RainingTacco Posted October 20, 2022 Posted October 20, 2022 (edited) The Grass LOD tutorial on this site, doesn't mention when to regenerate grass cache using NGIO. I assume when you change iMinGrassSize you have to regenerate cache? Should grass cache be regenerated after every terrain lod generation? I assume aftery every small landscape edit too for best consistency? Does NGIO even have option to delete some of the grass cache files and then regenerate only missing parts? Edited October 20, 2022 by RainingTacco
sheson Posted October 20, 2022 Author Posted October 20, 2022 42 minutes ago, RainingTacco said: The Grass LOD tutorial on this site, doesn't mention when to regenerate grass cache using NGIO. I assume when you change iMinGrassSize you have to regenerate cache? Should grass cache be regenerated after every terrain lod generation? I assume aftery every small landscape edit too for best consistency? Does NGIO even have option to delete some of the grass cache files and then regenerate only missing parts? Moved the post to the DynDOLOD Alpha thread. As explained before, use the appropriate threads (and forums) for asking questions. None of this has anything to do with ENB complex grass. https://dyndolod.info/Help/Grass-LOD: Grass LOD generation requires a warmed (current) grass precache from No Grass In Objects for the current load order. The grass cache contains grass model and placement information. Changing only the grass textures typically does not require updating the grass cache - just updating grass LOD billboards with TexGen as explained below. Which means, If settings are changed that affect grass placements - like its density, then the grass cache needs to be updated to account for those changes. Read https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-95-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/, Terrain-LOD-Readme.txt included in the xLODGen download archive and https://dyndolod.info/Help/xLODGen. You will notice there is no mention about grass, NGIO or grass cache because it is irrelevant for terrain LOD generation. To delete specific files from the load order use the delete feature of the mod manager or the OS.
aragonit Posted October 20, 2022 Posted October 20, 2022 (edited) Running DynDOLOD 3.0 Alpha-101 x64 I'm getting this error on a mod where previously no problems occurred: Quote Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 17482) while processing Midwood Isle.esp [REFR:2375A687] (places sc_mausoleumStairs01 [STAT:0200C22D] in GRUP Cell Temporary Children of LastendellRealmSCWSoul1 [CELL:2374CA47] (in MIOblivionRealmSCW "Oblivion" [WRLD:2374CA41] at -2,-1)) I checked the mod for errors with xEdit but it's all clean. -> reinstalling the mod fixed the problem. Or was it enabling WorkaroundLargeReferencesBugs=1 ... Edited October 20, 2022 by aragonit fixed
sheson Posted October 20, 2022 Author Posted October 20, 2022 35 minutes ago, aragonit said: Running DynDOLOD 3.0 Alpha-101 x64 I'm getting this error on a mod where previously no problems occurred: I checked the mod for errors with xEdit but it's all clean. Read the first post which log, debug log and bugreport.text (if it exists) to upload when making posts. As explained in the first post, always use the latest version and do not waste time using or posting about older versions.
PinkedPickles Posted October 21, 2022 Posted October 21, 2022 Just now, PinkedPickles said: Please help, can't handle it
z929669 Posted October 21, 2022 Posted October 21, 2022 1 minute ago, PinkedPickles said: All the info is there. Click the link in the error for detailed instructions or simply remove that plugin, since it is redundant it seems.
sheson Posted October 21, 2022 Author Posted October 21, 2022 29 minutes ago, PinkedPickles said: Please help, can't handle it Moved to the DynDOLOD 3 Alpha thread. Read the first post. Do not paste screenshots of messages, use the "Copy message to clipboard" link and post the text instead. The message "Found Plocktons Culling Glitch Fix.esp" also already explains the reason and solution: "DynDOLOD replaces it. Remove it permanently from the from load order. Click the help link to open further instructions:" As explained in the message and on the first post, click the "Click on this link for additional explanations and help for this message" to open further explanations. https://dyndolod.info/Help/Occlusion-Data You can see that DynDOLOD has the option to generate the occlusion data while generating LOD, so plugins "fixing" it by removing the data need to be permanently removed. 25 minutes ago, PinkedPickles said: How could i remove this plugin? Installing/Enabling/Disabling/Removing mods/plugins is handled by the mod manager. For example https://stepmodifications.org/wiki/Guide:Mod_Organizer Best to learn modding with a mod manager before using tools like DynDOLOD and participating in the DynDOLOD 3 Alpha test.
Abbot Posted October 21, 2022 Posted October 21, 2022 On 9/21/2022 at 7:57 PM, sheson said: That looks similar to the first crash log, so refer to what I said in this post: Together with the quest crash, it seems there might be different causes of CTD and reportedly something more severe happening when enabling papyrus logging. Do all those issues stop when deactivating the DynDOLOD output? DynDOLOD_SSE_log.txt: https://paste.ee/p/Udgyk DYNDOLOD_SSE_Debug_log.txt: TOO LARGE CTD DynDOLOD: https://pastebin.com/SU8E3MTm Please help.
sheson Posted October 21, 2022 Author Posted October 21, 2022 21 minutes ago, Abbot said: DynDOLOD_SSE_log.txt: https://paste.ee/p/Udgyk DYNDOLOD_SSE_Debug_log.txt: TOO LARGE CTD DynDOLOD: https://pastebin.com/SU8E3MTm Please help. Read the first post how to upload the debug log to a file service. I assume you need help with the CTD in the game? Have you tested without DynDOLOD in the load order? DynDOLOD.esp is not even the last in the load order. For example, water seam fixes and other patches should be done before generating LOD. E.g. finalize the load order before generating LOD. This seems like a problem with the quest TESQuest(Name: ACFWhiterunVampires `Vampires of Whiterun Hold`, FormId: E6000BEE, File: `AI_Merge.esp`) and the BGSLocation(Name: `Broken Fang Cave`, FormId: 0001914D, File: `Skyrim.esm`) Check with xEdit if the quest E6000BEE in AI_Merge.esp accesses/links the location 0001914D. If not, go through the list of the listed TESObjectREFR, so if one of the links to 0001914D. Typically the listed references in the DynDOLOD.esp do not link to locations.
DoubleYou Posted October 22, 2022 Posted October 22, 2022 Updated configs for Fallout 4. Fixed too high contrast on some specular textures Added prewar tree textures https://mega.nz/file/4A5wiShR#lLvYz-4zN-NCk1sKvvVDebZb0zeWRsw_dazT-eKixYc
sheson Posted October 22, 2022 Author Posted October 22, 2022 4 hours ago, DoubleYou said: Updated configs for Fallout 4. Fixed too high contrast on some specular textures Added prewar tree textures https://mega.nz/file/4A5wiShR#lLvYz-4zN-NCk1sKvvVDebZb0zeWRsw_dazT-eKixYc Thanks. Will be included in next version. 1
Spike2112 Posted October 23, 2022 Posted October 23, 2022 Hi, Testing DynDoLod for error messages. SSE AE 1.6.640, Clean install from Gamerpoets, No CC content yet. Skse, address library and SkyUi. Everything prefect. Cleaned with Sseedit. TextGen perfect. DynDolod run 4 times. With cleaning, without cleaning, again with it and without Dawnguard. Ok, so the only error it kicks off is Error: File not found scripts\dlc1testphilvortextrigscript.pex Dawnguard.esm dlc1testPhilVortexTRIG [ACTI:02010FF5] What to do, can't find this message in google? Thanks
sheson Posted October 23, 2022 Author Posted October 23, 2022 30 minutes ago, Spike2112 said: Hi, Testing DynDoLod for error messages. SSE AE 1.6.640, Clean install from Gamerpoets, No CC content yet. Skse, address library and SkyUi. Everything prefect. Cleaned with Sseedit. TextGen perfect. DynDolod run 4 times. With cleaning, without cleaning, again with it and without Dawnguard. Ok, so the only error it kicks off is Error: File not found scripts\dlc1testphilvortextrigscript.pex Dawnguard.esm dlc1testPhilVortexTRIG [ACTI:02010FF5] What to do, can't find this message in google? Thanks Read the first post which log and debug log to upload when making posts. Read the explanations for log messages, like https://dyndolod.info/Messages/File-Not-Found-Scripts The compiled script is missing from the vanilla game files. dlc1testphilvortextrigscript.psc is part of the Scripts.zip that installs with CK, so you can compile it. Just install the Unofficial Skyrim Special Edition patch which fixes thousands of errors and bugs and also contains the compiled script.
Spike2112 Posted October 23, 2022 Posted October 23, 2022 Thanks Sheson, Just found this out on my own as I installed USSEP and that error went away. I just got back to edit this when I saw your answer. I have no messages anymore and that's after do the CC downloads. All good and thanks again.
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