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Posted
8 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts.

Copy the text of the message to the clipboard and post the text of the message instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
The message tells you what the problem is. The path is wrong, there is no such path/filename. xEdit asks the OS if the file exists at the shown path and the OS reports that it does not. No information about the actual path has been provided.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages
Click on the link Click on this link for additional explanations and help for this message, which opens https://dyndolod.info/Messages/INI-Files.
The screenshot shows the game mode is SSE, so -sse seems to be working as expected.
Alternatively set the path to the INI with a command line argument. If the path to the INI is already set with command line arguments, make sure they have been added correctly.

See https://dyndolod.info/Help/Command-Line-Argument. Also see https://dyndolod.info#Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG
The explanations which commands line to use do not include the -i command line. They instead explain to use -m to the folder.
Do not removes spaces. Best not edit folder or filenames. Copy and paste paths/filenames to avoid mistakes.

Hello and thank you for the response.

First of all, I feel that I ought to provide more information. My initial problem was simply that starting TextGen at all (no command line arguments at all) through MO2 resulted in the following error message after selecting the SSE option, with no change by using the "-sse" argument or not doing so:

[Window Title]
TexGen

[Main Instruction]
Fatal: Could not open registry key: \SOFTWARE\Bethesda Softworks\Skyrim Special Edition\

[Content]
This can happen after Steam updates, run the game's launcher to restore registry settings.

Current game mode: Skyrim Special Edition (SSE)

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

I was eventually lead to conclude by the instructions on the DynDOLOD website that this was because I had not put in the three recommended commandline arguments (-m,-p,-d) pointing to the correct folders and files. Upon doing so, I could launch TextGen but was immediately met with this error message:
 

[Window Title]
TexGen

[Main Instruction]
OlavSkyrim.ini can not be found.

[Content]
The INI file is missing from its default location at C:\Users\OlavSkyrim.ini.

Current game mode: Skyrim Special Edition (SSE)

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

From this error message I was lead to conclude that the issue was that the name I use as a username (Olav Huitfeldt) presented an issue to TextGen because it included a space, based on the reasoning that TextGen seems to stop registering anything after and included a space (like the space in my user name). Based on this, I attempted to change the username to Olaus in order to get around this issue, but this did not resolve anything. In short, the -m: commandline argument does not work properly. The path I direct it to by using that command ("-m:C:\Users\Olav Huitfeldt\Documents\My Games\Skyrim Special Edition GOG") is the only/proper location of the files in question.

These are the TextGen logs (both):
https://ufile.io/f/4ocx9

Posted
42 minutes ago, Earl500 said:

Hello and thank you for the response.

First of all, I feel that I ought to provide more information. My initial problem was simply that starting TextGen at all (no command line arguments at all) through MO2 resulted in the following error message after selecting the SSE option, with no change by using the "-sse" argument or not doing so:

[Window Title]
TexGen

[Main Instruction]
Fatal: Could not open registry key: \SOFTWARE\Bethesda Softworks\Skyrim Special Edition\

[Content]
This can happen after Steam updates, run the game's launcher to restore registry settings.

Current game mode: Skyrim Special Edition (SSE)

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

I was eventually lead to conclude by the instructions on the DynDOLOD website that this was because I had not put in the three recommended commandline arguments (-m,-p,-d) pointing to the correct folders and files. Upon doing so, I could launch TextGen but was immediately met with this error message:
 

[Window Title]
TexGen

[Main Instruction]
OlavSkyrim.ini can not be found.

[Content]
The INI file is missing from its default location at C:\Users\OlavSkyrim.ini.

Current game mode: Skyrim Special Edition (SSE)

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

From this error message I was lead to conclude that the issue was that the name I use as a username (Olav Huitfeldt) presented an issue to TextGen because it included a space, based on the reasoning that TextGen seems to stop registering anything after and included a space (like the space in my user name). Based on this, I attempted to change the username to Olaus in order to get around this issue, but this did not resolve anything. In short, the -m: commandline argument does not work properly. The path I direct it to by using that command ("-m:C:\Users\Olav Huitfeldt\Documents\My Games\Skyrim Special Edition GOG") is the only/proper location of the files in question.

These are the TextGen logs (both):
https://ufile.io/f/4ocx9

xEdit - on which DynDOLOD is based - is a Windows program and uses DOS/Windows command line standards that enclose paths in double quotes as shown in the examples:

https://dyndolod.info/Help/Command-Line-Argument
-o:"[path to output folder]" for example -o:"c:\Output\"
-m:"[path to INI folder]" for example -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\"
-p:"[path to plugins.txt]" for example -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt"
-d:"[path to Data folder]" for example -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"

A path should always be enclosed between double quotes. Use copy and paste to avoid mistakes, like adding extraneous spaces between the command letter, colon and beginning double quotes.

Posted

Hello.

I'm sorry to bother asking for help, but I have a problem that I have spent over 20 hours trying to solve, I tried everything, read everything, and nothing works : (.

I'm trying to make my lod perfectly match my grass, in fact it does most of the time except for around 12:00 in-game time, I use Cabbage ENB, and Veydosebrom Regions, which utilizes complex grass. Here on this gallery https://imgbox.com/g/JUVuyKsZ5E the first picture taken around 12:00 in-game time shows how the grass lod doesn't match, it is too dark, but on every other time as you can see in the other pictures it matches perfectly. I'm baking HD Grass on texgen using 0 direct light and 202 ambient light, on Dyndolod ini I set ComplexGrassBrightness to 0.500, I tinkered with ComplexGrassBacklightMask from 0 to 100 it didn't solve the problem. 

Any help is greatly appreciated, thank you.

 

 

Posted
10 minutes ago, kindperson said:

Hello.

I'm sorry to bother asking for help, but I have a problem that I have spent over 20 hours trying to solve, I tried everything, read everything, and nothing works : (.

I'm trying to make my lod perfectly match my grass, in fact it does most of the time except for around 12:00 in-game time, I use Cabbage ENB, and Veydosebrom Regions, which utilizes complex grass. Here on this gallery https://imgbox.com/g/JUVuyKsZ5E the first picture taken around 12:00 in-game time shows how the grass lod doesn't match, it is too dark, but on every other time as you can see in the other pictures it matches perfectly. I'm baking HD Grass on texgen using 0 direct light and 202 ambient light, on Dyndolod ini I set ComplexGrassBrightness to 0.500, I tinkered with ComplexGrassBacklightMask from 0 to 100 it didn't solve the problem. 

Any help is greatly appreciated, thank you.

 

 

First, as the OP states, any posts here require the relevant log files.

It's not clear from your images where LOD grass begins. Use tll in the console as a reference (and the very first image) in image sets like this. This toggles LOD off/on. If you are referring to the dark-ish grass in the mid distance of the first image, this appears to be full grass, IMO. The LOD grass matches further back. I would guess it to be a cloud shadow (or some other shadow effect). You can test it by toggling cloud shadows in ENB or by changing similar settings in the ENB GUI.

Posted
2 hours ago, kindperson said:

Hello.

I'm sorry to bother asking for help, but I have a problem that I have spent over 20 hours trying to solve, I tried everything, read everything, and nothing works : (.

I'm trying to make my lod perfectly match my grass, in fact it does most of the time except for around 12:00 in-game time, I use Cabbage ENB, and Veydosebrom Regions, which utilizes complex grass. Here on this gallery https://imgbox.com/g/JUVuyKsZ5E the first picture taken around 12:00 in-game time shows how the grass lod doesn't match, it is too dark, but on every other time as you can see in the other pictures it matches perfectly. I'm baking HD Grass on texgen using 0 direct light and 202 ambient light, on Dyndolod ini I set ComplexGrassBrightness to 0.500, I tinkered with ComplexGrassBacklightMask from 0 to 100 it didn't solve the problem. 

Any help is greatly appreciated, thank you.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log to upload when making posts.

https://dyndolod.info/Help/Grass-LOD#Settings
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), ...  Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

You might want to try different billboards for the LOD grass, see https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards

Posted
10 hours ago, whamy03 said:

Any idea what's causing the Assertion Failure?

The requirements to participate the DynDOLOD 3 Alpha test are not met.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts.

Use search as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search

See https://dyndolod.info/Messages/Exceptions#Assertion-failure

Posted

Thank Zeus for this forum. I spent most of my morning trying to figure out why I couldn't get this to work. After hours figuring out that I just didn't know enough, followed by my adhd wouldn't let me pay attention to everything, followed by I am a linux noob, I finally got it to work and played all of 30 minutes before having to take on my big boy chores.
So thank you all for making this and putting this forum with all of the answers in it if you search for them.
I think I had more fun learning about Linux, wine, and how mods work, then I actually would have playing the game for the 100th time.

Posted

I'm getting pretty frequent CTDs when attempting to access the map in Skyrim SE. I've already disabled auto-saving, and that helped tremendously for a time, but now they're back, and crash logger is still pointing to DynDOLOD.esm. I ran a SSEEdit auto clean on it and that actually helped for a little while as well, but now it's back to every time I try and open the map. Here's the full crash report at pastebin. Any ideas? Anything else I can provide that would help?

Posted
On 1/12/2025 at 11:46 PM, andr3w1sh said:

I'm getting pretty frequent CTDs when attempting to access the map in Skyrim SE. I've already disabled auto-saving, and that helped tremendously for a time, but now they're back, and crash logger is still pointing to DynDOLOD.esm. I ran a SSEEdit auto clean on it and that actually helped for a little while as well, but now it's back to every time I try and open the map. Here's the full crash report at pastebin. Any ideas? Anything else I can provide that would help?

Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

DynDOLOD does not show in any of the stacks in the provided crash log from Crashlogger. It is only listed in the list of plugins and modules together with all the other plugins and modules. The crash might be related to the mentioned water shader, but that is hard to tell with the call stack being empty. No other crash logs were provided.

https://dyndolod.info/FAQ#ILS-or-CTD
Ignore nonsensical suggestions that autosaves need to be disabled because of papyrus scripts not completing or similar made up stories about plugins being "known to cause CTD" when fast traveling or changing locations because of scripting etc. This is not how anything works. If disabling autosaves would be required to prevent CTD, manual saves would have the same issue and it would actually be widely known, would have been reported, troubleshooted, analyzed, fixed, had known workarounds and/or be part of every modding guide since over a decade.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting, report back in case crashes stop without DynDOLOD active.

Posted
11 hours ago, bjaurelio said:

I am having an issue in Whiterun where some of the LODs appear missing as if DynDOLOD 3 expects it to be obscured. I tried to insert the images from URL, but it wouldn't let me. Here's a link to the two images.

https://imgur.com/a/skyrim-dyndolod-3-issue-EnzLUBn

Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
You probably want to check Parent > child copies.

Posted
10 hours ago, PRieST said:

Just curious as I'm about to start a new generation, is it possible to name any ETA for the next release?

Probably within 0 to 4 weeks.

  • Thanks 1

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