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  1. Today
  2. Hi everyone, Is there some of you who plays in survival mode? Does someone using mode like those or other additions with STEP guide? DEF_SSW Survival Stats widget redone ; Unlimited Survival Mode - F4SE ; Wearable Backpacks and Pouches
  3. The DynDOLOD log and debug are the same as from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-169/?do=findComment&comment=278595 which show that LOD billboards were not found and then no LOD generation was started. Check the dates and content of the log files are the ones from the last generation. The DynDOLOD_SSE.ini shows that ; RealTimeLog=1 is commented out. Remove the semicolon and any spaces in order to have the setting take effect.
  4. DynDOLOD_SSE_Debug_log.txtDynDOLOD_SSE_log.txt I thought these are what you needed. the realtime never worked for me. here is the ini TexGen_SSE.INIDynDOLOD_SSE.ini
  5. This archive does not seem to contain a DynDOLOD_SSE_realtime_log.txt or a new DynDOLOD log and debug log.
  6. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Whatever ever it is you are doing, this is not how modding or usingxEdit, xLODGen, TexGen or DynDOLOD work at all. They load plugins like the game does. There is no need to rename plugins. Renaming plugins is going to result in issues. Use a mod manager. Install these tools properly and start them from the mod manager. See https://dyndolod.info/Installation-Instructions See https://dyndolod.info/Generation-Instructions how to run TexGen and DynDOLOD. Notice that there are no instructions to rename any plugins but it says to finalize the load order. Do not invent unnecessary steps. Report the actual problem instead. Replacing plugins with another means, that whatever the replaced did, will be missing from the load order at generation time and plugin requiring it as a master will have unresolved form ID errors. LOD is made for the load order at generation time, if the load order changes afterwards, then LOD might not match or work correctly. See https://dyndolod.info/Help/Ultra-Tree-LOD how to generate 3D tree LOD. Under Requirements is says: Skyrim 3D Trees and Plants - Install Skyrim3DTrees and Plants 3dLOD Resources. There is no need to rename 3D tree LOD model files. DynDOLOD automatically falls back to the standard object LOD filename convention. I suggest to to learn basic modding practice by following a modding guide.
  7. ok good news, it's in there this time. Logs.rar
  8. So I renamed my 3dTreesnext generationforests.esm to Skyrim.esm so Dyndolod could pick it up, however now when I go into skyrim I have no trees at all, including trees that should be rendered and trees on the LOD. I'm sure I am missing a step of some kind when it comes to this, could use a little bit of help to find out what I did wrong. Just incase anyone needs it my load order is bellow. https://modwat.ch/u/apa5
  9. Quite happy to help! I suspect something changed in Orbital that requires hover and maneuver speeds to be other than 0 or 0.1.
  10. Yesterday
  11. Okay I believed I solved all 3 issues with your advice. Save path and plugins.txt have been found, due to improper formatting (Improper use of slashes and quotes). Thanks for the advice.
  12. Discussion topic: Alchemy XP Fix by powerofthree Wiki Link Minor bugfix that allows you to get the XP from discovering ingredient effects while crafting potions.
  13. Still no DynDOLOD log or debug, which are saved, when you close DynDOLOD via clicking X top right. Only kill it via task manager if closing via X top right 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. Upload the realtime log. If there is no realtime log, 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.
  14. I moved the entire steam location to the C drive, still getting hung up on markarth world atlas winter. thanks for your help though.
  15. 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.
  16. 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
  17. 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
  18. 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.
  19. 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)
  20. Logs.rar ok. reinstalled. got all the files. a bunch of tree textures missing, but I'm not sure why or how to resolve.
  21. 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.
  22. 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 are enclosed 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.
  23. 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?
  24. 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
  25. 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).
  26. The CoMAP 4.1.0 update will likely obviate this mod or at least change the requirements.
  27. Just adding a reminder for myself to retest now that CoMAP has been updated with Compass Navigation Overhaul (2.2.0+) compatibility.
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