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Posted (edited)

 

Yes,
I recreated "TexGen Output" and "DynDOLOD Output" as you suggested, and created a new game.
Tested in the same way, there is still a CTD problem, I don't know what mod will cause me to open the map's CTD problem indoors after loading DynDOLOD.
Then I compared the difference between loading DynDOLOD.esp and not loading the open map. I found that when loading DynDOLOD.esp, the map interface will have a lot of fog. If it doesn't load, there will be no fog. I will provide my screenshot. I hope I can help you solve this problem for me.
Another strange problem, as long as I go out outdoor, once again enter the room to open the map will not appear CTD, but as long as I read the game in the indoor archive, press M to open the map will immediately CTD, very strange.

 

DynDOLOD does not change the map or does not adds/remove any clouds or fog.

 

Strange/Irregular behavior might be caused by resource issues. Make sure memory patch,  Crash Fixes, ENBoost etc. are all installed and working correctly.

 

Check the worldrecord for Solstheim in xEdit for conflicts. 

Edited by sheson
Posted

DynDOLOD does not change the map or does not adds/remove any clouds or fog.

 

Strange/Irregular behavior might be caused by resource issues. Make sure memory patch,  Crash Fixes, ENBoost etc. are all installed and working correctly.

 

Check the worldrecord for Solstheim in xEdit for conflicts. 

Now I can rule out the CTD problem caused by the MOD conflict problem. I only used the required front mod, and the memory repair mod and bug fix mod that almost everyone is using. I still reproduce this CTD fault.
This test basically confirms that the CTD is caused by DynDOLOD.
Different life is only for faster entry into Solstheim, and does not participate in the generation of DynDOLOD
I have provided my MOD list with DynDOLOD details for reference.
 
Thank you for your continued attention and hope that you can help me solve this problem.
Posted (edited)

I only used the required front mod, and the memory repair mod

I have no idea what both of these are supposed to be.

"memory repair mod" SKSE memory patch?

 

and bug fix mod that almost everyone is using. I still reproduce this CTD fault.

I assume this means Crash Fixes. However, you do not say if it is with PreLoader and the UseOsAllocators=1 setting

 

Make sure to setup ENBoost.

 

This test basically confirms that the CTD is caused by DynDOLOD. Different life is only for faster entry into Solstheim, and does not participate in the generation of DynDOLOD

I have provided my MOD list with DynDOLOD details for reference.

https://drive.google.com/file/d/1AWq1WWcomfKiIvWFFMgw3csvRJwvTT-c/view?usp=sharing

https://drive.google.com/file/d/1TFFkGCNqgBXMzWNG2AFUJVxINansH47J/view?usp=sharing

https://drive.google.com/file/d/1WYoziOF_p9PQQG-J09mk4tJ6pAEzr1HE/view?usp=sharing

I assume this mean the Solhsteim worldrecord does not show any conflicts in xEdit.

 

Do you have the DLC2 Vvardenfell 3D Plume option from DynDOLOD Resources installed?

In MO remove \DynDOLOD\DynDOLOD_TES5_DragonbornEsm_DLC2SolstheimWorld.patch from "DynDOLOD Resources" and generate again, see if it makes a difference.

 

Does "hiding" the meshes folder from DynDOLOD Output Test make any difference?

Edited by sheson
Posted

I have no idea what both of these are supposed to be.

"memory repair mod" SKSE memory patch?

 

 

I assume this means Crash Fixes. However, you do not say if it is with PreLoader and the UseOsAllocators=1 setting

 

Make sure to setup ENBoost.

 

 

I assume this mean the Solhsteim worldrecord does not show any conflicts in xEdit.

 

Do you have the DLC2 Vvardenfell 3D Plume option from DynDOLOD Resources installed?

In MO remove \DynDOLOD\DynDOLOD_TES5_DragonbornEsm_DLC2SolstheimWorld.patch from "DynDOLOD Resources" and generate again, see if it makes a difference.

 

Does "hiding" the meshes folder from DynDOLOD Output Test make any difference?

Yes, I do use DLC2 Vvardenfell 3D Plume,
I removed DynDOLOD_TES5_DragonbornEsm_DLC2SolstheimWorld.patch according to your suggestion, regenerated DynDOLOD, and entered the game test again. The CTD fault has disappeared.
It can be determined that the fault is caused by the DLC2 Vvardenfell 3D Plume option component.
At the moment my game has returned to normal work, thank you again for your patience, thank you.
Posted

 

Yes, I do use DLC2 Vvardenfell 3D Plume,
I removed DynDOLOD_TES5_DragonbornEsm_DLC2SolstheimWorld.patch according to your suggestion, regenerated DynDOLOD, and entered the game test again. The CTD fault has disappeared.
It can be determined that the fault is caused by the DLC2 Vvardenfell 3D Plume option component.
At the moment my game has returned to normal work, thank you again for your patience, thank you.

 

Very interesting. Thanks for the help finding that out. I will revise the patch for next update of DynDOLOD Resources.

Posted

Very interesting. Thanks for the help finding that out. I will revise the patch for next update of DynDOLOD Resources.

Yes, if it can be fixed, that’s great.

Posted (edited)

Yes, if it can be fixed, that’s great.

It is fixed by simply remove the *.patch file. It will keep the 3D plume either way.

Edited by sheson
Posted

Hello!

 

Can I delete TexGen Output after making a DynDOLOD Output? It seems like all needed textures exist in the DynDOLOD Output atlases.
 
P.s. I didn't see anything about it in tutorials and manual. Maybe I missed.
Posted (edited)

Hello!

 

Can I delete TexGen Output after making a DynDOLOD Output? It seems like all needed textures exist in the DynDOLOD Output atlases.

 

P.s. I didn't see anything about it in tutorials and manual. Maybe I missed.

No.

 

DynDOLOD_TexGen.html:

 

Typically there is no need to change the default formats. These options are for advanced users / mod authors. Since TexGen.exe generates LOD textures that will be later combined into LOD textures atlasses by DynDOLOD.exe, any desired format changes for the final texture atlasses need to be set in '..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE].ini'. However, there is the chance that single LOD textures are also used by models directly in game, for example dynamic LOD. Hover the mouse pointer above the drop downs for more info.

 

 

Typically instructions or manuals explains only the things that need to be done and not all the possible things that should not be done. 

Edited by sheson
Posted (edited)

By the way, I done one experiment and find that it's the working way to hide that ugly black bezels on tree LOD:

[spoiler=Picture]

zyNaQG.jpg

 

Alpha-Channel stays the same. Background color applied depends only on existing alpha.

 

 

 

Reason of this black bezels is black atlas background. It would be good, if you add a feature to generate tree atlases with correct background, like in TES5LODGen Vanilla Skyrim LOD Billboards (wherefrom I took these colors).

 

 

[spoiler=Full screenshots]

Black BG:

UZz23i.jpg

 

Colored BG:

NhT8PW.jpg

 

 

Edited by MaysSson
Posted

It would be good, if you add a feature to generate tree atlases with correct background, like in TES5LODGen Vanilla Skyrim LOD Billboards (wherefrom I took these colors).

Edit DynDOLOD_TES5.ini and set

 

TreeLODAverageColor=1

TreeLODDiffuseFormat=202

Posted (edited)

Heya, I must be doing something wrong or something, but I've been following the STEP guide and got to the page for using DynDOLOD. I got to the point where it's saying to run DynDOLOD.exe through MO, I click Run, and it comes back with "The file "DynDOLOD.exe" seems to be corrupt!" I tried seeing if there was anything in the log, but it seems as if it doesn't even run, as there isn't a log. I looked around and couldn't find a solution somewhere (I might just be overthinking/underthinking it), and I don't know what information to supply or anything, and I'm sorry to bother you, but if I could get some assistance, that'd be great.

Edited by frojo
Posted

Heya, I must be doing something wrong or something, but I've been following the STEP guide and got to the page for using DynDOLOD. I got to the point where it's saying to run DynDOLOD.exe through MO, I click Run, and it comes back with "The file "DynDOLOD.exe" seems to be corrupt!" I tried seeing if there was anything in the log, but it seems as if it doesn't even run, as there isn't a log. I looked around and couldn't find a solution somewhere (I might just be overthinking/underthinking it), and I don't know what information to supply or anything, and I'm sorry to bother you, but if I could get some assistance, that'd be great.

Basic first troubleshooting steps would be to see if it starts when executed directly without MO.

Then download the latest archive again and unpack it with the latest version of 7zip to make sure the file is no corrupt.

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