Jump to content

sheson

Mod Author
  • Posts

    13,181
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. No logs were provided. It seems pointless to replace an optional plugin that is build from the winning records of the winning plugins with a blank plugin. Just do not enable the plugin once you recorded and uploaded the crash log together with the log and debug log from DynDOLOD. https://dyndolod.info The tools are shared for free with the specific requirement to provide feedback and to report any problems including logs and other requested information to the official DynDOLOD support forum in order to advance their improve and advance their development for all users. See https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit
  2. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console. See https://dyndolod.info/FAQ#Something-does-not-have-LOD There are typically no LOD models for those straw piles, so you would need to create them or add mesh mask rules to use the full model for LOD. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules See https://dyndolod.info/Help/Glow-LOD#Windows but also https://dyndolod.info/Mods/Enderal, which explains: Not all new buildings will have working glow LOD windows as of now. There are still objects that could use a LOD representation. Vanilla Skyrim buildings will have glow LOD, while new buildings shipping with Enderal will most likey not.
  3. ATM I have no further tips for Enderal terrain LOD in addition to the general explantions at https://dyndolod.info/Help/xLODGen.
  4. https://dyndolod.info/Help/xLODGen xLODGen terrain LOD beta is the latest beta version where the current development and new features are tested before they are merged back into official xEdit and xLODGen releases. Terrain LOD generation has not yet been merged back into main line xEdit. https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-84-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/
  5. No logs were provided. It is very unlikely that Occlusion.esp is the cause of the issue. Occlusion.esp does not add new records. The worldspace and cell records it overwrites are copied from the plugins before it. Generating Occlusion.esp is optional. See https://dyndolod.info/Help/Occlusion-Data It seems the requirements to use DynDOLOD are not met. I suggest to remove the entire output and tools and follow a proper modding guide to setup a stable game and load order of mods.
  6. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how. As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ check the FAQ, for example https://dyndolod.info/FAQ#ILS-or-CTD https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs When making posts about a CTD in the game, it seem obvious to also provide the crash log. It is very unlikely that Occlusion.esp causes crashes by itself, it only contains copies of worldspace and cell records from the load order with updated data for LOD visibility, which itself can not really cause crashes. No logs, before or after, were provided. Doing random things instead of proper troubleshooting to find and actually fixing the actual cause of a problem is a waste of time.
  7. This crash is caused by using an outdated version 1.4 of ConsoleUtil instead of ConsoleUtilSSE NG 1.5.1 I am not sure why you generated new DynDOLOD output or why you believe it has something to do with the crash. This crash again indicates a problem with BGSSaveFormBuffer. Use Engine Fixes and/or the INI setting as explained in the FAQ. It is also possible there is an issue with the mentioned leveled item list with the form ID 000D9F89.
  8. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console. Double check something is actually LOD by disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting See https://dyndolod.info/FAQ#Something-does-not-have-LOD Read https://dyndolod.info/Help/xLODGen how to generate terrain LOD that matches the full terrain, with high enough texture resolutions that can be easily higher than the screens resolution at the distance they are displayed. See https://dyndolod.info/How-LOD-Works and also https://dyndolod.info/Help/Texture-Resolution. Consider using grass LOD. https://dyndolod.info/Help/Grass-LOD If you follow a modding guide for Skyrim with s specific list of mods for Skyrim it might require some guesses and adjustments for Enderal.
  9. Do not install into any special Windows folders to avoid issues with UAC, Anti-vir, OneDrive, etc.
  10. First number is LOD level, the covered edge length in cells, 4 means the LOD files covers 4 x 4 cells. The second and third number are the coordinates of the left/lower or west/south cell of area the LOD file covers. So 4.20.-12 covers 4 x4 cells from west 20 to east 23 and south -12 to north -9. To find the corresponding cell record in xEdit, use the cell browser, which can be started with CTRL + SHIFT + F xLODGen generates object LOD for the references and base record found in the plugins loaded at generation time. If the load order changed, generate new LOD for the new load order. Whatever the issue, the typical solution is not to manually edit generated LOD files in 3D applications. Properly report the problem (useful screenshots, logs etc.) if help is required to properly troubleshoot a cause.
  11. The numbers are returned from the papyrus SKSE functions GetVersionRelease and GetScriptVersionRelease. They are supposed to match if SKSE and its papyrus scripts are installed properly. See SKSE.psc included in skse64_2_02_02_gog ; get the release index of SKSE. This number is incremented every time ; SKSE is released outside of the development team int Function GetVersionRelease() global native ; get the release index of this script file. ; Can be used to detect a script/runtime version mismatch int Function GetScriptVersionRelease() global return 69 endFunction The installed SKSE papyrus scripts are outdated and not from the same version as the SKSE plugin. https://dyndolod.info/FAQ#DynDOLOD-requires-SKSE Make sure you have the correct SKSE version for the current Skyrim version that is used and none of its file are overwritten by other mods.
  12. The terrain underside and occlusion are enabled automatically if using the wizard or from the advanced settings. The occlusion generation uses a binary object LOD height map (LODGenHeightMap=1 INI setting) created by LODGen while it generates object LOD, so xLODGen/DynDOLOD do not need to read/process all BTOs anymore. Exporting the heightmap texture (DoTerrainHeightMap=1 with DoObjectHeightMap=1 or not) might be useful for mod authors for further processing. It might be possible that community shaders or something similar could use it for coarse distance shadows/occlusion some day. Though it seems screen space shadows has sufficient results.
  13. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum See https://dyndolod.info/FAQ#DynDOLOD-requires-SKSE The check uses a SKSE papyrus function which returns its version. Also check papyrus log for errors.
  14. No logs. No load order. No mention what DLL. Zero information. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum
  15. https://dyndolod.info/Help/Clean-Save The clean procedure only needs to be done if generating new DynDOLOD output from scratch ... There is no need for a clean save when updating existing DynDOLOD plugins and/or Occlusion.esp.
  16. There are no warning or error messages that match the list of messages that trigger the Summary to be created. Not getting a Summary at the end is the expected behavior when modding properly and only using well made mods with the large reference bugs workarounds. https://dyndolod.info/Messages For certain warning and error messages DynDOLOD and TexGen create a summary of messages and opens it in the default web browser. https://dyndolod.info/Help/Summary-Of-Messages DynDOLOD and TexGen create a summary of some similar warning and error messages for easier review and better understanding. Is there a reason you are generating the terrain heightmap textures? Is there mod that uses them?
  17. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs In case of CTD in the game, upload the entire crash log from .NET Script Framework or Crash Logger. Also see ..DynDOLOD\Docs\DynDOLOD-README.txt. Remove trainwreck and install crash logger for proper crash logs. Actually checking the available crash log reveals: Occlusion.esp is not even mentioned in that crash log. All it contains is world and cell records with updated occlusion data, which can not cause crashes by itself. Looking for names of functions shows: BGSSaveFormBuffer Win32FileType TESLevItem BGSSaveLoadManager https://dyndolod.info/Official-DynDOLOD-Support-Forum#post-Logs#Check-the-FAQ https://dyndolod.info/FAQ#ILS-or-CTD If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.toml. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim. Install a crash logger and troubleshoot the real cause of crashes as explained in the ..DynDOLOD\Docs\DynDOLOD-README.txt.
  18. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. No copy/pasted command line arguments or a screenshot showing the entry in the Vortex settings has been provided. The reason why TexGen works is that the command line arguments were entered correctly. The reason that DynDOLOD does not work is most likely because the command line arguments have not been entered correctly. xEdit (and thus xLODGen, TexGen and DynDOLOD) only looks for the Steam registry key, hence why the explanations to add the 3 command line arguments exist. Read https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG.
  19. https://dyndolod.info/FAQ#Something-does-not-have-LOD For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation. If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Mod-Authors Based on the screenshots, mesh mask rules like this will instruct to use the full model for LOD similar to the Hearthfires objects: Mesh mask: smdfwalsol01.nif LOD4 and LOD8: Full LOD16 and LOD32: None Grid: FarFull Reference: Unchanged Repeat for any other full model that does not have LOD. The window seems to have transparent glass, so a rule for it should set all 4 static LOD to None: Mesh mask: glasspanelg_noedge.nif LOD4, LOD8 LOD16 and LOD32: None Grid: FarFull Reference: Unchanged
  20. Who waited for what? Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts. Read 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. ... See Skyrim Special Edition GOG / Skyrim Anniversary Edition GOG in case the GOG version of the game is used. ... Read https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG how to properly start the tools with the appropriate command line arguments: Use the -m, -p and -d command line arguments to set the INI, plugins.txt and Data paths when starting the tools. For example: -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"
  21. That will be fixed in the next alpha version.
  22. Don't worry about it. Is raising iMaxDesired not helping at all? Only disabling the (animated) fogs?
  23. Change the mesh mask rule Reference setting to "Original" to see if the issue also happens without the references being replaced. If that is the case, search https://www.nexusmods.com/skyrimspecialedition/mods/37085?tab=posts for discussions about iMaxDesired. https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/Particles You can change the setting also in the game with setini "iMaxDesires:Particles" x For the vanilla fires DynDOLOD Resources includes dynamic LOD models with removed/reduced particle counts. Using lots of full models that are not optimized in that regard for LOD might be the problem. For vanilla meshes, the flames are usually not particles either.
  24. Did you maybe change the full model with NifSkope or CAO? If so upload it. Otherwise doublecheck the source it came from. Provide xEdit screenshot(s) of base record 22014813 that is used by the reference in the first screenshot.
  25. 22014813 is the base record reported in the first screenshot. Report with version of Embers XD you have installed. Version 3.0.3 does not contain a giantcampfire01burning.nif with a CRC of 61BB8719 as reported in DynDOLOD_SSE_Object_Report.txt
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.