
David2408
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I still encounter "Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 12868)". Here are the logs as requested: https://fastupload.io/iDFKHTOAH4USL68/file. bugreport.txt DynDOLOD_SSE_log.txt
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Hi sheson, using the latest version of DynDOLOD and NG DLL with 3.0 scripts for large ref workaround, I get the following repeatable error: "Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 12868)". Attached is the log and here is the debug log (very big file O.o): https://file.io/08tYu3MROpsR. DynDOLOD_SSE_log.txt Judging from the multple reports regarding "sticky" LOD glow fx in Solstheim, it seems like this bug is somewhat tied to the Solstheim worldspace, whereas in Tamriel these sticky lights do not occur (as often?). Counting this forum and Nexusmods, there are minimum a dozen individual reports stating that LOD glow fx is sticky in Solstheim worldspace.
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Thanks! Unfortunately, I encountered another problem during the LOD generation process: "Setting EditorID to skyrimesm_0DDD36_DynDOLOD_FIX failed for DynDOLOD.esp [REFR:000DDD36] (in GRUP Cell Temporary Children of [CELL:00007157] (in Tamriel "Skyrim" [WRLD:0000003C] at -38,2))". log: https://ufile.io/apkbx0mw debug log: https://ufile.io/kpaz7316
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Here are links to the three log files as requested. These were generated when I encountered a second error (of similar kind to the z Fight Patch mod) with Lanterns of Skyrim II and latest Dyndolod 3. bugreport: https://ufile.io/uc9wlnsb log: https://ufile.io/lwzvs2qh debug: https://ufile.io/713o3vat
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Using the current Dyndolod 3 Beta with Dyndolod 3 Scripts and LargeRef Workarounds, I am getting an error for a specific mod for the first time almost instantly after starting the LOD creation process in the Dyndolod exe. Dyndolod: "Item not found while processing Improved Mountain LOD and Z Fight Patch.esp [REFR:00041EE4] (places MountainRidge01_HeavySN [STAT:0005205B] in GRUP Cell Temporary Children of [CELL:0000BBA1] (in Tamriel "Skyrim" [WRLD:0000003C] at 48,-15))". Maybe this error report is helpful, so I posted it here according to the recommendation for such errors from Dyndolod info page. EDIT: Same error for Lanterns of Skyrim II with another random reference: "Item not found while processing Lanterns Of Skyrim II.esm [REFR:000F4CFA] (places FXAmbSnowBlowingPlane [MSTT:000197C7] in GRUP Cell Temporary Children of [CELL:00006E0D] (in Tamriel "Skyrim" [WRLD:0000003C] at -33,29))".
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Thank you for pointing me in the right direction! The complex grass compatible textures are the only update I made to my grass mod setup, so with your hint I assume I will not need a new cache.
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Hey sheson, I have a question regarding DynDOLOD grass LOD and ENB complex grass. If using complex grass compatible textures for a grass mod (e.g. Folkvangr) and I have pre-built grass cache and grass LOD from a point in time before I had installed complex grass compatible textures, would I need to rerun grass caching and grass LOD generation? In other words, I am interested to learn about possible interaction between ENB complex grass, grass caching and DynDOLOD grass LOD - if there is any.
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Spot on. The issue is that I (probably) cannot automatically fix the issue of black borders around the Pine branches LOD textures. I could try to change background color and manually paint around the edges, but it involves dozens of textures so does not seam feasable...
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Dyn Debug Log: https://ufile.io/ft8jbd9p / Dyn Log: https://ufile.io/wllu9niz TexGen Debug Log: https://ufile.io/babcq8iv / TexGen Log: https://ufile.io/x98w21sr "Max Tile Size LOD" does not appear to be a problem, the LOD textures are 1K, and my "Max Tile Size LOD" setting is also 1K. I inspected the textures in Photoshop, and the cause for the harsh look is not necessarily resoultion. Instead it is a result of a "black outline" that the branches from treepineforest[NUMBER]_LOD_0.dds textures show. This black outline is the background of the texture not being properly masked out by the Alpha Channel of the texture. When toggling off the Alpha Channel in Photoshop, there are green branches infront of a black background. When toggling on the Alpha Channel, the green branches gain a black outline from the inproperly masked background. (This observation is based on the OG LOD textures provided by the mod) I assume that this cannot be fixed by me as a enduser... sadly
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Hi Sheson, I have tried to trouble shoot it myself and looked for similar posts, but I have not found any helpful comments so far, which is why I am addressing it here. I am using 3D Trees and Plants with the optional "Skyrim3dTrees and Plants 3dLOD Resources". I then ran TexGen to generate Grass and 3d Tree Billboards, and afterwards ran DynDOLOD with Ultra Trees mode enabled. Unfortunately, the near 3d tree LOD models of the Pines have really harsh low res textures on them. Specifically, the textures provided by "Skyrim3dTress and Plants 3dLOD Resources" in textures > landscape > S3DTrees_and_Plants > LOD4 seem to be the cause. Even more specifically, the treepineforest[NUMBER]_LOD_0.dds textures. These textures are being forwarded to the DynDOLOD atlas even after generating files with TexGen. Consequently, they show up in the game. Is it possible to regenerate better quality versions of these textures with TexGen. If so, how can I instruct TexGen to do so? Thanks, David
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Thank you for the hint with the xEdit script. I would highly suggest to add this to the RTFM in case that hasn’t been included to date
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Hey sheson, good to see that Dyndolod is still getting updates. I know this is a concern that will probably cause some PTSD for you (just joking..), but is there any TL;DR conclusions regarding the Large Reference bugs and possible solutions? I want to go back to hardcore modding, but I can't stand having this weird flickering after installing mods like RWT2 and JK's Skyrim. I don't remember if Arthmoor's mods are safe to use with respect to the Large Reference bugs - if they aren't, that means pretty much everyone would be prone to experiencing these bugs because those mods are essential. Kind Regards David
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Hey sheson, I just wanted to stop by to say Thank You for all the support and updates you provide constantly. On another note, has there yet been any progress with grass lod meshes? I remember discussing this a while back, and you said that you were experimenting but no ETA of course. Kind regards David
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Oh, funny. I had flashbacks looking at Picky's screenshots, but my initial thought was that BS Bruma had some corrupted terrain LOD records because they did include valid LOD but did not want others to recreate it in order to protect unfinished projects and stuff.
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What the hell... This makes things much more complicated. Seems out of scope for me now, as the issue is twofold and I do not have enaugh knowledge on that whole topic. Thank you for the explanation, though.
- 2,309 replies