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Bluegunk

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Everything posted by Bluegunk

  1. Ah, thank you. I understand what I've done wrong now. I do try to read all the information, but I confess I struggle with it because I have poor concentration. Many thanks for your help, Sheson, I truly value it.
  2. Thank you for your quick reply. Logs and Debug are attached now. Apologies for forgetting them. What you call base of SSELODGen means you used xLODGen to generate terrain LOD? Yes to that What you call "mess" means there was only tree LOD billboards and no 3D tree LODs? Mess, as in the huge deformed rough tree models beside the normal ones (as in my first picture). As for the cache, I looked at the page you indicated, and it says nothing to answer my question. I take it that means I do not need to clear the Dyndolod cache in the Edit Scripts/ Dyndolod/ folder? Sorry to ask but I'm a little autistic and struggle with instructions. I viewed the game again. On first load up the large unfocussed leaves and tree models are there. If I reload the game save, they are all gone. It is this behaviour that puzzles me. PS the Debug file zipped is too big. Is there another route for you to see it? DynDOLOD_SSE_log.7z
  3. Might someone be able to indicate where I have gone wrong, please? [Win 10, Skyrim AE 6.640, MO2]. I have Traverse the Uldenwald in my game. From the base of SSElodgen and Texgen, I originally ran Dyndolod with Uldenwald version 3.3 and the trees were a mess, and the Ulvenwald mod was the cause. My fault - I didn't notice the author's Dyndolod warning about 3.3. I thoroughly cleared the process and removed saves affected, and re-ran it with Ulvenwald 3.2.1. In game, all looked fine and Dyndolod successfully initialised. I saved the game, closed it down and did other things. On return, I started the game and loaded the save, and I found this, which is the same as what I got from the original Dyndolod run on Uldenwald 3.3. But I'd cleared the whole process and results from Dyndolod and the game. On reloading the save I found this - the weird stuff has gone: I confess I did not clear the Dyndolod Cache, but I'd read (I cannot recall where) that clearing the cache was no longer necessary. Anyhow, ideas and pointers to where I've gone wrong would be hugely appreciated. And if I can fix rather than re-run, that would be a bonus! Thank you!
  4. Thanks. I had a look at the logs, and it may be a game path is incorrect. I can fix that easily, and should have looked for it before asking. Sorry for late reply - playing Starfield!
  5. My new Bethini says: Loading...please wait.... And wait And wait. Is there anything I can do? Win 10, PC, away from C drive, all anti-virus excepted.
  6. That's a handy idea! I tried it and, of course, JSON is valid. Hopefully the DLL will resolve this anyway.
  7. Thank you for your help! I've now installed the DLL and I'll go from here. I'll not trouble you any more.
  8. I think I shall, thank you. Not that it's much use, but here are my folders in use:
  9. This is really defeating me. I absolutely have the correct file structures; I've checked until I have gone blue in the face. The required JSONs are where they should be and there are no folder or file permissions issues. I use Papyrus Utility, not the Dyndolod DLL. SKSE's fine. MCM shows the matching numbers, etc. On some game runs Dyndolod initialises, others it does not. I've not encountered this before, and I've successfully used Dyndolod for some years. Well, you've done your best and I'll have to find the problem my end. Thank you for your help. If I find out what it going on I will let you know.
  10. UPDATE - I see you tackled this very issue for someone back in 2018. I'll go through that first, so please don't do anything! It looks like Papyrus Util is faulting. Thanks Well, dang it. I updated my V2 Dyndolod (2.97) and built a new play-through. All seemed to be OK, Dyndolod initialised in my first trip outside. But this evening, exactly the same fault (Dyndolod can not find master data in Dyndolod_Tamriel) emerged. The JSON data files are in place and I can't see anything weird in the list of numbers. I've been through your checklist: Check the SKSE *.log that and/or the Papyrus*.log Make sure the plugin limit of 254 full plugins is not exceeded. Use Engine Fixes to increase the file handle limit. Make sure antivir, UAC is not preventing file access. I notice my Papyrus Util Dev log had this at the bottom of it: <snip> JSON Files: 21 Saving: ../PoserHotKeys/FaceData/../PoserHotKeys/FaceData/.json JSON Saving: ../PoserHotKeys/FaceData/../PoserHotKeys/FaceData/.json FILESYSTEM EXCEPTION: boost::filesystem::create_directories: Access is denied: "Data\SKSE\Plugins\StorageUtilData\../PoserHotKeys/FaceData/../PoserHotKeys" JSON SaveFiles - Done External JSON Saved Save Done! JSON Loading: Data/SKSE/Plugins/StorageUtilData/DynDOLOD_Tamriel.json JSON: File does not exist, init empty root object... JSON Loading: Data/SKSE/Plugins/StorageUtilData/DynDOLOD_Tamriel_Objects.json JSON: File does not exist, init empty root object... I'm guessing this is the nub of the problem. Might you please have any tips on how I can resolve this? Thanks!
  11. Many thanks for your quick reply. I'll sort that out. Apologies - the JSON would not be a log of course.
  12. [ Info: Skyrim SE; MO2; not on C drive; Dyndolod v 2.45 ] After reading the FAQ, I'm a little puzzled why I get an intermittent "Dyndolod can not find master data in Dyndolod_Tamriel" / "Dyndolod can not read data from Dyndolod_Tamriel". Some times it initializes successfully, other times not. The Dyndolod MCM numbers all match up. I don't have any JSON log in the My Games.../...SKSE folder for some reason. I do not use the Dyndolod DLL. The only other logs I have are for the Dyndolod Build session of 27 November. What sort of thing do I need to look for to resolve what's happening, please? I'm reasonably able to sort stuff so "you need to look / think about" will be fine. Many thanks for any pointers.
  13. Shall do. I've tidied things up and done a re-run, but with exactly the same result. I'm calling it a day now (UK time) and will continue tomorrow. I've never faced this particular problem before, and it is proving really hard to track down what is going on. On your advice, I'll trawl through the logs again tomorrow and see what is going on with these billboards. Many thanks for helping. And also thanks for this awesome LOD generation tool. It never ceases to amaze me how cool it is, and the results are (normally) amazing. Until twits like me muck it up! I'll let you know how it turns out. Cheers! UPDATE: found the problem at last. SkyTest changes wind factors in the trees. It also uses vanilla tree models which were being picked up by Dyndolod. I decided to pull that mod and all is now good. I expect in previous play-throughs the tree mods loaded after it, which is why the problem didn't surface for me before. Thanks for your time! I appreciate it.
  14. Thank you for your help. I think I have spotted what is going on in SSEEdit. I have a Billboard for Skyrim 3D Plants and Trees that has been superseded with the mod's incorporated LOD, in a different folder structure too. Dyndolod is pulling in the older, wrong model. I'll go and sort this out, then let you know how much face-palming and head-hanging I had to do...
  15. Thanks for your quick reply! I just redid an entire LOD generation using Dyndolod V2 - no changes in LO, and still have this weird issue. Here's an updated set of pictures. Now, when running Dyndolod I understand I have to omit the Bashed Patch, and I also find the Window Shadows mod and its patches generates a Dyndolod error if active and stop the process. Would these being omitted cause the load order problem? Thanks for advice and patience. I'll rummage around SSEEdit for the moment, see if I can understand where I am going wrong.
  16. Hi folks! I've a bit of a mystery here. I'm using Dyndolod v2 and Skyrim 3D Plants and Trees, and here's pictures of how the mod's TreePineForest01/2/3.Nif comes out close up. You'll see the tree is reverted back to the vanilla mesh and texture. I use MO2, have done for years. Including using Dyndolod for ages. Now, no matter what I do to this 3D Trees mod, this tree type remains a blurry tex/mesh disaster. I made sure I removed any overwriting mod, checked I have the Billboards. Ran LodGen with SSEEdit. Ran Dyndolod with my usual set up. And.... (By the way I removed Jedi Trees and re-Dyndolodded since I took the screenshots). Only if I switch off Dyndolod (v2) in my load order does it suddenly revert to the modded tree I expect. I'm at a loss for ideas. I've not had this happen before on prior play-throughs! Why and how is this type of tree being stripped of its textures and reverted? All other LOD has generated pretty much as expected. I'm using the Ultra trees generation. I'll clean up and re-run the process in the mean time. Any help much appreciated. Thank you!
  17. Thank you, Sheson. I'll do that. I must have changed a setting and not though enough about it. Cheers!
  18. Might I please beg a quick bit of help in my 2.96 Dyndolod Output for Skyrim SSE? The attached screenshot shows the issue. I guess I'm missing something or load order is off? I've always used the same DYNDOLOD generation settings:, medium, 1024 tile and I don't touch the grids or anything. I run in this order: I'd really appreciate a pointer as to where I likely mucked up. I'm not at all sure why the LOD caves in at this distance. Hope you might be able to spare the time to slap me and tell me what I might have missed. Thank you!
  19. I've completed all my Lodding again (and it all went well, thank you for the tools you kindly provide). I waded through SSEEdit and compared any conflicting water records, but after a while my eyes started to melt. RW2 is at the end of my load order and wins, and I can't see any discrepancy over Skyrim and Update, and I lost the will to live after multiple columns. I have the variations in height caused by mod author actions all accounted for, so I don't get those mod-caused seams. Please don't waste any of your time on this; I was really looking for advice and you have kindly provided that thank you!
  20. Thank you. Yes, I forgot Dyndolod is the bits and pieces. I've since generated terrain and water LOD using xLODGEN but I still have the distant seams. Even on a vanilla game I get these 'patches' where the water detail and vanilla flow appear to change in a line with distance from player. Perhaps these can't be changed. Thanks for your help!
  21. PS - I'm just sorting out using xLodGen so I might be on the path to sorting this... May I please ask for some 'good practice' advice? In the past I've happily generated LOD but vanilla issues such as distance seams in water have been an irritant. Here's what I mean: https://i.postimg.cc/hv4bg35L/Water-seams.jpg I use Real Water 2, and regardless of using vanilla water or this mod, these distant seams occur. The same in other large bodies of water and the sea. I believe they are a vanilla issue, and mods like RW2 only serve to show it up more. How should I best go about blending or hiding these seams? Can I use INI file adjustments? Achieve it through Dyndolod, or other mods? I'd like to get this right before running Dyndolod. I've searched for advice but I think here might be the best place for an answer. To be clear: I'm not talking about local seams caused by mods (Like TAWOBA)! I'm pretty much on top of those and familiar with them. I've also checked this Lakeview area for water variances. Any guidance would be most helpful. Many thanks!
  22. If the billboard txt files are missing, then the object bounds from the tree base record are used to determine the dimensions. It sometimes happen that the bounds are wrong. If the txt files exists and sets width= but does set a depth=, add a new line setting depth to same value as the width. I'm pleased to say your advice did the trick! Many thanks for that. It was a bit of a plod through the billboard texts adding the extra line, but the results justified the efforts! Thank you!
  23. Thank you! OK, I went through the billboards and all the text files have height and width (apart from one mod which adds a couple of tree models in the Reach). But no Depth. I'll add those and see what happens. (However, these are the same billboards and mods I used with success, previously.)
  24. Hi! May I please beg some help? I am building my next play-through, and I've hit a bit of an unusual brick wall with Wazalang's Ultra Trees approach. My previous build worked fine, and I have made no changes to it apart from swapping a couple of player houses.But when I updated Dyndolod to the latest iteration, I cannot get the process to generate the tree LOD I had before. I'm now getting this weird stretched texture for more distant trees in LOD: https://postimg.cc/k2QjFvQZhttps://postimg.cc/cr8k6Srd And further, some of the detail appears to be missing. I use 1024 in Texgen and Dyndolod and the ultra trees setting in the Dyndolod ini. I make no other changes in the Advanced set up other than brightness adjustment. I've also tried rolling back to the previous version of Enhance Vanilla Trees, from 2.0 to 1.9. It's like part of, or all of Dyndolod is not being applied in game, or something is lost in translation. I'm happy to dig around and find out what is going wrong, but please can someone offer a direction for me to look in? Have I broken an INI file? Missed a setting?I've previously run Dyndolod without a problem, and for several years. Thank you. My Trees set up in Mod Org 2 is thus: [spoiler=Trees install order]HD Lods Textures Terrain LOD Redone Bent Pines Enhanced Vanilla Trees SE 1.9 Enhanced Landscapes ELOS Oaks Mixed Greens Reach Tree Replacer Trees AddOn SE Enhanced Landscapes SE Green & Lush Aspen Trees SE Majestic Mountains Darkside LOD Pack Tree LOD Billboards for Beyond Skyrim Bruma (+hotfix) Enhanced Vanilla Trees SE Billboards for Dyndolod Reach Tree Replacer SSE Billboards Reach Tree Replacer SSE Dyndolod Ultra Trees Addon SE Billboards
  25. Thank you for your fast reply, Sheson. I ran Texgen on 512 tile size, Dyndolod on 2048. I have a hefty video card. I got the "Dyndolodic Poles" on two runs. But looking at my set-up I realise I need probably to use the extra billboard from EVT which I bet will have the Alphas. I'll re-run and I bet it will be good this time. If I have a problem I'll come back. But I should be OK. If not, I'll study the mip-maps. Thank you for the advice! Update - yes I'm all OK now thank you.
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