sheson Posted September 29, 2018 Author Share Posted September 29, 2018 Neat. I'm not really sure about finding all the formids myself, so I'll wait and see if any issues are found.Thanks!I use a script for that of course: { apply script on a worldspace to create a list of overwrites } unit userscript; const EDID = 'FXCreekFlatLong01'; //FXWaterfallThin2048x512 function Process(e: IInterface): integer; var fid: Cardinal; begin Result := 0; if Signature(e) <> 'REFR' then Exit; if EditorID(BaseRecord(e)) <> EDID then Exit; fid := FormID(e) and $FFFFFF; AddMessage('overwrite=' + Lowercase(GetFileName(GetFile(e))) + ';' + IntToHex(fid, 8) + ',NAME=' + EDID + '_NoBSOrderedNode'); end; end. Link to comment Share on other sites More sharing options...
DarthVitrial Posted September 29, 2018 Share Posted September 29, 2018 (edited) Sorry, how do I run that script? EDIT: Oh, it's an xedit script, not a standalone. Edited September 29, 2018 by DarthVitrial Link to comment Share on other sites More sharing options...
DarthVitrial Posted September 29, 2018 Share Posted September 29, 2018 And missed my chance to edit the post...sorry, how do I add new scripts for Dyndolod to run? Link to comment Share on other sites More sharing options...
sheson Posted September 29, 2018 Author Share Posted September 29, 2018 And missed my chance to edit the post...sorry, how do I add new scripts for Dyndolod to run? This is an xEdit script. Load mod in xEdit, then apply the script to the worldspace you want to scan. It will print lines you can copy and paste to the *.patch file I mentioned earlier. Run a second time after changing EDID = 'FXWaterfallThin2048x512'; Link to comment Share on other sites More sharing options...
DarthVitrial Posted September 29, 2018 Share Posted September 29, 2018 (edited) Ah, I see. Thanks! So would I then create a new .patch file for each of the worldspaces, or just use the existing one? Edited September 29, 2018 by DarthVitrial Link to comment Share on other sites More sharing options...
DarthVitrial Posted September 29, 2018 Share Posted September 29, 2018 (edited) Sorry, I may need more instruction on making the patch file once I've got the output from xedit. So far all I've managed is to crash DyndoLod. >_<(Bugreport.txt if you're curious to see how I managed to break everything https://pastebin.com/aWQbD05y EDIT: I think I figured it out. Edited September 29, 2018 by DarthVitrial Link to comment Share on other sites More sharing options...
Guest Posted September 29, 2018 Share Posted September 29, 2018 DynDOLOD seems to be stuck at a texture, the window continues to show a texture path flickering on the top, it is also locked I had to close it via task manager, no other process was running only DynDOLODx64. Logs attached. Logs.7z Link to comment Share on other sites More sharing options...
sheson Posted September 29, 2018 Author Share Posted September 29, 2018 DynDOLOD seems to be stuck at a texture, the window continues to show a texture path flickering on the top, it is also locked I had to close it via task manager, no other process was running only DynDOLODx64. Logs attached. The log is only saved when you close DynDOLOD. You need to make a screenshot of the log messages before you kill it. In case the screenshot doesn't show it, what worldspace? Link to comment Share on other sites More sharing options...
Guest Posted September 29, 2018 Share Posted September 29, 2018 (edited) I have a screenshot https://imgur.com/a/M1kaTaH I have ELFX and some other mods ESM flagged cause i'm building stuff in Ck could they be the cause? Edited September 29, 2018 by Project579 Link to comment Share on other sites More sharing options...
sheson Posted September 29, 2018 Author Share Posted September 29, 2018 I have a screenshot https://imgur.com/a/M1kaTaH I have ELFX and some other mods ESM flagged cause i'm building stuff in Ck could they be the cause? What is the exact text / texture path or filename that is flickering at the top? Link to comment Share on other sites More sharing options...
Guest Posted September 29, 2018 Share Posted September 29, 2018 It's so fast I cannot see if fully but it is something like "Altlas_DLC1_" running again for the third time to see if it gets stuck on the same position. Link to comment Share on other sites More sharing options...
sheson Posted September 29, 2018 Author Share Posted September 29, 2018 It's so fast I cannot see if fully but it is something like "Altlas_DLC1_" running again for the third time to see if it gets stuck on the same position. Just run Soul Cairn alone... Are those shrubs billboards from SFO? Link to comment Share on other sites More sharing options...
Guest Posted September 29, 2018 Share Posted September 29, 2018 (edited) No, not using SFO.Ok it's stuck at "textures\DynDOLOD\DynDOLOD_Flat_Atlas_DLC..." (cannot see after that it goes out of the window). Keeping it open now. Edited September 29, 2018 by Project579 Link to comment Share on other sites More sharing options...
Guest Posted September 29, 2018 Share Posted September 29, 2018 More screenshots, these are the texts that loop: https://imgur.com/a/rHOuNSo Link to comment Share on other sites More sharing options...
sheson Posted September 29, 2018 Author Share Posted September 29, 2018 No, not using SFO. Ok it's stuck at "textures\DynDOLOD\DynDOLOD_Flat_Atlas_DLC..." (cannot see after that it goes out of the window). Keeping it open now. What mod supplies the billboards it is showing the missing _n.dds for? I am assuming you are generating 3D tree LOD with billboard fallback? It is trying to save DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Flat_Atlas_DLC01SoulCairn.dds Delete the entire Output folder before generating. Maybe an older version of that file already exists that can not be overwritten because another application is still accessing it. Maybe AntiVirus blocking, but unlikely. Link to comment Share on other sites More sharing options...
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