
nopse
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Everything posted by nopse
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Ok, if you say so, I will try to put my ModOrganizer instances/profile directory somewhere else (not in my home directory), so it isn't under UAT
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I followed step 5 in the Step 1.0 SkyrimSE guide. Since TexGen coud find the other files (before road01_n.dds), I don't think its Windows Defender. Sure, I am guessing, but I think, that's the most reasonable explanation, if TexGen tries to open the same file twice in a short space of time, it get's an access denied error. This would also explain, why xLodGen randomly crashes (it tries to access the same file twice too fast)
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Yes, maybe "Windows 8 compatibility" mode sets administrator rights ? But, as I said, if I commented out the line with "road01_n.dds", I got an error in the next line, so I think, when this error happens, TexGen isn't able to access the vfs of MO2. Ah, I think, I now have it ! "road01_n.dds" is opened two times, maybe this isn't possible, because the first access locks the file ! Have a look at "DynDOLOD_SSE_TexGen_copy_skyrimesm.txt" : // wbBuildAtlasFromAtlasMap expects _n.dds with same filename as dds, create the missig ones textures\architecture\windhelm\whruinstone_n.dds,textures\architecture\windhelm\whruinstonedark_n.dds textures\landscape\mountains\mountainslab02_n.dds,textures\dungeons\caves\caverocks01_n.dds textures\dungeons\rubblepile01_n.dds,textures\dungeons\rubblepile02_n.dds textures\dungeons\ridgedstonewall02_n.dds,textures\dungeons\ridgedstone02a_n.dds textures\dungeons\ridgedstone06_n.dds,textures\dungeons\ridgedstone05_n.dds textures\landscape\mountains\mountainslab02_n.dds,textures\dungeons\caves\caverocks01_n.dds textures\dungeons\imperial\impextrubble01_n.dds,textures\dungeons\imperial\impextrubble01ice_n.dds textures\dungeons\imperial\impextwall01_n.dds,textures\dungeons\imperial\impextwall01ice_n.dds textures\dungeons\imperial\impwall05_n.dds,textures\dungeons\imperial\impwall05ice_n.dds textures\dungeons\imperial\impwood01_n.dds,textures\dungeons\ships\shipwood01_n.dds textures\landscape\dirt02_n.dds,textures\effects\fxdirtmound01_n.dds textures\landscape\trees\treepineforestbarkcompsnow_n.dds,textures\dlc02\landscape\trees\treepineforestbarkcompash_n.dds textures\architecture\winterhold\magestatue_n.dds,textures\architecture\winterhold\magestatue_d_n.dds textures\landscape\roads\road01_n.dds,textures\landscape\roads\road01fallforest01_n.dds textures\landscape\roads\road01_n.dds,textures\landscape\roads\road01reach01_n.dds textures\architecture\whiterun\wrdragontile01.dds,textures\architecture\whiterun\wrdragontileblack01_n.dds Maybe, TexGen can open the file twice, if it sets read-only mode ?
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I saw the file in ModOrganizer2 in the Data tab, it existed (overwritten two times, by "Landscapes - Cathedral Concept" and "Skyrim_Realistic_Overhaul"), but TexGen couldn't see it, only after i set "Windows 8 compatibility mode" for the TexGenx64.exe, it worked.
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I think, running TexGenx64.exe in Windows 8 compatibility mode fixes the problem. Because I had a similiar error, when running TexGen to create textures. I always got a "file not found error" (or so) at the line "textures\landscape\roads\road01_n.dds,textures\landscape\roads\road01fallforest01_n.dds" in "DynDOLOD_TES5_TexGen_copy_skyrimesm.txt", when TexGen was creating some temporay files. If I commented that line out, I got a "file not found error" at the next line. I suppose TexGen can open only a limited number of files within a certain time interval. If it tries to open more, you get a "file not found error". Maybe its a bug in the VFS from ModOrganizer2, but running Texgen in Windows 8 compatibility mode, seems to solve the problem.
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Hi, I have the same problem some others already reported here, xLODGen/xLODGenx64 randomly crashes when creating textures after the mesh creation is complete (target SkyrimSE, Terrain LOD). In the logs you see nothing, it simply stops. In the windows event log the crash is logged with exception code "0x0eedfade", I think this means "Unknown software exception", so this isn't really very helpfull. I am running this on a high end rig (threadripper), so I guess it's a multithreading/race condition problem, or so.