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Posted

@AiElias

What I would do is set DynDOLODGrassMode=0 and define the grass distance to the appropriate distance for uGridsToLoad=7:

OverwriteGrassDistance=10240
OverwriteGrassFadeRange=15824

I believe NGIO works out all things to do with iGrassCellRadius automatically. You would set DynDOLOD to setting 1 on grass LOD generation since you are specifying only to render full grass to uGridsToLoad=7 and not the Large Ref distance.

Posted
7 hours ago, mattski123 said:

Hey, this mod called Skyrim Platform just released and it also has an easier way to convert .psc files to .ts files. Can you please update this to speed up the scripting processes?

Let me know! :)

Explain how this is supposed to speed up anything.
The crucial parts for the large array data are already compiled SKSE DLL plugins.

Or the other way around, what part of the current scripting do you believe could be or needs speeding up?

6 hours ago, z929669 said:

@sheson Setting string to SphereNormals at BsTriShape node resolved!

SkyrimSE 2021-10-11 18-05-15-32.jpg

That is fantastic. Good to know this works. I may add that it's done automatically for the cases where "crown" needs the face normal spell.

Posted
2 hours ago, sheson said:

Explain how this is supposed to speed up anything.
The crucial parts for the large array data are already compiled SKSE DLL plugins.

Or the other way around, what part of the current scripting do you believe could be or needs speeding up?

That is fantastic. Good to know this works. I may add that it's done automatically for the cases where "crown" needs the face normal spell.

To be honest idk, I just saw that it said it speeds things up and went with that. Sorry.

On 10/9/2021 at 7:24 PM, sheson said:

Also upload the log and debug log as explained tin the frst post.

Check the mentioned plugin with xEdit error check.

In case the record is being overwritten by another plugin error check that, too.

Hey, here's the other logs: https://drive.google.com/file/d/1kOhiRz2mCbaa1L19UoNV5aRADx1Tq2rM/view?usp=sharing

also, when checking for errors these came up:

[00:00] ArnimaHammerWeaponMGEF "Hammer" [MGEF:1017ADC1]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [1017ADC7] < Error: Could not be resolved >
[00:00] ArnimaRangerDirectionEnchantment "Direction Ench" [ENCH:1054817D]
[00:00]     ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF
[00:10] still checking for Errors in [10] arnima.esm
[00:21] still checking for Errors in [10] arnima.esm
[00:31] still checking for Errors in [10] arnima.esm
[00:41] still checking for Errors in [10] arnima.esm
[00:42] ArnimaDenizeQuestDVDenizeZenalta [DLBR:102CAD3C]
[00:42]     DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL

Not sure what they mean if anything, but doesn't look like anything to do with world spaces. But I'm not sure.

Posted
1 hour ago, mattski123 said:

Hey, here's the other logs: https://drive.google.com/file/d/1kOhiRz2mCbaa1L19UoNV5aRADx1Tq2rM/view?usp=sharing

also, when checking for errors these came up:

[00:00] ArnimaHammerWeaponMGEF "Hammer" [MGEF:1017ADC1]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [1017ADC7] < Error: Could not be resolved >
[00:00] ArnimaRangerDirectionEnchantment "Direction Ench" [ENCH:1054817D]
[00:00]     ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF
[00:10] still checking for Errors in [10] arnima.esm
[00:21] still checking for Errors in [10] arnima.esm
[00:31] still checking for Errors in [10] arnima.esm
[00:41] still checking for Errors in [10] arnima.esm
[00:42] ArnimaDenizeQuestDVDenizeZenalta [DLBR:102CAD3C]
[00:42]     DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL

Not sure what they mean if anything, but doesn't look like anything to do with world spaces. But I'm not sure.

Is that "Checking for errors failed" repeatable and always the same record REFR:1227A9C0 ?

Does it happen if you only select the ArnimaVoid worldspace?

Is any plugin overwriting 1227A9C0 ?

Posted (edited)
59 minutes ago, sheson said:

Is that "Checking for errors failed" repeatable and always the same record REFR:1227A9C0 ?

Does it happen if you only select the ArnimaVoid worldspace?

Is any plugin overwriting 1227A9C0 ?

I tried re running texgen today and this error came up:

Can not copy resource textures\landscape\snow01.dds to D:\Mods\Mod packs\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\landscape\snow01.dds:

[Content]
The system cannot find the path specified.

I only changed 1 thing in the DynDOLOD folder and that was to run it with this mod: https://www.nexusmods.com/skyrimspecialedition/mods/56367/ (I changed Level32=1). I also ran it tiwce and do have BDS. Here's my modlist: https://modwat.ch/u/mattski123

Unfortunately I can't currently check whether or not it is a repeatable error. I do also have my UAC settings on never notify and I only have Windows Defender has my AV. How do I find the reference in xEdit? I tried by searching every form ID which was listed in the debug log but that didn't really help me. I managed to find it in the end and there's nothing overwriting it. This was it: [CELL:1005FCE8] (in ArnimaVoid "Scuttling Void" [WRLD:1005E764] at -5,-3) it's a placed object under: [10] arnima.esm (AAE5C2BB) \ Worldspace \ 1005E764 <ArnimaVoid> \ Block -1, -1 \ Sub-Block -1, -1 \ 1005FCE8 \ Temporary \ 1027A9C0 . Hope that helps. Here's a link to my texgen logs: https://easyupload.io/ba4ivr

Edited by mattski123
Posted
31 minutes ago, mattski123 said:

I tried re running texgen today and this error came up:

Can not copy resource textures\landscape\snow01.dds to D:\Mods\Mod packs\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\landscape\snow01.dds:

[Content]
The system cannot find the path specified.

Click the "Help for this message" link as explained on the first post.

The system cannot find the path specified typically means the OS, UAC, antivir or some other 3rd party crap ware is blocking write access to the mentioned destination path. Add an exception to whatever it is that is blocking access.
It is also possible another process or program is accessing the same folder or file and this preventing write access. In case closing other programs does not help, a reboot typically helps in these cases.
Remove old files from the destination/output path, which might prevent creating the new files because they are blocked by other programs etc

Search the forum for the error message as explained on the first post.
https://stepmodifications.org/forum/search/?&q=system cannot find path specified&search_and_or=and

 

31 minutes ago, mattski123 said:

I also ran it tiwce and do have BDS.

You have what? You mean BSD? Blues Screen of Death is caused by hardware, BIOS settings, OS, driver problems etc.

 

31 minutes ago, mattski123 said:

How do I find the reference in xEdit?

Load entire load order into xEdit. Enter the form ID into the FormID field top left and hit Enter.

Remember to adjust the first two digits to the load order ID shown for arnima.esm

Posted
23 minutes ago, sheson said:

Click the "Help for this message" link as explained on the first post.

The system cannot find the path specified typically means the OS, UAC, antivir or some other 3rd party crap ware is blocking write access to the mentioned destination path. Add an exception to whatever it is that is blocking access.
It is also possible another process or program is accessing the same folder or file and this preventing write access. In case closing other programs does not help, a reboot typically helps in these cases.
Remove old files from the destination/output path, which might prevent creating the new files because they are blocked by other programs etc

Search the forum for the error message as explained on the first post.
https://stepmodifications.org/forum/search/?&q=system cannot find path specified&search_and_or=and

 

You have what? You mean BSD? Blues Screen of Death is caused by hardware, BIOS settings, OS, driver problems etc.

 

Load entire load order into xEdit. Enter the form ID into the FormID field top left and hit Enter.

Remember to adjust the first two digits to the load order ID shown for arnima.esm

thank you! I have now gone and added the files and folders to my Windows Defender exceptions list. And as I said I don't have any other antivirus or anything. And my UAC settings are set to never notify if that's the right way to do it. No sorry BDS stands for better dynamic snow. And I actually didn't even know slash realize that the first two letters/numbers in X edit will literally the load order ID's. Thank you for telling me that! Because I didn't know that before.

Texgen ran very smoothly and after running arnimavoid ALONE it happily lets me save and exit. I will have to try to run the full dynDOLOD tomorrow. Incl other world spaces. Any other trobuleshooting tips?

Posted
7 hours ago, DoubleYou said:

What I would do is set DynDOLODGrassMode=0 and define the grass distance to the appropriate distance for uGridsToLoad=7:


OverwriteGrassDistance=10240
OverwriteGrassFadeRange=15824

I believe NGIO works out all things to do with iGrassCellRadius automatically. You would set DynDOLOD to setting 1 on grass LOD generation since you are specifying only to render full grass to uGridsToLoad=7 and not the Large Ref distance.

Good call, I'll give this a go. I'm not entirely sure how the distance calculation is handled by the game but assuming fGrassStartFadeDistance and fGrassFadeRange are both distances in radius from the player, with uGrids 7, those can both be set to 12288? Or is it like uGrids because grass is also rendered in squares so fGrassStartFadeDistance == L/W == 28672? I don't really see a reason to use fade with grass LOD.

Posted

Since the last update, some error messages start to appear when the program runs.
The first message was:
[00:08] Background Loader: Warning: The [KYWD: 01AF0500] record in the FlowerGirls SE.esm file is being replaced with the [GLOB: 01AF0500] record in the Thieves Guild Requirements.esp file. These errors cause CTD and other serious issues and need to be fixed. Ignore the wrong advice to temporarily disable plugins.
[00:08] Background Loader: Computer says "[KYWD: 01AF0500] record in Thieves Guild Requirements.esp file is being replaced by [GLOB: 01AF0500] record in Thieves Guild Requirements.esp file. These errors cause CTD and other serious issues and need to be fixed. Ignore the wrong advice to temporarily disable plugins. "

I was able to solve this problem in SSEEdit, by changing FormID.

The second error message is:

[00:08] Background Loader: Warning: Record [LVLI:060012C4] in file Weapons Armor Clothing & Clutter Fixes.esp is being overridden by record [WEAP:040012C4] in file ACE Archery.esp. These errors cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins.
[00:08] Background Loader: Computer says "Record [LVLI:060012C4] in file ACE Archery.esp is being overridden by record [WEAP:040012C4] in file ACE Archery.esp. to be fixed. Ignore wrong advice to temporarily disable plugins."

The problem is that, unlike the previous case, I can't find the records [LVLI:060012C4] in file Weapons Armor Clothing & Clutter Fixes.esp and the record [LVLI:060012C4] in file ACE Archery.esp. They do not appear in SSEEdit. It's like they don't exist.

Posted
1 hour ago, fodamaster2 said:

Since the last update, some error messages start to appear when the program runs.
The first message was:
[00:08] Background Loader: Warning: The [KYWD: 01AF0500] record in the FlowerGirls SE.esm file is being replaced with the [GLOB: 01AF0500] record in the Thieves Guild Requirements.esp file. These errors cause CTD and other serious issues and need to be fixed. Ignore the wrong advice to temporarily disable plugins.
[00:08] Background Loader: Computer says "[KYWD: 01AF0500] record in Thieves Guild Requirements.esp file is being replaced by [GLOB: 01AF0500] record in Thieves Guild Requirements.esp file. These errors cause CTD and other serious issues and need to be fixed. Ignore the wrong advice to temporarily disable plugins. "

I was able to solve this problem in SSEEdit, by changing FormID.

The second error message is:

[00:08] Background Loader: Warning: Record [LVLI:060012C4] in file Weapons Armor Clothing & Clutter Fixes.esp is being overridden by record [WEAP:040012C4] in file ACE Archery.esp. These errors cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins.
[00:08] Background Loader: Computer says "Record [LVLI:060012C4] in file ACE Archery.esp is being overridden by record [WEAP:040012C4] in file ACE Archery.esp. to be fixed. Ignore wrong advice to temporarily disable plugins."

The problem is that, unlike the previous case, I can't find the records [LVLI:060012C4] in file Weapons Armor Clothing & Clutter Fixes.esp and the record [LVLI:060012C4] in file ACE Archery.esp. They do not appear in SSEEdit. It's like they don't exist.

These messages are from the xEdit Background loader.

Are you using a recent xEdit version?
https://github.com/TES5Edit/TES5Edit/releases

What did you do to any of these plugins initially that they have these errors?

Posted
5 hours ago, AiElias said:

Good call, I'll give this a go. I'm not entirely sure how the distance calculation is handled by the game but assuming fGrassStartFadeDistance and fGrassFadeRange are both distances in radius from the player, with uGrids 7, those can both be set to 12288? Or is it like uGrids because grass is also rendered in squares so fGrassStartFadeDistance == L/W == 28672? I don't really see a reason to use fade with grass LOD.

Grass is rendered in a radius. With uGridsToLoad=5, the iGrassCellRadius is 2. With uGridsToLoad=7, iGrassCellRadius is 3. 

NGIO is able to decouple the iGrassCellRadius from the uGridsToLoad, however, since its ExtendGrassDistance overrides the cell buffer to allow the farther distance. 

Shortest distance from player to edge of uGridsToLoad=7 is 2.5 cells x 4096 = 10240. Set fGrassStartFadeDistance to that value. Farthest distance possible is 4.5 hypotenuses x 5792 = 26064. Subtract the fGrassStartFadeDistance (10240) from that, result is 15824. Set the fGrassFadeRange onto that. Maximum grass draw distance is fGrassStartFadeDistance + fGrassFadeRange = 26064.

fGrassFadeRange is not a true fade. Check the difference in game and you will see this. 

bEnableGrassFade should be set to 0 to disable the grass fade effect. This has nothing to do with fGrassFadeRange. 

Posted
5 hours ago, sheson said:

These messages are from the xEdit Background loader.

Are you using a recent xEdit version?
https://github.com/TES5Edit/TES5Edit/releases

What did you do to any of these plugins initially that they have these errors?

I'm using the latest version of SSEEdit available on Nexus Mods.
I really didn't do anything with the mentioned plugins. The only thing must have been one or two WACCF updates, always downloading from the Nexus Mods. 

Posted
11 hours ago, mattski123 said:

thank you! I have now gone and added the files and folders to my Windows Defender exceptions list. And as I said I don't have any other antivirus or anything. And my UAC settings are set to never notify if that's the right way to do it. No sorry BDS stands for better dynamic snow. And I actually didn't even know slash realize that the first two letters/numbers in X edit will literally the load order ID's. Thank you for telling me that! Because I didn't know that before.

Texgen ran very smoothly and after running arnimavoid ALONE it happily lets me save and exit. I will have to try to run the full dynDOLOD tomorrow. Incl other world spaces. Any other trobuleshooting tips?

Hey just got this when re-running in full (all mods selected):

[Main Instruction]
Checking for errors failed Access violation at address 000000000041928F in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000000000000 for arnima.esm [REFR:100892A0] (places Bucket02a "Bucket" [MISC:000747FB] in GRUP Cell Temporary Children of [CELL:1001DC47] (in arnimaDUPLICATE003 "The Reach" [WRLD:10000D62] at 20,-8))

Here's the logs: https://easyupload.io/dofki9
I checked the reference in xEdit and it's not conflicting with anything. Here's placement if this helps:

[10] arnima.esm (AAE5C2BB) \ Worldspace \ 10000D62 <arnimaDUPLICATE003> \ Block 0, -1 \ Sub-Block 2, -1 \ 1001DC47 \ Temporary \ 100892A0

Posted (edited)

Question. I tried searching this thread and the xLodgen one for a Fo4 guide, but couldn't find one. Could someone please help me with Object LOD settings? For the Terrain LOD I can inspire myself from the SSE WIP settings, but that guide doesn't have Objects LOD since it uses Dyndolod. The FNV guide only says to use 8192 as Alpha Size, and that's about it.

If it matters, I am using vanilla trees, I have already installed higher quality assets for xLodgen from Luxor HD overhaul and the resources in the OP here. Here is what I am starting from:

Screenshot_1.jpg

Thank you

Edited by Stefan
Posted
3 hours ago, Stefan said:

Question. I tried searching this thread and the xLodgen one for a Fo4 guide, but couldn't find one. Could someone please help me with Object LOD settings? For the Terrain LOD I can inspire myself from the SSE WIP settings, but that guide doesn't have Objects LOD since it uses Dyndolod. The FNV guide only says to use 8192 as Alpha Size, and that's about it.

If it matters, I am using vanilla trees, I have already installed higher quality assets for xLodgen from Luxor HD overhaul and the resources in the OP here. Here is what I am starting from:

Screenshot_1.jpg

Thank you

The defaults are perfectly fine.

Using anything but BC5 for normal and specular textures does not really make any sense.

The diffuse format of the vanilla single object LOD textures is typically DXT5. There won't be any visual improvements by using BC7 max over BC7 quick over using DXT5.

If vertex colors are checked there can be issues with interiors using the LOD from parent worldspaces.

As you can see from the screenshots on the first post, using backlight power helps with tree LOD lighting.

Increasing the alpha threshold will make LOD for trees and other objects using transparency appear to be thinner.

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