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Everything posted by sheson
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WHAT is it that is warning? What do you expect us to do about IT? Why Do you believe this a problem with DynDOLOD and not a problem with IT? See https://dyndolod.info/FAQ#Virus Nexus automatically scans every upload. Look for the green/blue circle checkmark for each file on the files tab. Check with https://www.virustotal.com to rule out false positives. A false positive is when the majority of tests do not find anything wrong. If the majority of tests from VirusTotal report the file(s) are clean, then the reports are false positives.
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Use the Copy message to clipboard and paste the text instead of posting screenshots as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text This debug log helps. Will be fixed ASAP in next alpha version. Asks me to login. Its OK though. The other debug log helps already. Edit: Should hopefully be fixed in Alpha 176. Let me know if I broke anything else...
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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. Use the Copy message to clipboard and paste the text instead of posting screenshots as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
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The link only has the normal DynDOLOD log. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log debug log to also upload.
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DynDOLOD log: <Warning: File not found textures\dyndolod\lod\trees\treepineforestdeadsnow02_47cb174a_trunk_1_n.dds. TexGen log: Creating billboard C:\01. Games\Eldergleam\tools\Dyndolod v3\TexGen_Output\textures\dyndolod\render\billboards\dyndolod\lod\trees\treepineforestdeadsnow02_47cb174a_trunk DynDOLOD can not find the texture, because a bug in TexGen causes it to be generated to a wrong path. This should be fixed in Alpha-175.
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Read the first post and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log and which DynDOLOD log and debug log to upload when making posts. Provide a corresponding screenshot of the LOD being purple.
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There is no need to move files to the physical data folder. MO2 maps those files from the TexGen output mod folder to the virtual data folder. Consider rebooting to reset access issues. Check the MO2 log (maybe enable debug logging first) for the file paths/names being accessed by the tools and what is reported for them. Upload the TexGen log and debug log and the DynDOLOD debug log and the MO2 debug log if you need further help. Not much the tools or I can do about the OS reporting the files not existing, though.
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The file not found messages state a fact from the tools point of view. The OS reports the mentioned file path can not be found in the data folder reported at the start of the messages log. Using Skyrim Special Edition Data Path: C:\01. Games\Eldergleam\Game Root\Data\ + [00:52] <Warning: File not found textures\dyndolod\lod\trees\treepineforestdeadsnow02_47cb174a_trunk_1.dds = C:\01. Games\Eldergleam\Game Root\Data\textures\dyndolod\lod\trees\treepineforestdeadsnow02_47cb174a_trunk_1.dds The OS reports that the file does not exist. Make sure the TexGen ouput is enabled in MO2 and that the tools use the same data path as MO2.
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DynDOLOD does not include any rules for BluePalaceTerrace-LegacyOfTheDragonborn-Patch.esp What is the actual problem with the new patch? Make a proper problem report with logs and screenshots if required.
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Unless you are a mod author creating a mod containing new worldspaces do not set CreateMode=1. You won't get the stichted object error if you follow instructions to remove old TexGen output before generating new one. Do not set obviously insane settings like 4096 for the Sizes dropdowns. Delete the presets folder and all files it contains ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\ Start TexGen and do not change anything, use the defaults. Give the tool time to do its job. With normal settings and a proper PC and game setup TexGen should not take longer than a few minutes. Upload new TexGen logs in case issue persists. 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/Texture-Resolution
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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
Typically the crash log would mention the reference form ID in that case. Maybe you can narrow it down to a specific plugin?- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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(and 1 more)
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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
See https://dyndolod.info/Updating#New-DynDOLOD-Version how to properly update the DynDOLOD Standalone installation. Unpack a new Alpha archive into a new and empty folder and not into existing older versions. For now lets keep the existing DynDOLOD output. Install https://www.nexusmods.com/skyrimspecialedition/mods/59818 including the optional SkyrimSE.pdb and disable crash logging in .Net Framework and upload the new crash log. (Leave Master Occlusion.esm and Occlsuion.esp disabled) Verify the crash does not happen with only DynDOLOD.esp disabled but DynDOLOD.esm and all output still active. What game version is Skyrim.esm and Update.esm from?- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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(and 1 more)
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The last message from the TexGen logs shows: Error: Found stitched object LOD textures from earlier TexGen generation installed in game folder. It is recommended to uninstall all stitched object LOD textures generated earlier before generating new stitched object LOD textures. Use Click on this link for additional explanations and help for this message to open https://dyndolod.info/Messages/TexGen-Output#Found-stitched-object-LOD-textures-from-earlier-TexGen-generation for further explanations and help. TexGen was closed after that. The last message from the DynDOLOD log (no DynDOLOD debug or realtime logs were provided) shows: Error: DynDOLOD Resources SE version information not found. Verify correct installation. Use Click on this link for additional explanations and help for this message to open https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting for further explanations and help. DynDOLOD was closed after that.
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Moved to the appropriate thread. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Do not post screenshots of messages. use the Copy text to clipboard link and paste the text instead as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Unresolved FormID [2401616C] Error in HeljarchenFarm.esp SKHFWorkbenchBeamRef [REFR:24029640] (places SKHFWorkbenchBeam "Workbench Control" [ACTI:2402963F] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 8,7) Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search to find similar posts/thread: https://stepmodifications.org/forum/search/?&q=unresolved formid heljarchenfarm.esp&type=forums_topic&quick=1&nodes=223&search_and_or=and&sortby=relevancy https://dyndolod.info/Messages/Unresolved-Form-ID In case the unresolved form ID is for a script property and the intended record can not be determined or the property has been removed from the script, remove the property from the properties listing via right click, Remove in xEdit. If you read the comments of Heljarchen Farm - Skyrim Special Edition (Revamped), you will find that a user provides a fixed version of the plugin.
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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
Do not post trimmed screenshots of mod managers to show only parts of the load order. Use https://loadorderlibrary.com instead. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the 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\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games. Do not install newer versions over older versions. See https://dyndolod.info/Updating#New-DynDOLOD-Version how to properly update versions. Pay attention to log messages. For example https://dyndolod.info/Messages/Deleted-Reference https://dyndolod.info/Messages/Root-Block Clean the mentioned plugins and fix those NIFs. https://dyndolod.info/Generation-Instructions Finalize the load order as explained in the prerequisites above. Make sure all mods, plugins and patches (that affect affect trees, grasses or any textures) are enabled and their overwrite order is sorted. Ignore wrong 3rd party advice to temporarily disable plugins, mods, meshes or textures. Such advice is categorically wrong or outdated. In case of issues, solve the cause or use appropriate mesh mask rules or settings for desired results. Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice. Ignore wrong and unnecessary advice to disable Master Occlusion.esm. In 4) you report to have disabled Occlussion.esp and Master Occlusion.esm and still have crashes. All 4 crash you logs you uploaded show those two plugins being loaded. Upload a crashlog from a crash without Master Occlusion.esm in the load order.- 18 replies
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- SKYRIMSE
- DynDOLOD 3
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(and 1 more)
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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 entire DynDOLOD log and debug log to upload when making posts. They should be created when the program ended by clicking the X top right. If not enable real time logging as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs. Zipping the output folder is a convenience feature that uses 7z64.dll in the Edit Scripts folder. If the output folder still contains the generated files, just use a file manager to move them into a mod folder or zip them yourself. Make sure the OS, UAC, antivir, etc. are not preventing anything (the Windows Event log might have an entry in that case).
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The first problem is that the mentioned plugins contain deleted references that need to be cleaned as explained by the message. https://dyndolod.info/Downloads#Additional-Requirements DynDOLOD DLL NG Every plugin containing deleted references needs to be cleaned. See the Prerequisites section of the Generation Instructions for more. https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean - ignore misinformation that cleaning any plugins is not needed, does not do anything or causes problems. Cleaning of plugins that contain deleted large references is mandatory for the DynDOLOD DLL NG that includes the large reference bugs workarounds. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds For the Large reference bugs workarounds check box and options to become visible and checked in the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. It seems that the actual problem is with using xEdit or it with MO2. Carefully check the log messages of xEdit when it tries to save plugins. It might save plugins with a different filename, so they can be renamed manually afterwards. Ask questions about third party tools like xEdit or MO2 in their relevant forum, discord etc. I suggest to follow a modding guide to learn how to use MO2 and xEdit how to setup a proper game.
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There is no limit for textures. The game has something like a hardcoded "NiAlphaProperty" for LOD meshes.
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In the vanilla game farmwindowinterior01_m.dds is used as a glow map for glow shaders in the vanilla meshes. There is no farmwindowinterior01_g.dds. The current TexGen configuration for farmwindowinterior01_m.dds is to remove the alpha channel while it increases the intensity of mipmaps, since glow maps typically do not have an alpha channel. If there are mods where farmwindowinterior01_m.dds is not a glow map and it needs to be left alone (and/or the glow map has a different filename), I'll need to address that in the tools and configs.
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Record ... is being overridden by record
sheson replied to narphous's question in DynDOLOD & xLODGen Support
The Lux - JK's Castle Volkihar patch.esp from the Lux - Patch Hub 6.7 is broken and needs to be fixed: Load Lux - JK's Castle Volkihar patch.esp in xEdit. In the left tree view unfold [FE 002] Lux - JK's Castle Volkihar patch.esp Click File Header In the right window find HEDR - Header and unfold it in case it is collapsed. Double click or right click edit the number 1.70000 in the Version row and change it to 1.71 (it will show as 1.710000 afterwards) Exit xEdit and save the updated plugin and use that from now on. -
Both crash logs show DynDOLOD DLL NG Alpha 27 being used. Always use the latest version. DynDOLOD does not really do anything with actors. The FormType: None (00) for FormID: 0x3FFFDF2B (The Great Village of Old Hroldan.esp) seems wierd. Error check the load order with xEdit. A productive troubleshooting step would be to disable the DynDOLOD plugins to see if that has an affect on CTDs. If they stop then the next troubleshooting step would be some binary search if it can be narrowed to a specific record in one of the plugins. Unattached instances usuaully happens if a plugin or a record in a plugin does not exist anymore. Test with a new save.
- 545 replies
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Record ... is being overridden by record
sheson replied to narphous's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Click on the 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 to open https://dyndolod.info/Messages/Record-Is-Being-Overridden https://dyndolod.info/Messages/Record-Is-Being-Overridden For example, this can happen in case compacting form IDs for light plugin was not done or it went wrong. When compacting form IDs, all plugins requiring the plugin that is being compacted need to be loaded also. For plugins version 1.7 used by runtimes versions prior 1.6.1130, the valid form ID range for new master records starts at 0x800. Any form ID below 0x800 in any plugin automatically overwrites records in Skyrim.esm or hardcoded records from the game *.EXE file. Make sure there are no unintentional overwrites of records that change their type and that the form IDs of new master records start at 0x800. Starting with runtime version 1.6.1130, plugins with the version 1.71 can use form ID in the range 0x000 to 0x800. Install Backported Extended ESL Support to use such plugins with older runtime versions or Skyrim VR ESL Support for Skyrim VR. -
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 post. Make a useful screenshot of the full model with more informative console and a close up of the LOD model with tlc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Upload the entire DynDOLOD_SSE_Object_Report.txt. Do not use full model trees for LOD. Set Level0 instead. Set Billboard for the higher LOD levels. See https://dyndolod.info/Help/Ultra-Tree-LOD Generate all required and desired billboards with TexGen before generating LOD with DynDOLOD.
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Thanks for letting us know. Just keep using that test version then until the next official Alpha release.
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Check with this test version https://mega.nz/file/5YwgUYiC#WK1KS-68ENfRaJxtzjr7vv9iSSWetLQQheCrxSDaMZ0

