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sheson

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Everything posted by sheson

  1. See https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory
  2. 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\. See Updating how to update existing installation and save games. Follow https://dyndolod.info/Updating#New-DynDOLOD-Version to rename the old installation folder first, then generate from scratch instead of trying to update existing DynDOLOD output: If updating of the TexGen output or DynDOLOD output is desired for a new DynDOLOD version, typically generate and update from scratch: Remove or backup old TexGen output, old DynDOLOD output Run TexGen and install its output as explained on the generation instructions. Run DynDOLOD and install its output as explained on the generation instructions. In case any of the updating instructions below are unsuccessful, also generate from scratch. This can cause CTD in the game and would be one of the things to fix when error checking the load order with xEdit: <Warning: Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP Errors Fix.esp [REFR:66015749] (places NULL - Null Reference [00000000] in GRUP Cell Temporary Children of BleakwindBasinExterior01 [CELL:000099A2] (in Tamriel "Skyrim" [WRLD:0000003C] at 0,0))> If problem persist with new and clean installation and generating new output from scratch, upload new DynDOLOD log and debug log and bugreport.txt if it exists.
  3. 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. Always upload the entire log, do not trim or post only a few lines. https://dyndolod.info/Generation-Instructions#Prerequisites Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. ... Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD. Generated DynDOLOD patch plugins should be required by other plugins other than Occlusion.esp. The DynDOLOD LOD patch should never be patched itself. Something is going or done wrong if this happens. The crash log shows Light: 0 Regular: 0 Total: 0 The game can not work work without any game plugin like Skyim.esm etc. This might be missing master or not having BEES installed.
  4. https://dyndolod.info/Help/xLODGen Terrain LOD is generated from the data found in the game plugins. For memory and performance reasons Bethesda removed landscape information from the Skyim.esm which were restored from the vanilla terrain LOD meshes in the xLODGen Resource mods below. ... Remove or disable the plugin after terrain LOD generation. No harm done if loaded in-game. Typically the player can not get close to these areas. There are no effects outside the far away added cells. https://dyndolod.info/Help/TexGen TexGen generates textures from full textures. For rendered textures and LOD billboards it uses full models or special models. TexGen does not care about terrain LOD meshes or textures or grass cache files. The plugin is irrelevant for TexGen. The archive/mod only contains the game plugin and nothing else. Disabling/removing the mod or just the plugin all has the same effect.
  5. Thanks for the info. Get latest Alpha version, which should hopefully work now.
  6. https://github.com/SaneEngineer/No-Grass-In-Objects-NG/issues/20#issuecomment-2078555904 DynDOLOD DLL NG Alpha-23 was just released today, and I tried that with NGIO-NG-1.0.12-1.6.640 and it ran normal https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message without making assumptions or asking leading questions. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs In case of CTD in the game, upload the crash log from .NET Script Framework or Crash Logger.
  7. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. As explained at https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting, also upload the DynDOLOD.log from the Documents ... SKSE folder. It might be possible this happens because of something modifying how fast travel, loading worldspaces or events work in the engine. If you know how to replicate it, edit DynDOLOD output ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt with notepad and change debug=true and add a new line debuglevel=5 underneath it. Then start the game and do whatever is required for settings to be zero. Then upload DynDOLOD.log from the Documents ... SKSE folder.
  8. Also upload the DynDOLOD.log as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting Doublecheck the game data path C:\Games\Enderal Special Edition GOG\Data\ used by DynDOLOD is the same one that is also used by MO2. In MO2, right Window Data tab, enter "DynDOLOD" without the double quotes into bottom Filer field. Unfold the [+] Scripts Folder. Make sure to enable the Name, Mod, Type, Size and Data columns. There should be 10 SHESON_DynDOLOD_*.pex scripts. Three from DynDOLOD Resources SE and seven from DynDOLOD DLL NG. Upload a screenshot of that.
  9. Moved to the DynDOLOD DLL thread. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log to also upload in addition to the debug log. Also upload the papyrus log. Also upload the DynDOLOD.log as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting The message means, that the papyrus scripts included in DynDOLOD DLL NG are being overwritten by the papyrus scripts from 1 - DynDOLOD DLL SE - Scripts from DynDOLOD DLL SE. If the intention is to use use DynDOLOD DLL NG, remove the 1 - DynDOLOD DLL SE - Scripts and make sure that nothing overwrites anything from DynDOLOD DLL NG.
  10. No assets whatsoever need to be unpacked from any BSA or BA2. xEdit, xLODGen etc. support reading from archive files. Check the log that all required and desired archives are being loaded. If editing a post, it is common sense to add the actual answer/solution instead of just "never mind".
  11. SSELODGen output is irrelevant for TexGen. Check the Windows Event log for related messages and post it if you find something.
  12. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug logs to post when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots. 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. Also see Don't ask to ask, just ask and How do I ask a good question? Try not to make posts that only promise more information, logs etc. in the future. If it takes time to first gather information, logs etc. it is fine to just take it and then post when ready. Disabling something is typically a troubleshooting step and not a fix, especially when trying to circumvent errors or problems. Research the issue and report problems to the official DynDOLOD support forum, so they can be properly troubleshooted and fixed, whatever their reasons are. DynDOLOD and consequently DynDOLOD DLL NG or its former alternatives do not directly affect full terrain or terrain LOD meshes or textures. See https://dyndolod.info/Help/DynDOLOD-DLL: The DynDOLOD DLL NG and Scripts for Skyrim SE, Skyrim AE, Enderal SE, Skyrim VR and Enderal VR controls dynamic LOD via native code instead of papyrus scripts and also fixes several LOD related bugs, like object LOD not unloading after fast travel, tree LOD missing after fast travel and large reference bugs. DynDOLOD is a tool to generate a tree and object LOD patch based on the the current load order and the user choices. If the terrain in the active cells or the terrain LOD in the distance looks worse than vanilla, then it most likely has nothing to do with using DynDOLOD DLL NG, DynDOLOD DLL SE or PapyrusUtil.
  13. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs ..\DynDOLOD\bugreport.txt - if it exists If there are no logs or debug logs because the tool is being terminated prematurely, check the Windows Event log for related messages. Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Then execute the tool again to generate the real-time debug log in the Logs folder in real time and upload that. While the DynDOLOD Resources are irrelevant for TexGen, see https://dyndolod.info/Help/DynDOLOD-Resources Typically DynDOLOD Resources LOD assets should overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. Also see https://dyndolod.info/Help/Load-Overwrite-Orders DynDOLOD DLL NG (or its former alternatives) are irrelevant for TexGen. https://en.wikipedia.org/wiki/Booting
  14. Do you have any BA2 archives associated with the bashed patch? Does it contain any meshes or textures conflicting with the meshes and textures generated with xLODGen? If there are no conflicts, then the order between the two is irrelevant. Generated LOD meshes and textures typically overwrite everything, unless otherwise specified by a mod/tool.
  15. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The error message means that dynamic LOD is not working. If generating output with IgnoreLargeReferences=1, it currently can not be used with DynDOLOD DLL NG. Replace it with DynDOLOD DLL VR instead. Next Alpha version will automatically set IgnoreLargeReferences=0 if DynDOLOD DLL NG is installed.
  16. Automatically generated patch plugins should usually always load after the plugins that were present when the patch was generated,
  17. See https://dyndolod.info/How-LOD-Works Terrain LOD is separated into 4 LOD levels while object LOD is separated 3 LOD levels respectively. The LOD levels are named 4, 8, 16, 32 based on the number of cells for the edge length. For example LOD Level 4 covers 4x4 cells, LOD Level 8 covers 8x8 cells etc. Also see https://dyndolod.info/Help/Terrain-LOD-and-Water-LOD Instead of setting high values for texture resolutions for LOD level 16 and 32, read what I already linked. For example, https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Textures suggests: Typically set Size to 256, 512 or 1024 for LOD4. Typically set Size to 512 or 1024 for LOD8. Typically set Size to 512 or 1024 for LOD16. Typically set Size to 512 or 1024 for LOD32. Use lower resolutions if video memory or performance is of concern. Typically lower the higher / further away LOD levels first if necessary. Remember LOD32 is also used for the map.
  18. You are the only one that can determine which settings are the "best" for your PC specs, used mods and personal preference. Hover the mouse over settings for a quick hint. For explanations of LODGen terrain LOD settings, see Terrain-LOD-Readme.txt and https://dyndolod.info/Help/xLODGen See https://dyndolod.info/Help/TexGen for the explanations of the 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. HD Grass LOD billboards are for optional grass LOD generation. The option becomes available if grass models using ENB complex grass textures are found in the load order. See https://dyndolod.info/Help/Advanced-Mode for the explanations of the advanced DynDOLOD options. The Parent > child option copies references that have LOD from the parent worldspace to the child worldspaces. See Child/Parent Worldspace Copies for more. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
  19. This post does not make much sense. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum If you want to generate grass LOD, see https://dyndolod.info/Help/Grass-LOD. If you use ACMOS, follow its instructions. Also see https://dyndolod.info/Mods/Maps-And-Map-Mods
  20. This is the xLODGen support channel. I already provided a link to the relevant documentation of the mod manager that explains how to add tools. It also explains the Arguments field and shows it in a screenshot. I suggest to follow a modding guide. I do not provide generic modding help or support for mod managers. A Windows shortcut or bat file would work, too but is only really needed when modding manually or using a mod manager that does not allow adding executables like this.
  21. From the first post or the Readme.txt included in the download archive: Use command line arguments to set the paths to the INI folder, plugins.txt and the data folder if required. 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\" xLODGen is a tool mode of xEdit, so it is setup is the same way. Read the documentation of the mod manager to learn how to use it. https://github.com/ModOrganizer2/modorganizer/wiki/Executables-window.
  22. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugrport.txt (if it exists) to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs what to do in case there are no logs in the log folder to upload because the tool is being terminated prematurely. Do not post screenshots of messages, use the "Copy message to clipboard" link instead and paste the message, as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Click onto the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/Exceptions for further help as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages. See everything under "Access violation"
  23. 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.
  24. ENB can light distinctive types of full models (shaders) differently, while typically object LOD is treated the same regardless of what it depicts. The direction light is coming and its color affected how things look. https://dyndolod.info/Help/Grass-LOD#Settings In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times. https://dyndolod.info/How-LOD-Works LOD does not cast or receive shadows. This can be mitigated by the ENB distant shadow effect or Screen-Space Shadows. https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards
  25. Read the first post and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip large log files and upload them to a file service. See https://www.nexusmods.com/skyrimspecialedition/mods/62861 and https://dyndolod.info/Help/Seasons#Technical-Information For things to swap, you need to create an INI for a season that contains the swaps. The original record and the record that is being swapped to need to exist both in the load order before the LOD patch generation with DynDOLOD. The full model swap needs to work without DynDOLOD output in the load order. Do not use records or files that may or may not exist in the automatically generated LOD patch. Things are generated as required by the load order and settings only. There is no guarantee they will exist consistently, across versions. The editor is not stable either. Using/patching the LOD patch or relaying in its content for anything is not how any of this is supposed to work. xEdit, xLODGen, DynDOLOD etc. read assets from BSA, so they do not need to be unpacked.
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