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Everything posted by sheson
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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. None of the models reported in those message are included in DynDOLOD Resources, so none of the reported messages happen because of such conflicts.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Messages/File-Not-Found-Textures The messages also report the NIF models that require the textures. Also check the installation and requirements of the mods that that provide those models. Read https://dyndolod.info/Messages/Textures-Do-Not-Match Outdated or not properly made LOD models might still work fine in many cases, however if they replace newer versions included in DynDOLOD Resources or in 3rd party LOD models specifically made for DynDOLOD 3, it is possible for object LOD not to match anymore if there are base records using replaced texture sets. 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. The mod author may not know or care there is a problem or maybe not know why or how to make proper LOD models. Maybe they work well enough as is.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells 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. Most likely A Clear Map of Skyrim.ini. Really pay attention to the mod's instructions.
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That is a texture set diffuse texture filename variation from before it was automatic. This test version should work https://mega.nz/file/lEIgjCSA#EeHmiInUPpCJwDRhc01ZM-j7V0Kbs3kd-vsQoVejqO4
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DynDOLOD Resources 3 does not change the Solitude Palace full model or adds Windows to it. 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. Provide a useful screenshot with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/FAQ#Out-of-place-or-floating-objects
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Download this test version https://mega.nz/file/0VQTRIza#GWFTh1_F1WMBPhchppc3CzkJ5X59gl-WRbIU2PdOAIE The filename needs to include the alphanumeric only version of a pluginname like ..\Data\DynDOLOD\DynDOLOD_SSE_material_names_skywindesm.txt Let me know if this work, otherwise upload the log, debug log and DynDOLOD_SSE_Object_Report.txt.
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The crash seems to be related to scripting. It might have to do with the RemovableTorchSconce01SCRIPT papyrus script used by TESObjectREFR(FormId: FF0012D8, BaseForm: TESObjectACTI(FormId: 0009151F, File: `Skyrim.esm`)) Try reading the log messages and summary yourself and fix the broken load order. See https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages Also pay attention to all the errors reported in the papyrus log. For example https://dyndolod.info/Messages/File-Not-Found-Scripts: <Error: File not found scripts\uskp_nirnrootactivatorscript.pex Unofficial Skyrim Special Edition Patch.esp The DynDOLOD log does not report that the unofficial skyrim special edition patch - textures.bsa and unofficial skyrim special edition patch.bsa are being loaded. The papyrus log reports Cannot open store for class "USKP_NirnrootACTIVATORScript", missing file? which indicates the game also does not load those archives. The unofficial patch happens to update the RemovableTorchSconce01SCRIPT script and it not being the updated version might be the source of the problem. Clean all plugins that have deleted references https://dyndolod.info/Messages/Deleted-Reference
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CTD from having dyndolod.esp enabled in new save and old
sheson replied to pentapox's question in DynDOLOD & xLODGen Support
In case of invalid root nodes causing a crash it is typically very obvious in the crash look, e.g. "NiNode" and other block names typical for NIFs show up, often the filename and usually the reference and base record using the NIF are mentioned, too.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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Snowy Pine billboards look terrible, can't figure out why
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
You can not click on LOD in order to select it. You need to go close with the player character so the full model shows, and then open console and click it. Then make a screenshot. See https://ko-fi.com/sheson. Any donation is appreciated. -
CTD from having dyndolod.esp enabled in new save and old
sheson replied to pentapox's question in DynDOLOD & xLODGen Support
Your load order is different than the one you used to generate the LOD patch. I do not mean disabling Master Occlusion.esm as a test. This is the most problematic one, that you need to fix https://dyndolod.info/Messages/Invalid-Object-ID [FB] Einherjr.esp <Error: EnchArmorFenrirBlessing "Fenrir Blessing" [ENCH:FE1BE403] has invalid ObjectID 004403 for a light module. You will not be able to save this file with the ESL flag active.> Remove this plugin for a test. If that does not make a difference. Generate a new LOD output from scratch for the current load order (including Master Occlusion.esm). If problem persists, upload new DynDOLOD log and debug log with the crash log. Probably unrelated to the crash: These mean the patches might be out of date: JKs Palace of the Kings - Sons of Skyrim 3BA ESL patch.esp <Note: [REFR:7A0008EE] (places [7A000805] <Error: Could not be resolved> in GRUP Cell Temporary Children of WindhelmPalaceoftheKings "Palace of the Kings" [CELL:0001677C]) was injected into NW_Sons_of_Skyrim.esp> Northern Roads - Immersive Patrols patch.esp Note: [ACHR:7E251656] (places [7E2422C7] <Error: Could not be resolved> in GRUP Cell Temporary Children of [CELL:00008F96] (in Tamriel "Skyrim" [WRLD:0000003C] at 30,17)) was injected into Immersive Patrols II.esp> kanjs dugnagol - pentapox sfx.esp Warning: internal file FormID is a HITME See https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME I suggest to check for updates for plugins in case of unresolved form ID errors. Unlikely. It is not the winning plugin, so its record is being overwritten. You might want to simply unset the flag in the plugin to be sure. We will continue there, if the problem remains.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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CTD from having dyndolod.esp enabled in new save and old
sheson replied to pentapox's question in DynDOLOD & xLODGen Support
It is curious that the list of plugins at them bottom of the crash log is incomplete every time. Leave the 2 removed plugins disabled for further testing. Load the entire load order into xEdit and run an error check on every plugin and upload the log. Test if it still crashes with just the DynDOLOD.esp (and DynDOLOD.esm) but with the meshes, textures and SKSE folder from the DynDOLOD output hidden. Ignore any in-game messages about stuff missing or not loading.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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(and 1 more)
Tagged with:
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Do not waste time using older versions or reporting problems with older versions. Just report actual problems with the latest version for which you can provide screenshots, the log and debug logs etc. and are able to answer follow up questions.
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We could then use a config file that lists the MATO records and their substitute strings similar to how TextureSets worked in the past before the automatic replacement and LOD texture generation. See ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_textures_names.txt as example [pluginname];[zero form id];[string] zero form ID = load order ID = 00 for full plugin or 00000 for light plugin Create a new file DynDOLOD_SSE_material_names.txt. Put yours into ..\Data\DynDOLOD\DynDOLOD_SSE_material_names.txt Make sure to use a hopefully unique string. For example: Skywind.esm;00345678;sw-moss Skywind.esm;00654321;sw-moss ... Next test or alpha version could then look for rocktundraland01_sw-moss_lod_1.nif if a base record uses any of those material records. In case the filename does not exists, it falls back to normal filename.
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Snowy Pine billboards look terrible, can't figure out why
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
Read this entire section https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots, in particular: 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. When making screenshots in the game, make them in broad daylight. Use console command 'sw 15e' to change to the default weather or 'sw 81a' for sunny weather. To get closer to LOD, toggle to the free fly camera with tfc in console. If making screenshots of the LOD area, also make screenshots of the close-up object or full model for comparison. When making screenshots of full models, open console and click the object in question to show its reference form ID. Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. There is nothing to see in the video. Useful information like the tree reference and/or base record are needed in order to troubleshoot its LOD. That information is shown when opening console and clicking the full model. That is a useful screenshot. -
Not yet like that. I will have to add something. I think looking for LOD filenames plus the EditorID of the shader should work.
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Snowy Pine billboards look terrible, can't figure out why
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
Do not post videos of Games Of Thrones Seasons 8 Episode 3 "The Long Night" Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Do not post screenshots of the tools, unless it is about visual issues with the user interface. The used settings and options are typically documented in the debug log already. Provide useful screenshots of the full model and the LOD area as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots When making screenshots in the game, make them in broad daylight. Use console command 'sw 15e' to change to the default weather or 'sw 81a' for sunny weather. https://dyndolod.info/FAQ#Billboard-tree-LOD-does-not-match-close-up-full-model-trees Hover, you are presumably generating ultra tree LOD with 3D tree LOD models, so the LOD tree might not be a tree LOD billboard. -
Fixed the first post. If you do not see the new changelog, clear the browsers cache.
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It seems like you flagged plugins as light plugins without compacting them first. For example: SMIM-SE-Merged-All.esp Farmhouse Chimneys patches Merged.esp Cathedral Weathers.esp See https://dyndolod.info/Messages/Invalid-Object-ID Restore the broken plugins with valid ones.
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The vertex colors of rocktundraland01_lod_1.nif you uploaded are all white, which is the same as not having vertex colors. This means they might be optimized away sometimes - (depends on other assets it is merged with). Keep at least one color channel per shape <= 0.9. Is there a reason you are changing the vertex colors too and not just the alpha presumably because of the custom shader cover you are doing? We might want to use a method of uniquely naming these custom LOD assets so it doesn't end up in overwriting lots of DynDOLOD Resources having filename collisions.
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The setup requires BEES, because of Ks Riften Outskirts - RT Docks + Southwoods District consistency patch.esp The .Net Framwork crash logs will be in MO2 Overwrite and then the NetScriptFramework\Crash folder. The crash logger logs will be in the c:\Users\Administrator\Documents\My Games\Skyrim Special Edition\SKSE\ folder Fix whatever issue the game has on your system that it can not write logs. The DynDOLOD logs reports lots of problematic BSAs, like: xEdit Background Loader: [*.bsa] Could not be loaded. <Error: [Exception] Unknown archive version 0x00000099> This needs to be fixed. Generate new DynDOLOD output from scratch once proper BSA files have been installed. This explains all the file not found errors, including the missing scripts in the papyrus log.
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You did not upload the ..\DynDOLOD\Logs\[DynDOLOD_SSE_log.txt and ..\DynDOLOD\Logs\DynDOLOD_SSE_Debug_log.txt from where you installed DynDOLOD as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs What does the game crashing have to do with DynDOLOD? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If .NET Script Framework does not provide a crash log, disable it with Debug.CrashLog.Enabled=0 in NetScriptFramework.config.txt and install Crash Logger instead.
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Moved to a thread with the same type of problem, which can be found by search the forum as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to uploaded when making posts. Also upload the papyrus logs. The game is not loading the plugin. Make sure it is installed and enabled ion the mod manager. Make sure to install BEES in case plugins with version 1.71 are in the load order. There might a log message reporting this. Also see posts above. https://dyndolod.info/Mods/Skyrim-Special-Edition-Skyrim-Anniversary-Edition Starting with runtime 1.6.1130 there can be game plugins of version 1.71. If such plugins are used in older runtime versions, Backported Extended ESL Support is required for those plugins and the DynDOLOD and Occlusion plugins to be loaded by the game. Pay attention to the DynDOLOD log messages and list of plugins.
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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 (if it exists) to upload. Did the message not have a link Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/Exceptions as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages? Assertion failure Always use the latest version of DynDOLOD/TexGen as explained above. If the assertion failure is a 100% repeatable, it might be caused by a broken plugin. Clean and error check the load order with xEdit before generating LOD as explained above. If the assertion failure is not 100% repeatable or no error can be found in plugins, it could be 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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Ignore CLA. It is full of nonsense. The crash at address SkyrimSE.exe+0D6DDDA is known since years to be either a problem with virtual memory/page file or with the reported texture Directory Name: "data\TEXTURES\Plants\" File Name: "fallforestshrub01.dds" Prefix: "C:\01. Games\Eldergleam\Game Root\" If the reported texture is always the same, it is most likely the reason (corrupt, unsupported compression format, not power of 2 or multiple of 4). If it changes or no texture is listed with the same crash address, make sure the OS handles virtual memory/page file and that the the system doe snot run out of video memory / VRAM. Another suggestion might be to manually set virtual memory / page file to a specific setting, in that case I would suggest to not go over the amount of physical memory initially.
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How many of the over 60 tests reported a problem? If the majority of tests from VirusTotal report the file(s) are clean, then the reports are false positives. There is no trojan software in DynDOLOD.

