Jump to content

sheson

Mod Author
  • Posts

    13,181
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire logs and debug logs to upload when making posts.
  2. Test if there anything different with this test test version of DynDOLOD DLL NG https://mega.nz/file/oRRnRaQK#-yR34tle3G8veXeX6RD7sbDfWXxBneXAHIEKuZtthMA. Install/Replace Alpha-33, then start the game. If issue persists, upload new c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log and DynDOLOD.log if it exists
  3. The explanations I linked several times already and my signature link to a file upload service that is free and does not require a login to upload files. We use it since years. The debug log contains information about the setup etc. How do you know there is an error in the DLL? They are used by used by hundreds of thousands of people without issue. Your setup is the only one showing this error. Doesn't mean it won't be possible to add a workaround to whatever is causing this, though. There is no need to do anything beyond what I asked or requested.
  4. Please upload the entire DynDOLOD debug log (zip it and upload to a file service) as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  5. Upload the DynDOLOD log and debug log from the last generation as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.
  6. Read and do point 2. The game is not really vanilla if there is another DLL being loaded.
  7. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts.
  8. When making a "me too" post, it would be helpful to upload the entire TexGen log and debug log (and the bugreport.txt if it exists). See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  9. If you tell SKSE to not load the DLL, then it is missing, not working and thus it does not return its version number, which means it does not match the version number of the papyrus scripts. Dynamic LOD and all the bug fixes etc. done by the DynDOLOD DLL will not work. Do these things: 1. Delete the old DynDOLOD.log in the SKSE log folder. The DynDOLOD.log you uploaded is still from the old Alpha-32 that was made when SKSE was able to load the plugin at one point. If SKSE can not load the DLL it should not be able to create a log. 2. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log from the DynDOLOD Standalone installation folder to upload: ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt - truncate large log files to the entire last meaningful generation, starting with the line DynDOLOD ... starting session ..\DynDOLOD\Logs\[DynDOLOD_SSE_Debug_log.txt The log and debug log are saved when the program shuts down. Do not interrupt the shut down process so it can write the log files. While the new log is appended to older logs, the debug log is replaced every time. Keep a copy somewhere else for future references if required. 3. Test if the vanilla game with only SKSE64 and only the DynDOLOD.DLL starts without the SKSE error message. Also no DynDOLOD Resources SE, no TexGen output and no DynDOLOD output. No other mods.
  10. 17GB sure is huge. Most likely too high of a density setting and/or the Super-dense-grass setting of NGIO. It might work with setting the density in DynDOLOD to <10% but might still take ages to generate LOD with that. In any case 800MB is much more reasonable.
  11. What is the "exact" location? You seem to be reporting that close up the waterfall is static and when moving away it becomes animated? The waterfall 0001CCDA should have these states: The full model fxwaterfallbodyslope.nif defined by the base record 000FC85F in the active 5x5 cells and the large reference area around them. Beyond the large reference distance in the LOD area there should be an animated LOD model. It has a reference and base record in the DynDOLOD plugins and uses fxwaterfallbodyslope_AA06506B_dyndolod_lod.nif. It can be disabled/enabled via console. Typically the dynamic LOD model is active to the edge of the Far Grid. Underneath the dynamic LOD model should be the static LOD model, which uses fxwaterfallbodyslope_AA06506Bpassthru_lod.nif for all static LOD levels. It can be toggled with all LOD with the tll command in console. You should replace the files with the same filenames in their respective folders in the DynDOLOD Resources with the ones I uploaded. The reference and base record that are shown in the screenshot with more informative console uses fxwaterfallbodyslope.nif for the full model. There typically is no fxwaterfallbody.nif but there are also fxwaterfallbodytall.nif and fxwaterfallbodytall02.nif Static LOD does not support animation and transparency, so using the full model for LOD is not going to have good visual results. That is why a dedicated dynamic LOD model and a dedicated static LOD model exist and should be used usually. The reference 0001CCDA is a large reference. The vanilla game shows the full model waterfalls to the edge of the large reference grid and then switches them to static LOD. That is why the dynamic LOD with the Near and Far Grid exists; to show the animated LOD further than the vanilla game does. If you see an animated waterfall for the reference 0001CCDA further than the large reference distance, then something that is not vanilla/default is causing that change.
  12. DynDOLOD 2.x will not work with game plugins version 1.71 or higher used by runtime version 1.6.1130 or higher. Use DynDOLOD 3 Alpha instead.
  13. Install the latest version of DynDOLOD DLL NG and Scripts Alpha-33. Delete the old DynDOLOD.log in the SKSE log folder. Then start the game. If problem persists upload new SKSE64.log and DynDOLOD.log in addition to the DynDOLOD log and debug log as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  14. The log shows RenderTexturesSingleThread=0 and RenderSingle=0 is being set. Try to set it to RenderTexturesSingleThread=1 and RenderSingle=1 Upload new logs if problem persists.
  15. Moved to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search See if setting RenderTexturesSingleThread=1 in D:\MO2\Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini as explained above makes a difference.
  16. While probably not directly the cause of the issue, there are a lot of warnings like https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture: <Warning: Billboard for model Meshes\landscape\grass\aegopodiumflowerdrj_d.nif does not contain texture matches Freak's Floral Fields.esp AegopodiumFlowerDrJ_D [GRAS:78000844]> You should run TexGen for the current load order before running DynDOLOD. See https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen What is the size of the grass cache folder? What is the file size of the largest *.cgid file? Set Verbose=1 in DynDOLOD_SSE.ini and then start DynDOLOD in Expert Mode (see https://dyndolod.info/Help/Expert-Mode), select only Tamriel or only Falskaar and then click the Execute LODGen button to start LODGen. Bring the white on black command prompt Window to the front to check, if nothing seems to happen for 20 to 30 minutes anymore, stop it and upload the new LODGen_SSE_Tamriel_log.txt or LODGen_SSE_Falskaar_log.txt
  17. Yes those look correct. See what happens if you replace fxwaterfallbodyslope_AA06506B_dyndolod_lod.nif in its folder and then just start the game as is. If there the animated waterfall is not (properly visible) or there is texture flicker because of the 2 models, then also replace fxwaterfallbodyslope_AA06506Bpassthru_lod.nif in its folder and Execute LODGen in Expert Mode to generated updated object LOD meshes. See https://dyndolod.info/Help/Expert-Mode Let me know the results. In case there are any other waterfall models having a similar issue provide their base record form ID.
  18. Requested logs were not provided. In addition upload the c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log and DynDOLOD.log if it exists. This message indicates a wrong version of DynDOLOD DLL for the game runtime version was installed. https://dyndolod.info/Downloads SKSE and the DLLs may have different versions for each runtime version of the games. The version of the runtime can be found by right clicking the executable (TESV.exe, SkyrimVR.exe, SkyrimSE.exe), Properties, Details tab and checking the entry for Product Version. In addition, the TexGen and DynDOLOD log will print log lines with version information for the runtime, SKSE and the DLLs.
  19. If you have the same problem as OP, then the same solution OP reported as working should apply. Just saying "me too" does not provide any useful information.
  20. There are really a lot of errors reported for the load order that you should look into. The game is installed to Program Files, which can cause issues with the OS, UAC, Antivir etc. preventing file access. Test if there is a difference if not selecting ultra tree LOD and/or grass LOD.
  21. Same problem means same solution as above.
  22. Check if changing the RenderTexturesSingleThread setting as explained in "TexGen/DynDOLOD stuck while creating textures" https://dyndolod.info/FAQ makes a difference. If not, then test changing the RenderSingle setting. If not, test if using the latest or second latest drivers make a difference. If not upload new logs. Keep an eye on video memory usage while the tool is running. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to upload the entire TexGen log and debug log when making posts.
  23. Delete all old log files in the log folder. Restore to the default DynDOLOD_SSE.ini from the download archive. Then change LODGenThreadSplit=6 and run DynDOLOD to see if it makes a difference. You might only select one of the affected worldspaces for the test. Upload new DynDOLOD and LODGen logs if problem persists.
  24. Moved to the appropriate thread for the error message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search The message should have a link Click on this link for additional explanations and help for this message which should open https://dyndolod.info/Help/Texconv as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages: 80004005 - The texture is not a valid file format or corrupted and needs to be converted or replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. If the mentioned texture is part of the DynDOLOD output, delete the entire output from former session before trying again. If the problem persist, see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to upload the entire debug log and log of the entire last session and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text how to copy paste the error message.
×
×
  • Create New...

Important Information

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