Jump to content

z929669

Administrator
  • Posts

    13,028
  • Joined

  • Last visited

Everything posted by z929669

  1. This is a Step guide question first and only becomes a DynDOLOD question if an actual DynDOLOD issue arises. The issue you are having is most likely that either your DynDOLOD version is not correct, or your Resources are not correct. If your resources are incorrect or not enabled, you will get this error. Please verify that you did not grab the DynDOLOD 3.00 Miscellaneous files. Also check your DynDOLOD-MO executable config by referencing the tools section of the guide Apparently, you successfully ran xLODGen to get the terrain LOD? Apparently, you were able to successfully run TexGen to get the required textures for DynDOLOD? If so, then your tools are probably set up correctly (but recheck DynDOLOD MO executable setup to be sure) This error could also happen if you only got a partial download of the Resources. Confirm it is complete or re-download/replace to be certain. Ensure that the resources are placed in the mod list where they are expected and all plugins are activated, and LOOT has been run.
  2. Yes, I use DVLaSS, but I do not use the optional underside. I downloaded it, but upon finding that DynDOLOD 3 has it's own underside gen, I reasoned that DVLaSS's was redundant. I have never had issues and have honestly never tried to generate with DVLaSS Underside active. So I cannot speak to the error you had. Just confirming that this is a viable option for me as well.
  3. Discussion topic: Dynamic Volumetric Lighting and Sun Shadows by TrueDraconis/lordjoseph7 Wiki Link Download only the Main File and the optional INI (need to validate this config with Step). The optional underside is redundant with Step, due to DynDOLOD 3 undersides. I have had no issues with this mod, and the effect is subtle but corrects a game limitation and does add to immersion. This mod is no longer available.
  4. I have always run successfully with DVLaSS but with the underside deactivated and TerrainUnderside=1 in DynDOLOD
  5. Ahh ... then I think I might have been testing something and didn't bother with it ... or the 'issue' was a non-issue for me. Probably should use it.
  6. I think @TechAngel85 has this in the Step Patch, but not positive. I swear I did something to check or account for this, but can't remember. I have the same message, and that's why I looked into it about a month ago.
  7. This sounds like something that can be resolved by modifying INI/driver-soft settings. I don't think you want vsync active with g-sync also active, fe. I have a upscale box with Ryzen 3950X and had same issue. Resolved by setting up the Radeon G-sync equivalent + input lag correction in driver-soft and letting the game handle everything else. SSE Display Tweaks also has some releated settings to play with. I run windowed borderless (via Display Tweaks) and have ensured that only ONE source defines any given setting, particularly with respect to FPS limiters and vsync (out of game INIs, driver-soft, and mods), so zero conflict/redundancy.
  8. Agree this is worth considering
  9. I would argue that something like MO or possibly Vortex would actually help with discovery. The VFS has never been an issue for me, so if others have issues, I suspect it's related to the OS config and UAC. If not using a mod manager, I think it is easier to miss things and harder to leave orphaned files and other junk in the load order. It's just cleaner, IMHO. Perhaps try this approach from scratch, and you may find something. That right Data pane in MO is pretty informative, as is the conflict tracing in the mods themselves. PS: sorry, I'm off topic. Just suggesting this as a means to resolve your issue and either confirm your suspicions or rule out the LOD generation. Carry on!
  10. Thanks for verifying ... we were just having an internal discussion about forward vs backslashes ... I was on the WRONG end of that one with respect to xEdit! We will fix that.
  11. Did you precache grass and set both NGIO 'cache' settings to 'True'? This should all be resolvable, as not using NGIO seems inadvisable even without DynDOLOD. We are currently preparing instructions for all of this and for grass LOD configuration with our next guide iteration. For the time being, you should read the NGIO nexus pages and post over there for help.
  12. Sounds like it could be related to DynDOLOD "Optimize Unseen", but sheson can provide insights that go beyond my intuition.
  13. The latest LE guide is 3.0.0 ... it has been months since that post https://stepmodifications.org/wiki/SkyrimLE:3.0.0
  14. No new information = same useless output with random fail as in previous runs For whatever reason, I noticed GPU fan and % use was noticeably higher. No different conditions on my end. Is what it is I guess. I will run wo/antivirus next time, but this has never before been an issue, and I have not changed software/settings for my AV. I need to build a house for our wild cats today, so I probably won't be back at my PC till this evening.
  15. First run for this one provides no new information. Second run successful, but notably more GPU intensive at end of generating Tamriel and SolstheimWorld textures. Notably, the successful run did not leave an SSELODGen log file.
  16. Tried the debug version ... no issues against vanilla: SSELODGen_log.txt Output size with setting posted in the dev guide I linked in PM: I will run via MO next EDIT: First attempt against Step mod list resulted in same ininformative errors, so I ran again and finally got another bugreport. No SSELODGen log output though: bugreport0.txt
  17. Changing to orange/red option will take care of the overly-bright flames. I am pretty familiar with fires of all sizes too (I took fire training courses in the service when I was 20). Speed of flames increases a bit with the size of the fire, due to sucking in more air. I think Embers speed is pretty realistic. Would be nice if the author could offer a slightly reduced flame mesh as an optional. This only really affects cooking fires, which I assume share resources with campfires in general (if so, that's too bad). Sconces, forge, and torches look better than the competition, IMO. We may also be able to reduce particle 'eruption' via ENB settings. Lastly, keep in mind that Embers XD is ENB ready OOtB and can be used effectively without it as well obviously. IIRC, using an ENB with current Step fires breaks the coals, bc Embers HD doesn't have the right meshes.
  18. That makes sense ... I launched the latest experimental mentioned and let it attempt to generate tree LOD. Plugins loaded without issue (i.e., no Dlephi error). So that was some random fluke. I went back to beta 81 and invoked via shortcut. Same random event resulted. It quit durring LODGen of DLC2SolstheimWorld this time. I searched the event and found that it is an unhandled Delphi exception: https://stackoverflow.com/questions/16602756/strange-0x0eedfade-exception-in-delphi-multi-thread-program I am happy to test resolutions if this gives you any path forward.
  19. To confirm: Large ref system is in effect only in NearGrid range (11 to 21 cells by default)? Setting "NearGidToLoad" = uGrids turns OFF the large ref system, and setting to any value higher than uGrids turns it on? Ticking "Upgrade NearGrid Large Refs" when the large ref system is OFF ensures that dynamic LOD shows beyond uGrids up to but not beyond FarGrid? Ticking "Upgrade NearGrid Large Refs" when the large ref system is ON ensures that dynamic LOD shows beyond NearGrid up to but not beyond FarGrid?
  20. What is the proper command-line switch to invoke terrain LODGen? I am using: -lodgen -sse This only gives me object/tree
  21. Ah yes, I know that guy. Thanks
  22. I would be happy to, but I'm afraid that I don't know how to use it from source. If I did, I would still need to figure out how to invoke the xLODGen piece. https://github.com/TES5Edit/TES5Edit/releases/
  23. Finally got it to spit out something informative (still no bugreport, but got a delphi error in SSELODGen log). I rebooted and ran on a clean env with no MO or other utilities running. This is just running xLODGen via shorcut as described: LODGen_log.txtSSELODGen_log.txt
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.