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Everything posted by sheson
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Get this test version https://mega.nz/file/UB5kCRaR#E2N9_ByJAQ19TeRQSF-NpyKtXmvtUoBLUQb_gxSv93E Start DynDOLOD in Expert Mode. Select the arnimaDUPLICATE003 worldspace Set the dropdowns Specific Chunk to 16, W to 0 and S to - 32 Click the "Execute LODGen" button. Upload the new E:\Dyndolod\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt
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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. The -speed command line argument will make xEdit use more memory by keeping more record data There is nothing in the tools that limits core usage, they have threads which are not core bound. You can experiment with the LODGenThreadSplit for LODGen in DynDOLOD_SSE.ini Try MaxLODGenPerWorldspace=0 if you generate LOD for seasons. Since occlusion usually does not need to load object LOD meshes anymore, the OcclusionMaxThreadsObjectLOD will not really make a difference.
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Doesn't matter if there is no problem in those LOD levels.
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Start DynDOLOD in Expert Mode. https://dyndolod.info/Help/Expert-Mode Select the arnimaDUPLICATE003 Change the Specific Chunk dropdown to 4. Click "Execute LODGen" button. I am expecting it to run through without error. Change Specific Chunk dropdown to 8. Click "Execute LODGen" button. I am expecting it to run through without error In case there are errors in those LOD levels let me know.
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Get this test version. https://mega.nz/file/RVBWQQ6A#7jAECSwNtxf40NyObDK-YfctWtTgLxL6kkd5hyTmCuI While it should still report the error to the LODGen log, it should not stop the generation and create the 0 -32 BTOs. Check E:\Dyndolod\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt, it now should also mention the LOD level like Error processing Merged 1 [LOD Level] 0,-32. Upload that BTO. e.g. D:\Dyndolod\DynDOLOD_Output\Meshes\Terrain\arnimaDUPLICATE003\Objects\Tamriel.[LOD level].0.-32.bto If you get the message for more than one BTO just upload the smallest file size one for LOD Level 4. Upload new E:\Dyndolod\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt and also upload E:\Dyndolod\Edit Scripts\Export\LODGen_SSE_Export_arnimaDUPLICATE003.txt
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Get this test version. https://mega.nz/file/BJRVxC4Q#9hOUZE8ZfF1rfsZgvCycyzIUM_V_a762po8V6YfaVbg Edit E:\Dyndolod\Edit Scripts\Export\LODGen_SSE_Export_ArnimaVoid.txt and add Verbose=True at the top Edit E:\Dyndolod\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and change Verbose=1 so it adds Verbose to the export file in case you generate normally. "Execute LODGen" for arnimaDUPLICATE003 in Expert mode. https://dyndolod.info/Help/Expert-Mode Upload the new E:\Dyndolod\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt
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Replace LODGenx64Win.exe in Edit Scripts with this test version. https://mega.nz/file/1IRUwaIa#k-tskTRNuWvjGFITwSI6YZ62ONAAH4tZrbiopFFArOs "Execute LODGen" for arnimaDUPLICATE003 in Expert mode. https://dyndolod.info/Help/Expert-Mode Upload the new LODGen_SSE_arnimaDUPLICATE003_TerrainUnderside_log.txt. Hoping for a bit more information.
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The error happens in LODGen while it generates object LOD meshes. There is no exception in DynDOLOD so there is no bugreport.txt and the issue is not caused by data in a plugin. Check if the error is also 100% repeatable if LODGenx64Win.exe is used by installing .NET Desktop Runtime 6 Make sure LODGenx64Win.exe is being used by checking the DynDOLOD reports it something like External: E:\Dyndolod\Edit Scripts\LODGenx64Win.exe, Version: 3.0.18.0, Date: 2023-12-15 19:00:00 https://dyndolod.info/Help/LODGen
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to uploads when making posts. As explained use pastebin or zip and upload to a file service. If the option "Copy this message to clipboard" is available, copy and paste the text instead of posting a screenshot, as explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Executing LODGenx64.exe returned error code 194 Use the "Click on this link for additional explanations and help for this message" of the message as explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Help/LODGen 194 - File not found The file(s) mentioned in the log message(s) have not been found. Make sure the file(s) exist(s) and that nothing prevents LODGen from accessing or reading any file(s). Make sure that all required BSA files are being loaded and can be accessed. file not found meshes\markerx.nif Reinstalling DynDOLOD does not fix file not found errors in the load order. If I had to guess, vanilla one or more BSA meshes files are missing or not being loaded. Probably because the Skyrim.INI is missing its [Archive] entries.
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"every distant mountain mesh being invisible" From the screenshots II can see the throat of the world has mountain object LOD. Which probably means either not all objects are affected or only specific LOD levels are affected. The DynDOLOD_SSE_Object_Report.txt you uploaded is from a different generation than the log and debug log, right? The plugin load order changed between generations, without seasons? Checking the shown references and base in the screenshots, LOD models were found for all LOD levels and no errors reported. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots To get closer to LOD, toggle to the free fly camera with tfc in console. This might help to determine to check if entire LOD for a reference is missing for all LOD levels, or of the LOD is missing for a specific LOD level only. https://dyndolod.info/FAQ#Entire-LOD-missing Increase terrain LOD, object LOD or tree LOD distances in the DynDOLOD SkyUI MCM Settings. Test with default game INIs. Post screenshot of https://dyndolod.info/Help/Mod-Configuration-Menu#Settings https://dyndolod.info/FAQ#Entire-LOD-missing Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. Go to an area that has some objects missing their LOD. Check https://dyndolod.info/Help/Mod-Configuration-Menu#You-Are-Here for the listed Tamriel*.BTO filenames and upload those. Upload C:\Modding\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt
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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. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models and their LOD. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting to check if something is LOD or not with tll in console.
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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. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of full models and their affected LOD. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting to check if something is LOD or not with tll in console to determine what it is actually missing texture. Seems the screenshot shows some full models missing textures. Check the and the https://dyndolod.info/Help/Summary-Of-Messages for https://dyndolod.info/Messages/File-Not-Found-Textures messages.
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Requested screenshots and report file have not been provided. Screenshots would help everyone else to understand what you mean by "distant mountain mesh being invisible" as that is a pretty broad statement and if paired with a useful screenshot of an affected full as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots provide information which reference, base record(s) are affected to look them up in the log and reports for first troubleshooting steps to determine the actual cause of a problem. Ignoring requests and giving up by just removing mods is not troubleshooting.
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Linux/Proton: A call to an OS function failed
sheson replied to itsdnoftheworld's question in DynDOLOD & xLODGen Support
See https://dyndolod.info/Changelog for Version 3.00 Alpha 36. Use Texconv included in the DynDOLOD 3 Standalone archive. "A call to an OS function failed" is a message from the OS and not the same as "FAILED [mipmaps] 80070057: Invalid parameter" -
No useful screenshots were provided after request. In po3_SeasonsOfSkyrim.ini. Upload C:\Modding\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots. https://dyndolod.info/FAQ#Entire-LOD-missing Test if it happens with seasons disabled in its INI Season Type = 0 or for a specific season only.
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Moved to the DynDOLOD 3 alpha thread. As explained in the first and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, if the option "Copy this message to clipboard" is available, copy and paste the text instead of posting a screenshot. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload. Use https://modwat.ch instead of making screenshots of MO2. Though, neither is really necessary at this point. Always use the x64 version as explained at https://dyndolod.info/Installation-Instructions Check the mentioned texture is valid by loading it in a viewer, like the on built into MO2 for example.
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Let us know if this test version makes a difference https://mega.nz/file/NRJXzbYS#--XETrjDaKwseeomNFwTKtgXA4oPuoTahLqjoD36gMM Just the 2nd session when trying to update existing DynDOLOD plugins.
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If you could list the minimal load order you had that has the issue, that would help. 13 would be 0C in hex Looks like the internal file ID is pointing to avwrong master.
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As long as there the same message with different form IDs it will most likely have the same cause. If you get duplicate editor ID, I already fixed that for the next alpha.
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The "missing" reference is a tree in Lux Via.ESP. I could not make it happen with a small load order so far that has most of the master that are listed in DynDOLOD.esm. I need to double check if there is a problem writing or reading the data only.
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Dyndolod - values for ultra settings
sheson replied to random94's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/Ultra-Tree-LOD#Generating https://dyndolod.info/Help/Ultra-Tree-LOD#Internal-Billboards-and-External-Billboards https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Static-Object-LOD-Options https://dyndolod.info/Help/Dynamic-LOD -
I am unable to replicate this so far. Can you upload the DynDOLOD.,esm as well?
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What LODGen Resources Can Be Discarded?
sheson replied to bchick1's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/xLODGen#Requirements Remove or disable the plugin after terrain LOD generation. No harm done if loaded in-game. Typically the player can not get close to these areas. There are no effects outside the far away added cells. DynDOLOD will tell you to remove the restored terrain plugin in case it is still active. If you installed special landscape textures that are for terrain LOD generation only, then they need to be removed afterwards as instructed by the 3rd party mod instructions. Terrain LOD generation does not use or care about object LOD or tree LOD assets like billboards. They should be active before and after generating object and tree LOD as explained: https://dyndolod.info/Generation-Instructions Keep all LOD assets (DynDOLOD Resources, 3rd party mods, TexGen output etc.) that were active for LOD generation activated unless there are specific instructions to disable 3rd party mods. Object LOD and tree LOD assets may also be used directly in the game like any other models and textures, in particular by dynamic LOD or Child/Parent Worldspace Copies. -
Make sure xEdit shows the Large References listing on the worldspace record before checking for errors. Uncheck Hide Ignored and Hide "never shown" in the Options General tab. The log archive is missing the DynDOLOD log and debug of the generation from scratch. Generate DynDOLOD from scratch, save the debug log and log. Check for errors with xEdit. If there is an unresolved error, upload the xEdit log with the DynDOLOD debug and log. If no unresolved error is reported, start DynDOLOD. If it reports an unresolved error, upload the xEdit log, the saved DynDOLOD logs from generation and the new DynDOLOD logs showing the error.

