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sheson

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Everything posted by sheson

  1. Restore Verbose=0 in D:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and try again.
  2. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs with DynDOLOD log and debug log and which LODGen log to upload when making posts. See https://dyndolod.info/Updating#New-DynDOLOD-Version See https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size
  3. Also upload C:\Pelit\Skyrim Special Edition Mod Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
  4. https://dyndolod.info/Mod-Authors#How-to-add-your-own-object-LOD-models: For example, to match an object LOD model to a full model with the filename house.nif, the object LOD model needs to have the filename house_lod_[0|1|2|3].nif. In case of filename collisions or in case of popular full models being replaced by many different mods - waterfalls or trees for example - the CRC32 of the full model should be added to LOD model filename in the form house_[CRC32]_lod_[0|1|2|3].nif. There should be no special treatment for LOD model filenames containing the word 'snow' as far as I remember. If you experience something else, then make a report. DynDOLOD 2.x used DynDOLOD_[SSE|TES5]_textures_names.txt for texture sets but that is not how things should be done with DynDOLOD 3.x anymore now that all LOD models define the full textures.
  5. https://dyndolod.info/Help/TexGen#Direct-Ambient-Smoothness These settings change the direct (default from top) and ambient lighting strength for the created diffuse texture Ambient darkens/brightens everything equally while direct light from top highlights parts that face the top (their normal vector + normal map). Use the Preview button.
  6. https://dyndolod.info/Help/Grass-LOD#Settings In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. The TexGen settings change lighting equally, while the DynDOLOD INI settings allow to change the RGB channels.
  7. Check with this test version of DynDOLODx64.exe https://mega.nz/file/BUIhnLiL#kXf21ho7c0wk4DVQEu0ml6J-9FRns2sKp9umU64tB34 Upload new log and debug log even if it works without error. Also upload new bugreport.txt in case there is still an error. Do not install new versions over old versions. Follow the install/update instructions. See https://dyndolod.info/Updating#New-DynDOLOD-Version
  8. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and which LODGen log to upload. See https://dyndolod.info/Changelog to learn what changed. https://dyndolod.info/Help/Advanced-Mode#Grass-LOD Density sets the percentage of grass LOD billboards that are being generated. 50 means only half of the grass placements are added for better performance but thinner grass LOD in the distance. 50 means 50%.
  9. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting https://dyndolod.info/FAQ#Older-versions
  10. Fix included in Alpha-167.
  11. The out of memory error happened while generating the atlas texture for Solstheim. Hence the suggestion to limit the number of threads used for the atlas texture generation, so it works on less textures at the same time. The execution order and parallelism of things are not consistent across runs. Memory is a finite resource used by all processes shown in Windows task manager.
  12. Check if issue is fixed in latest the alpha version
  13. Texconv and DynDOLOD ran out of vided memory it seems. Probably too many high resolution textures are being worked at the same time. Add AtlasThreads=X under [DynDOLOD] in D:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Start with X being the physical core count and lower it if problem persists. Also enforcing to only run one Texconv convertion at a time with LockTexconv=1 should help. Always upload entire logs, also from LODGen. Check if putting this test version of LODgenx64Win.exe in the ..\DynDOLOD\Edit Scripts folder makes a difference https://mega.nz/file/QIBRXTjR#-As4pmm4tn1890E77GuZZqUAcRnxEpka51kPiMsDk-U
  14. 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 message reports a fact. The Update.esm loaded by DynDOLOD was not cleaned and needs to be cleaned.
  15. You did not ask a question. You just made a number of statements. Read the first post. This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation. This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already. I do not provide support for third party modding guides like STEP support in this thread. See https://stepmodifications.org/forum/forum/157-step-skyrim-se-guide/ https://www.google.com/search?q=xlodgen -> https://dyndolod.info/Help/xLODGen xLODGen is a Creation Kit replacement LOD generator. It creates vanilla style object LOD, tree LOD, terrain LOD and occlusion data. https://dyndolod.info/Terminology
  16. Moved to the DynDOLOD 3 Alpha thread. https://dyndolod.info/Messages/Exceptions#Access-violation Test with the latest version. If problem persists, upload new DynDOLOD log, debug log and bugreport.txt. Unrelated, it seems there are nonsensical command line arguments passed to DynDOLOD that can/should be removed.
  17. .NET6 is the last version to support Windows 7/8, so no plans.
  18. 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 when reporting a CTD in the game. 003C8A2 is not a form ID. It is a relative memory address where the shown opcode is executed. You are most likely not using the correct version of the DynDOLOD DLL NG for the runtime of the game.
  19. This should be fixed in DynDOLOD 3 Alpha-166
  20. The scripted dynamic LOD works pretty much the same since almost a decade. Any such issues would have been already reported/fixed. Scripts being dumped is usually the result of low FPS/performance problems and not the other way around.
  21. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. See https://dyndolod.info/Updatinghow to properly update a save game with a clean save. A clean save/new game should not have DynDOLOD script instances that could be dumped. The script engine is being overloaded and all current scripts are being dumped, which includes some from DynDOLOD among all the others. The dumping of starts starts with [(55003456)].FXBirdFleeSCRIPT.OnUpdate() Consider using DynDOLOD DLL NG from https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds. https://dyndolod.info/FAQ#Script-instances
  22. There seem to be two different things conflicting that probably need to be addressed in code or rules included in the DynDOLOD Standalone.
  23. 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. Zip large logs and use a file service as explained. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
  24. For object LOD the number of triangles before and after optimizations. For terrain LOD, the number of triangles for terrain and water.
  25. If you still have the NIF, upload it.
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