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Everything posted by sheson
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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
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Post the SKSE64.log and the DynDOLOD.log if it exists from the last test version posted above. -
A percentage setting from 0% - 100% setting is not the same as the iMinGrassSize setting in Skyrim which is not a percentage setting. 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. 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.
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https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ -> See https://dyndolod.info/FAQ#Performance Performance depends on the load order and settings. Only you can compare things in the game and old/new setup/logs etc. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting By DynDOLOD performance, do you mean the LOD patch you generated? It is probably any of the changed mods directly or indirectly. HLT can have billboard only tree LOD or 3D performance or 3D quality LOD or a mixture of it all. Typically flora and shrubs do not have LOD by default.
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Always use the latest version from first post. The atlas map file is the result of the atlas texture creation, not vice versa. If trees are done as 3D they are object LOD, thus their textures are part of the object LOD atlas. It is unclear what the issue is with all of the object LOD textures being on the same atlas texture. Use TexGen and DynDOLOD for drastically better tree and object LOD generation.
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No problem description and no logs were provided. Normally TexGen plus DynDOLOD is used to generate object and tree LOD for Skyrim. The tree LOD atlas is is hardcoded to ..\textures\terrain\tamriel\trees\tamrieltreelod.dds Usually the object atlas is a single texture and only overflows if there are too many large LOD textures or the max atlas size/resolution is too low to hold them all. Object LOD generation merges shapes in to supershapes regardless of what they depict as that is not necessarily known and/or does not matter. There is no function to separate textures onto different atlas textures.
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Record ... is being overridden by record
sheson replied to narphous's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Use the Copy message to clipboard and paste the text instead of posting screenshots, as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots It seems unusual for the xEdit background loader to get the name of a plugin in its messages wrong. -
Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
The link requires a login... -
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search finds two similar posts https://stepmodifications.org/forum/search/?&q="Texconv error 1"&type=forums_topic&quick=1&nodes=223&search_and_or=and&sortby=relevancy
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xEdit Background Loader: Fatal: EAssertionFailed: Assertion failure
sheson replied to ThatWentWell's question in DynDOLOD & xLODGen Support
Moved to the appropriate thread. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search See https://dyndolod.info/Messages/Exceptions#Assertion-failure xEdit Background Loader: [SKYKLFS MODULAR WR PT3.esp] File loaded (CRC32:C01D35CA) xEdit Background Loader: Fatal: <EAssertionFailed: Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 19269)> xEdit should report a similar error. The last plugin wp SKYKLFS MODULAR WR PT3.esp mentioned by the xEdit background loader above the assertion seems to have a problem that needs to be fixed. -
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
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If your computer just restarts, there is a hardware, BIOS, power etc. problem. Check the Windows event log for hints. Lowering the required resources can help.
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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. It is unclear what filename "glacier slab lods" refers to. The TexGen log reports every path and filename it generates. That typically includes ..\textures\lod\glacierslabreallod.dds Click the "Help" button in TexGen and read the page. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.
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https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. Overclocking, memory timings, BIOS settings, Cooling, PSU, OS/drivers etc. Stress test the system with prime95/OCCT.
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Error: Unresolved FormID [00000128] Skyrim.esm might be the wrong version for Smashed Patch.esp or vice versa. Error in Smashed Patch.esp [REFR:000383C9] (places [00000128] <Warning: Could not be resolved, but is possibly hardcoded in the engine> in GRUP Cell Temporary Children of WhiterunOrigin [CELL:0001A27F] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 4,-2)) Moved to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload when making posts. The message should have a link "Click on this link for additional explanations and help for this message" that opens https://dyndolod.info/Messages/Unresolved-Form-ID as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Start by checking the plugin and record with xEdit mentioned in the Error in ... message. Look up the reference with form ID 000383C9 in xEdit and check its entry for the base record of the last plugins to the right. In vanilla the references uses 000383C7 as the base record. If there are such errors in an automatically generated patch, the patch probably needs to be created from scratch for the current load order. If further help is required provide a screenshot of the reference in xEdit. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Do this before running DynDOLOD.
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What you want to read/look into is "alpha to coverage" and to paint the transparent parts (especially edges to opaque pixels) with the same/matching color.
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You do not seem to use the latest Happy Little Trees 3D LOD - Quality 2.1.0 but an older version. You may want to test with the latest version to check if anything is different before making any further tests or modifications. You modified textures\landscape\trees\northern hemispheres\pineatlas.dds of HLT mod. The 3D tree LOD uses meshes\dyndolod\lod\trees\treepineforest05_187f28fcpassthru_lod.nif, which should be the "quality" version of HLT 3D LOD. Both the full model and the 3D tree LOD model use the same texture. For object LOD the texture is copied onto the object LOD atlas. Any difference between the full model and LOD is probably due to different mipmapping of the textures. https://dyndolod.info/Help/3D-Tree-LOD-Model Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames. You can also try the "noatlas" keyword so the LOD uses the exact same full texture as the full model. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names If it just brightness of a handful of 3D LOD models, you could also darken/brighten their vertex colors a bit so they match for your setup better.
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No logs and no screenshots were provided. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum. Replies are based on the provided information or lack thereof. No object LOD representation for something on the map means, either the reference is dynamic or no LOD assets exist for it or the matching rule defines None for the LOD level used by the map. What asset is defined and used for which LOD Level for base record is reported in C:\Modding\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
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If you have an issue with LOD assets generated by TexGen and/or the LOD patch generated by DynDOLOD, upload those logs and debug logs form those generations. A single worldspace should be sufficient to show the problem with a specific tree. Make screenshots of the full model with more informative console and of its corresponding LOD in the game. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum.
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xEdit Background Loader: Fatal: EAssertionFailed: Assertion failure
sheson replied to ThatWentWell's question in DynDOLOD & xLODGen Support
Moved to the appropriate thread. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://dyndolod.info/Messages/Exceptions#Assertion-failure xEdit Background Loader: [wp DMC.esp] File loaded (CRC32:B1219DDD) xEdit Background Loader: Fatal: <EAssertionFailed: Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 19269)> The last plugin wp DMC.esp mentioned by the xEdit background loader above the assertion seems to have a problem that needs to be fixed. -
Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum Before making "me too" posts, read the posts and answers to see if a similar problem was already sufficiently reported and/or an issue was already solved. If the answers or solutions do not seem to apply or do not have the desired result, report the problem or ask for help for an issue with the logs and information as explained below. Always provide logs. "Me too" posts without required logs and information might be ignored or removed. -
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. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot with more informative console of a full model and its corresponding LOD close up. See https://dyndolod.info/Mods/Maps-And-Map-Mods and https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map See https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees, https://dyndolod.info/Help/Ultra-Tree-LOD#Billboard-Brightness and https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness
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If you have a problem following a third party guide, then you should be ask the author, forum etc. of its author. You set Level32=1 to generate object LOD level 32 files for the map. Some mesh mask rules set Full or a LevelX for Level 32, while the last \ rule still sets None for Level32 Every full model for which a matching LOD model exists that relies on the last \, will not have LOD on the map.
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xEdit Background Loader: Fatal: EAssertionFailed: Assertion failure
sheson replied to ThatWentWell's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. ..\DynDOLOD\bugreport.txt - if it exists \DynDOLOD\Logs\[DynDOLOD|TexGen]_[GAME MODE]_log.txt - truncate large log files to the entire last meaningful session, starting with the line [DynDOLOD|TexGen] ... starting session ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[GAME MODE]_Debug_log.txt Last meaningful session would be the one with the error you need help with. xEdit Background Loader: [ObiSport.esp] File loaded (CRC32:F8B3B8A7) xEdit Background Loader: Fatal: <EAssertionFailed: Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 19269)> Searching for the message as explained already finds https://stepmodifications.org/forum/topic/20179-xedit-background-loader-fatal-assertion-failure/#comment-282747 The last plugin ObiSport.esp mentioned by the xEdit background loader above the assertion seems to have a problem that needs to be fixed. -
Moved the post to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen debug log to also upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages. The message explains the problem and the solution: Error: Found stitched object LOD textures from earlier TexGen generation installed in game folder. It is recommended to uninstall all stitched object LOD textures generated earlier before generating new stitched object LOD textures. The Click on this link for additional explanations and help for this message link opens https://dyndolod.info/Messages/TexGen-Output which explains: Found stitched object LOD textures from earlier TexGen generation TexGen checks if there is TexGen output already installed in the load order. It should be removed before generating stitched object LOD textures for the current load order. In case TexGen (and DynDOLOD) output is to be included in a mod containing new worldspaces, set CreateMode=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_[GAME MODE].INI as explained in Mod Authors. The message reports a fact. The data folder E:\SteamLibrary\steamapps\common\Fallout 4\Data\ or a BA2 archive contains specific files created by TexGen to the \texture\DynDOLOD\ subfolder.

