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Everything posted by PRieST
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Here as an example: https://ufile.io/
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Thank you for the clarification.
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So, to get this right: This is just for a (future/maybe) mod release from doodlum and not really needed for any (new) functionality of DynDOLOD, right? Or with other words - if I activate this setting I'll see no difference, because the heightmap alone doesn't do anything?
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If I get these kind of warnings at the end of the log/DynDOLOD process, but can still open the .nif files with nifskope without an error, is it ok to keep the run or should I start a new one to make sure everything is working correctly? <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-32.20.bto": Error reading NIF block 124 BSSubIndexTriShape: Out of memory> [28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-28.0.bto": Error reading NIF block 27 BSSubIndexTriShape: Out of memory> [28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-28.28.bto": Error reading NIF block 70 BSSubIndexTriShape: Out of memory> [28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-28.-12.bto": Error reading NIF block 21 BSSubIndexTriShape: Out of memory> [28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-24.-12.bto": Error reading NIF block 15 BSSubIndexTriShape: Out of memory> [28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-24.-4.bto": Error reading NIF block 33 BSSubIndexTriShape: Out of memory> [28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-24.0.bto": Error reading NIF block 9 BSSubIndexTriShape: Out of memory> [28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-4.bto": Error reading NIF block 21 BSSubIndexTriShape: Out of memory> [28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.52.-32.bto": Out of memory> [28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-12.bto": Error reading NIF block 39 BSSubIndexTriShape: Out of memory> [28:42] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-16.-4.bto": Error reading NIF block 33 BSSubIndexTriShape: Out of memory> [28:42] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-16.-12.bto": Error reading NIF block 21 BSSubIndexTriShape: Out of memory> [28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-12.-4.bto": Error reading NIF block 51 BSSubIndexTriShape: Out of memory> [28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-16.-16.bto": Error reading NIF block 9 BSSubIndexTriShape: Out of memory> [28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-12.-12.bto": Error reading NIF block 97 BSSubIndexTriShape: Out of memory> [28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.8.8.bto": Error reading NIF block 9 BSSubIndexTriShape: Out of memory> [28:46] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.12.8.bto": Error reading NIF block 112 BSSubIndexTriShape: Out of memory> [28:46] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-12.-16.bto": Error reading NIF block 94 BSSubIndexTriShape: Out of memory> I got no other 'interesting' errors or warnings I am concerned about, also no bugeport.txt. Here are the Logs: Download
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Unfortunately that did not help and so I just deleted the landscape record completely. Oh, alright, I thought because the plugins got saved everything was ok. Just did another run without getting an error -> Alpha 125 is working correctly as far as it looks now.
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Hm...it's me again: This is the ingame result outsite of whiterun: From further away https://ibb.co/Q7W7kn6 After approaching https://ibb.co/JjXMfF1 Obviously the near trees aren't shown, but as soon as these are switching you'll notice that the lod trees (on the hill) are gone. Which additional logs/files do you need - the rest is the same you got already in earlier post.
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Ok, thank you for you help, will do so.
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Just to confirm that I understood correctly: I copy the landscape VHGT data from JK's - ELFX Patch and paste it into my version of Icy Windhelm (6D0162D5) correct? Should I rerun DynDOLOD after it or does it not matter?
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I am using the most recent version, but I assume the CRC is different because I merged the JK's Skyrim patch into it and so the ID exists. Edit: I checked it, the record is infact from the patch file - (FE13D)803 -> Icy Windhelm - JK Skyrim patch.esp The last plugin which contains a LAND record of that cell is "JK's - ELFX Patch.esp" - That one has the ID (75)117074
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It's from Icy Windhelm Here are the Debug and normal log.
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This time I got this error: After I clicked ok the program stays still with these lines Should I force close the program? Inside the output foulder are all 3 plugins present. And I have already a bugreport.txt - I attached it to this post. If you say I should exit the program I'll give you the other logs, too. CPU usage is between 0 and 0.1 % bugreport.txt Edit: And what could I do to fix the error? How should the landscape be edited to solve the 'Wrong VHGT length 85' error?
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One question before I start the run, should or could I disable any settings so the result will be faster or should I do a "full" run?
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Same result as before: Here are the logs
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Ok, I'll start a new run and report back.
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I thought it went through, but right before the end of generation (before the saving message box appears) DynDOLOD crashed without in error Message. I have no normal DynDOLOD_SSE_log.txt so here are only the debug one and the bugreport: Download And I don't get why it was tryin to save 'ELFX - Exteriors.esp' (ELFX - Exteriors.esp.save.2023_04_27_23_40_03)
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Getting an "Range check error" Error with Alpha-123 (DynDOLOD DLL NG and Resources SE are up to date). Here are the logs: Dwonload
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I did another few runs and this time they took about 2 minutes (as expected). So there was something happening with the first run, but I can't tell what it was as I can't replicate the 'slow run' with 10 minutes. Maybe another background process which I haven't noticed. Whatever...I know this for the next time...first test it more than once and after that make a report.
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I know these information sites and if there are no ini changes made (it's ovious coresponding to the change log) averything is fine. I was just concerned because TexGen took 3 times longer to finish as with alpha 120. DynDOLOD instead seemed to take longer, but in the end it was about the same time - so no issues with that. As there is no bugreport and the run finished successful I don't think this should be looked at any further. Thank you again for the update.
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Thanks for the update, one small question (can't provide you logs, so will add them late if needed). I made a new install of DynDOLOD and the corresponding resources. From the changelog you didn't changed anything TexGen related, but are there different ini settings with 121? I'm asking because TexGen with 120 was running about 3 minutes untill it finished and with 121 it lasted over 10 minutes - without any other changes of any mods. TexGen Logs As now DynDOLOD is running it also seems to be way slower, that's why I can't give you the logs right now. From start to the message '[08:19] [Tamriel] Generating object LOD' as you can see it were over 8 minutes - this was way faster with my last run with 120. Again, I am just asking because I think there is something different, maybe I'll have to change a ini setting which had I set before or was at a different value due to the standard installation.
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OK great, if everything will work as intended, I'm fine with it. Was just irritated because I haven't gotten these warnings before with older alphas.
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The full model for this example line is from SMIM, correct. And the LOD model from DynDOLOD resources. Maybe you are interested in these logs, this was the last successful run with alpha 119, between these two runs I only added one mod, which isn't related to LODs at all: 119 Logs The rest is exactly the same, nothing else changed despite of the new lod texture and dyndolod generation.
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They are from many different mods. 'minescaffoldtop0sided01.nif' for example is from Static Mesh Improvement Mod, which didn't changed in ages. And again, these warnings weren't there with alpha 119. Warning: Textures do not match for "MineScaffoldTop0Sided01:13": textures\smim\dungeons\mines\smim_wood_mine_planks.dds in minescaffoldtop0sided01.nif -> textures\dungeons\mines\minewood01.dds in minescaffoldtop0sided01_lod_0.nif for Skyrim.esm MineScaffoldTop0Sided01iceLt [STAT:000DBFF5] If I stay with that example, the mentioned record isn't overwritten by anything. Here are the logs: Download There are also 3rd party LODs present (Majestic Mountains for example), but I used them the same as before, without updating or changing them. The run finished successfully and I only got a summary with a whole lot of the 'Textures do not match' warnings. Something must have changed between alpha 119 and 120 so now there are these warning which weren't there before.
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With Alpha 120 I get this kind of an issue, a lot of these warnings: There are much much more... nothing in my loadorder changed, I just deleted the old output (no clean save needed, as I start a new game either way) and installed the new alpha from ground up. I didn't had these warnings with alpha 119, so they are new. The resources are up to date, too (they also weren't updated from your side from 119 to 120). As soon as the run finished successfull I'll give you the logs from this run. In the past this meant I had to update the resources or similar things, because something was outdated, but because the SE resources are the same, this can't be the case this time or am I wrong?
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Just a suggestion, are you maybe using a not up to date version of majestic mountains moss plug in? I had a similar problem some months ago:
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Believe it or not, but I think this resulted in my strange behaviour earlier as well. I just came back to found out at still using version 4 of the moss plugin. After I updated to 4.01 and updated DynDOLOD I don't have anymore issues like the vanishing windmill and also the honning brew meadery buildings are either LOD or full model, no more overlapping - I used the exact same method as before where the problems were, nothing. Everything is normal now. Also I did the regen with alpha 102 if it matters, but so far...no LOD related issues anymore. I know this seems not related, but updating the moss esp from MM is the only difference and the change from alpha 101 to 102 (but as I read in the changelog this couldn't be it).