sheson Posted July 23, 2020 Author Posted July 23, 2020 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.
marsvakarian Posted August 12, 2020 Posted August 12, 2020 https://pastebin.pl/view/afdf3325 https://pastebin.pl/view/490fb699 I am lost
sheson Posted August 12, 2020 Author Posted August 12, 2020 https://pastebin.pl/view/afdf3325 https://pastebin.pl/view/490fb699 I am lostMe too, because the second link is not the log as expected :)
marsvakarian Posted August 12, 2020 Posted August 12, 2020 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! :)
Feuerkl1nge Posted August 15, 2020 Posted August 15, 2020 (edited) I have an access violation issue after generating LOD with dyndolodx64.exeAll .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 1909Radeon RX 5500 XT 8GBCore i5 6600K16 GB RamM2 SSD Edited August 15, 2020 by Feuerkl1nge
sheson Posted August 15, 2020 Author Posted August 15, 2020 I have an access violation issue after generating LOD with dyndolodx64.exeAll .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 1909Radeon RX 5500 XT 8GBCore i5 6600K16 GB RamM2 SSDIf 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
Feuerkl1nge Posted August 15, 2020 Posted August 15, 2020 Ok here we go again. But my first report was already the full bugreport.txt you mentioned. I post it again for the oversight.https://pastebin.com/gz5iwBS3http://www.mediafire.com/file/t0m27bual9qimrp/DynDOLOD_SSE_log.txt/file (Too big file for casual pastbinners)
sheson Posted August 16, 2020 Author Posted August 16, 2020 Ok here we go again. But my first report was already the full bugreport.txt you mentioned. I post it again for the oversight.https://pastebin.com/gz5iwBS3http://www.mediafire.com/file/t0m27bual9qimrp/DynDOLOD_SSE_log.txt/file (Too big file for casual pastbinners)Nothing about in the log, so if it happened after saving the plugins the generated LOD is usually fine.
Feuerkl1nge Posted August 16, 2020 Posted August 16, 2020 Ok, good to know. - Thanks for your nice mod btw.
Feuerkl1nge Posted August 19, 2020 Posted August 19, 2020 (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 August 19, 2020 by Feuerkl1nge
sheson Posted August 19, 2020 Author Posted August 19, 2020 (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 August 19, 2020 by sheson
Feuerkl1nge Posted August 20, 2020 Posted August 20, 2020 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.
sheson Posted August 20, 2020 Author Posted August 20, 2020 (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 August 20, 2020 by sheson
Feuerkl1nge Posted August 24, 2020 Posted August 24, 2020 Distant Shadows are deactivated in my ENB. I will edit here to write the rest.
z929669 Posted August 25, 2020 Posted August 25, 2020 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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