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sheson

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Everything posted by sheson

  1. Moved to the thread for this error message. Read my answers above. 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\. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
  2. The Glow windows and the High checkboxes are their own discrete options that have nothing to do with mesh rules, loading mesh rule candles or rules for FX glow. Look at the advanced mode interface how these options are separated, hover the mouse to see hints and read the explanations that open when clicking the Help button: https://dyndolod.info/Help/Advanced-Mode Since Glow LOD windows are not the same as candles or FX glow, they all have their own checkboxes (hover for hints) and explanations. Click the Help button to open https://dyndolod.info/Help/Advanced-Mode and click also see https://dyndolod.info/Help/Glow-LOD. 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. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload instead of posting only parts of the logs or pieces of a single log line or messages. See https://dyndolod.info/Messages/File-Not-Found-Meshes. It also explains how to check if a mesh is required or not and gives hints how to fix the file not found error. Typically it is "better" to use the latest DynDOLOD 3 Alpha version, for current game and mod support and to help to improve and develop it quicker. The answer also depends on the user goals and what is installed.
  3. No SSELODGen_log.txt was provided. Disabling a plugin is a troubleshooting step. Checking the normal map texture generated for the area, we can see the problem: Most of the vertex normals for the cell are simply wrong. The vectors probably point wrong and/or do not have a length of 1. Unless the vertex height map changes, there should typically be no change to the vertex normals (maybe CK changes the vectors sometimes where the numbers are slightly different, but it should be like this). It is not clear to me why the patch contains the LAND record in the first place, as only Landscape Fixes For Grass Mods.esp contains it but Northern Roads.esp doesn't, so there is nothing to patch between the two. Maybe the patch was made for older versions of the mods. I would either remove the record from Landscape Fixes For Grass Mods.esp or drag and drop the vertex normals from the Landscape Fixes For Grass Mods.esp to Northern Roads - Landscape Fixes for Grass Mods patch.esp Same for cell -23 - 2 I suggest to report to the problem to the patch author.
  4. The error messages are all over the place, indicating memory issues. Double check BIOS (memory timings) and other hardware settings, overclocking etc. to make sure the system is stable. Also check memory usage via task manager while the tool is running if maybe the system runes out of memory. Let Windows handle page file/virtual memory etc.
  5. No SSELODGen_log.txt was provided. The Default sizes for diffuse/normal settings are irrelevant for the normal map texture. Both mods only seem to change textures and not contain a plugin that might be changing the LANDscape record. Check in xEdit if/which plugin is the last to overwrite the LAND record in those cells. If you require explanations how to do that, just ask.
  6. [12:39] Error while loading images from memory 000000018E141010 (11184976 Bytes) (file format: dds). Exception Message: Access violation at address 0000000000510A6A in module 'DynDOLODx64.exe'. Write of address 0000000000000000 while processing textures\architecture\riften\riftenstonewalledge01.dds The bugreport.txt and DynDOLOD log only contain one session with one access violation Is it always reporting the same texture? Can you do a quick test if it also happens without the crapware from AMD running? Close or terminate amdfendrsr.exe, amdow.exe, AMDRSServ.exe, AMDRSSrcExt.exe, atieclxx.exe, atiesrxx.exe, AUEPMaster.exe, AUEPDU.exe, cncmd.exe,PresentMon-x64.exe, RadeonSoftware.exe in task manager.
  7. The log clearly says you are using DynDOLOD 2.x The installed DynDOLOD Resources SE 3 can not be used with DynDOLOD 2.x The installed DynDOLOD Resources SE 3 are for DynDOLOD 3 Alpha. If you want to keep using DynDOLOD 2.x, you need to download/install DynDOLOD Resources SE 2.98 for it.
  8. https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-112-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=278942 Post the FNVLODGEn_log.txt. Either the LOD model uses a black texture or it has black vertex colors - which are only available and used if you installed LOD Fixes and Improvements - NVSE and unchecked No vertex colors. You either need to update/fix the LOD assets and/or check the No vertex colors checkbox.
  9. Upload the SSELODGen_log.txt Report if you checked "bake normal-maps" in addition to generating normal map terrain LOD textures. Check how the terrain looks in the fully loaded cells (the terrain that remains after toggling LOD off with tll in console). Toggle grass off with tg in console. Check in xEdit which plugin is the last to overwrite the LAND record in those cells. If the LAND records are still vanilla, then double check the used landscape diffuse / normal textures.
  10. 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 and debug log to upload when making posts. https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. If you do not see LOD meshes rapidly cycling through their LOD levels and still see LOD Level 4 meshes with grass LOD further away when using tfc, it probably means you have set the object LOD distance INI settings to insanely high values. See https://dyndolod.info/Help/Object-LOD#Settings and https://dyndolod.info/Help/Mod-Configuration-Menu#Settings to check/change the settings. You can also use the game launcher or BethINIs to set sane defaults.
  11. As the log messages state, The installed DynDOLOD Resources SE 3 is to be used with DynDOLOD 3 Standalone. They can not be used with DynDOLOD 2.97. The Gamer Poets video shows (and also has the link to it in the video description) to download DynODLOD 3 Alpha from https://www.nexusmods.com/skyrimspecialedition/mods/68518 See https://dyndolod.info/Downloads, https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions
  12. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. Do not post screenshots of the tools, unless it is about visual issues with the tools. Do not post screenshot of text/INI files. The above logs contains the settings from the INI files. The above logs contain the settings from the interface and the INIs. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text See 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. Also make sure to read https://dyndolod.info/Help/Grass-LOD#Updating, how to test different TexGen or brightness INI settings more quickly.
  13. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, click on "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Help/DynDOLOD-DLL for further help and explanations. https://dyndolod.info/Help/DynDOLOD-DLL The version of the runtime can be found by right clicking the executable (TESV.exe, SkyrimVR.exe, SkyrimSE.exe), Properties, Details tab and checking the entry for Product Version. In addition, the TexGen and DynDOLOD log will print log lines with version information for the runtime, SKSE, DynDOLOD DLL. Double check the reported version of the runtime. Double check the reported path to the runtime.
  14. You uploaded the TexGen log. I asked for the DynDOLOD debug log. Also, pay attention to 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. Also see https://dyndolod.info/Updating#New-DynDOLOD-Version Do not install newer versions over older versions.
  15. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload. See https://dyndolod.info/Messages/Exceptions#Access-violation What DynDOLOD scripts are you editing? You mean changing settings in the DynDOLOD INI file right? Pay attention to log messages, in particular the Error: Group "GRUP World Children of CombatMageElementalVOM_BossVuldurSpiritW "Fire/Frost/Shock Mage" [CLAS:FE66603C]" has not the same container as record "CombatMageElementalVOM_BossVuldurSpiritW "Fire/Frost/Shock Mage" [CLAS:FE66603C]" and the following Error: Ignoring Cell Synthesis.esp ... Check the plugin with the xEdit error check. If for some reason the error check does not report any error, check a couple cells in xEdit directly to see what's up. You probably need to redo the patch for the current load order. It seems something bad happened to it.
  16. Correct, DynDOLOD will not create the texture from the new full textures again if the file E:\Modding\DynDOLOD\DynDOLOD_Output\textures\dlc02\lod\seruinsfloor01lod.dds already exists. Something went wrong when it was generated the first time from textures\dlc01\architecture\snowelfruins\seruinsfloor01.dds
  17. Read the log messages. Post the text of the log instead of posting screenshots of it. The log shows this message: Skyrim.esm is from Skyrim Special Edition. Start in SSE or TESVR mode. You started DynDOLOD in the default game mode TES5 for Skyrim. You seem to have set the data folder to Skyrim Special Edition via a command line argument, instead of letting the tool discover the correct path via the Windows Registry entry. As explained in DynDOLOD_QuickStart.html By default the tools start in Skyrim mode, which is the same as adding the -tes5 command line parameter. Add -sse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim Special Edition mode. Use DynDOLOD 3 Alpha instead. DynDOLOD 2.x does not support the latest plugin version 1.71 of Skyrim Special Edition 1.6.1130 and newer. Use a legal game version.
  18. Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Use the "Copy message to clipboard" link and paste the text of messages instead of posting screenshots as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. Click the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/TexGen-Output for further help and explanations as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages https://dyndolod.info/Messages/TexGen-Output Found stitched object LOD textures from earlier TexGen generation TexGen checks if there is TexGen output already installed in the load order. It should be removed before generating stitched object LOD textures for the current load order. The message states a fact. Files that are created by TexGen have been found in the data folder. If you did not install TexGen output, then a mod includes it. In that case the mod author did not read how to properly create TexGen output to include with a mod.
  19. 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 and debug log to upload. In case of CTD in the game, upload the crash log from .NET Script Framework or Crash Logger. Also see ..DynDOLOD\Docs\DynDOLOD-README.txt. It is unlikely that the updated cell records in Occlusion.esp cause crashes. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If you suspect Occlusion.esp being a problem, then obviously test without it being active. See https://dyndolod.info/FAQ#ILS-or-CTD If you believe the LOD patch generated by DynDOLOD is involved in the crashes, then generate a new LOD patch from scratch for the current load order. See https://dyndolod.info/Updating Unless there is a problem with the terrain LOD meshes or textures from xLODGen, there is no reason to generate them again.
  20. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also enable and upload the papyrus log as explained. Upload the DynDOLOD.log as explained here https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting
  21. Use DynDOLOD DLL NG and Scripts https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Settings In case Ultra is checked to generate ultra tree LOD, the Large checkbox can be checked to make the full model trees large references - if they are added by ESM flagged plugins.
  22. If you have shadows extend so far that they cover full model trees while they switch between full and LOD model, then I suggest to use ENB distant shadows or Screen-Space Shadows so that LOD also has shadows. And/Or consider flagging trees as large references so the switch happens further away. Changing settings in TexGen is usually not going to affect any crowns of 3D tree LOD models, since they typically do not use textures generated/updated by TexGen. In particular, the crowns do not use rendered LOD billboards. As already explained, update/change the LOD assets. Typically darken the vertex colors of the crown in the 3D LOD model.
  23. If a specific LOD asset does not match the full assets, then the LOD assets need to be updated/changed. You are asking for a solution for a problem that should not really happen in the first place. To find the best/correct solution for a problem, it should be properly investigated first.
  24. That is great. Thanks for letting us know. The fix will be part of the next alpha release.
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