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Posted (edited)

The bush issue persists however, oddly most bushes in this generation arent buged could only find 3 instead of 19 like i found in the last. I checked my billboards the nif and the dds for the bush in question "TREE:000A7329" aka TreeThicket01. both where correct.

 

The problem is 99% of the exact same bush are correct and randomly 1% of the same type of bushes will have a full sized trees LoD

 

"Do not install billboard for trees (plants) that you do not want LOD for" so if i simply remove the billboards for treethicket01 then rerun dyndolod. dyndo wont make any lod for the bush and should get rid of the random full sized tree lods that pop up in a few of them?

The only reason I can imagine that the same base record could have different LOD models for different references would be that some of them were not done as tree LOD but object LOD and that when the object LOD was generated a wrong billboard was installed.

 

Tree LOD is restricted to upright angles only or maybe there are "duplicate form IDs". Those references will have object LOD instead. Generating all LOD at the same time should always use the same LOD assets for the same base record. It typically does not randomly switch them out.

Check the DynDOLOD log for the path/file of the billboard used for tree LOD to the ones used for the object LOD levels.

 

No LOD asset for a base record at generation time means it will have not LOD generated, so removing a billboard means that tree/plant will not have tree LOD.

Edited by sheson
  • 2 weeks later...
Posted

When I run the TexGen64 for special edition. the program run instead for legendary Edition. What am I doing Wrong here?

You forgot to add the -sse command line argument as explained in the manual.

  • 2 weeks later...
Posted

Because I have an issue with some mountain meshes in enderal I tried to fix it with DynDOLOD but the World MaxKingPass isn't present in the selection section of LogGen. Did I miss something?

Posted (edited)

Because I have an issue with some mountain meshes in enderal I tried to fix it with DynDOLOD but the World MaxKingPass isn't present in the selection section of LogGen. Did I miss something?

AFAIK that worldspace has no LOD.

 

Only worlds that have existing lodsettings file in ..\Data\LODSettings\[Worldspace].lod are shown.

Edited by sheson
Posted (edited)

That might be the reason, yes. Is it possible to add some kind of rule so that this specific mesh doesn't behave like it does? Or isn't it even a problem with LOD? See details here:

https://sureai.net/tracker/view.php?id=96

The error description and images read exactly like what would happens if a worldspace does not have LOD. Everything past the loaded cells (in fact because there is no *.lod file it should be in a smaller radius around the player) fades into view.

 

Just create *.lod file for the worldspace with https://www.nexusmods.com/skyrim/mods/10896 and then generate with DynDOLOD.

 

If it asks for dimensions use -32,-32 as origin and 64 for size. I think that should cover the worldspace. Otherwise just extract and rename Tamriel.lod with xEdit Asset Browser (CTRL + F3)

Edited by sheson
Posted

There is not a checkbox of "Have MO manage archives" in Mod Organizer 2.

I get an error of "textures\dungeons\ships\shipwoodside01.dds not found! Check the top of the log that all required *.BSA files are loaded. Turn off MO archive management." because I cannot disable this checkbox.

Please tell me how to disable this checkbox.

I am sorry for my bad English because I am Japanese.

 

post-13221-0-44518600-1535144390_thumb.png


This error occurred in TexGen64.exe through Mod Organizer 2.

Posted (edited)

There is not a checkbox of "Have MO manage archives" in Mod Organizer 2.

I get an error of "textures\dungeons\ships\shipwoodside01.dds not found! Check the top of the log that all required *.BSA files are loaded. Turn off MO archive management." because I cannot disable this checkbox.

Please tell me how to disable this checkbox.

I am sorry for my bad English because I am Japanese.

 

attachicon.gifnocheckbox.png

This error occurred in TexGen64.exe through Mod Organizer 2.

The feature to manage archive only exists in MO 1.x but was removed in MO 2.x. So it is already off.

 

Follow the first hint of the message which says to "Check the top of the log that all required *.BSA files are loaded." Then follow the other hints.

Edited by sheson
Posted (edited)

As the title says, im having an issue when installing DynDOLOD with MO2

 

I get a error message in the generator saying that MO Archive management is incompatible with DynDOLOD and the generator just stops

 

I have completely no idea whats going on and i have tried everything.

 

Hoping someone can help me on this, im fairly new to MO2 but i know most of the basics.

 

Thanks in advance (hopefully)

 

 

This is oldrim BTW

Generator log.txt

Edited by sheson
Posted (edited)

As the title says, im having an issue when installing DynDOLOD with MO2

 

I get a error message in the generator saying that MO Archive management is incompatible with DynDOLOD and the generator just stops

 

I have completely no idea whats going on and i have tried everything.

 

Hoping someone can help me on this, im fairly new to MO2 but i know most of the basics.

 

Thanks in advance (hopefully)

 

 

This is oldrim BTW

 

This is the error message at the end of the log:

 

[00:01:26.143] Exception in unit process line 85: FormID [04011AA6] references a master which is not available in file [8F] DynDOLOD.esp
[00:01:26.143] 
[00:01:26.143] 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.
[00:01:26.143] If problem persists, post error report with entire contents of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/

FAQ: Exception in unit xxx line xxx: FormID [xxx] references a master which is not available in file [xx] xxx.esp 

 
A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. 
 
 
Bruma missing models for tree is "normal". They forgot to add those models to their BSAssets.bsa and BSHeartland.bsa. Those BSA are loaded fine as you can see from the top of the log. AFAIK those files missing is inconsequential for the mod to function properly at the moment .
Edited by sheson
Posted

The error description and images read exactly like what would happens if a worldspace does not have LOD. Everything past the loaded cells (in fact because there is no *.lod file it should be in a smaller radius around the player) fades into view.

 

Just create *.lod file for the worldspace with https://www.nexusmods.com/skyrim/mods/10896 and then generate with DynDOLOD.

 

If it asks for dimensions use -32,-32 as origin and 64 for size. I think that should cover the worldspace. Otherwise just extract and rename Tamriel.lod with xEdit Asset Browser (CTRL + F3)

It works! Many thanks.

Posted

This is the error message at the end of the log:

 

 

 

[00:01:26.143] Exception in unit process line 85: FormID [04011AA6] references a master which is not available in file [8F] DynDOLOD.esp[00:01:26.143] [00:01:26.143] 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.[00:01:26.143] If problem persists, post error report with entire contents of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ 
FAQ: Exception in unit xxx line xxx: FormID [xxx] references a master which is not available in file [xx] xxx.esp 

 

A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this

for help. 

 

 

Bruma missing models for tree is "normal". They forgot to add those models to their BSAssets.bsa and BSHeartland.bsa. Those BSA are loaded fine as you can see from the top of the log. AFAIK those files missing is inconsequential for the mod to function properly at the moment .

I’ll give your advice a shot in the morning, thanks for your help though, your timeless efforts are truly amazing.

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