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Posted

I have some problems with the new version.

I.

Big cities seem to disappear on the world map https://i.postimg.cc/B6HKjRFt/screens3hot.png and when viewed from afar https://i.postimg.cc/Pqt6dzvg/saaacreenshot.png

I've set uGridsToLoad = 5, uLargeRefLODGridSize = 5 and uGridsToLoad = 7, uLargeRefLODGridSize = 11. But the problem persisted.

II.

About LOD Grass https://i.postimg.cc/yNGs9dK8/screenshot.png

I have set DynDOLODGrassMode = 2 in GrassControl.config.txt and Grass = 1, GrassLargeReference = 1 in DynDOLOD_SSE.ini. It seems that the grass does not load at long distances. I also successfully created Grass Cache as instructed by meh321.

I send you a diary

DynDOLOD_SSE_log: https://pastebin.com/vXCmzZ3L

TexGen_SSE_log: https://drive.google.com/file/d/1pLf0vFoNeZ_QEk8nOXfEpiY38gigHLJP/view?usp=sharing

TexGen_SSE_Debug_log: https://drive.google.com/file/d/11618JqxlB5h1UygqJkmzhgumXxtGy6rk/view?usp=sharing

GrassControl.config.txt: https://pastebin.com/MCC6T7z9

Skyrim.ini: https://pastebin.com/WZ6Zkfqm

SkyrimPrefs.ini: https://pastebin.com/nz7cQ7sC

Complete diary of DynDOLOD: https://drive.google.com/drive/folders/15pjSq4epr83DeyjXr9GihJDLMRj-Idj7?usp=sharing

 

I have no problems with version 2.87. Maybe I was wrong somewhere in version 3.0

Thank you very much.

I. The settings you mention control full models, however the screenshot seems to show missing LOD. You might have a mod that deletes Solitude or makes weird changes to its buildings?

Upload/paste to file service or pastebin ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

Check plugins for errors with xEdit and clean SFO-Quercus Nordica Oaks.esp, Trees Of Riverwood.esp, Landscape FIX.esp, DawnstarDocks.esp

 

II. Type tll in console, what ever area remains need to be covered by No Grass in Objects plugin and its settings. Maybe the CGID are missing for those cells? Double check if the CGID files for cell coordinates exist.

Maybe the DynDOLODGrassMode=2 was not set correctly/overwritten? With uLargeRefLODGridSize>5 it should show grass beyond the loaded cells.

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Posted

I got an error saying LODGen64.exe failed to generate LOD for one or more worlds. Check the log for more info. I click OK and then Check Log but nothing happens after that. Where is the log located so I can check it?

Posted (edited)

I got an error saying LODGen64.exe failed to generate LOD for one or more worlds. Check the log for more info. I click OK and then Check Log but nothing happens after that. Where is the log located so I can check it?

Read the log messages in the message window. They should list the paths to the LODGen logs.

 

They are in ..\DynDOLOD\Logs\LODGEn_[GAMEMODE]_[WORLDSPACE]_log.txt

Edited by sheson
Posted (edited)

 

5.4.4

 

Did you clean or edit the plugin? Probably unrelated, but I seem to have a different CRC32 for it.

Happened with Alpha-3 as well:

TexGen_SSE_log: https://pastebin.com/NcuWXQAY

TexGen_SSE_Debug_log: https://pastebin.com/y8sDHUbZ

bugreport: https://pastebin.com/37LFy9n5

 

That actually helped. TexGen finished, but with some errors. It couldn't find wrtreefloweringbranch01.dds and reachtreebranch01(_n).dds

Thanks for the logs. Problem should be fixed in Alpha-4 which I will post later today.

Edited by sheson
Posted (edited)

 

Hello,

somehow I can't get TexGenx64 3.0 to run - 2.8 worked fine for me, too.

Whatever options I choose, TexGen always stops after one texture (which it doesn't even save ...):

 

[00:00] Creating textures
[00:01] Creating texture E:\Tools\DynDOLOD\TexGen_Output\Textures\lod\bridge01lod with E:\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Render\Objects\lod\bridge01lod.nif
[00:10] Computer says "Exit TexGen, check log or restart?"
[00:13] User says "Check log"

 

I'm having the same issue.

 

Log files:

TexGen_SSE_log.txt

TexGen_SSE_Debug_log.txt

bugreport.txt

 

 

And Preview window shows only black square.

Edited by andrelo1
Posted (edited)

Thank you for the update. However, I got some errors when i run DynDOLOD.

It's about a mod, "Birthplace of a Kitsune" (in Nexus).

When i run DynDOLOD alpha 3 first, it occurred a error and the problem at that time was about

"Some FormID could not be resolved". So i opened SSEEdit, deleted that FormID.

But next problem is this,

 

[Window Title]
DynDOLOD

[Main Instruction]
Can not copy birthplacekitsune1a "Birthplace of a Kitsune Home" [WRLD:AB15C5B7] from Birthplace of a Kitsune.esp into DynDOLOD.esp.

("Birthplace of a Kitsune Shrine" [WRLD:AB078746] too)

[Content]
Load order FileID [AB] can not be mapped to file FileID for file "DynDOLOD.esp"

 

 

I opened SSEEdit and searched for errors again, but no errors found and no junks found like ITM.

Also I re-downloaded that mod and re-run DynDOLOD, same happened.

 

Here's my log. (Debug included, bugreport is not created)

https://drive.google.com/file/d/1jswu9zK2TzAKw8Vu22jNqRkJrdEhUrdd/view?usp=sharing

 

 

no problems with version 2.87.

Edited by hyperrobot
Posted

LodGen failing here the LODGen_SSE_Tamriel_log  https://pastebin.com/gkhfr8cJ

 

DynDOLOD_SSE_log as well https://pastebin.com/mx5UvR5d

ETAC forgot to includeLOD models that are defined on its base records. Alpha-4 will gracefully report the missing models and not fail generating LOD (since something not having a LOD model is common, just a missing meshes and textures because of typos etc.).

 

I will include the missing LOD resources in DynDOLOD Resources SE 3.00 Alpha-2.

Posted

ETAC forgot to includeLOD models that are defined on its base records. Alpha-4 will gracefully report the missing models and not fail generating LOD (since something not having a LOD model is common, just a missing meshes and textures because of typos etc.).

 

I will include the missing LOD resources in DynDOLOD Resources SE 3.00 Alpha-2.

OK so it was ETAC not ClefJ nice to know thanks Sheson

Posted

Can anyone please confirm for me the performance of generating LOD Grass compared with setting ExtendGrassDistance = True (OverwriteGrassDistance = 1800) in No Grass In Objects. I tried but LOD Grass generation didn't work for me even though I successfully generated Grass Cache with no error. If it doesn't improve then maybe I should use ExtendGrassDistance = True and wait for DynDOLOD v3 to complete. Thank you

Posted

so ive been using dyndolod for a while, and noticed some of the lods were flickering. because of this i decided to update dyndolod to 3.00 however now dyndolod says that it doesnt have any billboards and that it cannot find a texgen output, even though i run texgen just before dyndolod. i would appreciate any help

 

Posted (edited)

Can anyone please confirm for me the performance of generating LOD Grass compared with setting ExtendGrassDistance = True (OverwriteGrassDistance = 1800) in No Grass In Objects. I tried but LOD Grass generation didn't work for me even though I successfully generated Grass Cache with no error. If it doesn't improve then maybe I should use ExtendGrassDistance = True and wait for DynDOLOD v3 to complete. Thank you

"didn't work" ... is not a proper problem description. 

so ive been using dyndolod for a while, and noticed some of the lods were flickering. because of this i decided to update dyndolod to 3.00 however now dyndolod says that it doesnt have any billboards and that it cannot find a texgen output, even though i run texgen just before dyndolod. i would appreciate any help

DynDOLOD FAQ: Game: Out of place objects / floating objects / flickering full models 
 
A: If LOD was generated for a different load order generate LOD for the current load order.
 
A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. 
 
A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html 
 
A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. 
 
A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins.
 
A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD. 
 
A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro. 
 
A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. 
 
A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://forum.step-project.com/forum/101-shesons-dyndolod-support in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible. 
 
A: Flickering textures (full and LOD model showing at the same time) in the LOD area outside the active cells in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini.
 
A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.
Edited by sheson
Posted

Same problem happens before.

I tried to change my Windows system language to American English then the problem is gone and Texgen.exe works as usual.

The same problem with the Russian language of the system. But everything works great with English! Thanks for the advice!

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