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Everything posted by sheson
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Right now DynDOLOD would not know how to update that, so currently the best method would be to move the references, base records and form lists into a separate plugin that can be disabled/removed. Once you made such a plugin and send it to me, I can use it to test updating the DynDOLOD patcher so it reuses the records and overwrites things if required. Once that works, it should also work if the records exist in other plugins, like the main plugin. The underside mesh should not show in child worldspaces that share the SkyCell but do not use the parent world space for LOD so that it does not become visible because the matching terrain LOD to cover it up is not loaded. MarkarthWorld for example. The script accomplishes that. That script can be included in BSAs that are loaded via INI or ESMs.
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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 DynDOLOD log and debug log to upload when making posts. Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.
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Looks like it went through without any errors doing the replacement of textures\setdressing\signage\billboardslrgmiltongeneralhospital_n.dds with textures\shared\flatflat_n.dds and created Textures\LOD\SetDressing\Signage\BillboardsLrgMiltonGeneralHospital_n.dds as designed. There is no *_n.dds textures in the replacer archive frpm the google drive and also no config files for TexGen, so it should not really have an effect either way.
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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 DynDOLOD log, debug log and bugreport.txt to upload when making posts. The message should have a link Click on this link for additional explanations and help for this message that should open https://dyndolod.info/Messages/Exceptions as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages. Scroll down to Item not found Always use the latest version of DynDOLOD/TexGen as explained above. This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.
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https://dyndolod.info/Messages/Texture-Resolution If a texture with an unsupported resolution is used directly it can cause CTD or performance issues. It depends on the used compression format and the exact situation the texture is used in. A texture that is added to a texture atlas can technically use any resolution, since the atlas texture resolution meats the requirement. Tree/grass LOD billboards are typically never used directly. https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message There are no related error or warning messages in the provided TexGen log. No problems with the game were mentioned. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://stepmodifications.org/forum/search/?&q="power of 2"
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Run this test veision https://dyndolod.info/Downloads/Test-Versions Upload new log, debug log and bugreport.txt if it exists. Provide the name/link of replacer mod. Avoiding the cause of an error is not the same as fixing issue, though. So we want to see this through until it works as it should no matter what.
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Run this test version https://mega.nz/file/ARJxyKBA#DRmMyICcD7pEXvskCPvYhYyc4xINe3ZE4_MP3flQAb4 Upload new log, debug log and bugreport.txt if it exists.
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Run this test version https://mega.nz/file/wB42zJ6A#nk7NdW39vEtR_wfGZGUI8v23U4y6ytqSE5msbmZN_2M Upload new log, debug log and bugreport.txt if it exists.
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Run this test version https://mega.nz/file/gAJGHIDZ#Vk-QCtMJ6sNp5xlgDXP2EHnabJRfln7NZpwlx-3f8vI Upload new log, debug log and bugreport.txt
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In MO2 right window Data tab, enter the filename DynDOLOD_FO4_TexGen_noalpha_folipnewlodsesp.txt into the Filter field to the lower right. It should report it to be from the mod folder that FO4 FOLIP 7.0 is installed in. Upload that file.
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Run this text version of TexGen https://mega.nz/file/AVR1XbDR#3qG0LCKOWW_uFixyuD3xw4LF43QwLAuuNWozt7qxR-I Upload new log, debug log and bugreport.txt.
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OpenGL Error Using DynDOLOD on Wine (Kegworks) on a Mac
sheson replied to Agnapot's question in DynDOLOD & xLODGen Support
Did you check if switching to DXVK resulted in glewinfo or visualinfo reporting a different OpenGL version? What is the command line (including any preceding exports) you are using to start TexGen? What mod manager are you using and how is it started? Run this text version of TexGen https://dyndolod.info/Downloads/Test-Versions Upload new log, debug log and bugreport.txt. TexGen, glewinfo, visualinfo are Windows programs and not compiled for Mac OS, so not sure how tips for software development for Mac and its SDK would apply. -
In MO2 right window Data tab, enter the filename DynDOLOD_FO4_TexGen_copy_folipnewlodsesp.txt into the Filter field to the lower right. It should report it to be from the mod folder that FO4 FOLIP 7.0 is installed in. Upload that file.
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Moved to the DynDOLOD alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload and how to zip large files and to use a file service. Click the link Copy message to clipboard of the message and post the text instead making a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
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if you are wondering about the latest version of TexGen, then you should probably use it first. There is no BillboardsLrgMiltonGeneralHospital_n.dds in any BA2 archive. The Far LOD Improvement Project mod contains a rule file DynDOLOD_FO4_TexGen_copy_folipnewlodsesp.txt for TexGen that is supposed to copy textures\shared\flatflat_n.dds to textures\setdressing\signage\billboardslrgmiltongeneralhospital_n.dds so the texture exists temporarily to generate Textures\LOD\SetDressing\Signage\BillboardsLrgMiltonGeneralHospital_n.dds once the rule file DynDOLOD_FO4_TexGen_noalpha_folipnewlodsesp.txt from the same mod is processed. Based on the debug log, it looks like DynDOLOD_FO4_TexGen_copy_folipnewlodsesp.txt is incomplete or there is some kind of problem processing all its 600 or so lines. I suggest to reinstall the mod and to delete the old TexGen output folder (and maybe restart the PC) so there are no existing files being used by other processes preventing new file creation. Then try again with the latest TexGen version. Upload new logs if problem persists.
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Based on the DynDOLOD log you uploaded I suggest to read https://dyndolod.info/Messages/Setting-EditorID, https://dyndolod.info/Messages/Deleted-Reference and https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell and fix these issues in reported plugins.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD or TexGen log and debug log to upload when making posts. The generated patch patch plugins are obviously important. I suggest to simply fix your OS and set the default associaten of *.html files with the default web browser. For example by right clicking an *.html in Windows Explorer, (Show more options), Open with, Choose another app, Check the box Always use this app to open .html files and then select the web brower of your choise. Also start Default Apps from the Windows start menu and set the the Web browser accordingly.
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OpenGL Error Using DynDOLOD on Wine (Kegworks) on a Mac
sheson replied to Agnapot's question in DynDOLOD & xLODGen Support
Also upload the TexGen log and bugreport.txt if it exists. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Get glew-2.2.0-win32.zip from https://github.com/nigels-com/glew/releases, unpack the folder ../bin/Rel4ease/x64 and run the two exes. Upload the two txt files they generate. The debug log reports "OpenGL version: 2.1" while version 3 is required. Try upgrading or switching the used the 3D backend, like DXVK instead of whatever the default is. Note that starting things with proton is different than starting things with wine, though I have no idea if it applies in your case. If issue persists with higher OpenGL version upload new logs etc. -
Keep the underscore of the plugin filename. So change it to DynDOLOD_SSE_TexGen_noalpha_seasonallandscapessos_seasonspatchesp.txt The tools only load config files if the matching plugin is loaded in order to not try to generate textures that are not needed, which sources textures do not exist because the mod/plugin is not installed and to determine the overwrite order of conflicting rules, e.g. the last wins.
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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. Also upload ..DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make a useful screenshot with more informative console of an affected full model affected in addition to a screenshot of when the flickering happens. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Report when the flickering happens. Report which install options were selected. https://dyndolod.info/Installation-Instructions Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. AFAIK there are no conflicts, though. Report if there are conflicts between the mod and DynDOLOD Resources in your load order. Also see https://dyndolod.info/Mods/Waterfalls
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https://dyndolod.info/Messages/Can-Not-Resolve-Cell https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Fix these errors in all reported plugins the load order: https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell Run the "Put worldspace references in the right cell" script on the worldspaces of the reported plugins. https://dyndolod.info/Messages/Deleted-Reference Clean the reported plugins. However that will not help with the deleted navmeshes.
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How do you know the LOD patch was generated following the correct procedures if you didn't generate it yourself? How do you know things were done as intended without the logs? How am I supposed to actually know or verify anything without logs? What version of DynDOLOD Standalone was used to generate the LOD patch? The 2nd screenshot does not show a DynDOLOD plugin modifying the reference, so something was not generated the typical way or the LOD patch plugins were not active when the screenshot was taken. Let me repeat, there is already something not right in that 2nd screenshot. The DynDOLOD.log indicates that certain plugins changed their load order. What is the load order? Mods, plugins? What changed in the load order since the LOD patch was generated? The LOD patch is most likely outdated and needs to be generated with the latest DynDOLOD Standalone with the latest DynDOLOD DLL NG and Scripts for the current load order in order for everything to work as intended. Here is a screenshot of how it looks when generating the LOD patch with DynDOLOD 3 Alpha-196 with DynDOLOD DLL NG and Scripts Alpha-39 after walking from coc RoriksteadExterior01 to the location: The building loads and the reference is last modified by DynDOLOD.esm as expected. Unsurprisingly, there does not seem to be a problem when doing things properly ... https://dyndolod.info/Official-DynDOLOD-Support-Forum Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed.
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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. https://dyndolod.info/Official-DynDOLOD-Support-Forum Disabling something is typically a troubleshooting step and not a fix, especially when trying to circumvent errors or problems. Research the issue and report problems to the official DynDOLOD support forum, so they can be properly troubleshooted and fixed, whatever their reasons are. For example get the G.R.I.M - Fixed .esp, which does exactly what is suggested on https://dyndolod.info/Messages/Unresolved-Form-ID. If you can not troubleshoot and fix a problem yourself, the mod author being MIA and not fixing their mod, post an error report with logs to get help. Temporarily disabling mods is not fixing the error and means the error is still present in the game and generated patches are outdated. https://dyndolod.info/Messages/Can-Not-Resolve-Cell There is a problem with the mentioned cell record. Check the log message for related messages above about the cell or the mentioned plugin. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix errors before generating LOD. https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean .. Error checking the load order with xEdit will report possible unrecoverable errors in the load order like unresolved Form ID in a single run. Clean the plugin mentioned by the error message with xEdit.
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Upload the DynDOLOD log and debug log from the LOD patch output generation that you claimed was active for both screenshots as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information. What is the video showing that you haven't already shown in the screenshots or explained in text? If the 2nd screenshot with more informative console was made with a DynDOLOD LOD patch active, it is very likely that the LOD patch is out of date and was made for a different load order as the reference should be typically last modified by a DynDOLOD plugin - regardless of which DynDOLOD DLL NG and Scripts are used. The DynDOLOD.log from DynDOLOD DLL NG and Scripts also indicates the used LOD patch output was made for a different load order. Generate a new LOD patch from scratch for the current load order.
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Requested log files were not provided. It's unclear what "output" was supoosedly active with DynDOLOD DLL NG and Scripts Alpha-36 or Alpha-38. As already explained the latest DynDOLOD DLL NG and Scripts is Alpha-39, which means Alpha-38 is not the latest version. Be that as that may. DynDOLOD DLL NG and Scripts is a requirement by DynDOLOD Standalone to be active when generating the LOD patch output for the current load order and that LOD patch output active in the game as well. It us not suppoaed to be used by utself. If there is no DynDOLOD LOD patch output active in the game, also deactivate everything else, DynDOLOD Resources, DynDOLOD DLL NG and Scripts, TexGen output etc. See https://dyndolod.info/Downloads, https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions
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