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sheson

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Everything posted by sheson

  1. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log and bugreport.txt (if it exists) to also upload when making posts.
  2. See https://dyndolod.info/FAQ#Performance and https://dyndolod.info/Help/Performance for some generic pointers.
  3. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. The running time and output size depends entirely on the load order and settings. As explained to this type of question before, running time or file size is not a useful measure for anything. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Click Start and wait for the process to complete without errors. Pay attention to all log messages (especially "file not found textures"). It should end with the log message 'TexGen completed successfully'. Do not use the output if there were errors that stopped the process prematurely. https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size Crapware installed with graphics drivers is known to prolong running times. Do a clean install of the latest recommended or official driver only. Do not install crapware shipping with the drivers or terminate it before running the tools. Lets assume the 18 months refers to DynDOLOD 3 Alpha. See https://dyndolod.info/Changelog for the changes since then and Alpha 167 now. It is pretty much irrelevant now what happened 70 or more versions ago.
  4. Despite you mentioning my answer to a post with insufficient information, I have to beg for common sense information yet again: Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Obviously upload the entire crash log if you have a CTD in the game. As explained in my signature, replies are based on the provided information or lack thereof. So, since I do not have a crystal ball, I speculated a likely reason for the crash. Then never hearing from the user again, typically means the speculation helped. Update to the the latest version of DynDOLOD DLL NG and Scripts.
  5. Open the DynDOLOD SkyUI MCM Settings https://dyndolod.info/Help/Mod-Configuration-Menu#Settings and increase fTreeLoadDistance to at least a 100,000 or more.
  6. Are you honestly telling me that nobody is able to report a problem with the beta version to the thread where it was downloaded or to the xEdit discord for a year?
  7. It might be a day or two before I can check this. If this did not happen with 107, test if using is Edit Scripts\LODGenx64.exe makes a difference.
  8. From https://www.nexusmods.com/skyrimspecialedition/mods/54907 Anyway we put thousands occlusion panes and boxes in big part of the map one by one. xLODgen's Occlusion, xLOGgen's terrain, DynDOLOD DO NOT CONFLICT WITH OUR MOD, THEY ARE TWO COMPLETELY DIFFERENT THINGS https://dyndolod.info/Help/Occlusion-Data The game uses several different optimizations methods, like manually placed occlusion planes/boxes or view frustum culling. In addition to those methods, each exterior cell record has a field (TVDT - Occlusion data) that keeps track if a LOD quad should be visible. eFPS placed occlusion planes and box and LOD occlusion data are two different things and do not conflict. DynDOLOD generates a LOD patch for the current load order. It is not supposed to have conflicts or need patching.
  9. The files you uploaded contain the LOD for the trees as expected and without issue in my game. The video seems to show other non vanilla tree LOD which was made for a different load order, like without WhiterunHoldFOrest.esp. You are starting the game from the MO2 drop down in which the DynDOLOD output containing these files is the last to overwrite everything? Start "Explorer Virtual Folder" from the MO2 executable drop down top right. Navigate to D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Meshes\Terrain\Tamriel\Trees\ Find Tamriel.4.0.-4.btt, right click it and check its size is 11,892 bytes. Find Tamriel.lst, right click it and check its size is 1,604 bytes. If the file sizes match, can you upload a modwat.ch https://www.nexusmods.com/skyrim/mods/56640?
  10. After unpacking with explorer, can you now find Textures\Terrain\Tamriel\Trees\TamrielTreeLOD.dds in the MO2 right window data tab? Upload those for files to a file service. You can zip them before hand. All the author is saying that users need to generate their own LOD since tree LOD only matches and works with the load order it was generated for. TexGen geneates the billboards from installed full models and textures. DynDOLOD generates the tree LOD with the billboards for the references (positions) defined by the plugins.
  11. Good to know. I made sure the function I wrote about earlier is properly implemented.
  12. Why are you claiming you are not understanding the instructions, while at the same time reporting that the DynDOLOD_Output.zip contains the file? You also providing the logs and screenshot I was asking for just fine. Installing a mod archive (DynDOLOD_Output.zip) with MO2 simply unpacks the contents of the archive to the selected mod folder in MO2. Activating that mod in the left window makes those files available in the virtual data folder in the MO2 right window data tab. Sometimes you might need to use the Refresh button on the MO2 right windows data tab to update the views. Check that the mod the DynDOLOD_Output.zip was unpacked to in the left MO2 window is active. Right click it and select Information, Filetree tab, check if the file is shown there. If not, try reinstalling the DynDOLOD_Output.zip as a mod, then check again. If that does not change anything, you can unpack the archive to the mod folder with Windows Explorer yourself. Alternatively, do not zip the output in the end and copy/move the contents of the output folder to a mod with Windows Explorer. According to the logs the LOD was generated fine. You seem to have problems with using MO2 or with how files and folders work in general. I asked to upload 4 files. You could upload the other 3 in the meantime.
  13. The DynDOLOD_SSE_log.txt you uploaded shows it being created: [04:49] [Tamriel] Creating texture atlas D:\Mod Tools\DYNDOLOD\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLOD.dds 2048 x 2048 Double check it is in the D:\Mod Tools\DYNDOLOD\DynDOLOD\DynDOLOD_Output\DynDOLOD_Output.zip If you installed that zip as a mod and activated it, then the texture should show in the MO2 right window data tab.
  14. Assuming the DynDOLOD_Output mod is the one that contains the files from the session you uploaded the logs for. As I also wrote: If that is the case, upload that file and also Meshes\Terrain\Tamriel\Trees\Tamriel.lst, Meshes\Terrain\Tamriel\Trees\Tamriel.txt and Textures\Terrain\Tamriel\Trees\TamrielTreeLOD.dds "That file" refers to Meshes\Terrain\Tamriel\Trees\Tamriel.4.0.-4.btt I asked to check.
  15. The Mod column in the right window data tab in MO2 shows which mod a file comes from. If it shows the correct mod with the latest DynDOLOD output for Tamriel.4.0.-4.btt, then upload the listed files.
  16. Test if it works with this version https://mega.nz/file/odZl0aRT#jMVtY6xEl7A4DqsoUFxe7Dl9Baiw0X5CkUYdBnJTyWQ Upload new crash log if it doesn't.
  17. According to the logs TexGen generated the billboard for that tree fine and DynDOLOD found and used it to generate tree LOD for it. Double check in MO2 right window data tab that the tree LOD file Meshes\Terrain\Tamriel\Trees\Tamriel.4.0.-4.btt is from the DynDOLOD output mod and that it is not being overwritten. If that is the case, upload that file and also Meshes\Terrain\Tamriel\Trees\Tamriel.lst, Meshes\Terrain\Tamriel\Trees\Tamriel.txt and Textures\Terrain\Tamriel\Trees\TamrielTreeLOD.dds
  18. Enable papyrus logging and upload it. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Those mods are irrelevant to the problem as they should not contain any DynDOLOD_Sheson_*.pex scripts. Alternate Start does not use PapyrusUtil SE. Rerunning TexGen/DynDOLOD is irrelevant and not going to change anything. There seems to be script that is trying to use a Function that is included in DynDOLOD DLL SE. The functions is not properly implemented in DynDOLOD DLL NG since the papyrus scripts included with DynDOLOD DLL NG do not use it anymore. Hence why I believe there is an old script made for DynDOLOD DLL SE overwriting. My theory might be wrong, though, hence why I am asking for the papyrus logs.
  19. The requested logs are included in the archive of the entire log folder you uploaded. So that is good. Now we just need a useful screenshot of a full model with more informative console that does not have tree LOD so we can check the logs for its form id as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
  20. None of the requested logs and screenshots were provided. https://dyndolod.info/FAQ#Something-does-not-have-LOD For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. ... If a LOD billboard does not exist, use TexGen to generate it. https://dyndolod.info/Help/Ultra-Tree-LOD#Generating By checking the Ultra checkbox on the advanced mode, the LOD for all trees can be done in object LOD while the standard tree LOD system is being disabled. https://dyndolod.info/Help/Advanced-Mode
  21. Doublecheck that there are no wrong/old scripts overwriting the ones from DynDOLOD DLL NG and Scripts.
  22. Replace Meshes\lod\nordicexterior\dragonmoundbase_lod_0.nif and dragonmoundbasealt_lod_0.nif from DynDOLOD Resources with these new versions. Start DynDOLOD in expert mode, select Tamriel and check Object LOD and then click the Execute LODGen button to update the object LOD meshes from the last generation. See https://dyndolod.info/Help/Expert-Mode
  23. The crash log is set to private. Maybe try another service.
  24. The quote is saying the same thing.
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