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sheson

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Everything posted by sheson

  1. The value does not need to higher than the largest texture TexGen has to render. Which typically won't be over 2048. Nothing should realy be over 4096 unless base sizes are greater than 1024 (4320p).
  2. The pixels turning white has to do with some shapes having the specular flag set together with the PBR Specular Strength value meaning something else than for the vanilla shader and not old vanilla shader specular map/channel being available. So for now TexGen will just ignore the setting in this case. Try this test version https://mega.nz/file/FYIXUA6A#-RkJI7fyFzLGw5fN9i7YFjUeC8w1f-UotvaHuzSMMjk
  3. It looks like something went wrong adding MaxRenderResolution=4096 under [TexGen] in TexGen_SSE.INI Make sure to copy and paste the setting and there are no extraneous spaces anywhere. The debug log line [TwbRender.Create] <Debug: Max render resolution: 32768 x 32768> should show 4096 then.
  4. I am not sure which script(s) you mean by "the recent scripts"?
  5. The error happens after trying to load the texture file from the data folder or BSA though. Maybe set the tmp and temp path to a stable drive/folder. https://knowledge.civilgeo.com/changing-the-windows-temp-and-tmp-directory/ https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.6/xEdit/xeInit.pas#L357
  6. Most likely because the script is not involved in the crash. The recent crash logs are over the place, navmesh, NPCs, actors. I wonder if any of them can made to happen without any DynDOLOD output, scripts and Resources and then again with all other mods/DLLs restored. We did got rid on of one type of crash about base records with the DLL test versions but these random things remained.
  7. Also report the CRC32 of the script for which you reported CTD in this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/27/#findComment-285641 All these script are compiled with the same Bethesda script compiler from the same source. They also decompile the same. The change in the pex files is typically because the order of data is not always the same, which is not supposed to make a difference.
  8. What is the CRC32 of the SHESON_DynDOLOD_ObjectEnabler.pex in your DynDOLOD Resources SE 3? If you have 7zip installed, you might be able to right click the file in Windows Explorer, select 7zip, then CRC SHA at the bottom and the CRC32. Otherwise could just upload it to https://hanoynanu.github.io/online-tools/crc32_checksum.html Also report the CRC32 of the script from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/27/#findComment-285617 Same CRC32 means the files are identical.
  9. Use this test version https://mega.nz/file/FAIiWY4Z#3KPR2-46dTmtBx-hAmMlK2SKknbEuBoPk9vnqrewcuA Add MaxRenderResolution=4096 to TexGen_SSE.ini under [TexGen] to see if it makes a difference.
  10. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen debug log to also upload when making posts. Since your issue can already be seen in the TexGen preview, delete old logs, preview an affected tree and close TexGen and then upload those logs. Since I am not able to replicate your preview with Aspen's Ablaze, Aspens Ablaze - PBR and ParallaxGen output, upload the winning (should be ParallaxGen output) tree full model treeaspen05.nif and all of the winning textures it uses.
  11. The log shows this once: <Warning: Unknown texture format textures\landscape\dirt02.dds> <Warning: Error loading texture textures\landscape\dirt02.dds> Also not all LOD textures are actually generated: <Notice: Skipping chunk 32 [-64,-64] because file already exists: f:\lodgen\xlodgen\textures\terrain\tamriel\tamriel.32.-64.-64.dds> Terrain-LOD-Readme.txt If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones. Make sure the output folder is empty. Then generate again. Report if there are still warnings about unknown texture format and/or error loading texture.
  12. Terrain LOD is splatted from the full terrain textures and layer information so it matches. If someone were to make a mod/shader to change full terrain works in one of the supported games, we would try to accommodate that.
  13. You reported the error also happens while running xLODGen outside of MO2, which I take means it was started while MO2 was not running. In that case it is typically more like an OS issue - and whatever tools tie into file access/reading. Are there any other command lines being used other than -sse and -o? I assume -d -m and -p? Copy and paste them.
  14. Read the first post, my signature or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log files to a file service.
  15. In that case try changing MaxMultiSamples to 8 or 4.
  16. Add exceptions for all executables, including texconv in Edit Scripts to antivir. Also try rebooting Windows. Report if there is change to the error messages.
  17. Test what happens with this script SHESON_DynDOLOD_ObjectEnabler.pex
  18. Did you change MaxTextureSize in TexGen_SSE.ini? Change it back to 16384 or try lowering it to 8192.
  19. For example, the xEdit screenshot does not show the model information. Use this test version https://mega.nz/file/YA4WEDJK#h_nXE34JLaMexrwDwVN3AeJVs-d0BG9wZb6g4pvYff0
  20. Test what happens with this script SHESON_DynDOLOD_ObjectEnabler.pex
  21. xLODGen is not able to load any of the textures. This could be to due to problems with BSAs, UAC or antivir preventing access. Enabling and checking the MO2 debug log for the texture filenames might help. Load the load order into xEdit, start the Asset Browser with CTRL+F3, enter dirt02.dds into the Filter field and if selecting it shows its header data in the lower status field and test if it can be opened opening by double click and saving it from the first mentioned container works.
  22. The message was from MO2 and not TexGen. You are not supposed to use the Create files in mod instead of overwrite option of MO2 with xLODGen, TexGen or DynDOLOD but always generate into a dedicated output folder outside of MO2, mods and game folders with the -o command line argument for xLODGen and the built-in output folder UI option of TexGen/DynDOLOD.
  23. What is the CRC32 of the seemingly problematic SHESON_DynDOLOD_ObjectEnabler.pex from DynDOLOD DLL NG? Alternatively just upload it.
  24. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.l See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console of the 2 windmills in action. When making screenshots of xEdit, make sure to unfold every element to to show everything as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots This looks like the DynDOLOD.esp may have been generated for a different load order or there was a problem with the full model.
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