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sheson

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Everything posted by sheson

  1. Doublecheck in xEdit that base record xx07607D in DynDOLOD.esm uses "dyndolod\lod\effects\fxwaterfallbodytall02_dyndolod_lod.nif" for the MODL - Model Filename Doublecheck in MO2 right window data tab that the winning file is the last one I uploaded and has 13,230 bytes file size. If all that is the case, are you sure it still flickers if you disable static object LOD with tll? If that is the case, "disable" the dynamic LOD reference xx0EB29F in DynDOLOD.esp that uses the base record xx07607D in DynDOLOD.esm in console. Is there anything else there?
  2. How about this version? fxwaterfallbodytall02_dyndolod_lod.nif
  3. You are doing things in the wrong order if you patch anything affected by DynDOLOD and Occlusion.esp afterwards. They are not supposed to be masters in other plugins or any of their records being patched. Conflicts should preferable be solved before records are copied into the DynDOLOD/Occlusion plugins. Also see https://dyndolod.info/Mods/Maps-And-Map-Mods
  4. Unless TexGen or DynDOLOD have an exception there won't be a bugreport.txt. It seems newer a DynDOLOD Standalone version has been installed over older versions. Try a clean install as explained in the https://dyndolod.info/Installation-Instructions What is more problematic is that there are plugins and patches loading after DynDOLOD.esp and Occlusion.esp. Finalize the load order, in particular other patches before generating the LOD and Occlusion patch. https://dyndolod.info/Generation-Instructions#Prerequisites The crashes seem cell water related and/or point to a temp ACTI base record FF00FCAF, which is not from DynDOLOD. There is only one script in DynDOLOD DLL NG that use the mentioned OnCellAttach event. If the problem persists after generating for the entire current load order and DynDOLOD.esp and Occlusion.esp are truly the last plugins to overwrite everything, you could test if there is a difference hiding SHESON_DynDOLOD_ObjectActivator.pex
  5. Replace ..\Meshes\DynDOLOD\lod\effects\fxwaterfallbodytall02_dyndolod_lod.nif from DynDOLOD Resources with this fxwaterfallbodytall02_dyndolod_lod.nif No need to to run DynDOLOD again. Just start the game test. Let us know if the dynamic LOD has less flicker now.
  6. The difference happens because the normal map ..\textures\SpruceMedium02\sprucebranchcomp02_N.dds has no mipmaps. If you update the texture to have mipmaps, the full model will have similar lighting to the 3D LOD model. I am testing some other solutions that keep the darker lighting between full and LOD model. But that will take some more time. The 3D LOD model for this tree and some others are huge and should probably be replaced with ones made with Simplygon.
  7. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read the actual error message as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages: COTN - Morthal.esp might be the wrong version. Error in The Great Cities of JK's North - Patch.esp Clicking the link "Click on this link for additional explanations and help for this message" of the message opens https://dyndolod.info/Messages/Unresolved-Form-ID: In case the message mentions that a plugin might be the wrong version, double check it is the correct version for the game version and for any other plugins using it as a master and vice versa. The Great Cities of JK's North - Patch.esp was made for a different version of COTN - Morthal.esp. You probably need the newer patch from The Great Cities of JK's North - COTN Morthal 1.2 Dawnstar 1.4 Update Moved to the appropriate thread for the unresolved form ID error message. Read 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 entire message when making posts as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Read the actual error message as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages: Unresolved FormID [01002EE7] Update.esm might be the wrong version. Error in Cathedral - 3D Mountain Flowers.esp [CELL:00009878] (in Tamriel "Skyrim" [WRLD:0000003C] at 19,-23) Clicking the link "Click on this link for additional explanations and help for this message" of the message opens https://dyndolod.info/Messages/Unresolved-Form-ID: In case the message mentions that a plugin might be the wrong version, double check it is the correct version for the game version and for any other plugins using it as a master and vice versa. Cathedral - 3D Mountain Flowers.esp requires a different Update.esm, probably a newer one from Skyrim SE. See https://dyndolod.info/Mods/Skyrim-VR: Typically something like Skyrim VR - USSEP 4.2.2 and SSE 1.5.97 Compatibility Patch is required to fix unresolved and other errors in the load order. Refer to modding guides how to setup the base game properly. The worldspace record and any of its entries like the MHDT data conflicting are irrelevant to the unresolved form ID error in the load order. DynDOLOD will simply use the data from the winning record in its plugins. The MHDT data on the worldspace record is irrelevant to LOD and occlusion generation.
  8. I am not sure if you used the "disable" command or "tll" command in console? Disabling the dynamic LOD model in the console with "disable" or all dynamic LOD in the MCM is not the same as disabling all static LOD with tll in console. Does the flicker stop when disabling all static LOD with "tll" in console and only the dynamic LOD remains?
  9. Make useful screenshots with more informative console of the dynamic LOD model and the full model. Does the flicker stop when disabling all static LOD with tll in console?
  10. Moved to the DynDOLOD 3 alpha thread. Use latest xEdit build from discord server to have flag 14 show its name. Use search: https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-167/page/600/#comment-276720 Read FAQ: https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit
  11. 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. Use the "Click on this link for additional explanations and help for this message" of messages to open https://dyndolod.info/Messages/Unresolved-Form-ID for further explanations and help for a message as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages Read https://dyndolod.info/Messages/Unresolved-Form-ID for explanations about possible causes and fixes of unresolved form IDs. See https://dyndolod.info/Changelog Support for plugins with version 1.71 has been added in Alpha 157 December 6th, 2023. DynDOLOD DLL NG has scriptless dynamic LOD and other fixes even if the large reference system is disabled. It always requires the large reference bugs workarounds checkbox checked. The IgnoreLargeReferences setting is irrelevant with it.
  12. It is very unlikely that unpacking a file from a BSA with any tool magically can remove mipmaps while the texture file stays intact. Programs do not randomly change how they work. The fact that it did not happen when you specifically tested for it, means that your assumption was disproven. Unpacking BSA with MO2 works perfectly fine. It is much more likely, that the texture were modified an other way or that the textures were from another source. Regardless of that, based on the debug log, TexGen is generating the mipmaps in case they are missing as expected. Something seemed to have happened to that causing an incomplete GL texture. Will be fixed next alpha version.
  13. Requested debug log was not provided. ..\textures\true forest\picea\needles2.dds and ..\textures\true forest\betula\new\branches.dds included in Nature of the Wild Lands - forest and trees improvement mod 2.4 have mipmaps.
  14. You typically not really going to see a difference. Maybe if you compare close up directly between screenshots, but overall it will pretty much look the same.
  15. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs and debug logs to upload when making posts Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of LOD and the corresponding full model with more informative console. Provide links to mod and the third party 3D LOD assets.
  16. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen debug log to also upload when making posts. Check what mods are the last ones to contain the full model of the trees you reported. meshes\landscape\trees\nature_of_the_wild_lands\picea\picea06.nif meshes\landscape\trees\nature_of_the_wild_lands\betula\betula01.nif Check which mods are the last ones to contain the full textures that are black: textures\true forest\picea\needles2.dds and textures\true forest\betula\new\branches.dds in case the full models are from Nature of the Wild Lands 2.4 for example.
  17. This is an error message returned from the OS. 1359 seems to be defined as an internal error occurred. I can not really fix or are proficient in troubleshooting problems with the OS/wine/proton. Unfortunately the log is quite full of exceptions and what not, so it is hard to find which Texconv call relates to one with the actual error, because of the different timestamp formats. You could try to minimize the need for Texconv by having less textures use BC7. For example set compression in TexGen to DXT1 and DXT5 for example. You could test running DynDOLOD directly from a command prompt like WINEESYNC=1 WINEFSYNC=1 protontricks-launch --appid 489830 "/linux/path/to/DynDOLOD/DynDOLODx64.exe" to see if it runs through for the vanilla game without MO2 in the mix. In that case install DynDOLOD Resources SE and TexGen output manually.
  18. Since you verified that the latest xEdit experiemental with VR ESL support still reports the error, this needs to be fixed in xEdit first. The update will then make it into xLODGen/DynDOLOD shortly after. As https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs explains, use a file service for large log files. None of the so far provided links/logs seem to show the unresolved form ID error. See https://dyndolod.info/Messages/Unresolved-Form-ID Unresolved form IDs can not be fixed by cleaning plugins. In the versions of cctwbsse001-puzzledungeon.esm I have, xx000833 is not an ACTI base record but an ENCH record, which DynDOLOD does not care about.
  19. You still got the message because it load the saved default preset form the last generation that still contains the lines from the old config file. It is ignoring the "reference rule" because the form id now matches a STAT base record. Once you load the new rules with low, medium or high and generate LOD no message should show anymore about it if you start DynDOLOD again.
  20. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs to upload when making posts. https://dyndolod.info/Mod-Authors#Create-Mod-Mode-How-to-create-LOD-to-include-in-your-own-mod Mod authors should not generate or include the papyrus scripted dynamic LOD.
  21. This is not how it works and this question has already been answered couple weeks ago at https://stepmodifications.org/forum/topic/19395-some-assets-lod-were-not-generated-or-not-loaded-in-the-game/?do=findComment&comment=277261 https://dyndolod.info/How-LOD-Works
  22. 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/Official-DynDOLOD-Support-Forum While the new log is appended to older logs, the debug log is replaced every time. Keep a copy somewhere else for future references if required. Unfortunately, the DynDOLOD debug log does not seem to show the session of interest anymore. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant The rule is only applied if a LOD model is found and assigned for mesh mask rule or reference form id. If no LOD model exists the rule is ignored. That means, if no LOD model exists, do not check the VWD flag if the rule is supposed to apply. As far as I can tell from the logs, there is no LOD model for azurafloorhex02.nif installed in the load order. So either uncheck VWD or create a properly named LOD model and let the automatic last slash rule take care of it. I believe these are the exact same files that you already uploaded to the google drive. You should fix the nonsensical LOD distance settings. Restore default Skyrim INIs.
  23. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Download the latest build of xEdit with ESL support for Skyrim VR from the xEdit discord. Load the load order as usual. If the background loader reports the same record is being overridden messages, report it to the xEdit discord or github so it can be being fixed. If it doesn't report it, let us know.
  24. Replace ..DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_shipsonthehorizonesp.ini which was made for 1.1 with the one attached for 1.2 DynDOLOD_SSE_shipsonthehorizonesp.ini Upload new logs in case there are still errors.
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