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Posted

Just re-run TexGen and then DynDoLOD for 2.38, no errors all good. Please ignore this post, make sure you use the newest version of DynDoLOD to all those who read this.

Posted
  On 6/19/2018 at 10:47 AM, sheson said:

Get DynDOLOD 2.38 beta from first post. It hopefully fixes all no model found issues.

I have tested this with the same load order that was getting bugs on 2.37 and they are gone in 2.38, thanks for the update.

Posted
  On 6/19/2018 at 2:39 PM, mtreis86 said:

I have tested this with the same load order that was getting bugs on 2.37 and they are gone in 2.38, thanks for the update.

Great. Thanks for the help.

Posted
  On 6/17/2018 at 7:23 PM, sheson said:

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

3) setting fSplitDistanceMult to 0.5 resolved the holes in water

 

4) at first I used IgnoreLargeReferences=1 (LargeRefLODGridsize=5) but the lanterns were the same (only 2 ahead i guess) as using LargeRefLODGridsize=9 and setting the slightposts to FarLOD in Grid. (it was a bit tricky to get the item number in VR)

 

5) setting Never Fade LOD in Grid did not work, the giant camp fires still disappear after a while.

Posted (edited)
  On 6/19/2018 at 5:12 PM, kzzyn said:

 

 

5) setting Never Fade LOD in Grid did not work, the giant camp fires still disappear after a while.

5) hmm I will check why that does not work and try to fix for next version if possible. In the meantime you could instead change Reference from Unchanged to Original for those mesh rules. Leave rest of the rules default.

Edited by sheson
Posted (edited)

Heya Shesson :) Thanks so much for what you did, the riverwood trader is now open again......... :p

So I redid a TEXGEN/DynDOLOD "construction" this afternoon. Everything went well I think. Just at the end thought LODGEN64 was hanging for quite a while and only one of the CMD windows closed on its own before DynDOLOD finished succesfully. the other window I had to close myself afterwards.

I made a full log folder + settings used in my google drive here for you if you wish to check out how things went for v2.38b. :)

Same load order/ mods.

Edited by KorruptkSwades
Posted
  On 6/19/2018 at 7:34 PM, sheson said:

5) ..... change Reference from Unchanged to Original for those mesh rules. Leave rest of the rules default.

this works. perfect. thank you.

Posted
  On 6/19/2018 at 9:49 PM, KorruptkSwades said:

Heya Shesson :) Thanks so much for what you did, the riverwood trader is now open again......... :p

So I redid a TEXGEN/DynDOLOD "construction" this afternoon. Everything went well I think. Just at the end thought LODGEN64 was hanging for quite a while and only one of the CMD windows closed on its own before DynDOLOD finished succesfully. the other window I had to close myself afterwards.

I made a full log folder + settings used in my google drive here for you if you wish to check out how things went for v2.38b. :)

Same load order/ mods.

FAQ: LODGen.exe runs a long time

 
A: The selected configuration options require a lot of work. Wait for all processes to complete before closing DynDOLOD.
 
Most likely LODGen.exe was not hanging but busy generating static object LOD for the world space. Looking at the LODGen_SSE_Tamriel_log.txt it seems it was interrupted. If you manually close it prematurely, then static object LOD for that worldspace will be incomplete.
Posted
  On 6/19/2018 at 9:49 PM, KorruptkSwades said:

Heya Shesson :) Thanks so much for what you did, the riverwood trader is now open again......... :p

So I redid a TEXGEN/DynDOLOD "construction" this afternoon. Everything went well I think. Just at the end thought LODGEN64 was hanging for quite a while and only one of the CMD windows closed on its own before DynDOLOD finished succesfully. the other window I had to close myself afterwards.

I made a full log folder + settings used in my google drive here for you if you wish to check out how things went for v2.38b. :)

Same load order/ mods.

Nope I did something wrong, Insta CTD in whiterun tundra. Must be something to do with Forest Borealis. Will remove and redo dyndo. I was testing on a COC to whiterun from the main menu. highly probably not dyndolods fault :)

Posted

Version 2.38 has fixed the problem I had as mentioned in post# 444.  Great updated, thanks.

 

The only logged error I had was in LODGen_SSE_Tamriel_log.txt:

 

 

file not found D:\skyrim special edition\data\meshes\lod\dbm\dbmsurface_lod_2.nif
Log ended at 6:27:22 PM
Code: 404
Posted
  On 6/19/2018 at 11:38 PM, xcal68 said:

 

Version 2.38 has fixed the problem I had as mentioned in post# 444.  Great updated, thanks.

 

The only logged error I had was in LODGen_SSE_Tamriel_log.txt:

file not found D:\skyrim special edition\data\meshes\lod\dbm\dbmsurface_lod_2.nif
Log ended at 6:27:22 PM
Code: 404

I wanted to edit this in, but looks like the edit expired.  :P 

 

Forgot to mention, \Meshes\Terrain\Tamriel\Objects appears empty, since I guess it just fails there.  This does not happen with 2.36 on the exact same load order.

Posted
  On 6/19/2018 at 11:00 PM, sheson said:

 

FAQ: LODGen.exe runs a long time

 
A: The selected configuration options require a lot of work. Wait for all processes to complete before closing DynDOLOD.
 
Most likely LODGen.exe was not hanging but busy generating static object LOD for the world space. Looking at the LODGen_SSE_Tamriel_log.txt it seems it was interrupted. If you manually close it prematurely, then static object LOD for that worldspace will be incomplete.

 

Yea DynDOLOD did the "All successful" thingy and the pop up came saying save n close, exit, etc. once i saved and closed, there was still a lodgenx64 open but doing nothing. well visually at the least. :/

Posted (edited)

Recently after the latest DynDOLOD 2.38 update, I started getting this error that either DynDOLOD could not find master data in none.json, or DynDOLOD.esp could not be found. Before this, I made sure to be in an interior with DynDOLOD deactivated via the MCM

 

 

 

EDIT: This only happened with this version; all the other 2.36 and 2.37 betas seemed to update fine. As for the actual none.json file itself, I could not find any in my Mod Organizer 2 mods files. I did verify the DynDOLOD_Tamriel.json and DynDOLOD_Worlds.json though via JSONLint and they seemed to be fine. 

 

EDIT #2: I did the clean save update procedure again, and the issue still persists.

Edited by Martimius
Posted
  On 6/20/2018 at 6:09 AM, Martimius said:

Recently after the latest DynDOLOD 2.38 update, I started getting this error that either DynDOLOD could not find master data in none.json, or DynDOLOD.esp could not be found. Before this, I made sure to be in an interior with DynDOLOD deactivated via the MCM

 

 

 

EDIT: This only happened with this version; all the other 2.36 and 2.37 betas seemed to update fine. As for the actual none.json file itself, I could not find any in my Mod Organizer 2 mods files. I did verify the DynDOLOD_Tamriel.json and DynDOLOD_Worlds.json though via JSONLint and they seemed to be fine. 

 

EDIT #2: I did the clean save update procedure again, and the issue still persists.

  On 6/20/2018 at 6:09 AM, Martimius said:

Recently after the latest DynDOLOD 2.38 update, I started getting this error that either DynDOLOD could not find master data in none.json, or DynDOLOD.esp could not be found. Before this, I made sure to be in an interior with DynDOLOD deactivated via the MCM

 

 

 

EDIT: This only happened with this version; all the other 2.36 and 2.37 betas seemed to update fine. As for the actual none.json file itself, I could not find any in my Mod Organizer 2 mods files. I did verify the DynDOLOD_Tamriel.json and DynDOLOD_Worlds.json though via JSONLint and they seemed to be fine. 

 

EDIT #2: I did the clean save update procedure again, and the issue still persists.

Fresh DynDOLOD regen didn’t help either.

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