs\DynDOLOD_TES5_Object_Report.txt and DynDOLOD_TES5_Tree_Report.txt Double check there really is no debug log for TexGen. There seem to be mods/plugins that were made for Skyrim SE like Unofficial Skyrim Special Edition Patch.esp. You expect this game to work without crashes or other problems? Narrow down the problem to a single object LOD BTO using binary search: Hide half of the BTO files in ..\Meshes\Terrain\Tamriel\Objects\ If the issue goes away restore the hidden files and hide the other half. Repeat until only one or a couple BTO having the error remain. Check the BTO in NifSkope and/or upload it so we can try to identify what that huge object might be. Could be a bad 3rd party LOD assets or super large billboard dimensions from wrong object bounds. Make sure that there are no 3rd party billboards installed and that all billboards are generated by TexGen.
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Moved to the DynDOLOD 3 Alpha thread. Read the first post/and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs and debug logs to upload when making posts. What is "distant grass" if it is not Grass LOD? Do you mean the full grass in the active cells or large ref grid, which should always have the same distance regardless of the season. Beyond that is either Grass LOD or no Grass LOD. See https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List - just apply everything to the Winter / WIN season/files.
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See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which E:\DynDOLOD\Logs\DynDOLOD_TES5_log.txt, E:\DynDOLOD\Logs\TexGen_TES5_log.txt and E:\DynDOLOD\Logs\TexGen_TES5_Debug_log.txt to upload. Also upload E:\DynDOLOD\Logs\DynDOLOD_TES5_Object_Report.txt and DynDOLOD_TES5_Tree_Report.txt
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SKSE Plugin Loader DynDOLOD DLL fatal error occurred while loading plugin
sheson replied to jwgk1's question in DynDOLOD & xLODGen Support
Delete old logs. Start game with this test version https://mega.nz/file/FYxGhQQL#Qu8buT8WpSO_0xYCu8EfNWLiXUiSPiTaaPMGruQ1DCQ Upload new logs and in case there are message windows screenshots of them. -
TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
Moved post from the irrelevant thread. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug to upload when making posts or what to do if the OS terminates the tools prematurely. -
See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which E:\DynDOLOD\Logs\DynDOLOD_TES5_log.txt to also upload when making posts. Does it go away when disabling LOD with tll in console? Does it go away when deactivating dynamic LOD in the DynDOLOD SkyUI MCM? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
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See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which E:\DynDOLOD\Logs\DynDOLOD_TES5_log.txt to also upload when making posts. Also upload the E:\DynDOLOD\Logs\LODGen_TES5_Tamriel_log.txt Why do you believe this has something to do with DynDOLOD? Does the object go away when not activating the DynDOLOD output? Does it go away when disabling LOD with tll in console? Does it go away when deactivating dynamic LOD in the DynDOLOD SkyUI MCM? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If using tll in console makes no difference, see if the object has a form ID when clicking it with console open. In that case, make a useful screenshot with Mfg Console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
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This has nothing to do with Occlusion.esp The game only uses the data from the winning record of the winning plugin. This applies to all plugins, no matter how they are created. If you want the winning overwrite to contain changes from earlier plugins, you will have to create conflict resolution patches. There are only a few exceptions https://www.afkmods.com/index.php?/topic/6083-skyrim-se-sseedit-records-that-merge-at-runtime/
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SKSE Plugin Loader DynDOLOD DLL fatal error occurred while loading plugin
sheson replied to jwgk1's question in DynDOLOD & xLODGen Support
Delete old logs. Start game with this test version https://mega.nz/file/lE4zga5a#3KTo8eqYSzdUBve68FB1SY17uoNXD6RERl6NpiIYosk Upload new logs and in case there is a message window a screenshot of it. -
xEdit Background Loader: Fatal: EAssertionFailed: Assertion failure
sheson replied to ThatWentWell's question in DynDOLOD & xLODGen Support
Moved to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Check the message log and correct the error xEdit Background Loader: [DiamondCity-OverridePatch.esp] File loaded (CRC32:B3BC30AC) 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. xEdit should report a similar error? The last plugin wp DiamondCity-OverridePatch.esp mentioned by the xEdit background loader above the assertion seems to have a problem that needs to be fixed. -
The last session in the DynDOLOD log and thus the debug log do not show a full LOD patch generation but trying to generate updated atlas textures There are quite a few file not found texture errors. The screenshots of some folders and files are not very helpful. Instead describe what you actually did. I assume you copied files from ..\textures\PBR\Architecture\Whiterun\ to ..\textures\Architecture\Whiterun\ before starting TexGen and then DynDOLOD. The screenshot seems to show Whiterun objects being loaded in the active cell (uGrids) and large refereces (uLargeRefLODGridSize) area and not LOD. Use tll to disable all LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting. That will only leave non LOD references and dynamic LOD. No screenshot showing the "problem" was provided. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots and try to make a useful screenshot (s) with more informative console of full/LOD models were possible. I believe what you see are the placed references using LOD models for the buildings inside the walls are not yet patched or updated to use the pbr_lod textures generated by TexGen. That is on the todo list. If providing TexGen/DynDOLOD logs and debug logs, make sure the last session for each is the actual full (for Tamriel worldspace at least) generation with the "native" setup before copying textures.
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in addition to wasting performance for no reason it is also visually inferior to show full models that far out instead of LOD models. Especially when the full models use decals. The large reference distance should be changed in the games launcher or directly in the SkyrimPrefs.INI. See https://dyndolod.info/Help/Large-References#Settings
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You provided the requested logs and screenshots just fine. The last session reported in the DynDOLOD log and debug log shows you starting DynDOLOD but not generating any LOD patch. The second to last session shows an unsuccessful generation - there is no "DynDOLOD plugins generated successfully" as explained in https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD. The LOD patch including the plugins is not valid and is probably incomplete/missing required records - like flagging newly added references in DynDOLOD.esm as large references. Error: One or more errors occurred <[CELL:000BCDDB] (in Sovngarde "Sovngarde" [WRLD:0002EE41] at 26,33) Error while updating TVDT data: Access violation at address 0000000000D05B42 in module 'DynDOLODx64.exe' (offset 835B42). Read of address FFFFFFFFFFFFFFFF> Check the cell in xEdit for errors. Th CPU, cooling, memory, PSU etc. might be unstable. Also you are setting uLargeRefLODGridSize to an insane value of 21. Stay with in 5 to 11 or so. Only use the output if everything (the plugins and all LODGen) generated successfully.
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You upload the LODGen_log.txt and not the SSELODGen_log.txt that would show the xLODGen log messages that includes the terrain LOD texture generation. The screenshot probably shows mixing of terrain LOD textures that were made for different load orders. Read the first post and the Readme.txt included in download archive how to always set a dedicated output folder outside of the the games data folder with the -o command line argument and install the generated output as mod.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Make a useful screenshot with more informative console of the missing full model in the Tamriel and Whiterun worldspaces. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
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SKSE Plugin Loader DynDOLOD DLL fatal error occurred while loading plugin
sheson replied to jwgk1's question in DynDOLOD & xLODGen Support
Doublecheck you have the current version of Microsoft Visual C++ Redistributable packages for Visual Studio 2015, 2017, 2019 and 2022 installed. https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist You can install it through winetricks, vcrun2022. Then the latest test version should work? -
https://dyndolod.info/Help/Load-Overwrite-Orders The load order of mods and plugins determines which assets and plugins win conflicts. The load order includes all active plugins. https://dyndolod.info/Generation-Instructions#Prerequisites Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD. Create patches and do conflict resolution with appropriate tools like Wrye Bash, Smash, xEdit etc. See https://tes5edit.github.io/docs/6-themethod.html
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SKSE Plugin Loader DynDOLOD DLL fatal error occurred while loading plugin
sheson replied to jwgk1's question in DynDOLOD & xLODGen Support
Download this test version https://mega.nz/file/1dhDCQwD#XMBDyvdHQ8cXRXRlfgYjL5X6-GlDVStfqQiP2Xvevvo and replace the *.DLL and *.PDB. Delete old logs. Start game. Upload new SKSE64 and DynDOLOD logs if they exist. -
No logs were provided. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs See https://dyndolod.info/Help/Load-Overwrite-Orders When the plugins are generated, records from the last plugin that is the winning overwrite are copied to create the DynDOLOD plugins and Occlusion.esp. Sort and finalize the load order before generating the LOD patch. If any other plugins are added later consider to generate new output from scratch again. Occlusion generation copies the worldspace and cell records of the winning plugins at the time of generation time. Finalize the load order before generating the LOD patch / Occlusion.esp, so that the winning plugins contain the desired records with the desired elements. If the load order changes afterwards, generate a new LOD patch / Occlusion.esp from scratch for it. See https://dyndolod.info/Generation-Instructions#Prerequisites Finalize the load order. Install mods and their requirements. Sort and resolve conflicts.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. No xLODGen log (SSE_LODGen_log.txt) from the initial generation from which the corrupt/invalid terrain LOD came from was provided. From the DynDOLOD log: <Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned 25B. Check F:\Bethesda Modding Solutions\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt> From the LODGen log: Error accessing D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Meshes\Terrain\DLC2SolstheimWorld\DLC2SolstheimWorld.4.20.8.btr Unable to read beyond the end of the stream. https://dyndolod.info/Help/LODGen 25B - Error accessing - There is a problem reading the mentioned *.NIF. Try to reinstall the file or mod from its download archive. Run the *.NIF through Cathedral Assets Optimizer. If the mentioned file is a *.BTR terrain LOD mesh, generate a valid one with xLODGen and follow its instructions to always set a dedicated output folder outside of any game and mod manager folders. If the file opens without error in NifSkope, make a post on the official DynDOLOD support forum and upload the *.NIF or provide a link to the mod etc. See https://dyndolod.info/Help/xLODGen how to generate terrain LOD. Disabling plugins is a troubleshooting step. There is no reason to disable any plugin when generating terrain LOD, as they can not really cause terrain LOD meshes to be invalid or corrupt. If the disabled plugins affect terrain/ terrain LOD depends on their content. Simply generating it again will have replaced the correct/invalid with a working one regardless.

