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Everything posted by exploiteddna
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game CTD approaching TelMithryn exterior
exploiteddna replied to exploiteddna's question in DynDOLOD & xLODGen Support
so my problem was that I was only looking in the "bugreport.txt" instead of the log.. i thought errors went into the bugreport thing.. but thats probably only for dyndolod exceptions.. I havent confirmed yet that those 4 missing meshes were the cause but im regenerating now.. so well see -
game CTD approaching TelMithryn exterior
exploiteddna replied to exploiteddna's question in DynDOLOD & xLODGen Support
https://www.dropbox.com/s/53sqx7mjh3ts0fx/Logs.7z?dl=1 "this didnt work out very well" just meant that its a complicated plugin and I couldnt easily find references directly related to Cells that im getting ctd in.. there were a ton of placed object activators but im not gonna remove those. and most of the base object overrides in the plugin are simple edits like marking 'has distant lod' flag so i didnt see that would be very useful to revert or delete those changes. I just tried to regenerate without EVT-SSE and still crash. One thing interesting i notice when i compare the thw newly generated plugin to the backup plugin that is working, the working dyndolod plugin has majesticmountains.esp as a master but new one does not.. even though MM is still installed and in the same load order position. could be irrelevant, but im just trying to find whats different ok i found it pretty sure its my own mod lol.. ooops i forgot to clear those records out of the stable release.. from my working dev plugin.. crap. Maybe thats not the reason but i suspect it is. "missing model" will cause ctd soo... like i said from the start, i had a feeling it was a mesh problem -
game CTD approaching TelMithryn exterior
exploiteddna posted a question in DynDOLOD & xLODGen Support
based on my experience troubleshooting mods and conflicts and crashes, my gut feeling is that this CTD is being caused by a mesh error. Although I have no hard evidence to back that up right now. if i disable the newly generated dyndolod esp plugin, no more CTD. Background: I was regenerating my DynDOLOD last night to add Enhanced Vanilla Trees to my game, and also increase the darkness level. After properly updating the generated textures and then generating worlds LOD, I tried fast travel to TelMithryn and immediate CTD. If I try to fast travel to the nearby Sun Stone (or whatever its called where the workers are under miraak's control).. if i try fast travel to there, immediate CTD As part of my troubleshooting, I took a series of screenshots of the DynDOLOD info in MCM (using the backup of my previous DynDOLOD files).. So I know at least some of the cells that seem to be problematic.. but I'd really need to look at the cell grid map of solstheim to specifically say which cells are affected. I also tried to manually edit the dyndolod plugin, deleting chunks of it and then retrying in-game, hoping to find the offending record.. but this didnt work out very well.. Ive tried reading the dyndolod logs, but i just dont see anything useful in there I can of course just go back to using my previous dyndolod setup, but id really like to know why this generation is causing problems. Ive tried to re-generate from scratch several times.. even tried changing some of the settings (disabling things like fx glow) to see if that made a difference, but so far I have found nothing. Honestly, Im just not really sure of the most efficient use of my time to troubleshoot this issue, and maybe someone can suggest a better way to try and find the culprit. Like i said, im almost certain its a bad mesh of some sort.. but i could def be wrong You could say "oh, well since you were regenerating LOD because enhanced van trees, maybe you should check that mod" and of course that might be right. however, i havent regenerated my LOD in many months, so there have been many other changes to my mesh/textures/plugins since then.. so the culprit could be any number of things. However, I may try regenerating without EVT and see how that goes. Im trying to paste my dyndolod log for you but hastebin and pastebin wont accept it bc its too long. Ill try to get the logs posted some other way Some notes: -
I know there is a way of doing this because ive done it before, at the direction of someone in the discord.. probably a year or so ago. It did not involve any manual tweaking of the modlist.txt, as far as i recall. The idea is simple, I'd like the order of all my mods to be the same between profiles, but only differ in which ones are active. I dont remember how this was accomplished before.. i dont think it was an explicit feature (although maybe it is?), but if memory serves me right, it was a clever way of achieving this result without having to actually edit the modlist.txt (i.e. removing the + and - before each mod name) Ive tried asking in the discord but it seems that whoever is currently active on there or has happened to read my message, they're not sure how it's done. So, here's to hoping someone on here will know. Thanks
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3D Static Object Trees LOD - A Few Questions
exploiteddna replied to exploiteddna's question in DynDOLOD & xLODGen Support
i really appreciate the detailed reply. so much of this is way beyond my skill level. much of what you said is lost on me. Im really just trying to find the easiest way of making 3D static object LOD for my game instead of using billboards textures that i think look less realistic. I will check the two versions of the treepineforestsnow05 and make sure there wasnt a mixup. Im using partial sets from each mod. Im using 3D Trees and Plants as my highest priority, but I have disabled some of its assets that I dont like the look of. So, for example, I disabled/deleted the treepineforestsnow05 model from 3DTP, and installed the one from SFO instead. However, the 3DTP plugin is still active when I run the crc32 PAS script. As far as all of this re-UV stuff goes... i have no idea what any of that is doing. I am not trying to mess with the UV map of any meshes.. that error i showed you was just an error I was being given when i tried to generate my dyndolod for my current game. I see in your documentation that you say UV coordinates need to be clamped so that the textures for the meshes being used in static object lod can be put into atlas. maybe this is what youre talking about. im just doing my best to follow the guidelines in DynDOLOD_CreateStaticTree.html and also the Ultra Trees part of DynDOLOD-Trees.html also, for the catch all rule for all trees, should it be Mesh mask LOD 4 LOD 8 LOD 16 VWD Grid Reference tree Static LOD4 Static LOD8 Static LOD16 Yes Far LOD Unchanged Or would it be better to have it like Mesh mask LOD 4 LOD 8 LOD 16 VWD Grid Reference tree Static LOD4 Billboard Billboard Yes Far LOD Unchanged -
3D Static Object Trees LOD - A Few Questions
exploiteddna replied to exploiteddna's question in DynDOLOD & xLODGen Support
funny thing is, it seems i have 2 versions of that file, both have the same hash .. not sure how thats possible. but they were made separately, one from Skyrim Flora Overhaul (trees only) and the other from 3D Trees and Plants "C:\Gaming\Elder Scrolls\SkyrimSE\Mod Organizer\mods\DynDOLOD - Main\Meshes\DynDOLOD\lod\trees\SFO\treepineforestsnow05_026D7A95passthru_lod.nif" "C:\Gaming\Elder Scrolls\SkyrimSE\Mod Organizer\mods\DynDOLOD - Main\Meshes\DynDOLOD\lod\trees\3DTP\treepineforestsnow05_026D7A95passthru_lod.nif" both of them i made myself using the full meshes that come with the respective mod. this is a small little guide i wrote for myself so that I know how I made the optimized meshes. this is what I did: 1. rename tree mesh files by appending _passthru_lod the end of the filename 2. move all the meshes you need to be processed into ..\Data\DynDOLOD-Source\ 3. in xEdit, right click the top of the tree records branch, called "Tree" ... select `Apply Script` and choose DynDOLOD_CRC32Gen.pas (make sure that script is installed in your xEdit "Edit Scripts" folder) 4. all the meshes in ..\Data\DynDOLOD-Source\ should now have the CRC32 checksum added to their name 5. make sure merge.txt is configured according to what you need (GameMode=ConvertSSE, PathData= , PathOutput= ) 6. run merge.bat and all the meshes should be processed to remove animation 7. place in custom folder in ..\Meshes\DynDOLOD\lod\trees\<custom-folder> 3DTP - treepineforestsnow05_026D7A95passthru_lod.7z SFO - treepineforestsnow05_026D7A95passthru_lod.7z -
3D Static Object Trees LOD - A Few Questions
exploiteddna replied to exploiteddna's question in DynDOLOD & xLODGen Support
@sheson when i set TreeFullFallBack=1 the process of generating dyndolod output is VERY lengthy. I also get a lot of this messsage: Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. Could not re-UV meshes\dyndolod\lod\trees\3dtp\treepineforestsnow05_026d7a95passthru_lod.nif treepineforestsnow01 The given key was not present in the dictionary. is there any way to address this? -
3D Static Object Trees LOD - A Few Questions
exploiteddna replied to exploiteddna's question in DynDOLOD & xLODGen Support
when i run with `convertSSE` option, the resulting meshes are 24.8 MB, and the source meshes are 25.8. So it seems ok, the meshes with animation removed are slightly smaller in size, which makes sense. I believe this is the last step of the process, I can now just install these meshes to my assets and regenerate dyndolod and see if it all works -
3D Static Object Trees LOD - A Few Questions
exploiteddna replied to exploiteddna's question in DynDOLOD & xLODGen Support
yeah im familiar with how to output dir to txt file. so i will try those other modes you listed. then i can make a merge.txt that looks like this and it should process all files? GameMode=convert5 Worldspace=merged DontMergeShapes=False PassThruMeshMask=nif PathData=C:\trees\ PathOutput=C:\trees\3DTP 0 0 0 0 0 0 0 0 1 <tree>_<crc32>passthru_lod.nif 0 0 0 0 0 0 0 0 1 <tree>_<crc32>passthru_lod.nif 0 0 0 0 0 0 0 0 1 <tree>_<crc32>passthru_lod.nif 0 0 0 0 0 0 0 0 1 <tree>_<crc32>passthru_lod.nif ... ... ... thx sheson. once i get this all working i will be sharing the assets with the authors of the respective mods (i.e. mathy79) so they can post on mod page and other users dont have to learn how to do this. thx again :muscle: EDIT: funny thing is, i just ran it against all 118 meshes that I am converting, and it worked, but the resultant meshes are larger file size than the original meshes. combined size of original meshes is 25.8 MB, and after convert5 process, combines disk size is 46.6 MB. As long as animation is removed i dont really care, unless you think this is a problem -
that sir is not dyndolod -- to me it looks like a graphics card or driver issue. maybe something like ENB could cause that. i would be really surprised if that was dyndolod causing it. "could not be resolved" means that the linked reference is not present. Many records in a plugin will have information that points to another record, either in the same plugin or a different one. If plugin A makes reference to something in Plugin B, but then for whatever reason Plugin B cannot be found or is not loaded properly, xEdit will show the "could not be resolved" error where the reference should be how exactly this applies to you im not sure, as I dont fully understand what's going on with your situation. But if you were able to resolve it, thats all that matters. But cleaning plugins or masters, in theory, should not affect references/ref links in any way. Cleaning will remove ITM records (but not actually remove the master record) and will find records that have the Delete flag and change it to an 'initially disabled' flag (UDR). This is what is meant by "undelete and disable references". Records get a "delete" flag anytime a mod author uses the delete function inside creation kit. If you click on an object in the world, hit delete key, it will remove the object from the default world, which adds the "delete" flag to that object reference, essentially telling the game not to render it. EDIT: forgot to mention, I also have majestic mountains, and most/all of the other plugins that were mentioned and no probs here. only issue ive had recently was with the update, forcing me to downgrade back to 1.5.50
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Skyrim Current SE build 2.0.9 SKSE 1.5.53 Errors
exploiteddna replied to Mainframex's question in DynDOLOD & xLODGen Support
i just downgraded my skyrimse.exe and all is going well. but i am curious if it is possible to use the latest version and also keep dyndolod working as intended (PapyrusUtil may require an update) -
3D Static Object Trees LOD - A Few Questions
exploiteddna replied to exploiteddna's question in DynDOLOD & xLODGen Support
i thought i had tried that but i guess not; that worked. However, i thought this was supposed to generate a nif file with animations etc removed. For me it is creating 3 *.bto files. One of them is ~130 KB and the other two are only 1KB in size. If i change the large one to .nif file, it opens in nifskope just fine. But im not sure if this is what I should do, or if there is a way to input NIF and output NIF. My config is: GameMode=skyrim_se Worldspace=merged DontMergeShapes=False PassThruMeshMask=nif PathData=C:\trees\ PathOutput=C:\trees\3DTP 0 0 0 0 0 0 0 0 1 deadshrub01_BCC09B0Apassthru_lod.nif The output files are merged.16.0.0, merged.8.0.0, merged.4.0.0 - it is the 4.0.0 level file that i can open in nifskope by changing extension. Also, is there any way to get it to process the entire folder instead of having to paste the name of every mesh? Im sure there is, Im just not very good at writing batch script. I tried to use a wildcard * but it didnt work correctly -
3D Static Object Trees LOD - A Few Questions
exploiteddna replied to exploiteddna's question in DynDOLOD & xLODGen Support
trust me i know how it is to explain thing you feel are obvious or that you are repeating a lot. but ive not seen this mentioned before and ive been reading the documentation over and over, trying to make sense of everything. If you put this info in the DynDOLOD_CreateStaticTree.html file, it would be helpful. To be fair, I do remember reading in one of the other docs something that said (paraphrasing) "if any of this guide is not clear to you, let me know.. and some info may be inaccurate or outdated" .. so, here I am So, ive been able to generate the beginnings of static meshes, with the checksums in the filename and added the passthru string My merge.txt is as follows: GameMode=Merge5 Worldspace=merged DontMergeShapes=False PassThruMeshMask=nif PathData=C:\trees PathOutput=C:\trees\3DTP 0 0 0.0 0.0 0.0 0.0 0.0 0.0 1.0 deadshrub01_BCC09B0Apassthru_lod.nif It seems it cannot read my directory, I have tried changing the path, using quotes, not using quotes, etc etc... Here is the output: ============================================================ Skyrim Object LOD Generator 2.3.1.0 Created by Ehamloptiran and Zilav Updated by Sheson Log started at 10:02:55 PM Game Mode: MERGE5 Fix Tangents: False, False, False, False Generate Tangents: True, True, True, True Generate Vertex Colors: True, True, True, True Merge Vertex Colors: False, False, False, False Merge Meshes: True Grouping: False Remove Faces under Terrain: False Remove Faces under Water: False Use HD Flag: True Ignore Materials: False Alpha DoubleSided: False Default Alpha Threshold: 128 Use Source Alpha Threshold: False Use Backlight Power: False Use Decal Flag: False Global scale: 1.00 Specific level: No Specific quad: No Max Level: 32 Output: C:\trees\3DTP Merging meshes deadshrub01_BCC09B0Apassthru_lod.nif not found Log ended at 10:02:55 PM Code: 404 Oddly enough, if I remove the GameMode variable in the config, it still says it cannot find the *.nif, but it succeeds in generating worldspace bto files. Here is the log output ============================================================ Skyrim Object LOD Generator 2.3.1.0 Created by Ehamloptiran and Zilav Updated by Sheson Log started at 10:10:09 PM Game Mode: TES5 Fix Tangents: False, False, False, False Generate Tangents: True, True, True, True Generate Vertex Colors: True, True, True, True Merge Vertex Colors: False, False, False, False Merge Meshes: True Grouping: False Remove Faces under Terrain: False Remove Faces under Water: False Use HD Flag: True Ignore Materials: False Alpha DoubleSided: False Default Alpha Threshold: 128 Use Source Alpha Threshold: False Use Backlight Power: False Use Decal Flag: False Global scale: 1.00 Specific level: No Specific quad: No Max Level: 32 Output: C:\trees\3DTP Generating object LOD for worldspace merged deadshrub01_BCC09B0Apassthru_lod.nif not found Finished LOD level 8 coord [0, 0] [0/0] Finished LOD level 16 coord [0, 0] [0/0] LOD level 16 total triangles 0 reduced to 0 LOD level 8 total triangles 0 reduced to 0 Log ended at 10:10:09 PM Code: 404 So im sorry but i just dont know what to do from here. Not sure what im doing wrong so that it cant find the nif. You can see in my screenshot the full path of the directory, and then see the PathData var in my config.. and youll see that it is configured properly (at least with regard to paths). A tiny bit of assistance would be great, as I do not know what i can do to troubleshoot.. im all out of ideas -
3D Static Object Trees LOD - A Few Questions
exploiteddna replied to exploiteddna's question in DynDOLOD & xLODGen Support
maybe i dont understand how checksum works, but if you have assets for 3 different mods (2 mods, 1 vanilla) that have a replacer mesh for treepineforest01.. you make your static mesh with animation removed and youre left with these versions of treepineforest01 in the assets directory, like so: Meshes\DynDOLOD\lod\trees\custom-mod-1\treepineforest01_8E204123passthru_lod.nif Meshes\DynDOLOD\lod\trees\custom-mod-2\treepineforest01_5C275A0Fpassthru_lod.nif Meshes\DynDOLOD\lod\trees\treepineforest01passthru_lod.nif Youre saying that the 8E204123 checksum corresponds to the full mesh that was used to generate the 3D static mesh? If so, how does it know to look in Meshes\DynDOLOD\lod\trees\custom-mod-1\ instead of Meshes\DynDOLOD\lod\trees\custom-mod-2\ or any other directory? For the realistic aspen trees 3d statics that are included with dyndolod se, they are all found in \rat\ directory. If i create my own 3d statics, should i just make a separate folder and call it whatever i want, or does it matter? Also, the documentation says "Start xEdit.exe, unfold TREEs, mark trees you want to work on and then apply script DynDOLOD_CRC32Gen.pas". Is this still valid or has this changed since dyndolod now runs its own executable? -
3D Static Object Trees LOD - A Few Questions
exploiteddna posted a question in DynDOLOD & xLODGen Support
Having read these docs, im still somewhat confused on generating 3d static object lod when using tree replacer mods like realistic aspen trees, etc. Docs/trees.ultra/DynDOLOD-Trees.html Docs/trees.ultra/tools/DynDOLOD_CreateStaticTree.html I have quite a few questions, but we can start with this. In the base resources for sse dyndolod, there is included several treeaspenXpassthru_lod.nif that i assume will be used when you generate 3d SO lod for these trees. But, realistic aspen trees mod is just a replacer, so how will dyndolod know it should use treeaspenX_XXXXXXXXpassthru_lod.nif in \Meshes\DynDOLOD\lod\trees\rat\ instead of default ones? -
anytime i try to generate all worlds, i get this error and it terminates. if i generate just for tamriel, no issue. either way, im investigating the error now, but wanted to go ahead and share this in case anyone can quickly identify the issue [00:08:46.153] Cutting Room Floor.esp [REFR:00080C4E] (places RTWall06InnerCRF [STAT:0C01F659] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25)) [00:08:46.178] [00:08:46.199] [00:08:46.847] [00:08:46.847] Exception in unit userscript line 217: One or more errors occurred [00:08:46.847] [00:08:46.847] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. [00:08:46.847] If problem persists, post error report with entire contents of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/EDIT: i just deleted the plugins and regenerated, instead of updating. working fine. false alarm
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Does anyone want a new, up to date Oblivion pack?
exploiteddna replied to mpjbay's topic in Step Skyrim LE Packs (retired)
im working through hishutup's guide right now after doing a clean OS install this weekend. The only difference being I am using MO instead of Wrye Bash. Well, tbh, I'm using both. But, I am only using WB where I need to (primarily for OBSE plugins), and MO for everything else (using the setup/workaround presented by doubleyou a few years back). So far so good, but I'll keep you posted after I finish the setup and do testing -
dammit, im sorry dude. I know a few years ago i was pretty active too but unfortunately things changed and, like others, ive had to shift my priorities. Wish my personal life allowed for more free time because this is by far the best Skyrim/TES/gaming/modding community out there, hands down. You've always been consistent over the years and I appreciate that (for what it's worth)... i know how much time goes into this; it's no small commitment. Hypothetically, even with a loaded & fully-active staff, converting STEP into SSE would/will be a huge undertaking.. only time will tell, i suppose
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DynDoLod for Skyrim Special Edition?
exploiteddna replied to Jemzyboz's question in DynDOLOD & xLODGen Support
yes, update will be happening (source: some thread, on some forum, some days ago, and I don't remember where it's at) patience my young padawan; the gods of mods will present to you an update in the not-so-distant future .... all in good time :D -
is there a discussion/thread going on somewhere that addresses the future of STEP with respect to Skyrim SE?
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Nice to see you again; its been a while since ive been around here.. took a hiatus from gaming to focus on my education. Anyways, yeah. I agree with everything youve said. What is your personal opinion on the outlook and/or potential of this new project, with respect to how it will influence TES modding, how it will influence STEP, and the potential to maintain MO-style mod management? I have all the faith in the worl when it comes to Tannin's ability.. but, the same can't be said for Nexus (no disrespect meant); and now that he's on their payroll, he is at their mercy. I hope they can appreciate the HUGE contribution he made to our community and allow him the liberty to realize his goals in their new 'products'.