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sheson

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Everything posted by sheson

  1. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Ignore wrong 3rd party advice to temporarily disable plugins, mods, meshes or textures. Such advice is categorically wrong or outdated. In case of issues, solve the cause or use appropriate mesh mask rules or settings for desired results. One main purpose of LOD generation is to improve the performance (by reducing resource usage), which includes generating object LOD or dynamic LOD for lazily IsFullLOD flagged full models. If the replacement with automatically created (HD) tree LOD billboards has no good visual results, a proper 3D LOD assets should be created as is being practiced by or for most tree mods since years. https://dyndolod.info/Help/3D-Tree-LOD-Model It is also possible to use mesh mask rules to either use the full model for object LOD and/or dynamic LOD or to do nothing to a reference (keep things as they are). https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Mod authors can include proper LOD assets and/or mesh mask rules in their mod so things work automatically for users as intended and practiced since a decade https://dyndolod.info/Mod-Authors If help is needed with creating LOD assets or mesh mask rules to achieve the desired results, then provide a link to the mod and if possible useful screenshots as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots LOD assets and mesh mask rules can also be included with future releases of DynDOLOD.
  2. Read the actual error message and click on the "Click on this link for additional explanations and help for this message" as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages. That should open https://dyndolod.info/Help/Tree-Grass-LOD-Billboards, scroll down to "LOD Billboard(s) Not Found". Based on the logs I can see TexGen generated those billboards and it completed successfully. So, the TexGen output or parts of it are probably not installed (virtually) in the data folder C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\ that DynDOLOD looks at. The game is installed into C:\Program Files (x86)\ which can cause issue with UAC or antivir. Follow a modding guide, that explains how to install the game properly outside of C:\Program Files (x86)
  3. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload. Is it always reporting the same image textures\architecture\windhelm\whwindowmaps.dds? Memory does seem lowish at the time since there on seems to be 8GB main memory. Double check overall usage in task manager. Maybe one of the tips from https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory can help to reduce how much is used at the time.
  4. Read https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG Do not link to files or folders in mod manager profiles. Link to the files and folders used by the game. Make sure folders end in slash \. Make sure the paths to folders or files are enclosed in double quotes " Do not link to MO2 profile folders. Link to the actual paths or files the game uses. This works if the commands line arguments are set correctly. There is not need to set the save folder with -g for TexGen or DynDOLOD. If there are still problems, copy and paste the actual line from the arguments field in MO2 without editing it.
  5. Moved to the DynDOLOD DLL thread. Upload a crash log from Crash Logger. Upload c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log Use a file upload service or text sharing service as explained in my signature or at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Nothing from DynDOLOD needs to be installed while generating grass cache. I can generate grass cache with NGIO NG 1.0.11 and DynDOLOD DLLB NG 3.0.22.1130+ without issue. Are there any issues starting the game normally with DynDOLOD DLL NG and with or without DynDOLOD output?
  6. Thanks. Will be fixed in the next version of DynDOLOD Resources.
  7. Still not DynDOLOD log or debug, which are written, when you close DynDOLOD via clicking X top right. Only kill it via task manager if that closing does not work for a minute. In that case, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini with notepad and add RealTimeLog=1 under [DynDOLOD] at the top. Then start DynDOLOD. Once it shows the options window, check the ..\DynDOLOD\Logs\ folder that DynDOLOD_SSE_realtime_log.txt is being created. If that does not work, reboot and try again. If it still does not work, upload your version of DynDOLOD_SSE.ini. With the log we have a good chance to troubleshoot this more quickly. I assume high memory usage means that DynDOLODx64.exe shows high memory usage in task manager? Check if it has sub processes like LODGenx64.exe or Texconvx64.exe that might be using lots of memory.
  8. If you uploaded all logs from the ..\DynDOLOD\Logs\ folder, then I find it curious that there are no TexGen logs. Did you not run it? After setting RealTimeLog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI, you should see ..\DynDOLOD\Logs\DynDOLOD_SSE_realtime_log.txt appear shortly after the background loader finished, just before the wizard, advanced or expert options window shows. If it doesn't, you probably edited the wrong INI or the setting was not added correctly. Copy and paste it, make sure it is added under the [DyNDOLOD] section heading at the top.
  9. No logs have been provided. https://dyndolod.info/Help/Snow-Ash-LOD-Shader The HD shaders make use of the vertex color alpha value. It controls the intensity. A value of 0.0 is low while 1.0 is high. The vanilla game uses ~0.4 for light snow (object LOD meshes ending in *l.NIF) and ~0.5 for heavy snow (object LOD meshes ending in *h.NIF) . The first screenshot shows that the full models vertex color alpha channel does not have the expected values for the HD snow LOD shader. It probably sets 1.0. You would need to make actual LOD models that replace the vanilla LOD models including the ones with the l and h indicators. However, LOD models that have triangles sharing the same 3D space will flicker considerable for a brief second as usual. The second screenshot shows what rule defines: only have a LOD model in Level 32 and use NeverFadeFull in case the reference can not have object LOD. For a test set a rule for mountains with VWD, None to all object Levels, NeverFadeFull and Original. It may still work if setting Level 32 to something, but atm you might have to do a second generation to get the desired LOD Level 32 object LOD meshes for the map. Typically, not setting the VWD flag means a rule is not applied if a LOD model exists. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant
  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, debug log and bugreport.txt if it exists to upload.
  11. This should hopefully be fixed in DynDOLOD DLL NG and Scripts Alpha 22.
  12. @phpones @objir Test DynDOLOD DLL NG and Scripts Alpha-20. The game should not crash at startup anymore. Let me know in case there are still issues or other side unforeseen effects.
  13. No it does not apply to object or tree LOD. They use mipmaps for all texture types. Mipmaps are generated by default. Object LOD also does not use separate textures for different LOD levels, Tree LOD only has LOD level 4.
  14. The size of the LOD output is not a useful method to determine successful generating. As explained in the manual, the "completed successfully" log messages are, which both can be seen at the end of the TexGen and DynDOLOD logs. The screenshots seem to show stuck LOD. The LOD that is shown in the screenshots also uses vanilla LOD models and textures. https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. Also see Maps And Map Mods and Seasons if relevant. You did not generate LOD level 32 obj3ect, while having a clear map overhaul in the load order, which is mot likely the mod that sets uLockedObjectMapLOD=32 in its INI. None of the screenshots seem to show missing LOD. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots if you have a full model without LOD. Also see https://dyndolod.info/FAQ#Something-does-not-have-LOD 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. DynDOLOD has been installed into the MO2 folder which is D:\Aurora\. DynDOLOD is not part of MO2 and should not be installed into any of its folders.
  15. The crash log seem truncated, can you post the entire crash log that includes lists of all plugins etc.? Any difference if you also rename HookDamage.dll to AHookDamage.dll?
  16. Test and report what happens with no DynDOLOD.DLL and no DynDOLOD output in the load order and FloatingDamageV2.dll renamed to zFloatingDamageV2.dll Test and report what happens with DynDOLOD.DLL and DynDOLOD output in the load order and FloatingDamageV2.dll renamed to AFloatingDamageV2.dll
  17. Post the crash log so that we are able to investigate the cause of the crash. Also post the DynDOLOD log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs You can find download links for older versions at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements
  18. Post the crash log. You have a different runtime version. Users rarely have the same load orders. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload when making posts.
  19. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload when making posts. Does the crash still happen if you remove FloatingDamage as a test? Links to older versions can be found at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements
  20. 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 the papyrus log as explained. Also upload the c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing Obviously upload the crash log when having crashes. https://dyndolod.info Use the Latest Versions Participating in the alpha test requires to report any problems to the official DynDOLOD support forum. https://dyndolod.info/Official-DynDOLOD-Support-Forum: Report the actual problem or error message without making assumptions or asking leading questions. Do not make patches that require DynDOLOD plugins as a master. Create all required patches before generating LOD. Otherwise report the problem or technical issue that makes you believe you need to do this afterwards. Not using something is a troubleshooting step and not a fix. Report the problem so it can be fixed. Do not tell users not to use something as a fix. Tell users to report the actual issue so it can be fixed. This is the DynDOLOD 3 Alpha test to find and report bugs so they can be troubleshooted and fixed. If you are unable to meet the requirements, do not participate in the alpha test. The is just not very useful random ramblings if the actual reason for the crash "is unknown". We actually troubleshoot things here to find the actual causes of problems so we can understand and fix them. What object activator switching? What is using DynDOLOD as a master?
  21. Loading large load orders will require more memory than the x86 version might be able to use.
  22. The link lists bugreport.txt only Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log, debug log to also upload when making posts. If there are not such logs, then report that. Do not set -lodgen tool mode in the command line arguments. See https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG how to properly set the command line arguments for the Skyrim GOG version: Do not link to files or folders in mod manager profiles. Link to the files and folders used by the game. A properly setup and working mod manager updates the actual INI files in their default location also used by the game.
  23. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log, debug log and bugrport.txt if it exists to upload when making posts.
  24. There shouldn't be a problem loading the entire load into xEdit x64 version.
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