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Everything posted by sheson
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Moved to the appropriate thread for the error message. For futre reference, see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Use the Copy message to clipboard link to copy and paste the message text instead of making a screenshot as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text It seems in the current version of the mod edits were made to ShumerWorld.esm without updating ShumerNWa.esp accordingly. The author should be using xEdit error check to find and address unresolved form and probably unintended injected records issues in their mod. If you follow proper modding practice, then you will find such unresolved form ID errors with xEdit long before using DynDOLOD. If a mod full of errors causes you so much trouble you could just not use it, or help the author fixing these issues by reporting them or actively helping with the fixes if you know how. For most meshes, you can use the xEdit Asset Browers (CTRL+F3) to see which textures it uses without having to unpack and open the NIF in NifSkope.
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Randomizing the scale means the swap will be ignored as explained on https://dyndolod.info/Mods/Base-Object-Swapper. TexGen generates tree LOD billboards for the trees. 3D tree LOD models are included in DynDOLOD Resources SE. You might need to replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_mesh_crc32.txt from the upcoming alpha version for them to be used automatically.
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Test if using this version of the DLL makes any difference https://mega.nz/file/1d42ybaJ#7wP8O_5MFg_J_h8VrJcva5ohz8ZB3aYMROI-6Vsg-Wk If not, upload new version of DynDOLOD.log and try explain how to reproduce the crash.
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The crystals set a parallax shader and not a glow shader. Parallax shaders are not supported by LOD and thus converted to the default shader. You can try to rename files to *passthru_lod.nif so all their shaders are (mostly) kept as is but the outcome may not work or look satisfactory. Otherwise change the shader type to glow shader I suppose. If only a specific shape/shader in a NIF needs that while the other can be set to proper LOD settings, add PassThru to the shape name. I suggest to use LOD levels in the filename. Just the highest level they should appear in, which in case of small crystals should be Level 4 = *_lod_0.nif and in case of the tall mushrooms Level 8 = *_lod_1.nif and Map/Level 16 = _lod_2.nif. The big epic mushroom could use a version without CoreGlow:17 for the higher LOD Levels. I would probably even remove Core:Glow:16 for LOD Level 16 since it is unlikely to be seen from below and also remove the branches without heads in a 3D editor. This is in case it is used by a mod in bigger worldspaces. Just *_lod.nif means the model is applied to all 3 LOD levels and is almost as bad as mods duplicating the same NIF 3 times as _0, _1, _2. Maybe you planed that all along, just making sure.
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The delete ..\Meshes\DynDOLOD\lod\effects\fxwaterfallbodytall02_dyndolod_lod.nif and its renamed copy fxwaterfallbodytall02_1af8a0c0_dyndolod_lod.nif so it uses the one from DynDOLOD Resources again. No need to run DynDOLOD.
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You need to rename ..\Meshes\DynDOLOD\lod\effects\fxwaterfallbodytall02_dyndolod_lod.nif to fxwaterfallbodytall02_1af8a0c0_dyndolod_lod.nif ..\Meshes\lod\waterfalls\fxwaterfallbodytall02passthru_lod.nif to fxwaterfallbodytall02_1af8a0c0passthru_lod.nif and make sure they overwrite the ones in DynDOLOD Resources SE. Then "Execute LODGen" in expert mode for Tamriel to update the static object LOD meshes.
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Crash fron DynDOD "BGS water collision"
sheson replied to MonolithK's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The uploaded crash log seems truncated, the list of plugins appears incomplete. It also seems to have lost its formatting, try to keep that intact. By default DynDOLOD does not generate any LOD for the Bruma/Cyrodiil worldspace. The crash seems to be between the NPC and water. It may be not cell water. This overwrite of 0x14 by ccbgssse018-shadowrend.esl seems suspicious: Name: "Prisoner" FormID: 0x00000014 FormType: ActorCharacter (62) Object Reference: File: "ccbgssse018-shadowrend.esl" Modified by: Skyrim.esm -> ccbgssse018-shadowrend.esl DynDOLOD does not affect the NPC or cell water, or collision, but it might add references for water, however, typically the player can not reach (collide with ) those. However, we do not see any such references mentioned in the crash log. DynDOLOD does copy cell records from the winning plugin the time when it adds references in those cells. The crash log shows a couple of those records being last overwritten by Occlusion.esp, which also just copies cell records from the winning plugin and then updates TVDT data - which is unrelated to water and unproblematic in itself. The crash log shows that DynDOLOD.esp and Occlusion.esp are being overwritten by other plugins. Fix that mistake by first finalizing the load order and then generating LOD for it. Do not modify the load order after generating LOD. Try to reproduce the crash with the same load order that LOD was being generated for. If it still happens, disable only Occlusion.esp. If it still happens, disable only DynDOLOD.esp. If that makes a difference, see https://dyndolod.info/FAQ#ILS-or-CTD answer about reading the DynDOLOD-Readme.txt to check for assets via enabling debugging and checking the papyrus. Upload the papyrus log. Upload the DynDOLOD log and debug for that last generation. Upload the new crash log. -
Simplified, a *.bat is a text file with the line(s) you would enter on a windows command prompt. Something like this: "c:\Modding\xLODGen\xLODGenx64.exe" -sse -o:"c:\output\" -m:"c:\Users\Admin\OneDrive\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\Admin\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"G:\GOG Galaxy\Games\Skyrim Anniversary Edition\Data\"
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Upload the SSELODGen_log.txt. Copy and paste the actual command line being used and report into what program or whatever it is being entered and how xLODGen is actually started. From the first post or the Readme.txt included in the download archive. Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse If a tool does not seem to use the command line arguments, it's is either because they are not passed to the tool or they are set incorrectly. OneDrive maybe interfering. How did you set up xEdit? Same thing.
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Thanks. Let me know if DynDOLOD DLL NG Alpha-24 fixes this.
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Instead of screenshotting text, copy and paste the text if possible, upload the entire log and debug log etc. The problem here is that MO2 is installed into E:\Purush\ and that despite the installation instructions being clear about not installing DynDOLOD into mod manager folder, it is being installed in to a subfolder of MO2. That is why you see the message about the output folder being not allowed, but the tool not having a choice to use its default output folder in its own subfolder. In any case, if you click the "Execute xLODGen" button, then the only thing that is being generated is BTO object LOD meshes to the meshes\terrain\.. folder. As I wrote, once that completes, close DynDOLOD via the Cancel button or the X top right. Doing so will not generate any plugins, SKSE folder or textures. If you got any of those, you did something else in addition to clicking "Execute LODGen". I suggest to delete testoutput. Then start DynDOLOD in expert mode, make sure the the new output folder is empty. Select desired worldspaces and seasons, click the Execute LODGen button., wait for all spawned LODGen processes/command prompt windows to finish and then click the Cancel button or the X top right to close DynDOLOD. Then you should only have the meshes folder in the new output folder. Merge it with the existing output, overwrite all already existing BTO files with the new ones. Install result as a mod.
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How to make DynDOLOD work with Azura statue replacer?
sheson replied to Grajowiec's question in DynDOLOD & xLODGen Support
"maxdistance" is not a valid value for fBlockMaximumDistance. It requires a floating point number to be set. In case of invalid settings it will most likely revert to some internal default number. See https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/TerrainManager#fBlockMaximumDistance Did you generate terrain LOD with xLODGen? Was one of the restored terrain plugins like SSE-Terrain-Tamriel-Extend.esm installed? https://dyndolod.info/Help/xLODGen#Requirements -
But it still seems to use that path and it is the same the first session was generated to? Are there any other files in that folder other than the DyDOLOD.esm, DynDOLOD.esp, Occlusion.esp and the meshes, skse and texture folders?
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The settings of modding guide like STEP typically apply to their specific list of used mods. If you check the folder size of the different worldspaces, I would expect it to show that the largest chunk by far is usually the Tamriel worldspace. You can check how long object LOD generation time with LODGen took by checking the logfiles - if it was successful. You uploaded LODGen_SSE_Tamriel_SPR_log.txt, which took 01:47:22. I would expect LODGen_SSE_Tamriel_log.txt took the longest. I would be somewhat curious if that is the case here. What does not being allowed mean? What is the problem or error message? You can simply copy or move the generated LOD meshes after geenration, where you need them to be, e.g. the MO2 mod folder where you already installed the output form the generation where the two LODGen processes failed. Just overwrite the existing *.BTO files.
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As explained, clicking the Execute LODGen button starts LODGen.exe processes for the selected worldspaces and seasons by reusing existing export files. Wait for them to finish before closing DynDOLOD with the Cancel button or the X top right. Manually copy the generated files wherever you want them, overwriting the existing old and incomplete output.
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Speechless at 424GB. That probably means more than 100GB for the default season. That is probably the result of full models used for LOD and/or insane settings for lots of full grass. How is the game performing after doing something like this? LODGen generates object LOD meshes. Executing LODGen will overwrite the existing ones of the selected worldspace and seasons in generates. That is actually what you want.
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If should be obvious there is something going wrong and nobody should wait 16 hours. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size, though I have a feeling it is high memory usage https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end? See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation. https://dyndolod.info/Help/Expert-Mode#Execute-LODGen The button Execute LODGen starts LODGen for the selected worldspaces again that already have existing object LOD data exported by DynDOLOD in the last LOD generation processes. Start experts mode, select desired worldspaces and seasons and click Execute LODGen.
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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 how to make useful screenshots with more informative console of the full models that are missing with the output enabled. Read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing which papyrus log and DynDOLOD.log (after enabling debug) to also upload. Just a heads up that I have no missing windmill fans using DynDOLOD DLL NG any version... Report any main menu altering mods and how you start a new game.
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You uploaded a crash log that does not contain any DynDOLOD plugins, so excuse my confusion. Upload the DynDOLOD log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Edit ..\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt with notepad and change to debug=true and under it add a new line debuglevel=2 Reproduce the crash. Upload the crash log and c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log
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How to make DynDOLOD work with Azura statue replacer?
sheson replied to Grajowiec's question in DynDOLOD & xLODGen Support
Got the log OK now. Thanks. Object LOD has 3 LOD levels in the game world and 3 distance settings https://dyndolod.info/Help/Object-LOD#Settings The fBlockMaximumDistance is the one of interest. Beyond that the game just shows terrain LOD. Increase it to show object LOD further away. As mentioned earlier, the current settings can be checked in the DynDOLOD SkyUI MCM - Settings page https://dyndolod.info/Help/Mod-Configuration-Menu#Settings Mods like VR FPS Stabilizer can change them on the fly. -
If you have crashes without DynDOLOD installed, fix those first. Only generate LOD output once those are solved and the load order is finalized and working. I can not help with crashes that already happen before generating DynDOLOD.
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How to make DynDOLOD work with Azura statue replacer?
sheson replied to Grajowiec's question in DynDOLOD & xLODGen Support
The google link for the debug log wants me to login. I know from the other post you now have a solution that works for you, however we never actually followed through investigating the actual reason for the statue, college or mountains to not show at a certain distance or from a certain location. For example, I asked to double check the object LOD distances in the DynDOLOD SkyUI - MCM and to test without Occlusion.esp in the load order etc. For future reference, it is better to first find out the actual reason for something, so it can be fixed properly instead of making workarounds like setting full models to show in the LOD area. That should not be needed under normal circumstance and costs more performance. These references typically do not show on the map. It is also possible that the issue is caused by a problem or bug somewhere that ought to be fixed properly for everybody. In case there is an issue in the future, just report it verbatim and follow through with requested information and the suggested troubleshooting steps. You do need to find a workaround for something that should not require a workaround to begin with. The statue, college and mountains should just show as is. -
If there is an actual issue behind these questions, then report it. Form IDs are not the same when generating from scratch. That is why the clean save instructions exists since epoch. Following this procedure is not a problem with plugins generated by DynDOLOD. The remaining orphaned scripts are reused by the new LOD patch generated from scratch without a problem. Updating only adds new records, it does not remove records and does not change the form IDs of existing records.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload. Replace trainwreck with crash logger and post its crash logs https://www.nexusmods.com/skyrimspecialedition/mods/59818 I assume The disabling did not fix the issue refers to Disabling "large references child worlds" which means it did not change anything after more testing. Make sure to use the latest version of everything.
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