
ExquisiteLemon
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Everything posted by ExquisiteLemon
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TexGen is running fine on launch and isn't crashing, I just find it odd that my old TexGen Output contains the following folders: -architecture -creation club -dlc01 -dlc02 -DynDOLOD -effects -enderal (which I don't actually play with or have installed) -landscape -lod -smim -terrain Upon updating my Lodgen Output and updating DynDOLOD and its requirements, my new TexGen Output is only generating the following: -dlc01 -DynDOLOD -lod -terrain I cannot seem to find a reason why it is only generating significantly less that it was before. This doesn't seem intended but maybe I am missing something with the update? I should add that both were generated using DynDOLOD 3 alpha, just different versions. I had updated my DLL NG and Resources prior to running TexGen I am currently thinking I misunderstood xLODGen instructions and generated Tree and Object lods with xLODGen, which is preventing new ones to be made by TexGen.
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Just recently updated and reran my DynDOLOD, just curious on if I need to run it again based on the steps I took since it’s been a while. 1. Ran xLODgen to generate LODS, ran fine and installed new output. DID NOT update DynDOLOD scripts or resources files beforehand (because I didn’t think about it). 2. Uninstalled old script and resources for DynDOLOD and downloaded and installed current versions as well as new version of DynDOLOD 3. Ran TexGen and DynDOLOD and installed each output respectfully. Do the old resources and script versions for DynDOLOD matter in regard to having them be installed when running xLODgen?
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Skyrim SE Loading Ground Textures in Circle around PC
ExquisiteLemon replied to ExquisiteLemon's question in General Skyrim SE Support
ENB is on in those screens, what I was saying was that while it is less visually jarring, it still occurs without ENB being on. knowing it is texture mipmapping gets me in the right direction though. -
Skyrim SE Loading Ground Textures in Circle around PC
ExquisiteLemon replied to ExquisiteLemon's question in General Skyrim SE Support
It does look different without enb, but there is still noticeable texture load in as I approach even with the ENB off. I played around with shadow distance a bit and concluded that was not the issue either. These pictures show the issue a little more clearly. https://drive.google.com/file/d/1CUZjUZEOUWrcEB9hULPi7n02jH7bopFQ/view?usp=drivesdk https://drive.google.com/file/d/17fNJT4JyVndUEXgxmSaasFuVCoiw-Wqh/view?usp=drivesdk -
Skyrim SE Loading Ground Textures in Circle around PC
ExquisiteLemon posted a question in General Skyrim SE Support
Is this some sort of skyrim.ini issue I need to tweak? I cannot figure out why the textures load so much more sharply right in front of me as I walk around? Draw distance and Lods seem to be fine but this is almost exclusive to the Skyrim Cell ground textures. Images below. The patch of snow near the horse has way more texture detail as I approach, this is true for pretty much all textures in Skyrims cell, and having a fine rendering line constantly loading stuff in as I walk around is really annoying. Is this something I should be trying to fix in skyrimprefs.ini or through ENB? https://drive.google.com/file/d/1h1a921a6jTaRr-TEhJJPwPYAMvL7W-Vm/view?usp=sharing https://drive.google.com/file/d/1U0P4tOpo_IkQngKmtmSAJSHkf1wjFL3I/view?usp=sharing -
So for whatever reason, the current Dyndolod.esm does not seem to be compatible with the current release of Requiem. Specifically, Requiemfortheindifferent.esp. After removing Dyndolod_Output from load order and re running the patcher, and then re installing Dyndolod_Output, the game works fine, no more CTD and Dyndolod is working as intended in game. I don’t really know the specifics of why the Requiem patcher no longer works with Dyndolod for me at least, but that is what I have narrowed down my CTD on launch too. I would like to say thank you for all the helpful links and advice for trouble shooting, the new kids generated with LodGen look phenomenal.
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Ok, I've got everything running smoothly now, cleaned the plugins Dyndolod asked me too and ran the tool fine. Only problem remaining is that Dyndolod is causing CTD on startup. I checked my persistent reference count and it was about 335,000 total, which seems to be fine. Here are some interesting lines from the crash logger; Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF728198090 SkyrimSE.exe+0198090 mov rax, [rcx+0x30] PROBABLE CALL STACK: [0] 0x7FF728198090 SkyrimSE.exe+0198090 -> 14371+0x10 mov rax, [rcx+0x30] [1] 0x7FF728299050 SkyrimSE.exe+0299050 -> 19507+0x5A0 test al, al [2] 0x7FF728638795 SkyrimSE.exe+0638795 -> 37791+0x25 mov rax, [rbx] [3] 0x7FF7285F0F47 SkyrimSE.exe+05F0F47 -> 36630+0xD7 mov rax, [0x00007FF72AFC1B78] [4] 0x7FF7285E9364 SkyrimSE.exe+05E9364 -> 36553+0x3E4 mov rcx, [0x00007FF729F58138] [5] 0x7FF7285F285C SkyrimSE.exe+05F285C -> 36644+0x1C xor eax, eax [6] 0x7FF728C45E4D SkyrimSE.exe+0C45E4D -> 68445+0x3D mov rcx, [0x00007FF72B006898] [7] 0x7FF8924C257D KERNEL32.DLL+001257D [8] 0x7FF893E2AF28 ntdll.dll+005AF28 PLUGINS: Light: 0 Regular: 0 Total: 0 I can upload the whole thing if you want it. SKSE logs did not say anything. I did get some errors about duplicate lods when running Dyndolod, but in my experience with running the tool before this has never caused any issues before, especially since my load order is exactly the same as it was before when running Dyndolod 3.0 previously. Edit: The problem seems to be tied to some sort of issue with Requiems Reqtificator having Dynodlod.esm as a master, Ill follow up on this after more troubleshooting
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Is it important to disable SSE Tamriel Terrain Extended.esm BEFORE running TexGen? Will it cause issues down the road or is it actually fine to leave it enabled for TexGen? Also, just to clarify, should the mod remain enabled with just the ESM disabled or removed when running Dyndolod?
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I re installed all drivers and it magically works now, that was way more of a headache than it should have been oh my gosh.
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I do seem to be getting some sort of Nvidia Kernel error when looking at Event Viewer, and from what I could tell when looking it up, it has to do with a CPU GPU imbalance. I've noticed my CPU gets pretty high when running Tex Gen, but I have an i9 and a 4700 (with my drivers updated) so I don't see how this could be a hardware issue when I've had no issues running TexGen before. I will attach the two logs here, other than "update your drivers is the fix" I can't seem to make a lot of sense of this since my drivers are updated. https://drive.google.com/file/d/1OUGUxEBfiYMwqAqf73k6J-dfocj7rdtr/view?usp=sharing
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For whatever reason, adding the RealTimeLog=1 on TexGen ini made it run almost twice as long as it usually does, it still crashed at about the 3 minute mark though, leaving no logs. I have also re ran SSELodGen to see if that was the issue, but I am still having the same crash. Here are my real time logs; https://drive.google.com/file/d/1wuwFXqWPvgZIKAUPmQdSOONnC2vN8Uhn/view?usp=sharing
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Having major issues getting TexGen to run. I have used DynDOLOD 3.0 for multiple playthroughs in the past with no issue, and I currently cannot get TexGen to run without crashing and leaving no log behind after about 1 minute of trying to create lods. I have all the requirements, and have recently just switched from the scripts and dll to the NG version of the plugin in an attempt to get things working. I am on Skyrim AE 1.6.40. I have tried using both 32 and 64 bit versions of TexGen. I have the resources for DynDOLOD being overwritten by everything that is conflicting with it, and have tried reversing these dependencies to no avail. I have been frequently restarting my PC, as well as clearing the TexGenOutput folder every time the program fails and boots to desktop. Currently on the newest release of DynDOLOD (Alpha 171). The only new mod I have added to my modlist is Skurkbro's Part 4 which in includes LODs and clutter, TexGen still does not run upon removing this. I am really banging my head against the desk with this one if anyone could point me in the right direction. I would include logs from the folder but like I mentioned, TexGen is not generating them upon what I think is a crash.