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Posted (edited)

Hi, I generated "Skyrim 3D Trees and Plants BILLBOARDS 3.2.0" and I had a file in meshes / terrain / tamriel / tree / Tamriel.4.-44.28.btt (in the overwrite folder of Mod Organizer 2 )

I went into play but I do not see any changes, the LODs are still so ugly

I made a screen:

https://imgur.com/a/5PYVosD

 

You know why I have no good results? I followed the instructions to the letter

 

I thank you in advance for your help

 

DynDOLOD generates LOD files into the selected output folder, which should not be anywhere near the games data folder or any folder under the control of MO. So if you followed instruction correctly the Tamriel.4.-44.28.btt in the MO overwrite folder has nothing to do with the LOD generation you did with DynDOLOD.

 

It seems you are using a third party tree mod and its billboard tree LOD resources to generate tree LOD. If you do not like how the billboards look in the game, find better ones or create your own. Alternatively use better tree mods that come with better billboards or use tree mods that support 3D tree LOD support.

Edited by sheson
Posted

zilav's NIFScan has a problem with a lot of resources in the latest package 2.41. According to the description of NIFScan these can cause crashes.

NifScan doesn't support SSE meshes, only Skyrim LE ones. That's why it is hosted on Skyrim Nexus only.

Posted (edited)

zilav's NIFScan has a problem with a lot of resources in the latest package 2.41. According to the description of NIFScan these can cause crashes.

The meshes in DynDOLOD Resources are used without problems since a long time by thousands of people.

 

If a mesh causes CTD, it is a rather easy to find, since it is 100% reproducible error. Such cases in the past were usually 3rd party meshes used for dynamic LOD. There is a FAQ entry and the readme has instructions how to narrow such cases down.

Edited by sheson
Posted

Hi all,

Using SkyrimVR I am not seeing animated LODs working (waterfalls or windmills for example). My understanding is that DynDOLOD now generates these automatically (I'm using the HIGH setting). Is this incorrect?

Please note:
MO2.14 (build 7)
Pure Waters
Latest Resources
Latest PapyrusUtil pulled from Nexus

Posted (edited)

Hi all,

 

Using SkyrimVR I am not seeing animated LODs working (waterfalls or windmills for example). My understanding is that DynDOLOD now generates these automatically (I'm using the HIGH setting). Is this incorrect?

 

Please note:

MO2.14 (build 7)

Pure Waters

Latest Resources

Latest PapyrusUtil pulled from Nexus

There is no PapyrusUtil for Skyrim VR.

 

From first post:

"This beta version of DynDOLOD standalone generates static object, tree and dynamic LOD for Skyrim SE. It generates static object and tree LOD for Skyrim VR."

"Everything from Skyrim SE applies to Skyrim VR, but no dynamic LOD, obviously."

 

From DynDOLOD_Manual_TES5VR.html:

"Because there is no PapyrusUtil for Skyrim VR at the moment, dynamic LOD is not generated and as a result there won't be a SKSE folder and no *.json files in the output path."

Edited by sheson
Posted

I've encountered a repeatable CTD any time I get near Skyborn Altar. I tested out my mod load order to find the culprit and found Dyndolod was causing the CTD. I've updated Dyndolod to the latest version and ran it successfully but the problem persists. So far (*knocks on wood*) this seems to be the only area that it crashes in. I'm open to suggestions.

Posted

I've encountered a repeatable CTD any time I get near Skyborn Altar. I tested out my mod load order to find the culprit and found Dyndolod was causing the CTD. I've updated Dyndolod to the latest version and ran it successfully but the problem persists. So far (*knocks on wood*) this seems to be the only area that it crashes in. I'm open to suggestions.

FAQ: Skyrim: ILS or CTD
 
A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used to verify it doesn't cause CTD. Set ExpandSystemMemoryX64=false in enblocal.ini 
 
A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. 
Posted

Can't run TexGen properly. It gives me fatal error: Background Loader: Fatal: <Exception: "Book Covers Skyrim.esp" requires master "AnotherSortingMod_2017-SSE.esp" to be loaded before it.>

 

Running it through MO2 added executable. .esp files are triple checked and corrected with LOOT and by hand. Also managing .ini with BethINI. What gives? TexGen reads plugins list wrong?

Posted

Can't run TexGen properly. It gives me fatal error: Background Loader: Fatal:

 

Running it through MO2 added executable. .esp files are triple checked and corrected with LOOT and by hand. Also managing .ini with BethINI. What gives? TexGen reads plugins list wrong?

The plugin Book Covers Skyrim.esp defines AnotherSortingMod_2017-SSE.esp as a master. So AnotherSortingMod_2017-SSE.esp needs to be in the load order before Book Covers Skyrim.esp.

I suppose it might be possible to screw up the load order of either ESP by setting ESM/ESL flags on them.

 

The log will also tell you which plugins.txt is used. TexGen/DynDOLOD are a modified build of xEdit. It should report the same error in the load order.

Posted

Hello, i cant get my DynDOLOD to run all the way through to the end i receive an error midway through. Im following DarkLadyLexys guide. Ive tried to find the issue in SSEEDIT but am new to it so i couldnt find the issue.

 

The error and the few lines above are:

[00:03:20.261] RealisticWaterTwo.esp [REFR:00100599] (places _WTRIceFloes01_Anims [MSTT:B303261B] in GRUP Cell Temporary Children of [CELL:0000394A] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,34))
[00:03:20.280] Weather Systems Merged.esp [REFR:0010D59E] (places SkyrimCloudShape02_25 [sTAT:000273D4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -25,-8)
[00:03:20.304] CLARALUX SSE.esp [REFR:000B3B7B] (places FXGlowFillRoundDim [sTAT:0002EB0D] in GRUP Cell Temporary Children of WindhelmPalaceOfTheKingsExterior [CELL:00038380] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 32,10))
[00:03:20.328] Cutting Room Floor.esp [REFR:00080C4E] (places RTWall06InnerCRF [sTAT:1A01F659] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25))
[00:03:20.344] Cutting Room Floor.esp [REFR:000FE25E] (places CollisionMarker [sTAT:00000021] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25))
[00:03:20.362]
[00:03:20.377]
[00:03:20.416]
[00:03:20.416] Exception in unit process line 85: FormID [0B060D7E] references a master which is not available in file [C3] DynDOLOD.esp
 
thanks if you can help

 

 

Posted

 

Hello, i cant get my DynDOLOD to run all the way through to the end i receive an error midway through. Im following DarkLadyLexys guide. Ive tried to find the issue in SSEEDIT but am new to it so i couldnt find the issue.

 

The error and the few lines above are:

[00:03:20.261] RealisticWaterTwo.esp [REFR:00100599] (places _WTRIceFloes01_Anims [MSTT:B303261B] in GRUP Cell Temporary Children of [CELL:0000394A] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,34))
[00:03:20.280] Weather Systems Merged.esp [REFR:0010D59E] (places SkyrimCloudShape02_25 [sTAT:000273D4] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -25,-8)
[00:03:20.304] CLARALUX SSE.esp [REFR:000B3B7B] (places FXGlowFillRoundDim [sTAT:0002EB0D] in GRUP Cell Temporary Children of WindhelmPalaceOfTheKingsExterior [CELL:00038380] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 32,10))
[00:03:20.328] Cutting Room Floor.esp [REFR:00080C4E] (places RTWall06InnerCRF [sTAT:1A01F659] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25))
[00:03:20.344] Cutting Room Floor.esp [REFR:000FE25E] (places CollisionMarker [sTAT:00000021] in GRUP Cell Temporary Children of RiftenCitySoutheast [CELL:00042243] (in RiftenWorld "Riften" [WRLD:00016BB4] at 43,-25))
[00:03:20.362]
[00:03:20.377]
[00:03:20.416]
[00:03:20.416] Exception in unit process line 85: FormID [0B060D7E] references a master which is not available in file [C3] DynDOLOD.esp
 
thanks if you can help

 

 

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. 
 
If you would have search for this error you would have found the same answer already and maybe also the fact that a broken bashed patch is often the cause of the problem.
Posted

I looked at that in the FAQ already i checked for errors across my entire load order in sseedit but didnt find one that i thought connected and i redid batched patch just in case. i only came here because neither worked.

sorry if its a bother

Posted (edited)

I looked at that in the FAQ already i checked for errors across my entire load order in sseedit but didnt find one that i thought connected and i redid batched patch just in case. i only came here because neither worked.

sorry if its a bother

You didn't give any useful information to enable anyone to provide any more help than the usual responses.

 

No log. Nobody knows what plugin is at load order 0B. There was no mention of trying to generate without bashed patch in the load order or generating the bashed patch without the merge patches feature.

 

Since you are following a 3rd party guide, it may help to look at the parts that your load order deviates from the guide.

Edited by sheson

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