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Posted
  On 11/30/2017 at 10:41 PM, sheson said:

Can you try to make a screenshot of the entire error message and upload it somewhere?

 

You do not have to re-run the entire process. Just change to Expert=1 in ..DynDOLOD/Edit Scripts/DynDOLOD/DynDOLOD_TES5.ini

Start DynDOLOD as always, change the drop down to Tamriel, then click "Execute LODGen.exe" button to start it directly with the already gathered LOD data.

I think i solved it, and it was probably user error.

 

First thing i did was run expert mode for tamriel only. Doing it this way, the "loggeneratorcmd" error did not happen and the tamriel log had content. It finished with the lines:

 

Finished LOD level 4 coord [4, -8] [196834/174873]

Can not get hash for shader in meshes\dyndolod\lod\trees\treepineforestsnow03_78524f29passthru_lod.nif block TreePineForestSnow03_LOD_FLAT:0

Can not get hash for vertices in meshes\landscape\plants\pineshrub02.nif block L1_PineShrub02

Log ended at 06:29:47

Code: 3005

 

The only mod that edits the pineshrub02.nif is USLEEP.

 

Then i tried the whole process again. The only thing i changed was the tree rule. I changed LOD16 to billboard instead of Static LOD16. Then the whole process finished.

Posted (edited)
  On 12/1/2017 at 6:22 AM, snares said:

I think i solved it, and it was probably user error.

 

First thing i did was run expert mode for tamriel only. Doing it this way, the "loggeneratorcmd" error did not happen and the tamriel log had content. It finished with the lines:

 

Finished LOD level 4 coord [4, -8] [196834/174873]

Can not get hash for shader in meshes\dyndolod\lod\trees\treepineforestsnow03_78524f29passthru_lod.nif block TreePineForestSnow03_LOD_FLAT:0

Can not get hash for vertices in meshes\landscape\plants\pineshrub02.nif block L1_PineShrub02

Log ended at 06:29:47

Code: 3005

 

The only mod that edits the pineshrub02.nif is USLEEP.

 

Then i tried the whole process again. The only thing i changed was the tree rule. I changed LOD16 to billboard instead of Static LOD16. Then the whole process finished.

That setting would mean it will try to use the hybrid LOD models in LOD level 16. LODGen.exe (32 bit version) might actually run out of memory because that can mean a lot of 3D data to process for a single LOD supermesh. It could also be too much data to properly fit into the supermesh nif.

 

Billboards for level 8, 16 should always be good enough visually.

Edited by sheson
Posted

Hey Sheson, not sure if you are already aware of this but the most recent version of ENB for SSE includes a fix for the bugged tree reflections on water that removes the black boxes around them, as you can see here: before and after. I thought this might interest you since you specifically mention this in your DynDOLOD documentation for SSE as one of the major engine bugs :)

Posted
  On 12/8/2017 at 6:32 PM, El_Rizzo said:

Hey Sheson, not sure if you are already aware of this but the most recent version of ENB for SSE includes a fix for the bugged tree reflections on water that removes the black boxes around them, as you can see here: before and after. I thought this might interest you since you specifically mention this in your DynDOLOD documentation for SSE as one of the major engine bugs :)

Shortcut to forum for more info:

 

https://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=5705

Posted

Hi,

 

when i install this mod:

 

Beyond Reach by razorkid1
https://www.nexusmods.com/skyrimspecialedition/mods/3008

 

TexGen64 fails on start up with this error:

1uyslw.jpg

 

When i Keep enter pressed, the message at the end is:

28ds9t.jpg
3oys7k.jpg
 

So i've tried the 32bit Version and the process could be completed. But DynDOLODx64 now failed on startup with a similar error. The error Code at the end was diffrent, but it was also telling me that the load order is messed up. So i've tried the 32bit version. The program runs a few minutes, until it crashes with the message "out of memory". I ran loot again, disabled overclocking, emptyed the dyndolod cache and also tried your update: https://mega.nz/#!kVYQHAxB!QToyZQybULYnjRlxdqJWRFo3n4M5lwZ8LOJLEETtFUE

 

Without success. Than i found out, if i delete/disable Beyond Reach, the 64bit Texgen and Dyndolod runs again properly as it did several months with hundreds of mods. Has some one got an idea, why Beyond Reach isn't working with Dyndolod and what can be done to make it work?

 

thx, br

 

 

 

 

Posted (edited)
  On 12/10/2017 at 8:54 PM, combatfun said:

Hi,

 

when i install this mod:

 

Beyond Reach by razorkid1

https://www.nexusmods.com/skyrimspecialedition/mods/3008

 

TexGen64 fails on start up with this error:

 

 

We are obviously only interested in the first exception. No surprise that there are more problems later.

No surprise that updating LODGen.exe does not change problems that happen with TexGen.exe/DynDOLOD.exe.

 

Are you using the latest version 2.35?

 

Did you check the entire load order for errors and fix them as good as possible with xEdit?

 

Post the log of the x64 start up error and the log of the x86 out of memory error if possible. Other make screenshots of the message window.

Edited by sheson
Posted (edited)

Yes, Plugins are cleaned. Thx for your fast response, but no further action is required. I had an old DynDoLOD version installed. The new 2.35 runs as it should with Beyond Reach.

Edited by combatfun
  • 1 month later...
  • 1 month later...
Posted (edited)

Odd thing, I ran DynDOLOD ... all went amazing. Game looks great, and even the waterfalls animate from a good distance away. However ... all the windmills are missing their blades. Thoughts? I already ensured the cause was not an existing mod as they vanish only with DynDOLOD is installed. Did I perhaps miss a setting ... ? I used the procedure for having Open Cities installed. 

Edited by warriorpoetex
Posted
  On 3/5/2018 at 12:59 AM, warriorpoetex said:

Odd thing, I ran DynDOLOD ... all went amazing. Game looks great, and even the waterfalls animate from a good distance away. However ... all the windmills are missing their blades. Thoughts? I already ensured the cause was not an existing mod as they vanish only with DynDOLOD is installed. Did I perhaps miss a setting ... ? I used the procedure for having Open Cities installed. 

Does that happen with a new game, like coc whiterun from main menu?

 

If yes, then a mod might be interfering.

Posted (edited)
  On 3/5/2018 at 8:56 AM, sheson said:

Does that happen with a new game, like coc whiterun from main menu?

 

If yes, then a mod might be interfering.

Aye new game, tried version settings and installs with no additional mods beyond SKSE, SkyUI, iHUD, USLEEP and Another Life for quick access to Whiterun. No LOD addons beyond what is stock with DynDOLOd and Vanilla Billboards ... did it with and without the DynDOLOD Whiterun addon. Just the entire blade chassis is just gone, even its movement sound. I am actually scratching my head on this one. 

 

Will be doing even more testing today to try and resolve this time. 

Edited by warriorpoetex
Posted

After more testing I found the following in DynDOLOD.esm ...

 In Worldspace Tamriel Block 0,-1 Sub-Block 0,-1, 00009659 PelagiaFarmExterior [CELL:00009659] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-5- Temporary 00096272 Placed Object FarmhouseWindMillFan

 

It is set to Initially Disabled in the ESM as well as Set Enable State to Opposite of Parent. The Parent reference was the Player [00000014]

 

I tried a few methods to correct this. First was the basic, copied the record from Skyrim.esm for this Placed Object and put it in its own ESP following the DynDOLOD.esp

- Of course in the game, the windmill now appears.

 

Then, I removed the test esp from the load order and altered the ESM myself by changing Set Enable State to Pop in. The result ... of course is the blades do not appear.

 

So, went back and restored the ESM to its default state and focused on the DynDOLOD.esp. Since this record is not within the ESP, I added it myself and removed the Disabled as well as the Parent and Set Enable State as well as adjust the Z Position to -3727.914307 which is Skyrim default from -30000.000000 which OMG, places it faaaaar underground. Just for kicks, I set it at 3000.000000 to see if an extra zero was accidentally placed in and the result was hilarious with the blades spinning and floating above the silo.

 

On that note, I was unable to locate the Solitude windmill blades either. 

 

Now the view LOD on the windmill was not far, assuming it was not generated because of being disabled from the get go. This able to be corrected?

 

I did each test with a fresh character. Thank God for Alternative Start. :)

 

I had basically reset the blades to Skyrim defaults in order to get them to appear at all. At every single farm location I could remember ...

Posted
  On 3/6/2018 at 2:41 AM, warriorpoetex said:

After more testing I found the following in DynDOLOD.esm ...

 In Worldspace Tamriel Block 0,-1 Sub-Block 0,-1, 00009659 PelagiaFarmExterior [CELL:00009659] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-5- Temporary 00096272 Placed Object FarmhouseWindMillFan

 

It is set to Initially Disabled in the ESM as well as Set Enable State to Opposite of Parent. The Parent reference was the Player [00000014]

 

I tried a few methods to correct this. First was the basic, copied the record from Skyrim.esm for this Placed Object and put it in its own ESP following the DynDOLOD.esp

- Of course in the game, the windmill now appears.

 

Then, I removed the test esp from the load order and altered the ESM myself by changing Set Enable State to Pop in. The result ... of course is the blades do not appear.

 

So, went back and restored the ESM to its default state and focused on the DynDOLOD.esp. Since this record is not within the ESP, I added it myself and removed the Disabled as well as the Parent and Set Enable State as well as adjust the Z Position to -3727.914307 which is Skyrim default from -30000.000000 which OMG, places it faaaaar underground. Just for kicks, I set it at 3000.000000 to see if an extra zero was accidentally placed in and the result was hilarious with the blades spinning and floating above the silo.

 

On that note, I was unable to locate the Solitude windmill blades either. 

 

Now the view LOD on the windmill was not far, assuming it was not generated because of being disabled from the get go. This able to be corrected?

 

I did each test with a fresh character. Thank God for Alternative Start. :)

 

I had basically reset the blades to Skyrim defaults in order to get them to appear at all. At every single farm location I could remember ...

DynDOLOD disables (that means to set them to initially disabled, move them to -30000 etc) the original windmill fans and then adds new ones with the Is Full LOD (neverfade) flag, which is used for for close up and for LOD. It does the same to waterwheels.

 

The mesh rules that do this: Mesh = farmhousewindmillfan / sfarmhousewindmellfan, LOD4/8/16 = empty, VWD = empty, Grid = Far LOD, Reference = Replace

 

I also explained this here https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/page-11?do=findComment&comment=213690

 

In your case something happens to the new ones that are added to replace the original ones. They are either not added or not activated.

 

There is no need for LAL for such troubleshooting. Just use coc whiterun from main menu to jump right into the world for testing. You could also use an interior save that has not seen a DynDOLOD plugin yet.

 

xEdit can can show a list of references that use a base record to easily find all occurrences. When starting xEdit let it do the building reference info. In addition right click anywhere in the left tree view, Select Other / Build Reference Info to build the data for any plugin that was automatically skipped (like Skyrim.esm)

 

So when you look up the original base record for windmill fans 000FC611, at the bottom click on the tab Referenced By to see the list of plugins and references using this base record.

 

Now to troubleshoot the problem, we should look at the DynDOLOD log first for clues. Then try to find out if the replacement base record and references for LOD have been added correctly to the DynDOLOD plugin. Just unfold DynDOLOD.esp in xEdit, then unfold Moveable Static and find the base record which EditorID is FarmhouseWindMillFan_DynDOLOD_LOD. Then use its Reference By tab at the bottom to look up the 8 new references with the Is Full LOD.

 

If all that is in place then problem must be with the JSON data for the papyrus scripts.

Posted

Sheson, amazing work and much of what you said I assumed but it is nice to get clarification. What would you like from me ... I can get logs and any data you need. Just ask. I will get it all together ASAP.

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