Oblivion_gallo
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Everything posted by Oblivion_gallo
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Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
This is the Tes5Edit log for MarkarthWorld (no firstborn/no minion). (Everything after the first no minion only runs because I edited the script to only AddMaster if the list index is within bounds.) By the way, how big are your savegames just after starting a new game with this? -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Alright, I regenerated all worldspaces from an empty DynDOLOD.esp (before, I had created all worldspaces but Tamriel in one go, and Tamriel later when it worked) and now the message no longer pops up in Whiterun. I removed SkyMills/SkyFalls and all custom rules and the buildings are ok (as expected). I'll have to play around a bit to see if I like it as it is. The only thing that still didn't quite work was Markarth. In Markarth itself, I don't see anything messed up, so I'm not sure if this is really an issue. Tes5Edit still shows all these errors with the waterfall meshes and fire fx, and no DynDOLOD_MarkarthWorld.json is created, only DynDOLOD_MarkarthWorld_Objects.json. Other than that, everything works really well! Thank you for your great work If I can do anything to help, let me know. -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Should the reading error then also appear when in Dragonsreach? -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
I might have The DynDOLOD_Worlds.json file is in '\skse\plugins\StorageUtilData'. If it wasn't in the correct folder, shouldn't the message pop up outside of Whiterun as well? The custom rules for SkyMills are exactly the first option in the manual. Does it make a difference where in the list it is placed? At the top/bottom? -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for all your help, I really appreciate it! Things are mostly working now: https://fs2.directupload.net/images/150307/tvoxl2vn.jpg However, two small things are still off: The windmill buildings are still disappearing when I get closer: https://fs2.directupload.net/images/150307/aia3q9s4.jpg And there's a rock floating in the sky near Whiterun. Its ID (from console-clicking) is 5b02b500 (5b is Shadow of Meresis English language patch) https://fs1.directupload.net/images/150307/wuda5meu.jpg Also, a small suggestion: Maybe add a small check to the beginning of the script to see if the folders specified for output exist. They should exist if the user selects them through the browse button - but they don't necessarily exist if the user edits a preset.ini. In which case the error is thrown at the end of a 13 minute script run And it might make looking for errors easier if the LODGen log was appended to the existing log file (like the Tes5Edit log does) instead of wiping the log file each time the exe is run. Edit: Entering Whiterun a message appeared DynDOLOD can not read data from DynDOLOD_Worlds.json ?_? This is my DynDOLOD_Worlds.json: -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Same error with the redownloaded Skyrim - Meshes.bsa. Could the farmhouse01_lod.nif mesh come from another file? Edit: It does come from a different file -.- The Vivid Landscapes All-in-one. I'll try removing it -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Wanna hear something weird? I deleted every reference to farmhouse01_lod.nif in LODGen_Tamriel.txt. And now LODGen is running just fine... But now I'm wondering: I have 28 bto files for Falskaar, and now 685 for Tamriel. Shouldn't that be more? Edit: Yes, it should. Sorry. The same error comes up with Falskaar, but it's not as prominent as with Tamriel. LODGen.exe runs for a while, generating the files and then stops with the OutOfMemory exception. So it's not as weird, just something wrong with farmhouse01_lod.nif. -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Yes, I'm using MO LODGen Tamriel.txt: LODGen Falskaar.txt: -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Yes -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
It's the original one, I've never messed with the .bsas. And it's the English language version, so there shouldn't be any difference there I haven't looked at the LODGen_log.txt before this, so maybe there has been an issue with the other worldspaces. I'll try running another worldspace to check This is HunterWorld, no error: -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Ok, now I'm confused. Generating Tamriel did not produce any errors. Looking down from High Hrothgar, I could see the Whiterun windmills moving and a fire somewhere. But: 1) If I get closer to the windmills, the building vanishes (the sails don't). 2) There isn't really any object LOD. Hills and stones pop up out of nowhere, the buildings in front of Markarth as well. So I checked my mod folder with the static LOD and - there are .bto files in every single folder but the Tamriel/objects one...I have the Tamriel atlas texture, the two .json files and the text file in cache, but no .btos. Wth happened? ;) Edit: LODGen seems to have the issue: -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
I used custom rules for SkyFalls, Morskom, and Shadows of Meresis for Tamriel, Falskaar, Wyrmtooth, HunterWorld, Solstheim. For the rest, including MarkarthWorld, I used the High preset, no ini changes Edit: Just started Skyrim...first impression, looks gorgeous: https://fs2.directupload.net/images/150306/ek7jfw5l.png https://fs2.directupload.net/images/150306/bzw5bdcu.png -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
The FormID for the Breezehome thing was 490419DF. The out of bounds error also happened the first time I ran MarkarthWorld, so it wasn't an update run. Edit: I added a lower bound check for idx to functions.pas to see if it was just that one instant that wouldn't work, but sadly, no: if idx = -1 then MyMessage(' no Minion for ' + CellsToString(PosToCell(GetElementNativeValues(Element,'DATA\Position\X')), PosToCell(GetElementNativeValues(Element,'DATA\Position\Y'))) + ' ' + Name(Element)); if idx >= 0 then SetElementNativeValues(Element, 'Activate Parents\Activate Parent Refs\XAPR - Activate Parent Ref\Reference', olMinions.Objects[idx]); -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Aaaand a new one: -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Didn't work the first time, I'm now running it a second time. In the meantime, something else happened: I ran the tree LOD generation with my full load order. When I now deselect any of my mods when starting Tes5Edit and run the script, it writes an error message to the log (ID is higher than load order....ID [xxxxxx] could not be found) when going through the *.BTT files. So far, so annoying. But it also throws an error "Unknown identifier in functions.pas, line 103 'halt'". The Assertion errors keep coming up once in a while, but it usually works just fine if I run the script again. Edit: The .dat error is fixed. Tamriel still doesn't work for me though :( Edit2: Woohoo! Tamriel worked I removed Breezehome_Upgradable from my load order. When I had it in, I now got an error that a FormID from Breezehome could not be found in DynDOLOD.esp. Name BASE of that ID referenced [00] Skyrim.esm \ Static \ 0000003B <XMarker> Thanks again for helping! -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Mega asks for a code -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Ok...same, same but different: -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
No change: Adding a check for the .dat file in functions.pas did not produce that error, but ended in the Assertion error ("Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 3332)") Do you know what's up with that? I'm confused about the path, nothing is on my D drive... -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
There you go! Thanks for your help :) https://fs1.directupload.net/images/150305/4v292r3l.png https://fs1.directupload.net/images/150305/k9wnl69e.png -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
It only tries to do this for the Tamriel worldspace. With all others the only mention of that file is in "Ignoring Skyrim.Hardcoded...". I even get that "Ignoring" message at the beginning of the process for Tamriel. -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
This is from the log: And this is my load order (Just the stuff I selected for Tes5Edit): So far it has only thrown an error when trying to generate the LOD for the Tamriel worldspace. -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Thanks! I tried again for the DLC worldspaces. This time, no missing master error, everything worked fine. When I tried for Tamriel worldspace however, the same error message as yesterday: [DynDOLOD.esp] Adding master "Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat" [skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat] Loading file "DynDOLOD.esp" requires master "Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat" to be loaded before it. DynDOLOD.esp is last in my load order. -
Dynamic Distant Objects LOD - pre 2.xx
Oblivion_gallo replied to sheson's question in DynDOLOD & xLODGen Support
Hi there! This is the first time I've tried it, so I'm not exactly sure what I'm doing: Splitting the trees seemed to work. When I tried generating the LODs for the Tamriel worldspace, it ended with an error mentioning that Dyndolod.esp needed to be loaded after Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat. When I tried generating the LODs for the other worldspaces, it threw an error after a while, "Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 3332)" (https://pastebin.com/wq79gNZp). The folder I specified for output was empty. I just tried Tamriel again, this time with a reduced load order that just included the mods that add objects (I tried the first time by deselecting them in TES5Edit, but that ended in an error). This time it comlains: FormID [220419DF] references a master which is not available in file [75] DynDOLOD.esp Any help would be greatly appreciated! ;)

