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Posted
1 hour ago, chlorophyllia said:

hey! sorry, i thought that would be best but will stick to describing. any right click action on the file in the winning container leads to the stream read error. the MO2 tab pulls Skyrim Realistic Overhaul.

trying to open via right click open and open with vfs yields:

"[2025-12-08 14:23:46.295 E] failed to invoke 'open C:/Users/USERNAME/AppData/Local/ModOrganizer/Skyrim Special Edition/mods/Skyrim_Realistic_Overhaul/textures/dlc01/architecture/snowelfruins/seruinsmarble01.dds': Noapplicationisassociatedwiththespecifiedfileforthisoperation. (0x483)" and

"[2025-12-08 14:24:00.256 E] failed to invoke 'open C:/Users/USERNAME/AppData/Local/ModOrganizer/Skyrim Special Edition/mods/Skyrim_Realistic_Overhaul/textures/dlc01/architecture/snowelfruins/seruinsmarble01.dds': Noapplicationisassociatedwiththespecifiedfileforthisoperation. (0x483)"

in the explorer folder, every other file has a preview but this does not, if that means anything.

It seems you do not have a program associated with *.dds files. Consider installing one, like Irfanview with plugin, paint.net or gimp for example.

Check if the MO2 build-in viewer can load/show it. Right click and select preview.

Posted
8 hours ago, chlorophyllia said:

Something is wrong with the texture. Make sure the download archive(s) of the mod downloaded completely and that their contents is unpacked without issue. For example, compare the contents of the archive with a current version of 7zip with what was unpacked/installed.

Posted

Hi, I got the following error running DynDOLOD: "Error: LODGenx64Win.exe failed to generate object LOD for Tamriel. LODGenx64Win.exe returned C0000005. Check D:\Games\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt"

The log didn't specify any errors, so I followed the instructions on the Expert Mode page to execute LODGen for Tamriel. That finished successfully by itself, but what do I do now? I have the DynDOLOD esm and esp, meshes, textures, and SKSE folders, a SWAP.ini, but no Occlusion plugin. Do I just install this as-is? Is Occlusion strictly necessary, and is it possible to generate that plugin without having to rerun the whole thing (which I tried, and got the same initial error)?

Posted
5 hours ago, Silverbow829 said:

Hi, I got the following error running DynDOLOD: "Error: LODGenx64Win.exe failed to generate object LOD for Tamriel. LODGenx64Win.exe returned C0000005. Check D:\Games\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt"

The log didn't specify any errors, so I followed the instructions on the Expert Mode page to execute LODGen for Tamriel. That finished successfully by itself, but what do I do now? I have the DynDOLOD esm and esp, meshes, textures, and SKSE folders, a SWAP.ini, but no Occlusion plugin. Do I just install this as-is? Is Occlusion strictly necessary, and is it possible to generate that plugin without having to rerun the whole thing (which I tried, and got the same initial error)?

Moved to the DynDOLOD 3 Alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

If you generated all object LOD for all worldspaces OK with the Execute LODGen button, install the entire output with DynDOLOD plugins as usual and then start DynDOLOD again and generate only occlusion only in advanced/expert mode.

https://dyndolod.info/Help/Occlusion-Data#Generation
It also possible to only update an existing or generate a new Occlusion.esp with xLODGen or DynDOLOD at any time. The process is the same, however DynDOLOD uses some pre-defined settings from ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini as explained below. To only generate or update Occlusion.esp with DynDOLOD, disable all other options and only check Occlusion Data and Plugin.

Posted

Hello,

After I generated my LOD via DynDoLod I noticed that there is something off with the distant model for Bleakfalls Barrow - if you look closely snow from the foundation walls is showing through the stairs. I will link two screenshots of this issue. You can see the LOD is present, but is fighting a losing battle with other pieces of the Barrow.

Behold, a valiant, if doomed, struggle.

The provided link for logs in the posting guidelines - paste.ee does not work any longer. And the log file is too long for pastebin. An attempt to paste it to google docs likewise failed. 

I'm a bit at a loss, as I've made no changes to any settings related to nordic ruins and have no mods that would effect the lods for them. The only resource packs for DynDoLod I have are the standard one - and Majestic Mountains. 

Posted

Just curious. Can I set GrassBillboard = 3 instead of 1 because with community shader even grass without normal textures are kind of complex grass emulated so I want to utilize backlighting for normal grass.

Posted
3 hours ago, captainlei1993 said:

Just curious. Can I set GrassBillboard = 3 instead of 1 because with community shader even grass without normal textures are kind of complex grass emulated so I want to utilize backlighting for normal grass.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to properly report a problem with logs and screenshots.

See https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards
Then use the settings GrassBillboard and ComplexGrassBillboard to control which billboard model is used. alt1 = without backlighting, alt2 = with backlighting.

Read the explanations above the INI setting:
; Billboard template to use for grass LOD billboards created from "normal" grass without normal map textures
; 1 -> Billboard1, 2 -> Billboard2, 3 -> Billboard3 etc.
GrassBillboard=1

Set GrassBillboard or ComplexGrassBillboard to whatever billboard you want to use.

You can set any number between 1 and 6 you want.

If you find that the general defaults should be changed for community shaders, then I would appreciate a proper feedback report.

Posted
9 hours ago, Skoll said:

Hello,

After I generated my LOD via DynDoLod I noticed that there is something off with the distant model for Bleakfalls Barrow - if you look closely snow from the foundation walls is showing through the stairs. I will link two screenshots of this issue. You can see the LOD is present, but is fighting a losing battle with other pieces of the Barrow.

Behold, a valiant, if doomed, struggle.

The provided link for logs in the posting guidelines - paste.ee does not work any longer. And the log file is too long for pastebin. An attempt to paste it to google docs likewise failed. 

I'm a bit at a loss, as I've made no changes to any settings related to nordic ruins and have no mods that would effect the lods for them. The only resource packs for DynDoLod I have are the standard one - and Majestic Mountains. 

Moved to the DynDOLOD 3 Alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service for large log files. Use an Internet Search to find alternatives for a text paste service.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of affected/relevant full models with More Informative  Console and how to use tfc to get close to LOD models.

What makes you believe the snow shining through has something to do with LOD / LOD generation by DynDOLOD? It seems likely this also happen with no DynDOLOD output active. Also doublecheck, the snow is actually LOD by toggling (object) LOD off with tll in console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If it is LOD, then see https://dyndolod.info/Help/Snow-Ash-LOD-Shader and check which plugin(s) overwrite the LOD shaders. Otherwise check the base record of the full models for which snow shader they use.

Posted
9 hours ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service for large log files. Use an Internet Search to find alternatives for a text paste service.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of affected/relevant full models with More Informative  Console and how to use tfc to get close to LOD models.

What makes you believe the snow shining through has something to do with LOD / LOD generation by DynDOLOD? It seems likely this also happen with no DynDOLOD output active. Also doublecheck, the snow is actually LOD by toggling (object) LOD off with tll in console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If it is LOD, then see https://dyndolod.info/Help/Snow-Ash-LOD-Shader and check which plugin(s) overwrite the LOD shaders. Otherwise check the base record of the full models for which snow shader they use.

Hello,

Having used the free camera to review the situation, it seems the issue is at certain distances the LOD *beneath* the stairs vanishes, allowing things to shine through.

But when you pull close to it, the issue vanishes utterly as the items below the stairs load. 

https://imgur.com/a/bLH9kZ3

The objects that are vanishing are: NorTmpExtPlatCorOut01Snow, Base ID of 00026FD2, last changed by stretched snow begone. LOD is Lod\NordicExterior\NorTmpExtPlatCorOut01_LOD.nif. Stretched Snow Begone would not effect the distance at which an object vansihes, I believe.

See below for log.

https://zerobin.net/?bc92868796143cf5#OSwU0g4wYarNpYAm6YRiHvABL3wO16OfLSFx5UQxB9k=

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