
EazyH
Citizen-
Posts
69 -
Joined
-
Last visited
-
Days Won
1
Everything posted by EazyH
-
Unable to read beyond the end of the stream. System.IO.EndOfStreamException
EazyH replied to EazyH's question in DynDOLOD & xLODGen Support
There is nothing being created, it just fast travels me there like I am playing. I sat around for a bit, but don’t see any indication a new CGID file was created, and when I exit the game, I have no new file in my overwrite or the grass folder -
Unable to read beyond the end of the stream. System.IO.EndOfStreamException
EazyH replied to EazyH's question in DynDOLOD & xLODGen Support
How do I know ngio is doing what it needs to? the console just fast travels me there like im playing normally "The texture is incorrect and could cause issues.-- and crashes, or just possibe visual issues? -
I DID SEE YOUR POST, THANK YOU. I do have another question The filename is of the form [worldspace]X[x]Y[y].cgid with leading zeros to pad up to 3 digits. Start the game, open console with ~ and type cow [worldspace] [x] [y] to load into the worldspace and cell so that No Grass In Objects generates the *.cgid file on-demand. Start DynDOLOD to generate LOD, hopefully without errors this time. "arnimaDUPLICATE003x0025y-040.cgid" would this be arnimaduplicate003 0025 040? LODGen_SSE_arnimaDUPLICATE003_log - Pastebin.com Also unrelated, saw a few messages like this in my Dynolod log (though it still ran) <Warning: Texture resolution 539x512 not divisible by 4. Texture textures\terrain\lodgen\dragonborn.esm\pineshrubash01_00019c5e.dds Used by Meshes\dlc02\plants\pineshrubash01.nif Dragonborn.esm DLC2TreePineShrubAsh01 [TREE:04019C5E]> Is this an issue to be concerned about? Thank you
-
Thank you, I will keep this in mind! Talking to a few folks we came to the conclusion I would likely never see LOD for the door anyway, but good to know in the future.
-
Sorry about that, home now. Using Ft Dawnguard HD which comes w/ DawnguardDoors.esp which changes the door's texture path from College of WH doors to the doors used by FT Dawnguard HD. The doors in the texture are def from my WH retexture though (Chantry's Winterhold) .Perhaps Dyndolod fixes this itself? From TexGEN I get: https://imgur.com/9sweX0o
-
I will read again, but I don’t remember any mention of exactly what I should do with the plug-in and it’s records. Before 3.0, the plugin was supposed to go all the way at the bottom. And there were less issues of matching LOD since Noble was the go-to, having its own LOD. Now that other files may have their own LOD, I don’t want the plug-in overwriting my loose files
-
Using 3.0, I would need to get home to check for the exact version number, though it’s very recent
-
Currently using Ft Dawnguard HD & Chantry College. The college causes fancy glass doors which *would* normally conflict with Dawnguard. Ft Dawnguard HD Comes with a door plug-in that changes there texture path and everything so this shouldn’t be a problem. But TexGen created LOD textures showing the glass door. I made sure no other records were overwriting the new door paths, so I am at a bit of a loss
-
Hey folks, I was made aware HD LOD covers a few things TexGen alone doesn’t at this point. Looks like I would load this after DynDOLOD resources but before all my other fancy textures. Is the plugin also needed? I noticed a few meshes in HD LOD have HD in the name (in the plugin) and wasn’t sure if this would cause issues pointing to a mesh that only Noble textures use and possibly overwrite something further down in my load order thanks!
-
Myq’s Garden ignore ini no longer working
EazyH replied to EazyH's question in DynDOLOD & xLODGen Support
Sorry, this must’ve been my bad. It seems to have worked correctly this most recent run, so perhaps I was looking at my old installation of DynDOLOD and the Rules folder for that installation, as I was certain the file was in there. -
Myq’s Garden ignore ini no longer working
EazyH replied to EazyH's question in DynDOLOD & xLODGen Support
What I meant was that I checked DynDOLOD’s rules folder and was fairly sure I saw it in there. That being said, there’s a possibility I made a mistake, since I still have one of my old DynDOLOD installations on another harddrive to compare inis. I may have looked at the wrong Rules folder not paying attention. I am trying again with everything enabled and freshly adding it to the folder in a new install. -
Myq’s Garden ignore ini no longer working
EazyH replied to EazyH's question in DynDOLOD & xLODGen Support
I will take a look at which version of DynDOLOD I’m using when I get home (should be most recent, or incredibly close to the most recent), but the mod has an ini already in the DynDOLOD\Rules folder, that much I’m certain I checked. That’s why I was even more confused. The name of the plugin has not changed and there have been no recent updates -
Myq’s Garden ignore ini no longer working
EazyH replied to EazyH's question in DynDOLOD & xLODGen Support
Please disregard the issue I discussed about deactivating the plug-in. This option solve the issue well enough, though I am still unsure why the ignore INI no longer works correctly. deactivating it is the best workaround for now. -
Hey folks. I’m having an issue that’s frustrating me. I’ve been using Myq’s Garden, Which adds a small garden to Whiterun, but when generating with DynDOLOD, it makes a superimposed wall extend outside of the city and cause clipping issues. This was seemingly fixed in the past, as it was a previous issue despite an ini ignoring it for DynDOLOD. When he realized he had a wild edit fixed it, the DynDOLOD ignore ini worked correctly afterwards. Fastforward to yesterday when I’m generating LOD and the issue is back, despite no updates to the mod. I tried multiple times and the issue persists. Then I tried getting around it by deactivating the mod and running, but this just makes arguably worse visual issues when in the city interior. Any thoughts on this? Without sounding like a diva, it’s hard to play the game with either issue being so prominent
-
Hey folks. I am unsure why, but I’m having a really hard time getting good color for Grass LOD with Cathedral Landscapes. I’ve tried settings on here, as well as going to websites and trying out different RGB values to find colors (even though it’s a bit off because most values I find are between zero and 225, while the values are a bit different in the inis, tho it’s simple enough to work around since you know to add more red, or more green, etc..) i’m currently testing in the Tameriel worldspace, trying again with the brown grass. I am using an Obsidian ENB, and with ENB off and muted colors, it’s less contrast, but still doesn’t match well. I can likely go a bit more extreme to get a matching color for the tundra, but then I worry about how it will impact other traditionally greener grasses in other areas of Tamriel. How are folks finding a good balanced value for the whole worldspace? And why might some settings users have here not be working for me despite using the same Grass and Landscapes? For example, I see many people here have blue as the highest value, and that generally has my grass settings looking, well, fairly bluer than they should. also, how big of a performance impact can one expect switching from grass mode one to grass mode two? I imagine it’s different for everyone depending on specs, but do you folks usually notice a 10% drop, 5%, a frame or two, 10 frames, etc.? edit: finally found decent settings, at least at this time of day. Top: 0.340, 0.300, 0.160 Bottom: 0.215, 0.180, 0.80 seems to be fairly consistent in other areas too, for now at least
-
bugreport.txt I did get a bug report, and wanted to share. Everything seemed to generate successfully, but alas, there may be wonkiness under the hood also, I had a clarification question about different grass brightness settings. I see that you can adjust them in LODGen_SSE_export per worldspace to adjust color. Do these settings override general DynDOLOD SSE ini settings? For example, if I change the brightness in Tamriel.txt, will those be the winning settings for that specific worldspace if I do the whole process again with different settings in the main DynDOLOD ini? and to alter grass in all world spaces, does it have to be done for every single LODGen export file? Or once you are satisfied w/ brightness, can you just put the new brightness in the main DynDOLOD ini and execute LODGen? hopefully I am getting that across clearly
-
Appreciate it, I was at work so I had not yet been on the page to install. Was only an assumption due to how the other LOD pack worked. But thanks for the clarification. Grabbed the new pack and it got rid of the warnings. Thanks
-
Thanks for the clarification, I just saw that he posted at 3.0 version on his page today! I would assume so. I know his other LOD pack works for all versions
-
Thanks, I’ll continue talking with some of the folks I was speaking with about the large reference overwrites and ways to get around it. Just to be clear, the MM LOD pack you have on the front page is different from the one on Nexus?
-
Ah man. Totally missed the MM LOD pack. No mention of that on the MM page and he points to his most recent LOD pack being best to use when generating LOD, tho I suppose that’s only for 2.x? I thought my mountains weren’t looking as good as they should. At least I know I can run it with no issues once I get home from work. As far as overwritten large references, the majority of mine come from LOS-TML or NSUTR w/ snowamb or snowblowing, etc. i’ve talked to a few folks that mentioned turning it into an ESM, is this the only way to get rid of these? And then if moved to the top of the load order, you would still have to go through and manually patch everything, right?
-
Dyndo-log... get it? - Pastebin.com Thankfully it now generates w/ v35. This is a truncated version of the warnings that seem most important. Unable to fit everything, but beyond is mostly large reference warnings which if I understand correctly, are hard to get rid of. What is this mismatch texture warning? All of my textures are definitely loaded correctly, MM lod especially. I mention MM since alot are mountain related I may have been overanalyzing the log, since I believe most of the warnings simply came from different overwriting records. The important thing is that as others have said, it generates fine again, and helped me track down a couple minor unresolved script errors. Thanks for the quick update!
-
Maybe better to ask here. Hey Sheson, for some reason, sometimes but not all the time I get error EO434352. I have no idea what the problem is. It popped up once saying it was unable to create LODGEN for Tameriel, except it*did generate everything, including the Textures, Meshes, and plug-ins. I just recently selected “execute LODGEN“ to update grass color, and it only gave me meshes. Would I want to rebuild atlas? It only gives me very vague things to troubleshoot, like checking Microsoft visual, which I definitely have otherwise nothing would work It seems the only time I can get around it is when freshly installing. I added it to my ignore list for Norton, but I don’t see that being the issue since I don’t get any pop up or warning. After searching,found the DL link you shared for LODGGen. I'm trying v34 first, as I was on 33, but will use if no dice Okay, now it wont even fully run forr dyndolod.exe. I'm getting errors for example that tundrabend01 and its lod "not matching" (only touched by MM, and it & its lod which win all conflicts) along w/ missing bruma stuff (even when disabling bruma's worldspace in ignore ini), before saying "missimg items" and simply stopping. Never had these issues w/v33
-
My apologies, I do not have access to that log anymore, as I tried again and it was gone w/ a new log. I can say that when it happened again, it was with a different bto. I believe I tried three different times and each time it was different, and only happened in the very beginning before eventually “Catching“ and starting generation. With version 77.7, it took over while to get going in the beginning as well, but once generating begins I didn’t get any of those errors. FWIW, I didn’t notice the issue when using Occlusion directly from DynDOLOD either, tho I don’t believe I generated with ultra at that time for all trees
-
I am not sure what that issue could have been though. As I said before, switching to version 77.7 generated Occlusion with no such error. The only possible issue I can think of is that my terrain LOD was generated w/ 77.7, before I updated xLODGen. After generating Terrain LOD, I went through TexGen and DynDOLOD, when I was informed there was a newer version of xLODGen. We both figured there would be no issue simply updating and running xLODGen for occlusion. But as discussed, I got the error more than once. Switching to 77.7 I didn’t get the error once and it finished on the first run
-
Unfortunately I am still getting an “out of memory“ error. On the previous version, I believe I was using v.77.7, I never came across this error. I am trying again with that previous version to see if the error pops up. edit: still waiting for it to finish, it simply said updating height map and I have not gotten an error yet, but it stopped at 15 seconds while the time hadnelapsed to 20 minutes and 41 seconds, with nothing seemingly happening. it literally JUST started showing the different cells as it normally would, so it does seem to be working now w/ v77.7. I will pop back up when it finishes to see if I get any similar error. The other occlusion ESP did finish generating, with that one error showing. Had I decided to use that occlusion esp with that one error, would I have any issues? Not sure if it remains skipped, or if LODgen ever circles back to it if it manages to access more memory Update: so using version 77.7, it generated without any error indicating a memory issue. When looking into my task manager and everything, all looked the same, nothing out of the ordinary. I may have had tabs running once that were a lot, but not for the most recent runs that gave me an error on version 83, I can’t think of any reason for those errors. So not sure if it’s related to the new version or what. Only strange thing with both versions was again, seemingly nothing happening for the first 20 minutes before generation starts, but I can live with that knowing it’s working behind the scenes. I get the same “delay” when rebuilding atlas in DynDOLOD