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Everything posted by sheson
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Large reference bugs workarounds requirements not met
sheson replied to RainingTacco's question in DynDOLOD & xLODGen Support
This is the DynDOLOD & xLODGen support forum. If you have problems or feedback for third party guides like STEP, you should post it in the appropriate forum for it, for example https://stepmodifications.org/forum/forum/157-step-skyrim-se-guide/ If you have problems or feedback for third party tools like LOOT, you should post it to the LOOT forum thread https://www.afkmods.com/index.php?/topic/5042-relz-loot-load-order-optimisation-tool/ for example or maybe the discord for LOOT https://discord.com/invite/SZVPRzf -
The problem with 3DLOD pines of veidogolt trees
sheson replied to Moogetsu's question in DynDOLOD & xLODGen Support
It is not inverted normal map vectors. I am testing some other solutions that keep the darker lighting between full and LOD model. But that will take some more time. -
The problem with 3DLOD pines of veidogolt trees
sheson replied to Moogetsu's question in DynDOLOD & xLODGen Support
The full textures having mipmaps added does not change the LOD, but the full model. I am testing some other solutions that keep the darker lighting between full and LOD model. But that will take some more time. -
Object LOD has hardcoded alpha testing with a threshold of 128. If you do not want something to have transparency, the alpha channel needs to be removed from the texture.
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If you have questions how to use xEdit check is manual, watch videos about it and ask on its forum or discord. You load the plugin in xEdit, bring up the desired base record via the left tree view or by entering its form ID in the top left field and hit enter. You can edit entries in plugins other than Fallout4.esm by double or right clicking them and selecting edit. You can drag and drop entries from one plugin to another. Base records and their LOD model assignments can also be edited in Creation Kit.
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You uploaded the TexGen debug log and the object report. No DynDOLOD log and debug log were uploaded. No xLODGen log was uploaded. The TexGen debug log shows that there is no higgs_vr.esp being loaded. The problem of the higgs plugin not loading/being active already exists before TexGen has done anything? Terrain LOD meshes and textures or generating them does not affect plugins.txt or how the game loads plugins. The uploaded plugins.txt might not be one from C:\Users\ryan_\AppData\Local\Skyrim VR\Plugins.txt when TexGen was started. Make sure higgs_vr.esp is activated in MO2 right window plugins tab. In case it is, disable/enable it. Make sure Occlusion.esp has Mod Index FE or lower and that no plugin overwrites it. From the mods description: If your error is "[CRITICAL] The higgs esp exists, but is not active", then this means it is in the directory, but it's not being loaded by the game, which is usually an issue with the plugin (the esp file, not the mod itself) not being enabled in vortex (but ultimately this is up to whether it's in the plugins.txt). The reason is likely that the esp is not present in your plugins.txt, so make sure you have enabled the plugin, not just the mod, in your mod manager. Also, make sure you have launched skyrim vr at least once outside of any mod manager, so that your initial plugins.txt gets created. There is nothing special about Higgs's esp file, and if it isn't being loaded by the game, this must be an issue with your mod setup. Run Sort/LOOT to see it lists the plugin in the details. Start xEdit to check if it lists the plugin (it is the data folder) and if it is automatically checked (it is active).
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Requested logs were not provided. Exact message from 3rd party mod was not provided. CGID files contain data for full grass and its positions etc. CGID files do not affect which plugins a game loads or not. Mod managers and then the game control which plugins are being loaded. https://dyndolod.info/Messages/Plugin-Limit
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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. DynDOLOD does not change plugins.txt. DynDOLOD does not disable plugins. This is what mod managers control. https://dyndolod.info/Messages/Plugin-Limit
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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 all explain the correct command lines to use when using the GOG version. -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" Note the colon :
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That means that game did not load the plugin that contains the quests. Doublecheck Backported Extended ESL Support is installed and actually working by checking c:\Users\[Username]\Documents\My Games\Skyrim Special Edition\SKSE\BackportedESLSupport.log is listing all the plugins with version 1.71 including the DynDOLOD plugins.
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CTD with dyndolod.esm and dyndolod.esp enabled
sheson replied to Prophecy777's question in DynDOLOD & xLODGen Support
Temporality disabling mods is a troubleshooting step that does not fix errors or problems. Fix them instead (clean plugins that contain deleted references) and/or use mods like unofficial patches that fix other issues. Not power of 2 texture can cause CTD. Replace them with power of 2 textures (or size them) for a test. If you removed all records from DynDOLOD.esm and there is no DynDOLOD.esp in the load order, then I am not sure how that should be the cause of CTD. Maybe upload that DynDOLOD.esm. Make sure BEES is still installed check the c:\Users\[Username]\Documents\My Games\Skyrim Special Edition\SKSE\BackportedESLSupport.log all plugins of version 1.71 are listed including the DynDOLOD.esm. https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit .. \ Record Flags -> <Unknown: 2> for MSTT terrain underside base records are intentional and can be ignored. .. \ Record Flags -> <Unknown: 14> update to a recent xEdit version which knows the Partial Form ID flag. -
Provide a close-up screenshot of the LOD showing the white textures with as requested.
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CTD with dyndolod.esm and dyndolod.esp enabled
sheson replied to Prophecy777's question in DynDOLOD & xLODGen Support
The crash log you uploaded only mentions the DynDOLOD plugins as part of the list of loaded plugins. Do not use, post or refer to CLA SSE. It is not useful and contains nonsense. You mention the papyrus log but have not uploaded it. Pay attention to the DynDOLOD log messages, especially the deleted reference, texture resolution not power of 2 errors. https://dyndolod.info/Messages, https://dyndolod.info/Help/Summary-Of-Messages, https://dyndolod.info/Messages/Duplicate-Reference, https://dyndolod.info/Messages/Texture-Resolution, https://dyndolod.info/Messages/Root-Block. If you believe this crash has something to do with a record in a DynDOLOD plugin, make sure that DynDOLOD was generated for this particular load order. Check the DynDOLOD plugins for errors with the latest xEdit experimental version from the xEdit discord. https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit If all that seems OK, then first test, if only disabling the DynDOLOD.esp while keeping DynDOLOD.esm makes a difference. Once you determined which plugin might be containing problematic data, do a binary search where you make a backup, load the plugin into xEdit, remove half the data (mark in left tree view, right click, remove) and if the problem goes away restore the backup and remove the other half and repeat that until only records that contribute to the a problem remains. Start with the records in the Worldspace tree. Remove all worldspaces that are not Tamriel first. Once the worldspace is determined, remove only the persistent woldspace cell first. If it is not in the persistent cell, remove half the blocks, then half teh sub blocks etc. until you are down to a specific temp cell. Once you are down to a temporay or the persistent cell the remove the new records first to see if it is the overwrites or vice versa. Then half the remaining references. Once a single remains, also test with no refererence in a cell, then without the cell overwrite, then with just the worldspace record remaining. In case it still happens with all worldspaces removed, continue the binary search in the Activator, Door, Furniture, Moveable Static, Static and Tree base record trees. In the end it should be possible to find a record/overwrite pretty quickly that is required for the issue to happen. -
That is typically is caused by Occlusion planes or boxes. It should also happen without DynDOLOD in the load order.
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Replace this file with the one attached ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_texture_replace.txt This should take care of the duplicate rotor automatically next time you generate LOD.
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Does the full model pop into /out of view when going around it being directly next to it?
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Provide a close-up screenshot of the LOD showing the white textures with as requested. This screenshot seems to show the full model is not showing in the active cells. This is not what I would call "far" away? Does it pop into /out of view when going around it being directly next to it, this couple meter distance? You can see LOD for this object when you are actually far away? More than 3 to 7 cells. Like throat of the world?
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Make a close-up screenshot of the far away object by opening console, typing tfc and then flying to the object. If it still can be clicked and has a form id, then it may still be the full model with the same reference or a dynamic LOD model with a reference added by a DynDOLOD plugin. If it can not not be clicked and goes away when typing tll in console it is static object LOD. Upload a close-up screenshot and report what it is. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots "Close" meaning, it has no LOD? If you type tll in console all static terrain, object and tree LOD is disabled and only the 5x5 active cells (the square that still shows terrain/ground), large references and neverfades remain in the LOD area. Is the full model always visible inside the 5x5 active cells uGrids but maybe has no LOD? Also see https://dyndolod.info/How-LOD-Works Upload H:\Modding Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt
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It is unclear which screenshot relates to which problem. If you want to report a problem with LOD, also make a close up screenshot of LOD using tfc and check if it is actually static object LOD or dynamic LOD. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots See https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view DynDOLOD uses 7zip to create the zip archives. You have verified that it can be unpacked. Report problems of third party programs to the developers of the third party programs.
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This screenshot shows that the Season checkbox is enabled (it is not greyed out anymore) and can be checked to enable the Seasons dropdown. Seasons-Readme.txt Use the [x] Seasons checkbox to enable the feature and to select the desired and available seasons. A season only becomes available if swaps for it have been found and loaded successfully.
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You wrote that Season is disabled. Is there any additional information or problem that the screenshot shows? Is there any reason for me to try to load it and look at it on a small mobile device for anything else? It sounds like it simply shows what you already wrote. Use the latest version of XLODGen form the first post. The path of xLODGenx64.exe reported by the SSELODGen_log.txt you uploaded is S:\Spectical Anniversary\STOCK GAME 2\Data, which does not match the binary path shown in theMO2 screenshot. The log shows a file not found error message which seem not relevant. You probably upload an old outdated SSELODGen_log.txt and not the one that should be in S:\Spectical Anniversary\TOOLS\xLODGen\New folder\xLODGen\ For the season checkboxes to become available, there needs to be at least one INI file for a season in the (virtual) game data folder as explained. You can check this via MO2 right window data tab. Then unfold the [+] Seasons folder. If Seasons Of Skyrim has been installed and the game started once, there should be a MainFormSwap_WIN.ini for example. If MO2 shows INI files in the Seasons folder, then make sure that MO2 is setup for the game to be at S:\SteamLibrary\steamapps\common\Skyrim Special Edition\ (the path reported by the SSELODGen log you uploaded) or update the Windows registry entry for the game to point to the desired game data folder that MO2 has been setup for, or add the -d command line argument to point xLODGen to the correct data folder. See https://dyndolod.info/Messages/Windows-Registry-Key
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You can just update. No need to rerun LOD generation or do clean saves. Save in interior is a good idea, but shouldn't be strictly necessary either.
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xEdit/xLODGen save the messages log in the same folder where the xEdit/xLODGen.exe is. An OS like Windows also has a search file feature to find files.

