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Posted
7 hours ago, mooit said:

Hi sheson,

Here's my lastest TexGen Log.

https://www.mediafire.com/file/vgc0yddbl71yqun/TexGen_SSE_log.txt/file

I've been using the TexGen_2.2.0_QHD settings listed on the SSE StepWiki, here's a screen shot of TexGen with the last settings I've used.

2AzGbIV.jpg

I was either not paying attention in the past, or I forgot. I thought before whatever you used for iMinGrassSize, was the same number you used in DynDOLOD. The last run of DynDOLOD, I was using for the INI iMinGrassSize=60 and DynDOLOD at 45%.

I understand not reaching 60FPS, isn't good...

In 8 years of modding Skyrim, balancing mods and settings, to push SSE to it's limit, to achieve the highest levels of realism, certainly has been a challenge.

THANKS for all your time sheson, it's greatly appreciated!

Keep up the amazing work, you make Skyrim a better place, and I'm grateful for what you do!

 

No TexGen debug log was provided.

Use a compressions format that has an alpha channel like BC3 or BC7 for Diffuse Alpha. With BC1 the alpha channel is converted to transparency with the default threshold and the color information has a bit less of information and it will be black in the transparent parts. I suggest to keep the defaults and read the hover hints of the drop downs.

Using BC7 Max instead of BC7 Quick will take a considerable longer time without any discernable visual benefit.

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Posted (edited)
17 hours ago, sheson said:

No TexGen debug log was provided.

Use a compressions format that has an alpha channel like BC3 or BC7 for Diffuse Alpha. With BC1 the alpha channel is converted to transparency with the default threshold and the color information has a bit less of information and it will be black in the transparent parts. I suggest to keep the defaults and read the hover hints of the drop downs.

Using BC7 Max instead of BC7 Quick will take a considerable longer time without any discernable visual benefit.

 

Oops my bad, wrong Log file, here's the Debug.

https://www.mediafire.com/file/mrr3artw53ihdvt/TexGen_SSE_Debug_log.txt/file

Ok on Alpha Channel...

BC7 Max was only 1-2 minutes longer to generate for me with TexGen.

I'm going to give Veydogolt Trees - LITE a go this time around...

THANKS sheson

Edited by mooit
Posted

Didn't read all the thread but I can confirm the following bug:

Dyndolod Dll NG 32 and 33 cause issues with the thieves guild jobs.

If you get a "number job" from Delvin, the quest marker appear in the map and the ledger can be activated.

But if you save your game and load the save, the quest marker disappear from the map and the ledger is not activable.

Dyndolod Dll NG 32 and 33 particularly cause issues with Thieves Can Be Choosers mod.

 

 

Building Dyndolod with PapyrusUtils cause no issues in the other side. That what I was doing for years, until recently when I converted to Dyndolod Dll NG.

 

Tested thoroughly by reinstalling Skyrim from scratch and testing the mods one by one.

Posted
On 11/22/2024 at 10:15 AM, gamingsrc said:

Didn't read all the thread but I can confirm the following bug:

Dyndolod Dll NG 32 and 33 cause issues with the thieves guild jobs.

If you get a "number job" from Delvin, the quest marker appear in the map and the ledger can be activated.

But if you save your game and load the save, the quest marker disappear from the map and the ledger is not activable.

Dyndolod Dll NG 32 and 33 particularly cause issues with Thieves Can Be Choosers mod.

Building Dyndolod with PapyrusUtils cause no issues in the other side. That what I was doing for years, until recently when I converted to Dyndolod Dll NG.

Tested thoroughly by reinstalling Skyrim from scratch and testing the mods one by one.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.
Also upload SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt

The Thieves Can Be Choosers.esp only contains Dialog Topic and Quest records which are not affected or accessed by the DynDOLOD patcher or the DynDOLOD DLLs or Scripts, so it is not clear why/how that mod would be related to such an issue.

Does that mean DynDOLOD DLL and Scripts 31 does not cause issues? Does that mean generating LOD with DynDOLOD DLL NG for the same load order that now seemingly has no issue with a LOD patch that was generated without it then has the issue again? Does that mean the issue can be reproduced with the vanilla game and only Thieves Can Be Choosers.esp installed and then generated the LOD patch?
Then doing the thieves guild quest line to get the jobs? Does that mean this issue does not happen when getting the same radiant quests with random locations without the mod being enabled?

Enable the papyrus logging and the DynOLOD DLL NG debug logging as explained in https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing but also add a new line debuglevel=5 under the debug=true in DynDOLOD_NG_Worlds.txt 
If there are any problems with the DynDOLOD DLL NG and Scripts in the game, check c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for hints. If there are no obvious error message, edit ..Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and set debug=true. Upload this log with the other logs when making a post to the official DynDOLOD support forum.

Start game, get a quest, save and reload, then upload the papyrus and DynDOLOD.log

Posted

I will follow your suggestions sheson.

But I would mention that Skyrim system could be a very sensible thing.

I remember some years ago that I was getting some serious bugs of quest developing of Dawnguard Questline.

After tedious investigation I found that a change of diversification of Vampire Fledging was causing it.

Things that apparently had nothing to with each other.

 

Add to this, how many users play the thieves guild jobs (TG and DB are two expertise factions I play exclusively since 2011) and aware of the source of the bug and report it. I wasted 10 days to investigate this.

 

Posted
On 11/22/2024 at 7:28 PM, gamingsrc said:

I will follow your suggestions sheson.

But I would mention that Skyrim system could be a very sensible thing.

I remember some years ago that I was getting some serious bugs of quest developing of Dawnguard Questline.

After tedious investigation I found that a change of diversification of Vampire Fledging was causing it.

Things that apparently had nothing to with each other.

Add to this, how many users play the thieves guild jobs (TG and DB are two expertise factions I play exclusively since 2011) and aware of the source of the bug and report it. I wasted 10 days to investigate this.

Are you going to follow up providing the logs, answer the troubleshooting questions and do actual proper troubleshooting that verify the assumption that there is some interaction between the mod Thieves Guild Jobs and DynDOLOD DLL NG and Scripts?

I tested vanilla + the mod + DynDOLOD DLL and Scripts (31, 32 and 33), got a job, saved and reloaded and the quest marker is still there. Realistically, such an issue would not be limited to a single quest mod that by al account is not really doing anything out of the ordinary and that has no direct interaction/intersection with the LOD patch. I would such an issue with map markers to affect any/everything.

The 10 days are only wasted, if you stop the troubleshooting at that point, not verifying your assumption to find the actual cause of the issue no matter its source.

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