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sheson

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Everything posted by sheson

  1. No DynDOLOD logs were provided. Typically the dynamic LOD initialization is supposed to execute that command on the reference when loading the exterior for the first time.
  2. 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. See https://dyndolod.info/FAQ#Billboard-tree-LOD-textures-cut-off-mid-way The tree texture atlas like ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds does not belong to the generated tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.* Verify that the tree texture atlas ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds and the tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten.
  3. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload when making posts. With DynDOLOD enabled, once you are in the exterior Tamriel worldspace, open console, type prid DB13B761 to select the reference form id of the tower from the 2nd screenshot. you might need to adjust the first two digests for the correct load order of the plugin. You should get a similar information shown from More Informative Console, including the reference being enabled. if that is the case type recycleactor If that does not work, try with a clean save in an interior made further away. E.g. just load the game without DynDOLOD that shows the tower, then travel to Whiterun and save in the tavern for example and then load that save after enabled in DynDOLOD. Report results.
  4. No new debug log and potential bugreport.txt have been provided. The TexGen options windows can not be resized. It is 770 or so pixel high. If you use a scaling option of the OS, either disable it or try to disable scaling for an individual program by right clicking the TexGenx64.exe in Windows Explorer, Properties, Compatibility tab. For Windows 10 check Disable display scaling on high DPI settings. For Windows 11 click the button Change high DPI settings, check Override high DPI scaling behavior, change drop down to Application.
  5. The normal log keeps several sessions. It documents several generation sessions, that show "LODGenx64 completing successfully" for all worldspaces, "DynDOLOD plugins generated successfully", the plugins being saved and the output being zipped to C:\Eldergleam\tools\DynDOLOD\Edit Scripts\Export\DynDOLOD_Output.zip Make sure the is enough space on the drive. DynDOLOD is installed into MO2 folders, which sometimes can cause issues. See https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. The debug log contains the last session only, which does not show a complete LOD generation session, so we do not know what happened while or after the last message shown in the normal log that says Creating C:\Eldergleam\tools\DynDOLOD\Edit Scripts\Export\DynDOLOD_Output.zip If a bugreport.txt exists, upload that as well as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Otherwise you will have to run a LOD generation session again in order to upload its debug log and normal log. For such a test, only checking one worldspace and not generating occlusion might be enough to reproduce whatever happens while zipping the output to save some time.
  6. xEdit Background Loader: [Bannermist.esp] File loaded (CRC32:4355BCB4) xEdit Background Loader: Fatal: <EAssertionFailed: Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 19269)>
  7. TexGen is a multithreaded program running on a multitasking OS. The order of things are not guarantied. How long something takes depends on the OS scheduling, other processes, available resources etc.
  8. I already explained what to do, which did not include removing mods. The OpenGL error is not supposed to happen no matter what mods are installed or if textures are missing.
  9. Use xEdit to set the DATA - Flags \ No Grass on the worldspace record 0001A26F WhiterunWorld in the winning plugin to disable grass.
  10. Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen debug log to also upload when making posts. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/?do=findComment&comment=282545 and if there is no change, upload new logs. Then try setting RenderTexturesSingleThread=1 in C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and if that makes no difference set RenderSingle=1 and if that makes no difference set RenderBillboardsSingleThread=1
  11. The message "Textures do not match" is warning message. See https://dyndolod.info/Messages/Textures-Do-Not-Match: There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models. If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. If this is reported for LOD models included in latest version of DynDOLOD Resources and because the full model has been replaced by a mod, check the log for messages about LOD textures being created on-demand for the reported full texture or if the texture was part of the TexGen generation. Check if the LOD representation for the full model has matching textures to the full model in the game. The mod/install options install full meshes that have different texture paths to the vanilla full meshes among other changes. The found LOD meshes (from DynDOLOD Resources) were made to match the vanilla full meshes. The warning message notes the change/difference. The log also shows that Majestic Mountains is installed, so we might assume you used a corresponding option in the installation option of the mod. See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install its LOD resources if you did. However, it is possible that the warning message still shows. In that case the last paragraph from https://dyndolod.info/Messages/Textures-Do-Not-Match still applies even though you are using 3rd party LOD resources from MM: If this is reported for LOD models included in latest version of DynDOLOD Resources and because the full model has been replaced by a mod, check the log for messages about LOD textures being created on-demand for the reported full texture or if the texture was part of the TexGen generation. Check if the LOD representation for the full model has matching textures to the full model in the game. In case there are visual discrepancies, make a post on the official DynDOLOD support forum to request updated LOD models for the mod. In addition to the usual logs, provide the name and link of the mod and install options if applicable. If there are visual issues it could be because the Atlanteen Landscape mod makes a common mistake of reusing existing filenames in different subfolders for different variants of assets instead of unique filenames like Bethesda does. This creates problems with automatic processes, like automatically replacing LOD textures on the fly.
  12. The DynDOLOD log shows that the last session generated the LOD patch sucessfully. You did not say which of the two error messages you are referring and did not ask a specific questions what you need further help with beyond the given explanations and solutions. <Error: Invalid script scripts\cwhcm_setchangeonquestprog_03.pex> See https://dyndolod.info/Messages/Invalid-Script <Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:1E32C9F3] (places CWIStrotiTelescope [STAT:1E0428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)> See https://dyndolod.info/Messages/File-Not-Found-Scripts Ask specific questions if further help is needed.
  13. No TexGen debug log was provided. Use a compressions format that has an alpha channel like BC3 or BC7 for Diffuse Alpha. With BC1 the alpha channel is converted to transparency with the default threshold and the color information has a bit less of information and it will be black in the transparent parts. I suggest to keep the defaults and read the hover hints of the drop downs. Using BC7 Max instead of BC7 Quick will take a considerable longer time without any discernable visual benefit.
  14. No TexGen logs were provided. Diffuse textures with alpha channel and normal map textures with specular channel should use compression formats that support an alpha channel, like BC3 or BC7. Since you seem to see a difference in the game based on the compression it would be up to you to decide if rather diffuse or normal maps benefit from BC7 over BC1 or BC3. It may also vary on what the texture depicts. It makes no sense to set the base sizes in TexGen to 2048 for a 1440p game resolution. That is 64 times the pixels for no reason other than to slow everything down. https://dyndolod.info/Help/TexGen The first time TexGen is started, some settings like the Base size, Units per pixel and the Max texture size are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI. https://dyndolod.info/Help/TexGen#Base-Size This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the TexGen configuration files. There is typically no visual gain using higher base sizes for lower screen resolutions. VRAM is wasted for texture resolutions that are never used with default mipmap bias. See https://dyndolod.info/Help/Texture-Resolution If the game can not reach 60 FPS it is being overloaded. iMinGrassSize controls the number of full grass placements. That resulting number of full grass placements in the grass cache is 100%. 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. Unlike the explanations for the Mode setting, there is no mention that the Density setting needs to match anything other than to use it to control performance and thickness of Grass LOD. 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.
  15. Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/?do=findComment&comment=282545 and if there is no change try setting RenderTexturesSingleThread=1 in C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and if that makes no difference set RenderSingle=1 and if that makes no difference set RenderBillboardsSingleThread=1
  16. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. You generated the LOD patch for this exact load order - it did not change afterwards? What steps are required to reproduce the crash? The crash log is consistent? You verified, the crash is not happening when simply deactivating/hiding the DynDOLOD.DLL but keep everything else and ignore any error messages about it missing? Test if the crash happens if TrueHUD mod is deactivated. Report back results.
  17. So removing fixLOD.esp did not change anything. Did you encounter stuck object LOD after fast travel without it? So the issue is caused by bad performance of the game/setup with too much stuff. No TexGen logs were provided, so its used setting are unclear. It might be interesting to see which textures are used by the generated LOD patch directly. Though to investigate that out properly checking individual BTOs and the LODGen logs might be required. Make sure to use BC3 for textures with alpha, specular. I suggest to make matching screenshots with BC1/BC3 textures to really compare them to BC7.
  18. Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/?do=findComment&comment=282545 and if there is no change try setting RenderTexturesSingleThread=1 in C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and if that makes no difference set RenderSingle=1 and if that makes no difference set RenderBillboardsSingleThread=1.
  19. fixLOD.esp is not needed. There should be no stuck object LOD after fast travel when using dynamic LOD. Test if there is anything different without it. What is the FPS / performance generally? Is this at least 60 FPS with some headroom?
  20. Ah yes, choosing the prefix for Skyrim Special Edition is required, so the steps are either to run something like this on the command prompt: WINEPREFIX="/the/path/to/SteamLibrary/SteamApps/compatdata/489830/pfx" winetricks --force vcrun2022 Or Start the protonfix GUI, select Skyrim Special Edition: 489830 Steam App, click through to winetricks, select the default wineprefix, select Install a Windows DLL or component, check vcrun2022 and the click OK.
  21. 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
  22. 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.
  23. 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.
  24. 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.
  25. 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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