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Posted
  On 5/13/2018 at 8:54 PM, El_Rizzo said:

In case you haven't seen it already Sheson, there is now a way to fix the tree LOD alpha bug without the use of ENB, SSE Engine Fixes by Aers/meh321 contains the fix as well.

You guys are all waay to late telling me this, I have the second endorsement :)

Posted (edited)

Would it be possible to implement a function to generate custom LOD textures for objects with baked textures, namely Glaciers and the Cities?

Edited by David2408
Posted
  On 5/14/2018 at 10:54 PM, David2408 said:

Would it be possible to implement a function to generate custom LOD textures for objects with baked textures, namely Glaciers and the Cities?

The short answer is no, unless you are willing to spend some serious time (and money probably).

Posted

Hello:  I am following the checking for errors and cleaning as recommended to fix an issue with DynDOLOD. However, I am getting the strangest situation. I am receiving the following message in SSEEdit.

[00:00] Checking for Errors in [05] Verdant - A Skyrim Grass Plugin SSE Version.esp
[00:00] WhiterunExterior08 [CELL:000095DC] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-1)
[00:00]     CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
[00:00] WhiterunExterior05 [CELL:000095FB] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-2)
[00:00]     CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >
[00:00] WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3)
[00:00]     CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >

 

Interestingly enough, this is the exact same region/cell that DynDOLOD tells me I need to fix. The problem is, when I try to go to the reference in SSEEdit, it does not exist. Has anyone seem this before? My first thought is I am just missing it, but I have been able to clean the other errors in the plugin. The hotkey {CTRL} and mouse button does not take me there, I can only get to the Worldspace. When I search for that specific cell, the search comes back with no results.  Any thoughts?

Posted (edited)
  On 5/15/2018 at 9:28 AM, jap2112 said:

Hello:  I am following the checking for errors and cleaning as recommended to fix an issue with DynDOLOD. However, I am getting the strangest situation. I am receiving the following message in SSEEdit.

[00:00] Checking for Errors in [05] Verdant - A Skyrim Grass Plugin SSE Version.esp

[00:00] WhiterunExterior08 [CELL:000095DC] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-1)

[00:00]     CELL \ XCLR - Regions \ Region -> [0500A92D]

[00:00] WhiterunExterior05 [CELL:000095FB] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-2)

[00:00]     CELL \ XCLR - Regions \ Region -> [0500A92D]

[00:00] WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3)

[00:00]     CELL \ XCLR - Regions \ Region -> [0500A92D]

 

Interestingly enough, this is the exact same region/cell that DynDOLOD tells me I need to fix. The problem is, when I try to go to the reference in SSEEdit, it does not exist. Has anyone seem this before? My first thought is I am just missing it, but I have been able to clean the other errors in the plugin. The hotkey {CTRL} and mouse button does not take me there, I can only get to the Worldspace. When I search for that specific cell, the search comes back with no results.  Any thoughts?

There is no issue with DynDOLOD. There is an issue with a plugin in your load order that needs to be fixed which DynDOLOD tells you about. Since DynDOLOD is just a special version of xEdit, so both telling you about the same problem is expected.

 

It is unlikely that 000095DC, 000095FB and 00009619 do not exist. A mod is overwriting these CELL records, adding a region to the XCLR - Regions list, but the form id (0500A92D) that is linked to does not exist.

Edited by sheson
Posted
  On 5/15/2018 at 10:42 AM, sheson said:

 

It is unlikely that 000095DC, 000095FB and 00009619 do not exist. A mod is overwriting these CELL records, adding a region to the XCLR - Regions list, but the form id (0500A92D) that is linked to does not exist.

I would have to agree with you, that is why I could not understand why I was unable to find it. I am going to look at it again later in the day - fresh set of eyes and all. If I still can’t find it, I am going to eliminate “verdant†from my load order, which seems to be the source of the problem. Thank You.

Posted

EDIT TO THE ABOVE: Sorry, I could not figure out how to edit my comment above. Anyway, I went back at the end of the day. Found the regions in five minutes (after searching for about 60 minutes earlier with no luck). Fixed the remaining errors and DynDOLOD ran like a charm. Sheson - thanks for your help. 

Posted
  On 5/15/2018 at 10:41 PM, jap2112 said:

EDIT TO THE ABOVE: Sorry, I could not figure out how to edit my comment above. Anyway, I went back at the end of the day. Found the regions in five minutes (after searching for about 60 minutes earlier with no luck). Fixed the remaining errors and DynDOLOD ran like a charm. Sheson - thanks for your help. 

Great. Enjoy.

  • 2 weeks later...
Posted

I finally got around to packing dyndolod's output in bsa. Had to use DynDOLOD.bsa, DynDOLOD - Textures.bsa and DynDOLOD_Dummy.bsa (with its extra dummy plugin) to keep every archive below 2Gb. This time I didn't crash, which means at least the meshes are loaded. However, when starting the game I get constant "DynDOLOD can not find master data in DynDOLOD_None.json" errors popping in-game.

 

My feeling is that either the whole skse folder, because it isn't a base-game standard folder, or its contents (namely json containers) because they aren't standard game files, are not loaded from the bsa. To test that, I ran the game with only the skse folder as loose files, and bingo! No errors popping.

 

Could someone confirm or deny that? If that's the case, I'll have some digging to do in my build to find other files I may have packed that I shouldn't have, but at least I'll know what needs fixing.

Posted
  On 5/24/2018 at 11:56 PM, godescalcus said:

I finally got around to packing dyndolod's output in bsa. Had to use DynDOLOD.bsa, DynDOLOD - Textures.bsa and DynDOLOD_Dummy.bsa (with its extra dummy plugin) to keep every archive below 2Gb. This time I didn't crash, which means at least the meshes are loaded. However, when starting the game I get constant "DynDOLOD can not find master data in DynDOLOD_None.json" errors popping in-game.

 

My feeling is that either the whole skse folder, because it isn't a base-game standard folder, or its contents (namely json containers) because they aren't standard game files, are not loaded from the bsa. To test that, I ran the game with only the skse folder as loose files, and bingo! No errors popping.

 

Could someone confirm or deny that? If that's the case, I'll have some digging to do in my build to find other files I may have packed that I shouldn't have, but at least I'll know what needs fixing.

 

Check with the author of PapyrusUtil. It seems very likely that it saves and loads .json files directly using standard OS file operations. I would not expect anything else from loading/saving such data flles while in game.

Posted
  On 5/25/2018 at 9:31 AM, sheson said:

Check with the author of PapyrusUtil. It seems very likely that it saves and loads .json files directly using standard OS file operations. I would not expect anything else from loading/saving such data flles while in game.

I'll check, but it makes sense. Could you tell me if the lodsettings folder, nested in the root data folder in some mods like Wyrmstooth and Vigilant, and apparently containing one file per world with the extension .lod, can be stored in bsa as well? It does come like that in both mods. I don't know if this question belongs here on in the lodgen thread, sorry... Is it a base game thing, or used only by lod generators?

Posted (edited)
  On 5/25/2018 at 9:48 AM, godescalcus said:

I'll check, but it makes sense. Could you tell me if the lodsettings folder, nested in the root data folder in some mods like Wyrmstooth and Vigilant, and apparently containing one file per world with the extension .lod, can be stored in bsa as well? It does come like that in both mods. I don't know if this question belongs here on in the lodgen thread, sorry... Is it a base game thing, or used only by lod generators?

The vanilla game has its lodsettings files in Skryim Meshes.bsa / Skyrim Meshes0.bsa and it is required for a worldspace to show LOD in game and required by xLODGen/DynDOLOD to generate LOD.

Edited by sheson
Posted
  On 5/25/2018 at 10:28 AM, sheson said:

The vanilla game has its lodsettings files in Skryim Meshes.bsa / Skyrim Meshes0.bsa and it is required for a worldspace to show LOD in game and required by xLODGen/DynDOLOD to generate LOD.

Thanks for that, I was silly not to check the vanilla bsas.

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