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NeedsMoreBirds

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Everything posted by NeedsMoreBirds

  1. I've been fiddling about with my mod list again, trying out different grass and foliage mods and also decided to give ENB water a go. I'm having trouble generating for Solstheim again, though: https://paste.ee/p/tgBuK
  2. Running DynDOLOD after updating to the latest version of .NET 6 let it complete properly, so I think the outdated dependency was the problem. Thanks for helping me figure this out! Now I can play and my game looks fantastic. I'll update to .NET 7 just in case I end up needing to run it again in the future.
  3. Here's the Windows event log for LODGENx64Win.exe: I wasn't keeping an eye on memory usage at the time, but I have 64GB so I don't believe a memory shortage would be a factor. Expert mode is already set to 1 in the .ini, too. LOD for only DLC2SolstheimWorld generated without issue, but it looks like I'm running an outdated version of .NET v6, so I'm going to update that and rerun the whole thing after I post this. LODGen_SSE_DLC2SolstheimWorld_log.txt
  4. After stopping and disabling AMD's hotkey utility, setting DynDOLOD, TexGen, Texconv and xLODGen to run as an admin, and adding the LockTexconv=1 line to the .ini, the program ran to completion in just under 18 minutes and failed to generate objects for Solstheim. It looks like that's the only location it's having trouble with. The debug log was far too large to attach here or in paste.ee, so here it is on ufile.io.
  5. Thankyou for the fast response! I ran the program again and it crashed after a while, but didn't produce a debug log, so I've attached the whole logs folder with output from only this session as well as the most recent log from the Windows event viewer. MO2 says that texconv.exe is still running, but I can't find it in the task manager in order to kill the process. Logs.7z WindowsEventViewerLog_DynDOLODcrash.txt
  6. I've been following the STEP guide for Skyrim SE, and DynDOLOD seems to get stuck generating for Solstheim whenever I try to process all of the worldspaces together (it gets as far as generating the texture atlas for DynDOLOD_DLC2SolstheimWorld_Glow.dds and then just sits there, seemingly indefinitely). In an attempt to get around this, I ran the program with every worldspace ticked except DLC2SolstheimWorld and it completed as expected, moved the output into the prepared mod folder, and then tried again with only DLC2SolstheimWorld ticked and it succeeded this time. Now I have two sets of output files, and I'm wondering how I should go about merging them, if that's the appropriate thing to do here. Any guidance is appreciated!
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