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  1. Today
  2. Many thanks Alyndiar, your modded file also fixed the problem I was having calling my ship, before your file they would just show up and hover in the sky, never landing.
  3. No crash logs were provided. Without generating and installing DynDOLOD output there are obviously no data files in the game data folder for the DLL to load. Could you test if there is anything different with DynDOLOD DLL NG and Scripts Alpha-18 that uses the "old" commonlibsse-ng? You can get it from https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
  4. Hello Sheson, I was able to get it to create a grass cache, it's just that SSE crashes more when leaving DynDOLOD DLL NG enabled in MO2, which I don't understand why it should cause it to crash more. I understand there are many mods that do not need to be enabled when creating a grass cache. I was only hoping I wouldn't need to mess with MO2 disabling mods is all. If DynDOLOD DLL NG is disabled SSE only crashes around 3-4 times, if I enable it, SSE will crash around 30-40 times. The DynDOLOD.log is not large, here is the contents of it. DynDOLOD NG plugin version: 3.0.22.0 | SKSE version: 2.2.3.0 | Game version: 1-6-640-0 DynDOLOD save/load handler installed. DynDOLOD Papyrus functions installed. Default Trampoline => 0B / 28B (00.00%) Trampoline initialized. Default Trampoline => 14B / 28B (50.00%) Default Trampoline => 28B / 28B (100.00%) DynDOLOD Patch installed. DynDOLOD Cell Events installed. DynDOLOD Player Events installed. DynDOLOD PlayerPos Events installed. Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt Error opening file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt problem with worlds config file By the way, I do not see any Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt I looked in; C:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\plugins C:\Modding\MO2\overwrite\SKSE\Plugins C:\Users\ROG\Documents\My Games\Skyrim Special Edition\SKSE THANKS
  5. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Ignore wrong 3rd party advice to temporarily disable plugins, mods, meshes or textures. Such advice is categorically wrong or outdated. In case of issues, solve the cause or use appropriate mesh mask rules or settings for desired results. One main purpose of LOD generation is to improve the performance (by reducing resource usage), which includes generating object LOD or dynamic LOD for lazily IsFullLOD flagged full models. If the replacement with automatically created (HD) tree LOD billboards has no good visual results, a proper 3D LOD assets should be created as is being practiced by or for most tree mods since years. https://dyndolod.info/Help/3D-Tree-LOD-Model It is also possible to use mesh mask rules to either use the full model for object LOD and/or dynamic LOD or to do nothing to a reference (keep things as they are). https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Mod authors can include proper LOD assets and/or mesh mask rules in their mod so things work automatically for users as intended and practiced since a decade https://dyndolod.info/Mod-Authors If help is needed with creating LOD assets or mesh mask rules to achieve the desired results, then provide a link to the mod and if possible useful screenshots as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots LOD assets and mesh mask rules can also be included with future releases of DynDOLOD.
  6. Read the actual error message and click on the "Click on this link for additional explanations and help for this message" as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages. That should open https://dyndolod.info/Help/Tree-Grass-LOD-Billboards, scroll down to "LOD Billboard(s) Not Found". Based on the logs I can see TexGen generated those billboards and it completed successfully. So, the TexGen output or parts of it are probably not installed (virtually) in the data folder C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\ that DynDOLOD looks at. The game is installed into C:\Program Files (x86)\ which can cause issue with UAC or antivir. Follow a modding guide, that explains how to install the game properly outside of C:\Program Files (x86)
  7. Logs.rar ok. reinstalled. got all the files. a bunch of tree textures missing, but I'm not sure why or how to resolve.
  8. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload. Is it always reporting the same image textures\architecture\windhelm\whwindowmaps.dds? Memory does seem lowish at the time since there on seems to be 8GB main memory. Double check overall usage in task manager. Maybe one of the tips from https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory can help to reduce how much is used at the time.
  9. Read https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG Do not link to files or folders in mod manager profiles. Link to the files and folders used by the game. Make sure folders end in slash \. Make sure the paths to folders or files being encodes in double quotes " Do not link to MO2 profile folders. Link to the actual paths or files the game uses. This works if the commands line arguments are set correctly. There is not need to set the save folder with -g for TexGen or DynDOLOD. If there are still problems, copy and paste the actual line from the arguments field in MO2 without editing it.
  10. Moved to the DynDOLOD DLL thread. Upload a crash log from Crash Logger. Upload c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log Use a file upload service or text sharing service as explained in my signature or at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Nothing from DynDOLOD needs to be installed while generating grass cache. I can generate grass cache with NGIO NG 1.0.11 and DynDOLOD DLLB NG 3.0.22.1130+ without issue. Are there any issues starting the game normally with DynDOLOD DLL NG and with or without DynDOLOD output?
  11. Hey sheson, i can't get dyndolod work because when generating LOD it always says error loading images from memory or access violation even though i use dyndolodx64, here the log DynDOLOD_SSE_log.txt bugreport.txt
  12. Mod updated with CNO (and Infinity UI) compatibility: Version 4.1.0 DLL Update: Infinity UI (2.0.2+) and Compass Navigation Overhaul (2.2.0+) compatibility DLL Update: Fixed log location for SkyrimSE 1.6.1130+ New Designs: Deadlands, DeadlandsTower Config Updates: Atlas Map Markers (Both versions) JSON files updated with tweaks and fixes (thanks to Enodoc).
  13. The CoMAP 4.1.0 update will likely obviate this mod or at least change the requirements.
  14. Just adding a reminder for myself to retest now that CoMAP has been updated with Compass Navigation Overhaul (2.2.0+) compatibility.
  15. Compatibility with CoMAP should be resolved now with CoMAP 4.1.0
  16. Are the logs on the GitHub sufficent? I'm not running DynDOLOD, if so I'll link those to here. THANKS
  17. You can post the logs on a site like pastebin and link them here.
  18. Hi, There's a report for No Grass in Objects NG on GitHub here; https://github.com/SaneEngineer/No-Grass-In-Objects-NG/issues/20 I also installed DynDOLOD DLL NG Alpha 22 today and tried to run the grass cache and it also crashed. I can't attach any log files here, it's limited me to 17.81 kb in size. It would be great if this size restriction could be lifted, so that bigger files can be uploaded. THANKS
  19. I am on GOG 1.6.659 and I have two warnings when launching TexGen or DynDOLOD warning 1: Using save path: C:\Users\GM\Documents\My\ Warning: Could not find save path I can see it's not searching the complete path as it cuts off at \My\ for some reason warning 2:Using plugins list: C:\Users\GM\AppData\Local\ModOrganizer\Skyrim Warning: Could not find plugin list I know that this file path is wrong, It should be \Skyrim Special Edition\ but it wont change despite command lines. I am choosing SSE and program startup and have tried using -sse aswell I am using the command lines: -m:"C:\Users\GM\AppData\Local\ModOrganizer\Skyrim Special Edition\profiles\VISION 3\" -d:"C:\GOG\Skyrim Anniversary Edition\Data" -G:C:\Users\GM\Documents\My Games\Skyrim Special Edition GOG\Saves -P:C:\Users\GM\AppData\Local\ModOrganizer\Skyrim Special Edition\profiles\VISION 3 (also tried with\VISION 3\plugins.txt\ I have tried many variations of these commands and different ones with different settings and I can't solve it. I am more concerned about the plugin path since I plan on using a fresh save anyway, still I would like to solve both issues if I can. Here is the texgen log: https://ufile.io/payvy1ga Edit: also I can tell the ini path is wrong but when I try to fix it with the command line, I can't open texgen I get a red error and it just says ini cannot be found. I am using bethini so it should path to the profile folder -I:C:\Users\GM\AppData\Local\ModOrganizer\Skyrim Special Edition\profiles\VISION 3 I know this is a lot, but I am out of ideas
  20. Yesterday
  21. Hey, i had only this grass given with Enhanced Landscapes at this time, i fixed my modlist (nothing important lost anyway ;p )... Next i will use (4 in 1): Vulture's Grass - Folkvangr - Voluptuous - Mother - Veydogolt patch Also grvulture told he will build me a patch, bc i asked if lanscape files other than grass in Veydogolt could be skipped (5.5 gb !). That's for the good news, i'll be back when ready to have the perfect settings for my setup if you mind // My question is different today, it's about something i never seen before, inspired by Pent Pines, modder Wigfrid09 (Traverse the Ulvenwald) did Bent Tundra Oaks... ... and he tells this trees have FULL LOD, so we should disable the ESP during DynDoLOD 3 process !!!! So, is there an available list of mods that need that step to be done, other than this one ???? Because, i'd not wanna make the error if i missed about disabling one of my others mods is needed too ! Not sure i can keep Bent Pine II with this one together, tho.
  22. Thanks. Will be fixed in the next version of DynDOLOD Resources.
  23. Hey sheson! No logs today, I just wanted to report something with the latest DynDOLOD Resources 3.00 Alpha-43. The packaged impextbridge01_lod.nif is missing the Z-translation of the vanilla LOD resource, causing the LOD mesh to be offset on that axis and in relation to the full model.
  24. Still not DynDOLOD log or debug, which are written, when you close DynDOLOD via clicking X top right. Only kill it via task manager if that closing does not work for a minute. In that case, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini with notepad and add RealTimeLog=1 under [DynDOLOD] at the top. Then start DynDOLOD. Once it shows the options window, check the ..\DynDOLOD\Logs\ folder that DynDOLOD_SSE_realtime_log.txt is being created. If that does not work, reboot and try again. If it still does not work, upload your version of DynDOLOD_SSE.ini. With the log we have a good chance to troubleshoot this more quickly. I assume high memory usage means that DynDOLODx64.exe shows high memory usage in task manager? Check if it has sub processes like LODGenx64.exe or Texconvx64.exe that might be using lots of memory.
  25. Sorry, Texgen ran fine, I had cleared the logs and didn't run it again, hence it missing. texgen always runs fine for me tbh, very fast. I reran everything and gave you the new logs from what I can tell when it freezes up, its generating texture atlas (usually for markarth world sometimes hunterworld) and its looking for a tree mesh for the season and then memory skyrockets and it freezes. (I've tried the recommended fixes in the atlas and memory help section) I've tried just generating markarth world and also see the freeze, but I have a feeling this tree is in more than one spot. txtgen logs.rar
  26. I found the problem to be related to some starship speeds in the ___StepNMS-GCSpaceshipGlobals.lua: I discovered that min speeds of less than 1 and hover speed of less than 1 end up causing liftoff failures in many cases, where the motor would start, the cockpit would be locked and the starship would not start moving. The only solution in these cases was to return to menu and reload the last save. This problem never happened again once I made the following changes. I tried changing only HoverSpeedFactor, HoverMinSpeed or any of the ControlPEMinSpeed (depending on ship class) but none of those were sufficient by itself and the problem kept happening ocasionnaly. With all changes, no more problems after at least 40 hours of play and hundreds of liftoffs in different environments. ... HoverSpeedFactor = 1 -- Speed at which ship hovers | 20 | 351 HoverMinSpeed = 1 -- Minimum speed at which ship will hover | 1 | 353 ... ControlPEMinSpeed = 1 -- | 20 | ... ControlLTPEMinSpeed = 1 -- | 20 | ... ControlHVYPEMinSpeed = 1 -- | 20 | ... I also include the modified file ___StepNMS-GCSpaceshipGlobals.lua
  27. If you uploaded all logs from the ..\DynDOLOD\Logs\ folder, then I find it curious that there are no TexGen logs. Did you not run it? After setting RealTimeLog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI, you should see ..\DynDOLOD\Logs\DynDOLOD_SSE_realtime_log.txt appear shortly after the background loader finished, just before the wizard, advanced or expert options window shows. If it doesn't, you probably edited the wrong INI or the setting was not added correctly. Copy and paste it, make sure it is added under the [DyNDOLOD] section heading at the top.
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