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ssuamier1

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Everything posted by ssuamier1

  1. No, the error message is gone. To sum up 1) The patch for JKs Skyrim that is recommended in Enhanced Solitude is for an older version. A newer patch does not exist. So the only way going forward is to use the older overwrite of JKs Skyrim that removes Solitude changes completely. Drawback: If you have another JKs Skyrim overwrite, you need to merge both of them. A real patch would be better 2) There is a conflict between ES and Alternate Perspective. ES adds a new Winking Skever under a different name, causing texture flickering and other conflicts if the original one gets re-enabled. For AP you need to create a patch since load-order cannot be changed. It's quite simply, simply override the "restoration" of the original Winking Skeever into a new ESPFE. 3) There is a conflict between Lux Orbis and Bryling House. I have greatly reduced Lux Orbis and cannot use the ES Patch for Lux Orbis. Instead I created a similar patch like for 2) to remove the Lux Orbis Master ESM Edit of ES. No I did a new run which took > 4h (so nearly double amount of time) with way less errors, that should be easily resolvable and the most important is that Occlusion was generated. I attached the logs just in case, haven't looked if something stopped early (archive has 4 logs). Thank you. https://www.mediafire.com/file/xzyodalulhg628f/DynDOLOD_Dbg_log.7z
  2. Yes, it is a patch for LOTD + ES + JK + BPT: JBP - LOTD Dwemer Lantern Fix: https://www.nexusmods.com/skyrimspecialedition/mods/68964 After checking the mod, found it is not compatible anymore with ES 2.8. Removed that and replaced with older Jk AIO patch that (unfortunately) removes Jk's Skyrim content.
  3. The last plugin to overwrite that cell is RealisticWaterTwo.esp (XCWT DefaultWaterFlowBlend). Before that I have ESDTerrainPatch.esp and before that a LOTDv5 Patch for Enhanced Solitude (XCWT RiverWaterFlow). Summary: From undefined (Skyrim / TheMarshlands over RiverWaterFlow to DefaultWaterFlowBlend. I quickly looked into the cell too. Some Initially Disabled Objects / Ships (ESD), Landscape (Layers) changes (ESD Terrain) and Navmesh Geometry changes (DBM Patch ESD). No errors from SSEEdit.
  4. (Maybe not so) Quick answers: 1) Rigmor I have not fully checked all errors of the DynDOLOD run, but I already saw that Rigmor Roscrea for some reason seemed to be ended too early (that is what I see in the log.. the 16 / 32 have not been generated, but it was still reported as success.. so not sure what went wrong here. I have done an isolated check of that Rigmor's Roscrea (only that worldspace nothing else, but this time it run fine) https://pastebin.pl/view/ff9bc779 I have compared the above to the cut off log. The only difference is that the original is cut off at line 173. 2) LoTD: Latest Version 5, I stick to it, since I planned to finish my modlist, but then changes to Community Shaders came inbetween as well as several other changes (like simplifying combat mods) came inbetween - as well as too many mod updates... 3) mineorescript I put the one from go to bed patches to "hidden", but I thought they are the same. Found this soul gem, seems the scripts needed to be "merged" after all https://www.nexusmods.com/skyrimspecialedition/mods/73168 (GTB+USSEP+CCO) Meanwhile cleaning the modlist.. that's a lot mods with deleted references. Thank you for the support!
  5. So I double checked in MO2 (with BSA archive checker enabled): There is only one of those two nif files. And the message indicates not that it is a "NiNode" but it is an unknown node. Which is not correct, since NifSkope shows it is a BSFadeNode (but I checked with the unofficial Nifskope 2.0 dev 11, your mileage may vary). Here are the full Logs: https://pastebin.pl/view/770f561d Debug Log was too big, so I uploaded a 7zip file: https://www.mediafire.com/file/ajn4irb9yvfh10y Both outside and inside MO2 the file date of both nifs is Sep 11 2023. Sorry, I was not aware, that the Dreamborne aaaSunchamberWorld patch was added in DynDOLOD 2.x as the file date is 2024. In nifskope I couldn't find differences in the header between nifs in RWT2 and those from DynDOLOD ressources.
  6. The dev9 release was meanwhile kind of "replaced" by another fork. This for may not be necessary for Skyrim LE and other Bethesda games from before 2018. But for newer games (like Skyrim SE/AE) very much recommended. I followed instructions to fix a nif file, but even dev 9 did not recognize the nif file and couldn't fix it. Please add the following link: https://github.com/fo76utils/nifskope/releases As of September 2025 it has a dev 11 release with date postfix. Please add this date to the version to link to the correct release like 2.0.dev11-20250824. Thank you
  7. Sorry for digging out this very old thread, but I have found nothing about this topic at all. It took a long time to break it down. 1) There are Errors like Error: Root block is in Meshes\effects\fxcreekflatlong01_nobsorderednode.nif DynDOLOD.esm FXCreekFlatLong01_NoBSOrderedNode [MSTT:BA001006] Full log entry: [1:03:15] [aaaSunchamberWORLD] Creating texture atlas D:\Modding\tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_aaaSunchamberWORLD_Glow.dds 1024 x 512 [1:03:58] [aaaSunchamberWORLD] Generating tree LOD [1:03:58] [aaaSunchamberWORLD] Generating dynamic LOD [1:03:58] <Error: Root block is in Meshes\effects\fxcreekflatlong01_nobsorderednode.nif DynDOLOD.esm FXCreekFlatLong01_NoBSOrderedNode [MSTT:BA001006]> [1:03:58] <Error: Root block is in Meshes\effects\fxwaterfallthin2048x512_nobsorderednode.nif DynDOLOD.esp FXWaterfallThin2048x512_NoBSOrderedNode [MSTT:BB001007]> which I found weird. Why does DynDOLOD have errors on it's own resources? 2) These are effect meshes. There seems to be no way to directly create plugin patches for them (I found no way in xEdit). Since I use Natural Waterfalls and Realistic Water Two mods, some issues that exists (or did exists) in the correspondent vanilla meshes are fixed. Possible solutions: - I could force using the original meshes by deleting the rules. This looks odd to me. - Alternatively I could create a "meshes only" patch from the above mods, but I would then not be able to publish such a patch. Any other suggestion?
  8. Thank you. I think I have found the cause why it was not started. The start of the UI was blocked by another program, that was already running a longer time in an unstable state (crash, restart). I also had issues with communication between MO2 and steam, but had not rebooted since I fixed it (only restarted steam and MO2). So it looks like not an issue with TexGen64. The only thing I noticed that the logs are getting generated very late (which is good when you just accidently start and exit, but kind of confusing if you do not know that the UI should show up directly after "bill board gathering records" message. So thank you for the proper documentation link!
  9. I have tested the last 4 releases of TexGen64 with MO2 2.5.2 and a rather large mod list. So issue is present with Alpha-194 (DLL NG Alpha-36). The program runs fine until it stalls for several seconds (last message: basic billboard records, so mods are loaded). Afterwards it exits (or crashes) silently. I checked that all requirements are installed (Windows 10). The problem is for me I have zero log output or bugreport files generated. The folder "Logs", "Edit Scripts", "TexGen_Output" are generated. I also see that it generates several subfolders like Cache or Presets. Are there any possibilities to find out what happens? I can only speculate if issues are related to mod conflicts in Bill Boards causing this behaviour or something completely else. As I tried out multiple releases and the behaviour is very similar, the issue could be unrelated to recent changes. Last time I used TexGen64 in february (and the installation folder is still all the same as well as MO2 version), but the installation then was much smaller. The only thing what I could try beyond this is try to run TexGen64 with that much older release if that is helpful for analysis.
  10. I try to create dynamic LODs for Skyrim SE with DynDOLOD 3 Alpha 182 but I have random Errors with Texconv during generation. Many of them are related to tree textures (from different mods). I have checked the textures but could not find any errors in them. For example: [01:26] <Error: Could not execute "D:\Modding\tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -gpu 0 -y -m 1 -aw 256 -f R8G8B8A8_UNORM -srgb -o "C:\users\steamuser\Temp\DynDOLOD_SSE" "C:\users\steamuser\Temp\DynDOLOD_SSE\13E47B1E29F449EEAFAE3EA90369C1C3.dds"> [01:47] A call to an OS function failed while processing HappyLittleTrees.esp TreePineForestSnowL03Dead [TREE:000EF59E] A call to an OS function failed while processing HappyLittleTrees.esp TreePineForestSnowL03Dead [TREE:000EF59E] Error: A call to an OS function failed while processing HappyLittleTrees.esp TreePineForestSnowL03Dead [TREE:000EF59E] I could recover from such errors via restart (and they do not reappear in the next run). Later I got a kind of fatal error: [21:58] [DLC2SolstheimWorld] Creating texture atlas D:\Modding\tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld.dds 8192 x 4096 [22:00] [DLC2SolstheimWorld] Creating texture atlas D:\Modding\tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld_Glow.dds 256 x 256 [22:55] <Error: Could not execute "D:\Modding\tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -gpu 0 -y -m 1 -aw 256 -f R8G8B8A8_UNORM -srgb -o "C:\users\steamuser\Temp\DynDOLOD_SSE" "C:\users\steamuser\Temp\DynDOLOD_SSE\A6E3CDAB725A4765B65DCD2AC71CB4E5.dds"> [24:24] Error: A call to an OS function failed while processing textures\terrain\lodgen\dragonborn.esm\treepineforestash02_00017f73_2.dds. [24:42] User says "Exit DynDOLOD" I was not able to finish a complete Dyndolod run with all plugins enabled, but all of them finish when I select a single plugin after the other (like Tamriel or Sovngarde). I have attached a link to the log and ini files on filebin. (The logs from second error I named to bugreport2 etc.) https://filebin.net/qckm9psnivewi6r0 System Information: Proton 9 Stable / Ubuntu 24.04, Ryzen 5600G, 32 GB RAM, 32 GB Swap, RX 470 8 GB, > 90 GB free space, MO2 2.5.2.
  11. I have created a guide mainly for myself but also for having a documentation how to setup DynDOLOD in a stable Proton environment. This is a guide for people with a good understanding on how to setup tools with Proton and Mod Organizer (for more details look for YT Videos and Beginner Guides). The guide also shares my experiences with that setup. I run into two types Texconv errors regulary, but all these looked random. With a lot of patience I was able to get a complete Dyndolod Output generated, but only using single parts and keeping the generated files. The only issue with splitting up is that the generated Dyndolod / Occlusion plugins are probably incomplete (comparing the size of the plugins, I have not checked in SSEEdit). Issues: 1. In the first phase I see "Errors" but mainly on Tree ressources (both DynDOLOD and from mods). I'm not 100% sure, but it looks like no duplication appeared, so it feels "random". I was able to recover after 1-6 retries. Afterwards DynDOLOD goes into second phase of actual LOD generation. 2. In the second phase I rarely had "Errors". These were always fatal and I had these usually around 20-30min (40min max, I never was able to fully complete it). Apart from the question why in comparison to time estimations around 15min on Windows for me DynDOLOD run much slower (around > 1h) I had always issues with Texconv if I understand the logs correctly. I have not exactly tracked which textures failed, but I had the same effect that on a second or third run a single generation was finishing. These logs are from my latest run with all parts enabled. The "Error" in this case was on a tree texture, but it was a different one than on the previous run. https://filebin.net/qckm9psnivewi6r0
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