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Posted

????

No info was provided. No log was posted. No question was asked. I figured you searched for this error as suggested by the manual and found the past discussions and solutions and said thanks. So, you are welcome.

Posted (edited)

Ok.  Fair enough.  I didn't find any answers in the FAQ.  I was hoping someone might have a quick "this happened to me" kind of answer.

 

Here are the relevant logs.  I couldn't decode any obvious errors.

 

https://www.dropbox.com/s/a9b7rz69oemr6q2/DynDOLOD_SSE_log.txt?dl=0

https://www.dropbox.com/s/2vna2yu6a5mbwdi/LODGen_SSE_Tamriel_log.txt?dl=0

 

Thanks again.  Sorry we got off on the wrong foot.

No worries, my hunch would have been Open Cities which turns out you don't have.

 

Use latest beta 2 from first post.

 

The log for the last generation shows that DynDOLOD plugins were already in the load order. See if generating from scratch fixed the issue.

 

If problem persists make sure that DynDOLOD Resource SE core files are completely installed. Especially check for

..\Meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif

..\Meshes\lod\whiterun\wrcastlewoodtower01_lod_2.nif

 

If problem persists check if a plugin modifies the missing parts of that building. E.g. look up the reference of the roof top that shows in the second screenshot in xEdit.

Edited by sheson
Posted (edited)

Thanks for the tips.  The .nifs seem to be there.  I will try the beta 2.

 

edit:  one more quick noob question.  After I am done running DynDOLOD and go to enable it, Wrye reports its masters as "orange", meaning present but not the same relative order.  Is this important to DybaDOLOD?  Or should I do an "update" to force it to have the same load order, so Wrye is "green"?  Thanks again!

Edited by Zanderat
Posted

Thanks for the tips.  The .nifs seem to be there.  I will try the beta 2.

 

edit:  one more quick noob question.  After I am done running DynDOLOD and go to enable it, Wrye reports its master as "orange", meaning present but not the same relative order.  Is this important to DybaDOLOD?  Or should I do an "update" to force it to have the same load order, so Wrye is "green"?  Thanks again!

That problem might just solve itself by using beta 2.

Posted

Hello Sheson,

 

We were wondering, have you ever tried adding a 3rd pane to the tree lod nif? Obviously not as pleasing as 3d lods but I imagine it could certainly improve their aesthetic with marginal performance cost. To reduce butterflying, we could create billboards which correspond to 3 different views of the full models. I was thinking if I were to do this, I'd create billboards from each full model rotated at 0, 60, and 120 degrees, and generate 3 separate atlases that the lod model would reference. Do you think the creation of such models in object LOD can be automated, similar to the 2D flats, where it just knows to use the billboards dds/txt to create a texture atlas and the X model in the BTOs on the fly?

 

Thank you,

 

Jonny

Posted (edited)

Hello Sheson,

 

We were wondering, have you ever tried adding a 3rd pane to the tree lod nif? Obviously not as pleasing as 3d lods but I imagine it could certainly improve their aesthetic with marginal performance cost. To reduce butterflying, we could create billboards which correspond to 3 different views of the full models. I was thinking if I were to do this, I'd create billboards from each full model rotated at 0, 60, and 120 degrees, and generate 3 separate atlases that the lod model would reference. Do you think the creation of such models in object LOD can be automated, similar to the 2D flats, where it just knows to use the billboards dds/txt to create a texture atlas and the X model in the BTOs on the fly?

 

Thank you,

 

Jonny

 

Sure, I can come up with something to make this is automated as possible. I was already thinking about two-sided billboards anyways. Just give me some time.

 

Never had this problem before.... Generating a new LOD for a new save with beta 3: Exception in unit userscript line 326: FormID [25077D2F] references a master which is not available in file [D1] DynDOLOD.esp

 

Here's the log: https://s000.tinyupload.com/index.php?file_id=51325518256222172439

 

Is there a way to tell what mod is causing this?

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. 
Edited by sheson
Posted (edited)

 

Sure, I can come up with something to make this is automated as possible. I was already thinking about two-sided billboards anyways. Just give me some time.

 

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. 

 

That is sadly so far beyond me. I have SSEedit but I have no clue what plugin has the errors and I have 230 of them. Is there no simple way to just check all plugins for errors so I can remove them?

 

EDIT: Huh. I ran it twice and the error happened both times. The 3rd time the error didn't happen and it was successful. No changes on my end.... Should I be concerned?

Edited by tyrindor
Posted (edited)

That is sadly so far beyond me. I have SSEedit but I have no clue what plugin has the errors and I have 230 of them. Is there no simple way to just check all plugins for errors so I can remove them?

 

EDIT: Huh. I ran it twice and the error happened both times. The 3rd time the error didn't happen and it was successful. No changes on my end.... Should I be concerned?

In xEdit, you can mark (typical windows with SHIFT or CTRL + left mouse) all plugins you want to check in the left tree view, then right click and select Check for errors. After closing xEdit, you can search the xEdit log in notepad.

 

If fixing error is a problem, try notifying the mod author once you know the problematic plugin.

 

Errors usually do not go away by themselves. Did you generate from scratch the third time or where there DynDOLOD plugins already loaded? It might then skip over that part.

Edited by sheson
Posted

Thank you for supporting SkyrimVR with DynDOLOD 2.37.

I used medium setting and everything looks amazing, performance is good.

All issues with the college are resolved, the new Sanctuary on top is perfectly visible even on the map and after reload.

I have a few questions, but these things are purely cosmetics (it's really not that important):

I followed the manual for installation (deleted scripts etc.), I am using LargeRefLODGridsize=9 (some flickering is tolerable; at first i used default 5, but 9 is a bit better, performance still ok). I put the DynDOLOD Resources near top of Data_load_order (in MO2), billboards and texgen_output at the bottom.

DynDOLOD_TES5VR_log.txt attached.

 

1) I don't have the gildergleen tree in Whiterun visible. From your screenshots it should be visible even on low setting, after some searching it should be wrtempletree in the advanced settings mesh rules. How can I make it visible ? I tried putting yes in VWD, but no change.

I am using Simple bigger trees with Aspen trees and the Billboards for RAT with SBT. Could this be the problem ?

 

2) There are trees on the map around Helgen. No other trees on the map anywhere else. Is it a glitch ? It actually looks good, is there some option to put trees on the map ?

edit: I found this.  So disregard.

 

3) Giant square holes in the sea, nothing to do with dyndolod. They are visible only from certain spots and angles around college (from bridge and some windows). I found that setting fSplitDistanceMult in ini should be set to 0.5 (default is 1.5). Is it safe to set it to 0.5, am i going to break something according to dyndolod ?

 

20180614214553_1.jpg

 

4) lanterns of skyrim - can I make them visible more farther ? whats the name in the mesh list

 

5) how to make the giant camp fires (01landburning) always visible ? How to change the settings in DynDOLOD ?

 

tldr: thank you for VR DynDOLOD.

DynDOLOD_TES5VR_log.zip

Posted

gildergleen tree: does this have something to do with dynamic lod, which is disabled for vr version of dyndolod ? (the object changes according to quest status)

Posted (edited)

Thank you for supporting SkyrimVR with DynDOLOD 2.37.

I used medium setting and everything looks amazing, performance is good.

All issues with the college are resolved, the new Sanctuary on top is perfectly visible even on the map and after reload.

I have a few questions, but these things are purely cosmetics (it's really not that important):

I followed the manual for installation (deleted scripts etc.), I am using LargeRefLODGridsize=9 (some flickering is tolerable; at first i used default 5, but 9 is a bit better, performance still ok). I put the DynDOLOD Resources near top of Data_load_order (in MO2), billboards and texgen_output at the bottom.

DynDOLOD_TES5VR_log.txt attached.

 

1) I don't have the gildergleen tree in Whiterun visible. From your screenshots it should be visible even on low setting, after some searching it should be wrtempletree in the advanced settings mesh rules. How can I make it visible ? I tried putting yes in VWD, but no change.

I am using Simple bigger trees with Aspen trees and the Billboards for RAT with SBT. Could this be the problem ?

 

2) There are trees on the map around Helgen. No other trees on the map anywhere else. Is it a glitch ? It actually looks good, is there some option to put trees on the map ?

edit: I found this.  So disregard.

 

3) Giant square holes in the sea, nothing to do with dyndolod. They are visible only from certain spots and angles around college (from bridge and some windows). I found that setting fSplitDistanceMult in ini should be set to 0.5 (default is 1.5). Is it safe to set it to 0.5, am i going to break something according to dyndolod ?

 

4) lanterns of skyrim - can I make them visible more farther ? whats the name in the mesh list

 

5) how to make the giant camp fires (01landburning) always visible ? How to change the settings in DynDOLOD ?

 

tldr: thank you for VR DynDOLOD.

1) requires dynamic LOD, since the tree changes based on quests.

 

2) That happens because those tree are done as static object LOD. They are skipped by traditional tree LOD generation because they have an enable parent. They are disabled for the intro. See c:\Skyrim\DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html Trees on the Map section.

 

3) Changing fSplitDistanceMult changes the distances of the terrain LOD levels in relation ship to the object LOD levels. You can change it from the DynDOLOD SkyUI MCM Settings page. Changing these settings does not break anything.

 

4) ATM Only by increasing NearGrid I believe. If you use IgnoreLargeReferences=1 (large refs off for good) they might be automatically in the FarGrid or can be set to be with mesh rules for the model. I actually would have to verify myself to be sure what works.

 

5) Find the mesh rules 01burning and 01landburning and changing Grid to Never Fade LOD should work

Edited by sheson

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