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sheson

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Everything posted by sheson

  1. The debug log seems to be from another generation session than the DynDOLOD log and the object report. What mod are SoS_Seasonspatch_Solitude.esp and SoS_Seasons - Vigilant.esp from? The debug log shows a couple duplicate EditorIDs which should be unique in the load order and can screw with swapping based on EditorIDs Duplicate editor ID SBluePalaceGateWinter in SoS_Seasons - Vigilant.esp SBluePalaceGateWinter [STAT:FE2A4802] and SoS_Seasonspatch_Solitude.esp SBluePalaceGateWinter [STAT:FE0F2812]> The object report shows that SBluePalaceGateWinter from SoS_Seasonspatch_Solitude.esp xxyyy812 uses the full model meshes\architecture\solitude\sbluepalacegate.nif for LOD which is most likely not what you want.
  2. 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 majking posts. The screenshot does not show a form id, so it unclear what record this is exactly. The screenshot does not show the header of the record. It most likely has the partial form flag set. It does not overwrite.
  3. There are no LOD models in DynDOLOD Resources using slod04AUT.dds, slod04WIN.dds etc. Whatever mod contains the custom LOD models using those custom LOD textures should also include updated and appropriately named special models in the data folder of the mod for rendering those textures. https://dyndolod.info/Help/TexGen-Configuration#Rendered-Object-LOD-Textures For example, copy ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\lod\slod04.nif to ..\Data\DynDOLOD\Render\Skyrim\Objects\slod04AUT.nif and then edit the NIF in NifSkope to update the textures paths as needed. Mod authors can always contact me by any means in order to ask for help how to create proper LOD assets for their mods.
  4. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload when making posts. Am I correct to assume Dwarfsphere.esp is from Project AHO 2.0? Is Meshes\DwarfSphere\Main\Other\DwarfSphereShipStat.nif in the load order also the from the mod?
  5. Do not write messages into text files and then upload them as zip. Instead write the message directly into the text field of the forum. I edited your post an added the message. Read the instructions, for example: https://dyndolod.info/Generation-Instructions#Prerequisites Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean [..] Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD. Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, [..] The plugin and asset load order should be "final". All patches should be created. LOD should be generated last. The order is xLODGen, TexGen, DynDOLOD obviously. See https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map and https://dyndolod.info/Mods/Maps-And-Map-Mods xLODGen is used to generate terrain LOD. See https://dyndolod.info/Generation-Instructions#Prerequisites and https://dyndolod.info/Help/xLODGen#Requirements Terrain LOD is generated from the data found in the game plugins. For memory and performance reasons Bethesda removed landscape information from the Skyim.esm which were restored from the vanilla terrain LOD meshes in the xLODGen Resource mods below. The DynDOLOD manual explains the use of DynDOLOD, TexGen and xLODGen to some extent. It is not a modding guide. Make sure to read the description/instructions of third party mods/tools. Consider following a modding guide like STEP from start to finish once to properly learn how to mod. For how to ask questions/what logs to provide when asking specific questions about problems related to the use of the tools and to LOD generation, see the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum
  6. Generate LOD for Tamriel with this test version https://mega.nz/file/wFpwAbjS#oWGCgvj1eSFnpC3g0uFrufxRi7alMQKlK7rx7YKzOGw It should fix the two textures wrongly using the same position on the atlas and thus the roads on the map should have their correct textures. Please upload new DynDOLOD debug regardless of outcome.
  7. So one part of the problem is that there are full models being used for object LOD that have a shader where there is a normal map assigned to the diffuse slot - which is fine for the full model. So what we are seeing is not a missing texture but a normal map texture. Those textures are usually part of a NiBillboardNode, which means those shouldn't be party of object LOD meshes anyways. The second part of the problem is that for some reason the atlas block fill assigns two textures to the same position, a road texture and that normal map texture. That causes some roads to have that wrong texture instead. I hope to have that bug fixed some time tomorrow.
  8. Please upload textures\dyndolod\lod\dyndolod_tamriel.dds from the DynDOLOD output folder.
  9. Please upload Tamriel.32.32.-32.bto and Tamriel.8.40.-16.bto from the Meshes\Terrain\Tamriel\ DynDOLOD output folder. Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt
  10. Upload the TexGen and DynDOLOD debug log as requested. Provide screenshot of of a corresponding full model (or provide the base record form ID) in addition to screenshots from the map as requested. By default the map uses LOD level 16 and not 32.
  11. See first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire debug log to also upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a corresponding full model with more informative console in addition to screenshots from the map showing the "missing road textures on the map" Also upload..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt There does not seem to be a file not found message for road textures in the logs. The problems only happens for LOD 16 (default for the map)? LOD 4 and 8 have no missing purple textures? The mod does not seem to have LOD assets. I assume the full model/textures are working and have no missing textures. Problems with LOD should be reported here so to not annoy unrelated/innocent mod authors that are not supposed to troubleshoot issues/problems with LOD/DynDOLOD 3 Alpha.
  12. 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. If there are issues that you can attribute to the LOD patch that do not happen when starting a new game, repeat the clean save procedure. Otherwise, properly report the issues.
  13. 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. Do not post screenshots of mod managers to show the load order. Use https://modwat.ch/ instead. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models with more informative console to see which plugin adds a reference and its base record and which is the last plugin to overwrite it. Do comparing screenshots without DynDOLOD output active. What rudinmenatary troubleshooting have you done that makes you believe this has something to do with DynDOLOD? https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting
  14. The debug log in the archive has 0 file size. Check if textures\terrain\lodgen\seasonal landscapes - unfrozen.esp\winteraspen05sum_000fcf3b.dds and/or winteraspen05sum_000fcf3b_1.dds is black, too. If the textures were generated by TexGen, check if generating the billboards with this test version https://mega.nz/file/wNoSTCwC#kGPtekW-Nl5H6uPaASv2dMbiRGeinp5inSbQbxMXYmw fixes the black textures and report back.
  15. I edited your post to include the message from the log file. There is no reason to add or start the windows registry editor from Vortex. It also does not understand xEdit command line arguments. The xEdit, TexGen and DynDOLOD command line arguments all have the same errors: - the -o command line argument is missing the colon : after the o and before the starting double quote " - the -d command line argument does not point to a "Data" folder and does not end with a trailing back slash \ as in the examples. The log reports "Using Skyrim Special Edition Data Path: g:\skyrim anniversary edition\". It is very likely that there are no game plugins in the folder g:\skyrim anniversary edition\. The game plugins are most likely in g:\skyrim anniversary edition\Data\ so that should obviously be the path defined by the -d command line argument. Which paths are the correct ones and to set them correctly is up to you. That is why the instructions explain to "Replace [USERNAME] and the INI and Data folder paths accordingly for the actual setup."
  16. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts. Use the Click on this link for additional explanations and help for this message to open https://dyndolod.info/Messages/Record-Is-Being-Overridden for further explanation and help as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read https://dyndolod.info/Messages/Record-Is-Being-Overridden for the the explanations of the error in the load order/plugins and possible solutions.
  17. 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. The Fatal: Error loading plugin list: <EDirectoryNotFoundException: The specified path was not found [C:\Path\To\Old\Game\Data\]> message means the plugins listed in the used plugins.txt are not found in the reported data folder. You have not provided a copy and paste of the command line arguments from your Vortex settings as requested. As repeately explained, when using the GOG vesion updating the Windows Registry key of the Steam version is pointless. Do not install tools/programs into special Windows folders like C:\Program Files or C:\Users\... to avoid issues with UAC or Anti Vir etc.
  18. 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. Post a useful screenshot of the full model(s) with more informative console and of the LOD model(s) as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt https://dyndolod.info/Mods/Open-Exterior-Cities
  19. This is not a generic computer support channel. As already explained, xEdit, xLODGen, TexGen, DynDOLOD support the GOG version via command line arguments. It is unclear what GOG forum guide you are referring to. There is no reason or requirement to get rid of any files to set the command line arguments for the GOG version. Source code it used to compile a program with a compiler. There is no reason or requirement to get the source code to set the command line arguments for the GOG version. Using the launcher to set the Bethesda registry key only works with the Steam version of the game. Making up random key names will obviously not work. Use the command line arguments instead. I suggest to ask a life person to teach rudimentary computer knowledge or maybe to watch videos that explain how computers/windows etc. work. Click the external links from the documentation, for example: https://www.bleepingcomputer.com/tutorials/understanding-command-line-arguments-and-how-to-use-them/ Do not post screenshots of text. Copy and paste the text/logs instead as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum It is unclear with which command line arguments the tool was started with. Copy/paste the actual command line arguments you entered into Vortex if you require help with them.
  20. This is the DynDOLOD 3 Alpha thread. I do not provide support for third party tools or mod managers. The first screenshots show you are instructing SSEEdit.exe (which already contains the SSE game mode in its filename) to start in the Fallout game mode. It seems you do not have Fallout. The page https://wiki.nexusmods.com/index.php/Tool_Setup:_xEdit#Set_up_with_Vortex lists the different game modes that xEdit supports above the example image for command line field. DynDOLOD Alpha will prompt for its supported game modes if it is started without a game mode. See https://dyndolod.info/Help/Game-Mode xEdit and thus xLODGen, TexGen and DynDOLOD support the non Steam versions of the games via the -m, -d and -p command line switches for different paths of the INI and data folders and plugins.txt as explained at https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG, https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG, https://dyndolod.info/Help/Command-Line-Argument and https://tes5edit.github.io/docs/2-overview.html#CommandLineSwitches it is rudimentary computer and modding knowledge to just copy, paste and edit the 3 command line arguments required for GOG games into the command line field. I suggests learn the basics first by following a modding guide.
  21. 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 of the full model with more informative console. https://dyndolod.info/FAQ#Something-does-not-have-LOD You did not ask a question. The answers are: The paid mod adds a new full model but does not contain a LOD model. The next version of the free DynDOLOD Resources SE will include a LOD model.
  22. xEdit and thus xLODGen, TexGen and DynDOLOD require the listed command line arguments to know where to find certain files and folders of the GOG version as explained at https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG. https://dyndolod.info/Help/Command-Line-Argument explains this in more detail, including links to the MO2 and Vortex manual/instructions how to do this basic setup. This is basic modding explained in countless guides and videos.
  23. If you have an issue with finding files after unpacking an archie, I suggest to learn how an OS works with files and folders first. I suggest to learn basic computer and modding knowledge by following a modding guide. See https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG. Also see https://dyndolod.info/Help/Command-Line-Argument Set the command line arguments as required and explained for the GOG version.
  24. How did you setup xEdit, does it work? https://dyndolod.info/Installation-Instructions Use the game launcher to set the current location of the game in the Windows Registry. See Windows Registry Key for more. https://dyndolod.info/Messages/Windows-Registry-Key The Steam versions of the games store their installation path in the Windows registry. See Skyrim Special Edition GOG / Skyrim Anniversary Edition GOG in case the GOG version of the game is used. https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG and https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG both explain how to use command line arguments for GOG. https://dyndolod.info/Help/Command-Line-Argument From the log you posted: Using Skyrim Special Edition Data Path: G:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\ Looks like you didn't set any of the command line arguments required for the GOG version. I suggest to follow a modding guide for Skyrim GOG to learn how to setup the game and mandatory modding tools like xEdit.
  25. Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen or DynDOLOD log and debug to upload when making posts. If there is a message, use the Copy message to clipboard and paste the message as explained in the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text 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\.
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