Jump to content

Recommended Posts

Posted (edited)

Error in all logs reads: The lz4 assembly requires the Microsoft Visual C++ 2015 runtime installedlz4.AnyCPU.loader

 

When I try to install 2015 version I get the error message that I have another version of the program installed.

https://i.imgur.com/PTGxIqx.jpg

 

Do I need to uninstall some of these versions for the 2015 version?

 

edit: 

Ahh I am seeing another user sam_dmitry had the same issue and your advice was to install the runtimes/obtain a legal version. My version is legal and I have the runtimes. I'll uninstall the x86 versions as it sounds like sam_dmitry did and report back on this.

 

Thanks.

 

edit2: if it matters I have the game, DynDOLOD, and the runtimes all on 3 separate HDs. Runtimes are on OS SSD, DynDOLOD is on storage HDD, and the game is on SSD for games.

Edited by misha
Posted (edited)
  On 6/13/2019 at 8:30 AM, misha said:

Error in all logs reads: The lz4 assembly requires the Microsoft Visual C++ 2015 runtime installedlz4.AnyCPU.loader

 

When I try to install 2015 version I get the error message that I have another version of the program installed.

https://i.imgur.com/PTGxIqx.jpg

 

Do I need to uninstall some of these versions for the 2015 version?

 

edit: 

Ahh I am seeing another user sam_dmitry had the same issue and your advice was to install the runtimes/obtain a legal version. My version is legal and I have the runtimes. I'll uninstall the x86 versions as it sounds like sam_dmitry did and report back on this.

 

Thanks.

 

edit2: if it matters I have the game, DynDOLOD, and the runtimes all on 3 separate HDs. Runtimes are on OS SSD, DynDOLOD is on storage HDD, and the game is on SSD for games.

 

From the Requirement section of the manual:

 

Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe. Get matching platform x86/x64 depending on which DynDOLOD.exe (x86) or DynDOLODx64.exe (x64) is used. LODGen.exe will print an explanatory message in case it is missing.

 

It is one version that covers 2015, 2017 and 2019

Edited by sheson
Posted

I didn't realize there was a new version of the C++ Redistributable. Thanks sheson, everything is working fine now.

Posted (edited)

Guess i need help again with a problem which i cant figure out how to solve myself. When generating 3d tree lod i run into trouble with lodgen creating object lod for the tamriel worldspace. It starts to put out a single 0/0 (empty) file for the same coordinate every time i try to generate lod. After that it continues generating a "normal" file. And after that one it gets stuck and i have to wait around 30 min until it continues. In the meantime dyndolod gave up waiting for a lodgen log and since it continues and finishes (sucessfully?) there is no bugreport. I feel like there is something wrong, but i really dont know what or why. Its not like its freezing in those 30 min, it continues using hardware ressources and the window still responds. All i can give you is this screenshot with the coordinates i am talking about: https://imgur.com/iUhzSBM . I hope this helps a little.

Edited by Tacocat
Posted
  On 6/14/2019 at 7:13 PM, Tacocat said:

Guess i need help again with a problem which i cant figure out how to solve myself. When generating 3d tree lod i run into trouble with lodgen creating object lod for the tamriel worldspace. It starts to put out a single 0/0 (empty) file for the same coordinate every time i try to generate lod. After that it continues generating a "normal" file. And after that one it gets stuck and i have to wait around 30 min until it continues. In the meantime dyndolod gave up waiting for a lodgen log and since it continues and finishes (sucessfully?) there is no bugreport. I feel like there is something wrong, but i really dont know what or why. Its not like its freezing in those 30 min, it continues using hardware ressources and the window still responds. All i can give you is this screenshot with the coordinates i am talking about: https://imgur.com/iUhzSBM . I hope this helps a little.

You probably using TreeFullFallBack=0 too?

Set TreeFullFallBack=1 for now.

 

I might have an update to LODGen.exe with-in the next couple days / a week with should work better with full models.

Posted
  On 6/14/2019 at 8:47 PM, sheson said:

You probably using TreeFullFallBack=0 too?

Set TreeFullFallBack=1 for now.

 

I might have an update to LODGen.exe with-in the next couple days / a week with should work better with full models.

It happens with it turned on and off and with or without custom rules. Its a little weird, but so far i didnt get a ctd so i just assume theres actually no gamebreaking consequence from this behavior. I just noticed, that lodgen really takes alot of ram. It actually uses 29-30 gigs of my 32 and sometime the explorer crashes cause it runs out of memory when a background task starts to consume more memory. But that doesnt happen so often.

Posted

I think i was able to solve my issue by uninstalling enhanced landscapes (used the main plugin and the solstheim trees, nothing else). I replaced it with skyrim 3d landscapes and created 3d lods with TreeFullFallBack=0. It took its time, but it worked flawlessly and the the meshes work just fine ingame. I liked the accents enhanced landscapes placed on the map, but skyrim 3d landscapes got fantastic looking trees. I installed the enhanced landscapes solstheim plugin seperately, since it doesnt need a plugin. Right now its working as intended :)

Posted
  On 6/15/2019 at 1:06 AM, Tacocat said:

I think i was able to solve my issue by uninstalling enhanced landscapes (used the main plugin and the solstheim trees, nothing else). I replaced it with skyrim 3d landscapes and created 3d lods with TreeFullFallBack=0. It took its time, but it worked flawlessly and the the meshes work just fine ingame. I liked the accents enhanced landscapes placed on the map, but skyrim 3d landscapes got fantastic looking trees. I installed the enhanced landscapes solstheim plugin seperately, since it doesnt need a plugin. Right now its working as intended :)

If you have the time and stuff, I'd like you to test with this version https://mega.nz/#!JF4FBYAI!lwKmQDgfDE9T4cD0cuGfxp9AuhJXfjuGtGAhW8owUN0

Just replace the files in "Edit Scripts" see how it goes.

Posted
  On 6/15/2019 at 4:55 PM, Tacocat said:

There seems to be some issues with the generated object lods. Here are the object lod meshes for fort greymoor: http://www.mediafire.com/folder/crzhb3ck9th781k,9hi1ykxpcr9y5s4,et00gczzxljqb5m/shared

A wallchunk thats connecting one of the towers is missing in all lod levels. I noticed this problem for other fort-objects too. Maybe this happens to other objects too. I hope the link works.

Huh that's actually caused by wrong LOD meshes in DynDOLOD Resources. They have been hiding there for a while. Will be fixed next version. You could just delete 

impextbldgsecondstraight01_lod.nif and impextbldgsecondstraight01_lod_3.nif for now. It will fall onto the right ones.

Posted (edited)
  On 6/15/2019 at 6:00 PM, sheson said:

Huh that's actually caused by wrong LOD meshes in DynDOLOD Resources. They have been hiding there for a while. Will be fixed next version. You could just delete 

impextbldgsecondstraight01_lod.nif and impextbldgsecondstraight01_lod_3.nif for now. It will fall onto the right ones.

Oh, ok. Deleted them and generating new lod now. I noticed, that some of the hybrid tree lod meshes got texture strings like "skyrimhd\build\pc\data\textures\landscape\trees\TundraDriftWoodBranches01.dds". Is this actually a problem or does the game recognize them anyway? I feel like it works.

Edited by Tacocat
Posted (edited)
  On 6/15/2019 at 6:20 PM, Tacocat said:

Oh, ok. Deleted them and generating new lod now. I noticed, that some of the hybrid tree lod meshes got texture strings like "skyrimhd\build\pc\data\textures\landscape\trees\TundraDriftWoodBranches01.dds". Is this actually a problem or does the game recognize them anyway? I feel like it works.

What's the tree mod they are from?

 

I believe the game is smart enough to truncate anything before data/texture

Edited by sheson
Posted
  On 6/15/2019 at 6:34 PM, sheson said:

What's the tree mod they are from?

 

I believe the game is smart enough to truncate anything before data/texture

Those are the strings from the dyndolod resources files.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.