Jump to content

sheson

Mod Author
  • Posts

    13,181
  • Joined

  • Last visited

  • Days Won

    431

Everything posted by sheson

  1. See https://dyndolod.info/Messages/Large-References-Found-In-Non-Master-Plugin Large reference data defined in non master flagged plugins (ESM) is not used by the game. The data can be removed from the worldspace record. https://dyndolod.info/Messages/Duplicate-Reference A duplicate reference adds the same model at the same position, rotation and scale as another reference. LOD is only generated for the first encountered reference. In case of mods, the mod author should remove the duplicated references. https://dyndolod.info/Messages/File-Not-Found-Scripts The script can not be found. The plugin/mod missing the script is most likely not going to work as intended. The issues above do not cause CTD in the game. https://dyndolod.info/Messages/Deleted-Reference The mentioned plugin(s) needs to be cleaned. Typically, if a deleted reference causes a crash in the game, the reference and its form ID is mentioned in the crash log. Get the latest version of DynDOLOD DLL NG and Scripts 3 Alpha 26. The last crash log without the DynDOLOD game plugins in the load order shows there might be a problem with NGIO-NG.DLL. Disable it for a test and if that makes a difference, consider reporting the crash to its author.
  2. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. What rudimentary troubleshooting have you done, which makes you believe this crash has something to do with the DynDOLOD output? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting The crash lists 0x000BB8C2 which uses Landscape\Rocks\WetRocks\RockM02Wet.nif might be involved in the issue. Check in MO2 (enable archive parsing) right window data tab if a mod replaces that NIF. If that is the case test with the vanilla version.
  3. Read the actual log message and use the 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 The log shows this message has been shown to you, which states the problem and its solution: Error: Found DVLaSS Skyrim Underside.esp. DynDOLOD replaces it. Remove it permanently from the from load order. Click the help link to open further instructions: Click on this link for additional explanations and help for this message https://dyndolod.info/Help/Terrain-Underside Disable any plugins or mods that contain an underside mesh like DVLaSS Skyrim Underside, which was made by extracting this automatic generation from DynDOLOD into a mod. In case you did that and uploaded old logs because DynDOLOD was terminated before it could write current logs, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable real time logging. Also check the Windows Event log.
  4. 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. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots, which has a link to https://savelocation.net/skyrim which explains how to take screenshots instead of taking photos of your monitor. As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting, test if the same visual issues happen without DynDOLOD output in the load order. If they do not happen without DynDOLOD output in the load order, then generate a new LOD patch from scratch for the entire load order.
  5. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log when making posts. Also upload ..\Skyrim\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make a useful screenshot with more informative console of the full model and a screenshot of the LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots 3D tree LOD models are supposed to match the full model. Especially the 3D tree LOD models included with DynDOLOD Resources for the vanilla trees. By default waterfalls are animated for the Far Grid distance of 21 cells. How to address an issue, depends on the actual problem, so you need to report those properly first.
  6. This should be fixed in DynDOLOD DLL NG and Scripts 3 Alpha-26
  7. The SSELODGen_log.txt shows only one error message. The bugreport.txt shows an out of memory error. Use the x64 version. "Nothing worked" does not tell us anything. Instead list what was tried and how it failed. There is not much a program can do if the OS reports an unspecified error. It seems this error means Wine has some kind of problem to read or write to the disk. Make sure the system is stable. Make sure nothing interferes with file access. If the used disk(s) are using NTFS, use different ones that use a native Linux file system. At least the temp and output directories, for example -t:"z:\home\[USER]\xLODGen_Temp\" -o:"z:\home\[USER]\xLODGen_Output\" If you use MO2, test without it. A workaround might be to use 888 texture format and compress textures afterwards.
  8. Is the third screenshot really showing the LOD area or the placed references? Toggle LOD off/on with tll in console. Everything that remains is not LOD but placed references. If you go close and it is the placed references, open console and click a tree that is not the correct version for the season and make a screenshot of that with more informative console information. Upload textures\terrain\lodgen\blubbos_riverwood_2023.esp\blubbo_aldervar_01_0000aa23.dds Upload textures\terrain\lodgen\blubbos_cities_seasonsofskyrim.esp\blubbo_aldervar_01_win_00000863.dds Upload ..\SKSE\Plugins\po3_SeasonsOfSkyrim.ini from Seasons of Skyrim Upload ..\seasons\*.ini from the DynDOLOD output folder.
  9. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make a useful screenshot with more informative console of a full model tree as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
  10. The DynDOLOD 3 Alpha test exists so users can find and report bugs. If you have issues, post the crash log and the DynDOLOD log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.
  11. That is great. I added a rule that prevents the creation of the NIF, which shouldn't happen in the first place. It should not been created in the first place, so taht will be properly addressed in the next alpha version.
  12. Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_low.ini Then generate LOD again from scratch. If you use the advanced options, make sure to click 'low' top right to load the update rules. Let me know if that changes anything.
  13. Mesh rules do not affect which textures are used. The LOD models is just badly/archaic set up the way it references just some more or less random wall texture from the rendered object LOD texture. Use this whouterwallstatue01_lod_0.nif instead, which will be included in the next DynDOLOD Resources version. It uses the full texture and thus should work with texture replacer and texture sets without having to do anything.
  14. You can set or unset the No_Fade flag as you see fit. Post a before/after screenshot. Does the coloring/brightness still match at further distances? whouterwallstatue01_lod_0.nif
  15. Check in xEdit if any plugin is overwriting the base record with the form id 0010CAC1 in Skyrim.esm. The name of the last plugin to the very right. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
  16. Not sure what "full 3D" is supposed to mean. If you change waterfalls full models, then different LOD models are being used. Full model waterfalls sometimes use "decals" for the foam, so it always renders in front of the waterfall body mesh. If the no fade flag is set, it means the decals never fade (disappear the further away you are). It means, the decal will always render an be drawn in front of everything in the area, including terrain, mountains rocks etc. that enclose the waterfall.
  17. "Water1024RiverFlowSE_DynDOLOD_BASE" looks like an editor ID of base record, like you looked up xx00DEFA? Look up the references, like the from IDs xx0821DF, xx082251, xx082308 for example. They use that base record, but will have a different Editor ID, but they probably all mention the same plugin as source.
  18. An error messages means, that there is an error and that something is not as it should be. Make sure to keep the papyrus scripts from DynDOLOD DLL NG and Scripts Alpha 24 and that they overwrite DynDOLOD Resources. Only replace the the DynDOLOD.DLL and the PDB from DynDOLOD DLL NG with the ones from the test version archive., If there is still an error message, upload the DynDOLOD.log and the papyrus script logs. The debug log seems stop after Background Loader: finished, so it does even show if DynDOLOD started or any information from the last generation. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs, which DynDOLOD log to also upload and the explanations how the debug log is replaced every session, while the normal log is appended to.
  19. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Also upload the DynDOLOD.log created by DynDOLOD.DLL NG as explained in https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots What is the problem downloading different versions of DynDOLOD DLL NG from https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements? Does this happen with a new game? Does it happen with this test version? https://mega.nz/file/1d42ybaJ#7wP8O_5MFg_J_h8VrJcva5ohz8ZB3aYMROI-6Vsg-Wk
  20. 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.
  21. As explained https://dyndolod.info/Generation-Instructions, the correct approach is to finalize the load order before generating LOD and to not temporality disable anything. The patch plugins generated by DynDOLOD are made by copying the winning records for the plugins at the generation time. You may need to overwrite generated output. See https://dyndolod.info/Mods/Maps-And-Map-Mods for more detail. This is probably unrelated to the crash. This will probably be it. That will be the placeable water causing an issue. It shouldn't exist though. It should be using water1024_dyndolod_lod.nif instead. I am not sure the DynDOLOD log and debug are from the same generation as the papyrus log as I can not seem to find the mentioned form IDs, so do this: Load the DynDOLOD plugins into xEdit and look up one of the mentioned references like xx082251 in DynDOLOD.esp The first two digits xx are the load order ID of the DynDOLOD.esp, so substitute those with the one show in front of the DynDOLOD.esp in the left tree view. Enter the entire form ID into the field top left and hit Enter. Let me know the EDID - Editor ID of the reference shown in the right window.
  22. Read the first posts and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. The log you uploaded just shows DynDOLOD being started and closed though. Make screenshots in broad daylight as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots This looks like you have installed A Clear Map of Skyrim and Other Worlds with the option to use object LOD Level 32 for map without generating it according to its instructions. For now I suggest to simply set uLockedObjectMapLOD=16 in its A Clear Map of Skyrim.ini for a test or quick fix. In case of such large output, do not use the automatic zip option, Just save and exit and copy or move files to the mod folder.
  23. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. You can mark, copy and paste the current messages log with the windows standard key combinations. If the tool is still running, check memory usage and maybe close other programs. Otherwise there is nothing you can do but wait or shut it down. If you have an AMD graphics card terminate all its crapware that was installed with its driver or uninstall it and install the driver only. https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
  24. Backup ..\skse\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt from the DynDOLOD output. Edit it in notepad and find the section [Resets] near the bottom. Remove all its entries and test if it makes a difference. If not, find [Markers] in the middle and test if removing all its entries makes a difference. If not, find [Objects] at top and test if removing all its entries makes a difference. If removing all of the entries for a section made a difference, use binary search to narrow it down to a single line. Binary search means to make a backup, remove half the entries, test if the problem is still there. If not restore backup and remove the other half. If the problem still exists repeat until you are down to a single or a couple entries left that are required to cause the problem. If removing entries makes no difference at all, let me know.
  25. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make a useful screenshot with more informative console of a full model of a tree in the Tamriel worldspace that has wrong LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
×
×
  • Create New...

Important Information

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