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  1. Past hour
  2. Fixed it the problem was ....Weapons Armor Clothing and Clutter Fixes for some reason.
  3. Today
  4. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log, debug log and bugreport.txt if it exists to upload when making posts. If there are no logs because TexGen doesn't shutdown after clicking X once and waiting for a bit, enable the real time log as explained in the webpage. Check in task manager if TexGen uses any CPU in that case. Check in task manager if there Texconv processes TexGen might be waiting for.
  5. so I am having an issue when I try to run the FOLIP patcher through synthesis. it says it can't find a part of the path, root:\steamlibrary\steamapps\common\fallout 4\data\meshes\lod. I know that the lod folder isn't there. however I don't know why it isn't there as I've tried to verify my game files, and launch the game from steam afterwards. neither of those gave me a fix. not sure what's going on there. if someone could lend some knowledge I'd appreciate it.
  6. I've used Dyndolod successfully in the past, but for some reason it doesnt work now. I've deleted any trace of Dyndo to ensure a full redo. But when i go to use TexGen64, it freezes everytime at "Gathering base records for billboards". I also believe there's supposed to be a pop up screen that asks where the output goes,, but that isn't popping up either. I tried running as administrator, as well as turning off compatibility mode, still the same outcome. Any suggestions?
  7. Yesterday
  8. It's the same with normal camera angle and apparently it's caused by weather mods ?? I disabled all my mods and generated occlusion with xlodgen and it fixed it but updating it with a weather mod and it tells me occlusion esp is missing and the problem returns! https://imgur.com/a/KVFD3wb
  9. Are you using tcl command to get this view? I only ask because even with occlusion generated, things normally out of view without using tcl aren't rendered to save resources (actually the point of proper occlusion, the vanilla implementation is bugged causing the holes initially). May not be the issue at hand but something to think about.
  10. I was already working with Simplygon via Blender, but haven't recognized the UV tiling feature. Will take a look, thank you. btw: Yep, renaming the BSTriShapes solved the issue as you said.
  11. The main performance improvement of LOD is reducing draw calls by combining lots of different object into supershapes sharing textures on the atlas. This only works if the UV is not titled for the actual LOD texture that is being used in the end. In case of this LOD model and the 3 textures it uses, it is always between 0.0 to 1.0. LODGen will try to REUV/optimize on the fly but not sure how well it works in this case. Reducing vertices/triangle count comes secondary. One non actual LOD model here or there will not be noticeable, but more an more mods use full models or non actual LOD models it these things can add up, also prolonging generation time. If you are actually using Blender or 3DMax to do things, look into Simplygon, it can tile the UV on top of decimating triangles.
  12. Hi, I am a Dyndolod user and today I noticed a problem in the sea of ghosts after searching for hours I learned that using XLODGEN and Dyndolod will fix it but my problem still persists I have generated occlusion using both XLODGEN and Dyndolod 3 yet I couldn't fix the issue I also used the SSE Terrain Tamriel Extended during LOD gen Is there something else I need to do ? Any special setting I need to tweak ? Thanks. https://imgur.com/a/TKzng2G
  13. Oh, ok, it's because of the naming. Now that I know that...this should be something I need to consider for the other 'textures not match' messages :/ I'll see if I can even further decimate the model myself. But wouldn't this one not ok for level 1 and a more optimized version for level 2 - and if I am correct renaming the mesh to *_lod_1.nif and *_lod_2.nif would than apply it correspondingly? I thought the new version only changed the NiTriShapes to BSTriShapes - will use the new version now.
  14. As you can see by the messages and when comparing the full model and the "LOD" model in NifSkope, the shape names do not match, thus causing the textures to not match. The wooden pathway is "Bridge01:3" in the full model and "Bridge01:1" in the "LOD" model. The wooden beams and railing is "Bridge:01:4" in the full model and "Bridge01:2" in the "LOD" model. The shape names in the "LOD" model should match the names in the full models instead. That should address any wrong texture replacements. The "LOD" model is not really an optimized/decimated LOD model. It would benefit already from its UVs being adjusted to be between 0.0 and 1.0. The "LOD" model should be in ..\Data\Meshes\LOD\Bridge\ or ..\Data\Meshes\UniqueWoodenBridges\LOD\ or ..\Data\Meshes\UWB\LOD\ or something similar. There seems to be a newer version of the mod that has the Radius 0.0 fixed which reported in your logs. See https://dyndolod.info/Messages/Radius-00.
  15. The LOOT masterlist has been updated, so LOOT will now accurately flag all 44 dirty plugins. You just need to "update all masterlists" via the LOOT File menu.
  16. Last week
  17. I worked with the LOOT team to update the masterlist, so now all 44 of the 1.6.1170 vanilla masters are being flagged properly by LOOT.
  18. Hey, I don't know if this is an error done by DynDOLOD or a usererror of myself. I installed Unique Wooden Bridges - Base Object Swapper recently. Because I wanted to reduce the plugin count on my side I merged everything into my own .esp plugin together with the corresponding swap file. The mod is also shipping a LOD model for the bridge. During the new generation of DynDOLOD I saw this message - which is also mentioned in the summary: Warning: Textures do not match for "Bridge01:1": textures\architecture\farmhouse\stonewall01.dds in woodenbridge01.nif -> textures\architecture\farmhouse\woodwalkway01.dds in woodenbridge01_lod.nif for LittlePatchFixes.esp EastMarchBridge01 [STAT:68005DE7] Full Model: https://postimg.cc/BjDN32vM (textures\architecture\farmhouse\WoodWalkway01.dds / textures\architecture\farmhouse\WoodWalkway01_n.dds) LOD Model: https://postimg.cc/94hbQzRV (textures\architecture\farmhouse\WoodWalkway01.dds / textures\architecture\farmhouse\WoodWalkway01_n.dds) In a corresponding .bto file: https://postimg.cc/sB4cQy7W (textures\architecture\farmhouse\stonewall01.dds / textures\architecture\farmhouse\stonewall01_n.dds) This is the corresponding record in xEdit: https://postimg.cc/D4ryFCt7 Also not inside the DynDOLOD_SWAP.ini. The only thing I can assume from this is, that the texture for the LOD model gets not applied correctly. Or do I have to set up a specific mesh mask rule for the wooden bridge? Here are the logs: Logs on MediaFire
  19. This was my mistake. The SSR patch should not be ticked in the FOMOD. I incorrectly thought we were running SSR in our SSE guide as we had done back in the days of our LE guide. This has been fixed on the wiki mod instructions. Just reinstall the mod likewise.
  20. It depends on the grass density you choose in DynDOLOD, but all I can say is that it will have a performance impact, depending on other factors as well. The only way to know is to disable all of your current DynDOLOD output and regenerate with grass into another output. Then you can test by comparing the two using similar testing routines. I would personally do something like ... load up a save in a WR interior using the existing output, exit the WR gate, and walk in a b-line across the tundra towards Markath (noting my FPS spikes and trends) reload the same save to disable DynDOLOD via the MCM wile in the starting interior, save again, and go through the general clean save process . regenerate and enable the new DynDOLOD output with grass reload the clean save with new output, and do the same test done in #1
  21. Do not make duplicate posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log and bugreport.txt if it exists to upload when making posts. Use search https://stepmodifications.org/forum/search/?&q="stream read error"&search_and_or=and Stream read errors are indeed a problem with reading a (compressed) file or data stream, typically from BSA.
  22. Skyrim v 1.6.640 Everything updated for my game version. Not my first time using Dyndolod or LOTD. So, I'm starting a new playthrough with Bruma and LOTD installed. Generated lodgen, texgen... All went well, when I try to generate Dyndolod, I get this error: Read somewhere stream errors are caused by corrupted BSAs, but this doesn't seem to be the case here and the logs are not helpful, they just say the same thing I copied above. Never had this error before and I have no idea of what I should do or what is it saying exactly, I tried regenerating texgen and reinstalling LOTD with no luck.
  23. Hello, everyone! I hope I'm in the right place for this. I just installed this mod with the recommended selections from the 2.2 guide version (notice the Stealth Skills Rebalanced boxes are ticked), and LOOT threw the following error in aMidianBornContentAddon_SSR_Patch.esp: So I installed the Basic version of Stealth Skills Rebalanced (which isn't listed in the guide), and found that its main ESP is named Stealth Skills Rebalanced_COMPLETE.esp. Am I missing a patch somewhere? I didn't see one for aMidianBorn and SSR on kryptopyr's patch hub page. Is there something additional I should be doing to get this mod to work with STEP v2.2, or should I not be ticking the SSR boxes?
  24. You seem to have a question about how MO2 works. I suggest to read the MO2 documentation and to ask questions about it on the MO2 forum/discord. By default the game and thus every tool made for it uses the the hard coded folders c:\Users\[username]\AppData\Local\Skyrim Special Edition\ and c:\Users\[Username]\Documents\My Games\Skyrim Special Edition\. Typically MO2 virtually maps files from its folders to their default locations the game and thus any tools made for it uses. https://dyndolod.info/Installation-Instructions https://dyndolod.info/Messages/Windows-Registry-Key https://dyndolod.info/Help/Command-Line-Argument
  25. Hello, I have two Skyrim installations, one in the Steam folder and one in a GameRoot folder inside my Mo2 folder. When running TexGen thru Mo2 it targeted the game in the steam folder, but I fixed the RegKey so now it targets the one in the Mo2 Folder. Now, the other files targeted by TexGen are in Appdata and MyGames, more precisely the temp and plugin list are in Appdata and the ini, custom ini and save paths are in Documents/My Games. Is this the right location TexGen should be targeting? Or should it target the files inside the Mo2 game directory? I'm sorry if this is a stupid question but I'm pretty new to modding and this got me pretty confused. Thank you.
  26. Thanks. I ran all the LODs again just in case. everything seems to be running well! I’m surprised my GTX 1060 can handle it! I’m running Medium INIs with Heavy ENB, LODs with no grass. Getting upwards of 40fps in exteriors. out of interest, what is the performance hit of running Grass LODs?
  27. Posting my assessment of the vanilla masters that should be cleaned while we await the latest version of LOOT to align with current state of the vanilla masters (including all DLC + CC from the Anniversary Upgrade). This has been shared with the LOOT team. In summary, we still need to clean 44 or the 79 vanilla masters as was the case since v1.6.640. Those not listed below are clean. These should be cleaned after sorting with LOOT v0.22.3 or later and in the order listed: Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm ccasvsse001-almsivi.esm ccbgssse001-fish.esm ccbgssse003-zombies.esl ccbgssse004-ruinsedge.esl ccbgssse005-goldbrand.esl ccqdrsse001-survivalmode.esl cctwbsse001-puzzledungeon.esm cceejsse001-hstead.esm ccbgssse018-shadowrend.esl ccedhsse001-norjewel.esl ccvsvsse002-pets.esl ccbgssse034-mntuni.esl ccbgssse045-hasedoki.esl ccbgssse008-wraithguard.esl ccffbsse001-imperialdragon.esl ccmtysse002-ve.esl ccbgssse043-crosselv.esl ccbgssse016-umbra.esm ccbgssse031-advcyrus.esm ccbgssse038-bowofshadows.esl ccbgssse040-advobgobs.esl ccbgssse050-ba_daedric.esl ccbgssse059-ba_dragonplate.esl ccbgssse061-ba_dwarven.esl ccpewsse002-armsofchaos.esl ccbgssse041-netchleather.esl ccedhsse002-splkntset.esl ccbgssse062-ba_dwarvenmail.esl ccbgssse060-ba_dragonscale.esl ccbgssse051-ba_daedricmail.esl ccbgssse057-ba_stalhrim.esl ccbgssse067-daedinv.esm ccvsvsse003-necroarts.esl ccvsvsse004-beafarmer.esl ccbgssse025-advdsgs.esm ccrmssse001-necrohouse.esl ccedhsse003-redguard.esl cceejsse004-hall.esl cceejsse005-cave.esm cckrtsse001_altar.esl
  28. That's correct, so you most likely have an issue with an incompatible save, mixed-game-runtime data (from an incomplete downgrade), or SKSE-dependent DLLs or libraries that are not version aligned. Always test on a new game to rule out savegame incompatibility. Also install a crash logger like Trainwreck.
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