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sheson

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Everything posted by sheson

  1. No SSELODGen_log.txt generating new level 32 terrain LOD meshes with the latest xLODGen has been provided. The log messages are appended to the log file every time the tool is being closed properly. Also post a screenshot of NifSkope showing a NIF with the issue from the generation with the latest version shown in the log you are going to upload. Upload the NIF as example, too. You understand that LOD textures for the map put 32x32 cells into 256x256 or 512x512 pixels. They are supposed to be extremally low resolution compared to the real thing. Using a mod like Seasons Of Skyrim explains why the game does not show LOD in case LOD for the current season was not generated or is removed. Generating seasons can make LOD generation take up to 5 times as long. For the test do not check Seasons in addition to generating terrain LOD meshes only for a specific worldspace only. Then the test result in the default season.
  2. The provided SSELODGen_log.txt shows that an old version of xLODGen was started and then nothing else. There are no log messages showing any LOD generation. The game is installed in Program Files x86. I suggest to follow a modding guide how to properly setup the game to avoid issues with the file access/permission, UAC, anti vir etc. Install the latest version from the first post into a new and empty folder. Do not move any files from old installation. Use sensible settings when generating LOD, especially for the terrain LOD textures resolution and compression so that the LOD generation does not take hours. If the problem is with terrain LOD meshes, do not check to generate anything else, especially not the terrain LOD textures. Generate the terrain LOD meshes only. If the problem is with a specific worldspace, do not select other worldspaces. Each worldspace has distinct LOD files and separate folders which can be generated seperatly. If the problem is with a specific LOD level, use the specific chunk option and the LOD level drop down to only generate that LOD level. Generating terrain LOD meshes should take only minutes. All of the above is not going to change anything, if the load order, the game setup, INI settings, mods or whatever etc. is causing issues like the LOD meshes not being loaded or shown in the game. You can open the generated LOD meshes in NifSkope to check the coastlines.
  3. The requested SSELODGen_log.txt was not provided. Zip large files and use a file service as explained in my signature. You uploaded a bugreport.txt, which means the tool stopped with an error at one point. The error is related to MO2 virtual filesystem. The bugreport.txt shows that at one point no command arguments were provided and thus the dedicated output folder was not set as explained in the instructions. That means there might be LOD files in the MO2 overwrite folder and/or loose LOD files were replaced in their respective mod folders. Delete any LOD files in the MO2 overwrite folder. Reinstall any mod that contains loose LOD files. The bugreport shows that you installed xLODGen into a DynDOLOD folder. Do not mix/merge xLODGen with DynDOLOD, keep them separate. The bugreport.txt seems to indicated you are using an older version from February instead of the latest version. As I already explained, if the loose terrain LOD meshes are deleted from the load order, then the game will automatically load the vanilla terrain LOD meshes form its vanilla BSA. If the game does not do this, it is because of INI settings, maybe another mod or the mod manager.
  4. The requested log was not provided. The explained settings will generate terrain LOD meshes for LOD level 32 with detailed coast lines. If you do not see that in the game, it is because the game does not load these LOD meshes. The game not showing any LOD meshes or textures is a setup, INI, mod or mod manager issue.
  5. Moved to the xLODGen thread. Upload the SSELODGen_log.txt when making posts. If you follow third party instructions, you need to ask their author/their forum for help. It is rather pointless linking to third party forums and discussion. See the first post: Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings. https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Meshes Typically use a Quality of 0 to 10 for LOD32 and set Optimize Unseen to 550 to improve coastlines on the map. These settings will generate terrain LOD meshes for LOD level 32 that will have greatly detailed coastlines. See https://dyndolod.info/Mods/Maps-And-Map-Mods Also pay attention to this in the first post: Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod. Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86, Users, Desktop, Documents, Downloads etc. Or in the Readme.txt Always set -o:"c:\OutputPath\" command line argument to change where files are generated to. The default is the game folder which risks replacing existing files and is problematic with mod managers, especially if they use some kind of virtualization. Do not generate into any game or any mod manager folders that are part (direct or indirect) of the virtual file system. Do not generate into the Overwrite folder of MO2. Or here: https://dyndolod.info/Help/xLODGen#Installation To start xLODGen in the desired game mode, it should be set as a command line argument in addition to setting a dedicated output folder with -o:"c:\OutputPath\" as explained in the Readme.txt included in the xLODGen download archive. For example: "C:\Modding\xLODGenx64.exe" -sse -o:"c:\Output\" Do not generate into game or mod manager folders. Just as with TexGen or DynDOLOD, always set and generate into a dedicated output folder and once generation is dome, install the output as a mod. Make sure you understand how the mod manager you are using works. Make sure you know how to set the overwrite order of mods (their of assets) correctly so that the desired terrain LOD meshes for LOD level 32 win (are loaded last). xLODGen is a tool to generate LOD meshes and textures which should be generated into a dedicated output folder and then installed as a mod as explained. Removing the mod with the meshes / textures means the game will load the vanilla terrain LOD meshes / textures from the vanilla BSA again. If not, the INIs are not default or a 3rd party mod might be changing things.
  6. Test this. Put trunks into the same "LOD" folder as the passthrus. DynDOLOD_SSE_Update-CRC32.pas
  7. Check if this version https://mega.nz/file/5VQkCChZ#gIXhhOCyzAu4EynOl8or28CdbOIxd75hSqUi5kzoJSs loads the config file again and that this also fixes the matching.
  8. The debug log does not show loading of any DynDOLOD_SSE_material_names_skywindesm.txt, typically followed by the list names and resolved form IDs of the MATOs records. Double check the file still exists in the (virtual) ..\Data\DynDOLOD\ folder.
  9. 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. Increase the large object distance in the launcher of the game. See https://dyndolod.info/Help/Large-References#Settings.
  10. Use the legal version of the game. Remove broken duplicated plugins with version for FNV and replace by valid legal versions if required by plugins in the load order: FE 001 ESM ESL CD143AE7 1.34 ccQDRSSE001-SurvivalMode.esl FE 002 ESM ESL CD143AE7 1.34 ccbgssse037-curios.esl FE 003 ESM ESL CD143AE7 1.34 ccBGSSSE025-AdvDSGS.esm FE 004 ESM ESL CD143AE7 1.34 ccBGSSSE001-Fish.esm If you use mods/plugins made for the game plugins from 1.6.1170, then acquire the corresponding legal game plugins from that version and then only downgrade the runtime. Follow a proper modding guide to learn how to properly setup a base game with whatever required current vanilla + DLC/CC game plugins for current mods. https://dyndolod.info/Generation-Instructions#Prerequisites Typically create all other patches first. This includes the Synthesis.esp patch. Do not enable any 3rd party plugins, that were disabled when generating LOD, especially generated patches. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting Test if ILS still happens with meshes folder hidden. If no change, also disable/hide Occlusion.esp If no change, also disable/hide DynDOLOD.esp If no change, also disable/hide DynDOLOD.esm Report result. Test if enabling MemoryManager from SSE Engine Fixes makes a difference. I suggest to read or search the log messages and the summary to actually see the errors (and warnings) that were reported. https://dyndolod.info/Messages#Warning-and-Error-Messages and https://dyndolod.info/Help/Summary-Of-Messages
  11. You could follow this topic (though I do not know if title changes whenever the version changes are included) or follow the discord channel linked in the first post for the changelog.
  12. Use the latest version from first post instead of a 2 year old version. Check the load order for errors with xEdit and fix errors before generating LOD. If problem persists, post the entire SSELODGen_log.txt, new bugreport.txt.
  13. https://dyndolod.info/Official-DynDOLOD-Support-Forum 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. https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells Known as stuck object LOD after fast travel engine bug that can happen after fast travel especially to in Whiterun. Consider using the dynamic LOD option of DynDOLOD which should fix that bug. If dynamic LOD is not used, use the LOD Unloading Bug Fix. Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. Also see Maps And Map Mods and Seasons if relevant.
  14. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt. Make a useful screenshot of a tree full model that has seemingly incorrect billboard tree LOD with more informative console to show the reference base record form ID and also make a screenshot with a close up of the wrong LOD model as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots See https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees Upload the mentioned ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Billboards_Used_[WORLDSPACE].txt. Make sure the TexGen output is not overwritten "fricked up" is not a proper problem description. The mod that takes care of the switching of assets including the generated LOD files is Seasons of Skyrim. If you verified the DynDOLOD output was all generated correctly, yet the game shows the wrong LOD, then it is a problem with SOS and/or the engine loading the files and no amount of regenerating the (correct) LOD filers is going to change this. Does the tree LOD not change? Make sure that tree LOD switching Tree LOD = true is enabled for all seasons in po3_SeasonsOfSkyrim.in Does the tree LOD change seems to be randomly wrong? Then the generated files might be overwritten or SOS has trouble making the engine load the correct files. Check if saving/reloading changes anything. https://dyndolod.info/Help/Seasons
  15. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The message should have a link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages that opens https://dyndolod.info/Messages/Unresolved-Form-ID, which explains: In case there is an unresolved form ID for a large reference, unset the Hide "never shown" checkbox in the xEdit Options, General tab to list the Large References entries on the worldspace record for further troubleshooting. If the unresolved form ID is in a different master plugin, then update either plugin to the correct version. Sometimes plugins simply contain a copy of the entire Large References list of a master plugin for no actual reason. Typically only the same plugin adding the reference needs to also set it as a large reference, though plugins overwriting the reference may list it again in their own Large References list. Use the Skyrim SE - Generate Large References.pas script shipping with in xEdit to generate the Large References data after removing it from a worldspace. Provide an xEdit screenshot that verifies your assumption. The current version of WTT - Skyrim-Solstheim - Worldsettings.esp does not contain any large references, so it can not really have this error. The message says the error is in Dragonborn.esm. The vanilla Dragonborn.esm contains a reference xx03B42D, so there is no reason for the large references list entry on the worldspace record to have an unresolved formID. Something must have happened to the plugin. I suggest to download the vanilla version of the plugin again to replace the broken version. Cleaning plugins can not and does not fix unresolved form IDs / missing records.
  16. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log, debug log, LODGen log and bugreport.txt (if it exists) to upload. If the message has a Copy message to clipboard link, use it to copy/paste the entire message text as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum See https://dyndolod.info/Help/LODGen: C0000005/80131506 - 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.
  17. If your game freezes without the memory manager, enable it again. If you have a crash log I can have look at it, but I can not promise anything as I have more expertise with crashes typically related to DynDOLOD output, assets, records, LOD etc.
  18. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting In case of issues in the game, test if the problem persists without any DynDOLOD output. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/FAQ#ILS-or-CTD It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not rally cause crashes The crash happens in tbbmalloc.dll, which indicates it might be memory related. tbbmalloc is an optional component of SSE Engine Fixes and typically only used whrn setting MemoryManager=true in EngineFixes.toml. Test if setting false makes a difference. The real reason for the crash migth be NPC, voice, head, skeleton, XMPSE, animation related. Everything in the world, including the NPC, happens to be in cells and Occlusion.esp is often the last plugin to overwrite a cell record.
  19. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which corresponding DynDOLOD log and debug log to upload. Make sure the memory is stable. Make sure the memory is stable like has correct settings in BIOS. Test if using the .Net Framework version works better by deleting the LODGenx64Win.exe, so it uses the LODGenx64.exe instead. Follow the linked advice about memory. https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory If too many concurrent LODGen processes running at the same time consume all available memory while generating seasons, limit their number per worldspace by changing the MaxLODGenPerWorldspace setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. If a single LODGen process uses a lot of memory, set LODGenThreadSplit in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI to a higher number. Set to the number of virtual cores for lowest possible memory usage. Since terrain LOD meshes are used to optimize object LOD, consider not enabling high resolution terrain LOD meshes (so it uses vanilla terrain meshes) while generating object LOD.
  20. As I mentioned in https://stepmodifications.org/forum/topic/19925-snowgrass-appearing-among-seasonal-grass-lods-in-the-wr-tundra/?do=findComment&comment=281353, I suggest to fix the file not found texture errors reported for the grasses of the mod first in case there are visual issues with grass LOD.
  21. 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. What rudimentary troubleshooting have you done to determine the problem is related to the DynDOLOD output? https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting https://dyndolod.info/FAQ#Script-instances Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active. The scripts of DynDOLOD are not at all script intensive. There are no scripts that are constantly running. It uses small highly optimized papyrus scripts for dynamic LOD, which run in parallel only when needed at the moment dynamic LOD models are enabled or disabled. Consider using the large reference bugs workarounds were all of the dynamic LOD is done in the DynDOLOD DLL NG instead of papyrus scripts.
  22. Generate terrain LOD meshes and textures for the load order. Install a noise texture with the appropriate brightness. See https://dyndolod.info/Help/xLODGen
  23. A plugin from a mod can use vanilla grass records. If you see grass LOD billboards for SnowGrass02.nif, then it is because of it being placed there by the grass cache. As explained, the vanilla game place this grass type in the Tundra. So it is expected that grass LOD will be shown for it in the Tundra. If you have problems with grass cache generation you will have to check with the mod author, its comments etc. or whoever wrote the instructions you are following. TexGen/DynDOLOD do not affect it. TexGen generates billboards from full models and textures and does not care about grass cache. You can preview the grass LOD render to make sure they are correctly loaded and processed. In any case, if the the full grass in the game is loaded from the cache, then the grass LOD generated from the same cache should match that - minus lower density, which simply means some full grass placements will just not have a corresponding grass LOD placement and minus overall color/brightness differences which might need adjustments as explained in the https://dyndolod.info/Help/Grass-LOD#Settings How to troubleshoot that is explained in the post above https://stepmodifications.org/forum/topic/19925-snowgrass-appearing-among-seasonal-grass-lods-in-the-wr-tundra/?do=findComment&comment=281353 The DynDOLOD settings simply enable/disable grass LOD generation and its density. If grass LOD otherwise looks OK and only like one single type of billboard sticks out, a quick and dirty solution you could always just delete it txt and dds files so it won't get LOD next time you generate it.
  24. DynDOLOD does not affect terrain in the active cells or terrain LOD. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting xLODGen can be used to generate terrain LOD meshes and textures. It does not affect terrain in the active cells. In any case, the two screenshots above seem to show terrain issues in the active cells and not a problem with terrain LOD. The terrain LOD can be seen being lowered, which is how the engine "hides" it under the full terrain in the active cells. Terrain in the active cells is defined by LAND records. The cell record contain the LAND record also have XCL - Grid / Land Flags to hide terrain quads. Check the load order in xEdit to see which plugin(s) overwrite the cell record for an affected cell. Then check what plugin might be overwriting the LAND record. Weird issues can also happen if exceeding the full plugin limit of 254 for all ESM + ESP plugins or having plugins with invalid object IDs.
  25. First screenshot in the night, what is the supposed problem with LOD? Second screenshot, in the day light, what is the supposed problem with LOD? Link to some reddit image. It seems to show floating full models and/or a problem with terrain in the active cells. Terrain and references in the active cells are affected by plugins modifying these cells. Which plugins overwrite the cells record can be looked up with xEdit. To quickly find the cell, just look up the reference of a full model in it, which you get from clicking it with console open. The LOD area starts beyond the active cells. See https://dyndolod.info/How-LOD-Works Terrain LOD seems to be visible in all screenshots. DynDOLOD was not used or its output is not active. It is unclear if xLODGen was used or not. No logs were provided. See https://dyndolod.info/Official-DynDOLOD-Support-Forum Do not post links to reddit, just upload images directly.
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