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Posted

I disabled my Wrye Bash patch and successfully generated everything!

Thank you very much for your help.

 

Praise Talos!

Remember, that means the patch is broken and should not be used in the game. Generate a working patch with a newer Wrye Bash version or do not use the CELL patcher.

  • 3 weeks later...
Posted

Me too, because the second link is not the log as expected :)

Indeed you are correct! I don't know what happened there, either way I solved the issue, so error report closed. Thanks for the reply Sheson! :)

Posted (edited)

I have an access violation issue after generating LOD with dyndolodx64.exe

All .exes within the dyndolod- and sub-directories run as admin through MO2.

LOD works but I'm sure the error report is not intended anyway.

 

My specs:

 

Windows 10 Pro 1909

Radeon RX 5500 XT 8GB

Core i5 6600K

16 GB Ram

M2 SSD

Edited by Feuerkl1nge
Posted

I have an access violation issue after generating LOD with dyndolodx64.exe

All .exes within the dyndolod- and sub-directories run as admin through MO2.

LOD works but I'm sure the error report is not intended anyway.

 

My specs:

 

Windows 10 Pro 1909

Radeon RX 5500 XT 8GB

Core i5 6600K

16 GB Ram

M2 SSD

If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error

Posted (edited)

Another issue. Now ingame. In the midiumgrid-lod the lights of the academy of winterhold are deactivated. Can you fix that? I show you a video of what I mean.

Edited by Feuerkl1nge
Posted (edited)

Another issue. Now ingame. In the midiumgrid-lod the lights of the academy of winterhold are deactivated. Can you fix that? I show you a video of what I mean.

clear weather with sw 15e

 

Check if LOD lights are indeed from DynDOLOD by using console tfc to fly close and get the form ID of the light meshes. Disable/Enable from console to check they work.

 

After LOD lights turn off, check if the building is still a LOD model by using tll in console. If the building disappears it is LOD. If stays visible it is the full model and the LOD turned off correctly. Then a mod might have changed the model or the external emttiance settings.

Edited by sheson
Posted

I've done all you've instructed. It stays visible.

 

I've overwritten everything with texgen_output and dyndolod_output. Why a mod is overwriting it? Where should I put the dyndolod resources in MO2's hierarchy?

Atm I it's placed relative near at the top.

 

Another thing I noticed is the academy light doesn't switch when I do the same out on the water. - They are always off then. I went far away and very near to be sure.

Posted (edited)

I've done all you've instructed. It stays visible.

 

I've overwritten everything with texgen_output and dyndolod_output. Why a mod is overwriting it? Where should I put the dyndolod resources in MO2's hierarchy?

Atm I it's placed relative near at the top.

 

Another thing I noticed is the academy light doesn't switch when I do the same out on the water. - They are always off then. I went far away and very near to be sure.

If the building stays visible in the LOD area with static object LOD being turned off, it typically means the full model is shown as part of the large reference grid system. Consequently all LOD is turned off then and it is working as it should. Set uLargeRefLODGridSize=5 and check that the distance at which the switch happens comes closer.

 

You should be able to fly close to the building with tfc and verify that it the detailed full model. It should be clickable and have a form id. Check if a mod overwrites the reference or the base record. Check if a mod replaces the model.

 

In case you are using ENB, check if disabling it makes a difference. Distances shadows are unfortunately also applied to glowing meshes.

Edited by sheson
Posted

Quick question:

 

After DynDOLOD output is generated, is there any use for TexGen output? Isn't this just a DynDOLOD resource that can be deactivated after DynDOLOD gen?

 

Same question for DynDOLOD Resources SE, but I'm pretty sure that one shouldn't be active after LOD gen is completed but not sure if it matters either way.

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