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sheson

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Everything posted by sheson

  1. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Reproduce the entire error message shown when starting the game.
  2. Can you verify fxwaterfallbodyslope_AA06506Bpassthru_lod.nif fxwaterfallbodyslope_AA06506B_dyndolod_lod.nif are indeed from the latest version of the DynDOLOD Resources SE 3 Alpha-53.1? If that is the case I will have to update them so the static LOD model does not get in the way of the dynamic LOD model. The temporary solution to increase the distance of the switch is to increase uLargeRefLODGridSize.
  3. Upload the LODGen logs for the affected worldspaces. INI settings for Texconv do not affect LODGen.
  4. Test and report what happens if you disable LOD with tll in console. The static LOD should go away. Does an animated version remain? See https://dyndolod.info/How-LOD-Works The game subdivides worldspaces into exterior cells. An exterior cell has 4096x4096 game units. See the graphic showing the grids at https://dyndolod.info/Help/Dynamic-LOD See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings which allows changing the distance in the game. NearGrid sets the distance of dynamic LOD references assigned to the NearGrid. FarGrid sets the distance of dynamic LOD references assigned to the FarGrid.
  5. Upload a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Also upload D:\Skyrim Modding\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt The distance of dynamic LOD objects can be change by increasing the Near and Far Grid distance. See https://dyndolod.info/Help/Dynamic-LOD, https://dyndolod.info/Help/Advanced-Mode#Dynamic-LOD and https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
  6. If you do not select tree LOD billboards it runs through? Add GLListDebug=1 to the TexGen INI and upload new logs. I wonder if using driver version 561.09 makes a difference.
  7. I suggest to actually read the page https://dyndolod.info/Help/Child-Parent-Worldspace-Copies and pay attention to what it says about the vanilla game. The vanilla game deliberately omits references in the child worldspace outside the walls to lessen resource usage. It can make for barren views when peaking over the walls.
  8. No logs. To answer your question for your load order, load the game and check what you see. If you believe there are trees orither objects missing right outside the cities, then check the setting. If you have poor performance in cities then don't use the setting. Read the entire page https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
  9. The latest DynDOLOD DLL NG and Scripts version is Alpha-33.
  10. 4 results when searching this forum for message https://stepmodifications.org/forum/search/?&q="Wrong version of DynDOLOD DLL NG" The logs show the detected version as 00000000. Double check the reported version with Explorer. Might be because of the path to the data folder containing a dot to hide it. I suggest to also use the C path to it instead.
  11. No it does not. This is a DynDOLOD 2 setting which does not work in DynDOLOD 3 anymore. The setting used to set a flag on base records to make glow LOD references show in the cube map reflections in addition to the terrain. object and tree LOD. The flag changed names in xEdit from Show Local Map to Show In World Map. Setting the flag can still cause CTD depending on the circumstances.
  12. No logs were provided. Do not change the load order because of bugs with the tools. https://dyndolod.info/Messages/Exceptions#Item-not-found
  13. I will look into it some time next week.
  14. The bugreport.txt should be in the same folder as the DynDOLOD executable.
  15. That window shows when the bugreport.txt is created. Get the latest DynDOLOD 3 Alpha-182. It should fix the item not found error reported in the bugreport.txt you uploaded.
  16. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug and bugreport.txt to upload to a paste bin or file service when making posts.
  17. Moved to the appropriate thread. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log, debug log and bugreport.txt to upload when making posts.
  18. Thanks for the extra tests. Enjoy.
  19. This probably is not memory related then seeing this numbers.... In any case, since you now have complete TexGen output, install it and run DynDOLID as usual. If it also has problems with OpenGL add the RenderSingle tours INI as well.
  20. This did not happen with Alpha-180? The mentioned record is most likely random and unrelated.
  21. Check if you have luck using the RenderSingle and/or RenderTexturesSingleThread settings explained in "TexGen/DynDOLOD stuck while creating textures" https://dyndolod.info/FAQ Keep an eye on video memory usage while the tool is running. Check if not checking Stitched and only doing Rendered and Billboards runs through. Then do second run with only Stitched.
  22. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to upload the entire logs and bugreport.text as well.
  23. No logs were provided. Also download latest DynDOLOD 3 Alpha-181.1
  24. Read the first post and/or 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/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text how to copy and paste entire error messages as text. Delete old DynDOLOD Resoureces SE and install the latest version. Delete old DynDOLOD DLL NG and Scripts and install the latest version. Make sure none of its files are being overwritten by anything.
  25. No logs were provided. I will reup the Resources ASAP as Alpha-53.1
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