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Everything posted by sheson
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How to Adjust the LODs for the Simply Dirt Roads Mod ?
sheson replied to Clemus's question in DynDOLOD & xLODGen Support
Since you modified the full meshes, the LOD models for roads do not match anymore. The LOD models included in DynDOLOD Resources only have the stone parts. So simply not generating any LOD for roads seems yo be the best solution in this case. Add a rule files that disables LOD for roads. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin Create a new file ..\Data\DynDOLOD\DynDOLOD_SSE_simpledirtesp.ini Edit it in notepad and add [Skyrim LODGen] LODGen1=\roads\,None,None,None,None,None,Unchanged,1 LODGen2=roadchunk,None,None,None,None,None,Unchanged,1 Ship the file with your mod or let me know if you want me to include it in the next alpha version. Let me know in case something does not work as expected or needs further clarification. In that case include DynDOLOD log and debug log as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and useful screenshots of full and LOD model as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots -
Moved to the DynDOLOD 3 Alpha thread. See 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. If there are no logs, because the program was/can not shut down properly, enable the realtime log as explained. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size Crapware installed with graphics drivers is known to prolong running times. Do a clean install of the latest recommended or official driver only. Do not install crapware shipping with the drivers or terminate it before running the tools. LODGenx64Win.exe itself does not use the graphics card. Also see https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory
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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. Click the link Click on this link for additional explanations and help for this message of the message as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Duplicate-Form-ID: A duplicate form ID in a plugin can be removed by loading and saving the plugin in Creation Kit. The error is reported by the xEdit background loader. The message states a fact. The load order ID the form ID will probably change depending on the load order of a master plugin. It is unclear what mod Hammets Dungeons and Patches.esp is from.
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The crash log shows [FE] DynDOLOD.esp That is one full plugin too many. https://dyndolod.info/Messages/Plugin-Limit Skyrim Special Edition, Skyrim Anniversary Edition and Enderal SE have a total limit of 254 (0x00 to 0xFD) full plugins (ESM + ESP) and 4096 light plugins (ESL), which use 0xFE as the load order form ID. Since Occlusion.esp only contains overwrites it is always flagged a light plugin by xLODGen/DynDOLOD. 0x00 to 0xFF is 256 plugin slots. 0x00 to 0x0FD is 254 slots 0xFE is the 255th slot 0xFF is the 256th slot. https://dyndolod.info/Messages/Plugin-Limit The game engine uses the first byte (the load order form ID) of the 4 byte form ID to determine the plugin load order. A byte goes from 0 to 256, 0x00 to 0xFF hexadecimal. The game uses the load order form ID 0xFF for save game and temporary data. Skyrim Special Edition, Skyrim Anniversary Edition and Enderal SE have a total limit of 254 (0x00 to 0xFD) full plugins (ESM + ESP) and 4096 light plugins (ESL), which use 0xFE as the load order form ID. Mod managers like MO2 (hover over the number of total active plugins top right on the Plugins tab) or Vortex (top right on the Plugins tab) can show the total number of ESM+ESP and ESL plugins. The sweet spot is 254 total full plugins. DynDOLOD.esm and DynDOLOD.esp require two slots, so 252 when starting DynDOLOD the first time to generate the plugins. Total full plugins means all ESM+ESP as explained. That includes all full game plugins, starting with Skyrim.esm at load order ID 0x00, Update.esm at 0x01 etc.
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https://dyndolod.info/Messages/Plugin-Limit Disable, merge or in case of Skyrim Special Edition convert full plugins to light plugins if possible to reduce the number of full plugins. The game will start with too many plugins without any error messages and it might even work for a while before crashing or exhibiting severe errors. The crash log shows that DynDOLOD.esp is still at 0xFE, which is reserved for light plugins. A record in DynDOLOD.esp is being replaced by a record from an other light plugin also loading at 0xFE, causing an unresolved form ID error in the game, which causes the reported CTD. Fix the load order having too many full plugins.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The papyrus log reports: DynDOLOD.esp not found or too high in the load order This message should have shown in the game, too. Make sure DynDOLOD.esp is at load order ID 0xFD or lower. Load order ID 0xFE is reserved for light plugins only. 0xFF is for save data. See https://dyndolod.info/Messages/Plugin-Limit Also sort DynDOLOD.esm to be the last master plugin to load just before the first non-ESM. Also sort Occlusion.esp to load after DynDOLOD.esp.
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
<Error: LODGenx64Win.exe failed to generate object LOD for DLC01FalmerValley. LODGenx64Win.exe returned C0000005. <Error: LODGenx64Win.exe failed to generate object LOD for ECSSShiveringIsles. LODGenx64Win.exe ended by user> <Error: LODGenx64Win.exe failed to generate object LOD for Sovngarde. LODGenx64Win.exe returned C0000005. <Error: LODGenx64Win.exe failed to generate object LOD for DLC01SoulCairn. LODGenx64Win.exe returned C0000005. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely. https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. Click those links and see their suggestion for the next time you run DynDOLOD. You can try to Execute LODGen again just for those worldspaces in expert mode to generate the object LOD meshes to replace the incomplete set in the output folder without having to do the entire process. See https://dyndolod.info/Help/Expert-Mode. After enabling the export mode with Expert=1 in F:\DynDoLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, select the 4 worldspace that had the errors and then click the Execute LODGen button and wait for all the spawn processes to finish. If execute all 4 at them time has errors again, so done by one. Once the object LOD meshes have been generated without errors, close DynDOLOD with Cancel or X top right. You can then should have properly generate output that can be used in the game. -
Creating passthru lod meshes automatically?
sheson replied to johnsmitherino's question in DynDOLOD & xLODGen Support
Questions about third party guides should be ask in the forum or forum section of the third party guide. See https://dyndolod.info/Help/3D-Tree-LOD-Model. There is no automated tool to separate shapes into different NIFs. Using the crowns from ridiculous detailed full models as is, typically means still way too complex 3D LOD models that will cause long generation time and GB of LOD meshes with high performance requirements. An actual optimized LOD models should be created with 3D editing tools. The 3D LOD model filename convention is always the same, regardless of seasons being used. -
It is a waste of time to generate object LOD and tree with xLODGen for Skyrim. Use DynDOLOD. Why are you generating the terrain height map? Did a mod come out hat uses it? https://dyndolod.info/Help/xLODGen#Generating-Terrain-LOD-Textures For all LOD4, LOD8, LOD16 and LOD32 set both Format drop-downs to BC7 Quick if available or DXT1 if not or in case video memory usage is of concern. Using BC7 Max will typically only make generation time take much longer without any visual improvement. MipMap should only be enabled for LOD4 and the Build diffuse. The game does not use mipmaps for higher LOD levels and never for terrain LOD normalmap textures. Generating MipMaps for higher LOD levels or the normal map texture is just wasting time and resources. Set a small resolution like 32 or 16 for both Default size drop-downs. If video memory is of concern set 4. This is to minimize textures for outer regions areas for which no terrain textures or normals are defined. The player can get near them and by default the map has a cloud cover for these areas.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload the papyrus logs as exaplained. Also upload the c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log as explained in https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting DynDOLOD DLL SE does not require PapyrusUtil. The DynDOLOD DLL SE together with the DynDOLOD DLL SE Scripts is a drop-in replacement that can be used instead of PapyrusUtil. The current version of the DynDOLOD DLL SE Scripts is 2.82.9. PapyrusUtil 4.6 is for runtime 1.6.1170. If you are using 1.6.640, then you obvious need to use Version 4.4 for SKSE 2.2.2+, Skyrim 1.6.640, & Address Library
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Use DynDOLOD DLL NG and Scripts Alpha 27 in the meantime. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements Reuploaded Alpha 28, hopefully now with correct runtime version.
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Moved to thread with the same problem. See above about BEES. 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. Also upload the DynDOLDO.log as explained https://dyndolod.info/Help/DynDOLOD-DLL#Troubleshooting Do not post screenshots of MO2, instead use https://modwat.ch/ if you believe that is the load order matters. The screenshot does not show the other 1400 plugins and 1600 mods.
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and bugreport.txt (if it exists) to upload when making posts. If there are no DynDOLOD log and debug log because the tool is terminated prematurely, enable the real time logging as explained and upload that. Also check the Windows Event log as explained. -
Large reference bugs workarounds requirements not met
sheson replied to RainingTacco's question in DynDOLOD & xLODGen Support
Moved to the appropriate thread for the message. Also see posts above. The DynDOLOD instructions tell you to clean plugins and link to the xEdit cleaning instructions. 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 large reference bugs workarounds. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds In case a deleted large reference is found and the log and the Large reference bugs workarounds requirements not met error message report Deleted references: yes, the message will contain a line that mentions the plugin that requires cleaning like this... The example message above reports that Update.esm contains at least one deleted reference. It needs to be cleaned with xEdit. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution. Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search -
Error reading grass [worldspace] [x,y] Unknown grass data file format
sheson replied to Nemo92's question in DynDOLOD & xLODGen Support
Yes you should keep the default setting GrassGID=cgid, since that is the file ending of the grass cache files NGIO generates. There is no reason to rename cgid files to gid now that NGIO is available for 1.6.x runtimes. -
No logs were provided. TexGen should not run more than a couple minutes on a normal setup.
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Error reading grass [worldspace] [x,y] Unknown grass data file format
sheson replied to Nemo92's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to log to also upload. The DynDOLOD_SSE.ini shows that you changed GrassGID=gid, which means you instruct DynDOLOD to read the *.gid files in the load order and not the *.cgid files. So, deleting or recreating *.cgid is not going to change anything. The reason it reports different cells/files is because the order of the files are being read is not guaranteed to be the same every time. of As explained in https://dyndolod.info/Messages/Exceptions#Error-reading-grass-worldspace-x-y, the vanilla *.gid files are of the wrong format and do not work. There should be no need to rename *.cgid to *.gid anymore or to set GrassGID=gid now that NGIO is available for newer runtime versions. Everything below has nothing to do with reading of grass cache files: There is no Skyrim runtime version 1.6.64, do you mean 1.6.640? The runtime version is only important to choose the correct version of DLL plugins. There is only one version of the DynDOLOD Standalone, as there is only one version xEdit/xLODGen. See https://dyndolod.info/Downloads and https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds There are two versions of DynDOLOD DLL NG and Scripts: DynDOLOD DLL NG 1.6.11xx and Scripts 3.00 for runtimes 1.6.1130 and newer/higher DynDOLOD DLL NG and Scripts 3.00 for all older/lower Skyrim VR 1.4.15 and Skyrim SE/AE 1.5.x and 1.6.x runtimes. So, if the runtime version is 1.6.640, it is lower than 1.6.11xx. You need to use DynDOLOD DLL NG and Scripts 3.00 - DynDOLOD.DLL NG plugin for Skyrim SE/AE 1.5.x/1.6.x (not 1.6.1130 and not 1.6.1170) and VR 1.4.15. Otherwise there should be an error message from SKSE when starting the game. -
No logs were provided. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts. It is not normal for Texconv needing hours to convert textures. You could test selecting the uncompressed formats R8B8G8 for Diffuse/Normal and A8R8G8B8 for Diffuse alpha/Normal specular and then convert them to BC7 afterwards.
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No logs and no screenshot of mesh mask settings were provided. Setting the 4 LOD Levels for object LOD to None disables the non animated static waterfalls being generated in static object LOD. If you do not get dynamic waterfalls when setting Grid to Near/Far/NeverFade LOD, then it might be because you did not keep VWD set or did not unset Dynamic or maybe you changed Reference from Unchanged to something else.
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No "newer" logs were provided. Either wait for Texconvx64.exe to finish or kill it to see if TexGenx64.exe continues with an error message. Checking to generate grass LOD billboards means, grass LOD billboards are being generated. It does not change stitched object LOD generation. Forcing normal grass LOD billboards instead of automatic HD billboards when complex full grass texture are installed does not affect stitched object LOD generation. It simply disables generating the HD grass LOD billboard. If anything, uncheck rendered Object LOD textures and Tree/Grass LOD Billboards to only generate Stitched Object LOD textures. Maybe make sure the output folder is empty and reboot to make sure anything blocking file access is reset.
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Correct, change Level0, Level1, Level 2 for LOD Level 4, 8 and 16 to None so disable static object LOD. Also uncheck the Dynamic checkbox.
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The debug log shows all those 4 setting to be their default false/0 setting. Double check for correct addition, no extra space etc. Upload the C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini if help is required. Have you checked the task manager for Texconvx64.exe processes that TexGenx64.exe might be waiting for? The game is installed into Programs Files (x86). Follow any modding guide that explains how to install the game outside of it to avoid issues with UAC, antivir, etc.
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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 to upload. In case the logs are not savedwhen the tool is closed because it is terminated prematurely, enable the real time log as explained and upload that. See all the answers for https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures "a few of the suggested command parameters for texgen ini" does not tell us which settings were actually set or if the settings were applied correctly. The debug or realtime log will show that and more.
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CTD with Dyndolod after moving for a while
sheson replied to Ollorin's question in DynDOLOD & xLODGen Support
It is great it is all working with the latest version. No need for any logs in that case. Also no need to do anything with the LOD patch, the DLL still works with the same data files and plugins. It is just code changes. -
Generating proper LOD for Northern Scenery - Whiterun's Tundra.
sheson replied to Heilingerkrest's question in DynDOLOD & xLODGen Support
What does "the result is not great" mean? Provide useful screenshots and logs. See https://dyndolod.info/DynDOLOD-Reference#6-Disable-neverfades. DynDOLOD converts neverfades since inception in 2014. Either create LOD models or use mesh mask / reference rules to use the full model for static object LOD or to leave the reference intact as is and not convert it. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Mod-Authors If help or tips are required with creating LOD models or rules to include with the mod (or have them be part of DynDOLOD Standalone/Resources, ask specific questions. In that case the logs and useful screenshots would be useful. In case you use vanilla models that do not have LOD models or you made "new" full models by combining vanilla models, I might be able to have a look and create those quickly myself and include them in next version of DynDOLOD Resources.

