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Everything posted by sheson
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If you checked several different locations all seem to work as expected then nothing else is needed.
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No logs were not provided. I downloaded the mod and checked it. Since the mod does not include a LOD model for the maze blocks, there is not anything for LODGen to do, so it just starts and is done right away in my case. Next alpha version will not list the worldspace for LOD generation to avoid any confusion. In the meantime simply do not select the worldspace. While a mod author can include such configs for DynDOLOD in their mod themselves if they are so inclined, they are not the ones that have to address this problems in a third party patcher like DynDOLOD, so reporting the issue here is sufficient and the correct way to have such issue resolved.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. As explained, the logs are saved when DynDOLOD exists/ends normally, for example after terminated the LODGen process. Check if the LODGenx64Win.exe still uses CPU or not. Check its and overall memory usage. See answers for https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory. See https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/Help/Seasons#Out-of-Memory-errors. If you terminated LODGen for the worldspace, try to Execute LODGen just for that one worldspace again in expert mode as explained in https://dyndolod.info/Help/LODGen: To restart LODGen generation for a worldspace in case there is no LODGen_[GAME MODE]_[WORLDSPACE]_log.txt or it does not contain a useful error message, start DynDOLOD in expert mode, select the desired worldspace and click Execute LODGen. Bring the LODGen command prompt window to the front to see if it prints more details to the console. If that does not give more detail, check the Windows Event Viewer for additional messages from the .Net Framework or the .NET Desktop Runtime. See https://dyndolod.info/Help/Expert-Mode. If that runs through you should have complete and useable output. Report which mod the worldspace zzzMazeWorld is from.
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The mod changed how it swaps things in different locations. It doesn't work in any alpha version. Generate new output with this test version https://mega.nz/file/FBAhGRQT#vSJ7aYLDccrOgVGfKlfLxNdKXbK2HYdLLv4hr7N5BQU and report results.
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OpenGL: invalid value from TwbRender.LoadGLMultiImage
sheson replied to mrmalin's question in DynDOLOD & xLODGen Support
The logs look really odd. If Linux actually crashes then something really bad is happening. If not the driver, then potentially a power supply problem. -
Assuming the screenshot shows the winter season (force it with Season Type = 1 in po3_SeasonsOfSkyrim.ini). Upload the 2 files default *.cgid and the *.WIN.cgid shown in the MO2 screenshot. Also upload tamriel.4.-4.-4.bto and tamriel.4.-4.-4.WIN.bto - the ones that MO2 lists in its right window Data tab.
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OpenGL: invalid value from TwbRender.LoadGLMultiImage
sheson replied to mrmalin's question in DynDOLOD & xLODGen Support
That bugreport.txt has to be from runs before LoadGLCompressed=0 was set. Delete old logs that you already uploaded. With the entire OS freezing you mean Linux? Test if you generate just stitched object LOD textures by not selecting the rendered object LOD textures and not selecting the tree/grass billboards. Test with a stable proton version. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the realtime log in case the normal logs can not be saved. -
If the LOD for a season has the same grass LOD as the default season, then it typically means seasonal grass cache file versions like *.WIN.cgid were not found and LODGen.exe loaded the default/no season *.cgid files instead. Use MO2 right window Data tab to make sure there are grass\Tamrielx*y*.WIN.cgid filles in the virtual data folder used by DynDOLOD. If that is the case, check if the entire worldspace is affected or maybe only just specific areas/cells fell back to the default grass. In that case only certain *.WIN.cgid files might be missing, so take note of the affected cell coordinates and then double check for the file for such a cell specifically. Report your findings.
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OpenGL: invalid value from TwbRender.LoadGLMultiImage
sheson replied to mrmalin's question in DynDOLOD & xLODGen Support
Is this already with the GLDebug=1 setting as explained in https://dyndolod.info/Messages/Exceptions#OpenGL? If not add GLDebug=1 under [TexGen] in TexGen_SSE.ini and upload new logs. Set MaxRenderResolution=4096 under [TexGen] in TexGen_SSE.ini as suggested in https://stepmodifications.org/forum/topic/21027-texgendyndolod-out-of-graphics-memory-linux/ Test with a stable proton version. Add LoadGLCompressed=0 under [TexGen] in TexGen_SSE.ini to see if that gets to the TexGen options window. Upload new logs as well. -
Also upload O:\SkyrimVR\FUS_Heavy\tools\DynDOLOD\Edit Scripts\Export\LODGen_TES5VR_Export_Tamriel.txt Post a useful screenshot of an affected full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs so I know what form IDs to look for in the logs.
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OpenGL: invalid value from TwbRender.LoadGLMultiImage
sheson replied to mrmalin's question in DynDOLOD & xLODGen Support
As explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs, the log messages you see in the message window, are saved to the log file when the tool is closed normally, which should still be possible after that error message. At that time it should also save the debug log. Otherwise enable the realtime log, as explained in the same section. -
OpenGL: invalid value from TwbRender.LoadGLMultiImage
sheson replied to mrmalin's question in DynDOLOD & xLODGen Support
Whatever changes, new settings were included in the test version are part of the alpha versions related after that. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log and bugreport.txt (if it exists) to upload for the OpenGL. The OpenGL error should have a link "Click on this link for additional explanations and help for this message" as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages that should open https://dyndolod.info/Messages/Exceptions#OpenGL, so read that. Consider copy and pasting the OpenGL error message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text. -
The log shows that at least Update.esm, Dawnguard.esm, HearthFires.esm, Dragonborn.esm are from a game version before 1.6.1130 as they report that they are plugin format version 1.70 instead of 1.71. Use the MO2 right window data tab to find a plugin and check the Mod column to see the source for the plugin. <Unmanaged> means the physical data folder. Update or change the source so that the latest cleaned version of the plugin is being shown.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Verify the integrity of game files in Steam.
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The Update.esm is not from the latest game version 1.6.11xx. You need to update the game plugins to the latest version if you want to use current mods/plugins that were made for the current versions of the game plugins.
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This typically means seasonal grass cache file versions like *.WIN.cgid were not found and LODGen.exe loaded the default/no season *.cgid files instead. Use Mo2 right window Data tab to make sure there are grass\Tamrielx*y*.WIN.cgid filles in the virtual data folder used by DynDOLOD. If that is the case, check if the entire worldspace is affected or maybe only just specific areas/cells fell back to the default grass. In that case only certain *.WIN.cgid files might be missing, so take note of the affected cell coordinates and then double check for the file for such a cell specifically. Report your findings. https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture If the message says that the billboard does not contain texture matches after generating billboards with TexGen, it means there was a problem, like missing textures. Pay attention to all log messages of TexGen when generating billboards. For example: DynDOLOD log: <Warning: Billboard for model Meshes\landscape\grass\tundragrassobj03.nif does not contain texture matches Update.esm TundraGrass03 [GRAS:0002ACD3]> TexGen log: <Error: File not found textures\landscape\grass\tundragrassobj03_DrJ.dds. Used by Meshes\landscape\grass\tundragrassobj03.nif Skyrim.esm TundraGrass03 [GRAS:0002ACD3]> https://dyndolod.info/Messages/File-Not-Found-Textures#TexGen In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS automatically. The first should be very obvious in case the generated object LOD texture or LOD billboard is used in the game and typically needs to be fixed. If you do not see red grass LOD, those billboards were not used and you do not need to worry about those full textures missing.
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Moved to the appropriate thread for the error message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search For example searching for "Unresolved FormID [01003203]" and the looking for a reply finds this post https://stepmodifications.org/forum/topic/15567-unresolved-formid/page/10/#findComment-276688. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. The message says "Update.esm might be the wrong version for DBM_CC_HallOfWonders.esp or vice versa." https://dyndolod.info/Messages/Unresolved-Form-ID In case the message mentions that a plugin might be the wrong version, double check it is the correct version for the game version and for any other plugins using it as a master and vice versa. ... Update the required plugins and use matching versions. Also, after game updates, do not forget to update the cleaned versions of Update.esm, Dawnguard.esm, HearthFires.esm, Dragonborn.esm etc. which might be installed as a mod. You are using a mod/plugin DBM_CC_HallOfWonders.esp that was made for the current version of the games plugins. Pay attention to the mods requirements. If you want to use the mod, you need to update the game plugins to the latest version, regardless of using DynDOLOD or not. This problem should have been found by using the xEdit error check long before using DynDOLOD. See https://dyndolod.info/Generation-Instructions#Prerequisites. Best to learn how to build a working load order by following a modding guide that teaches such things.
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Assuming we are still talking about rendered textures created from a special NIF, add a NiAlphaProperty to the TexGen Plane. See https://dyndolod.info/Help/TexGen-Configuration#Rendered-Object-LOD-Textures.
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Moved to the appropriate thread. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Install the latest test version from this post https://stepmodifications.org/forum/topic/21092-crash/page/4/#findComment-287152 and report result. If the problem persists, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs wich DynDOLOD log and debug log to upload when making posts. Disable the crash logs of NetScriptFramework (Debug.CrashLog.Enabled = 0 in NetScriptFramework.config.txt) and install Crash Logger SSE AE VR - PDB support instead. Upload one of those if problem persists.
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https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures\ Rendered object LOD textures are rendered from special models in the ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\ folder. Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures. You can try to render them "manually" with Blender, 3DSMax or even NifSkope I suppose if you can rotate and zoom them to match the orientation. In that case you already have the "information" to create the special NIFs in NifSkope to match the vanilla textures. If you do, I will happily finalize and include them with DynDOLOD. Other then that, an option would be to edit the vanilla textures in an image popgram so they match the desired color/tone. Also have a look at Majestic Mountains DynDoLod V 3.0 Lod pack (all versions). You will have to ask T4gtr34um3r how they created them. I only recently made that one special mtntrimslablod.nif - eventually I want to create the remaining ones. TexGen renders LOD textures from the currently installed full textures. Object LOD diffuse textures are rendered without any lighting, they also render a normal map. The special NIFs have the same vertex colors as the full models, so those get baked in. So the LOD color/brightness should match the full models. Also check results for this search https://stepmodifications.org/forum/search/?&q="Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures"&type=forums_topic&quick=1&nodes=223
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Continue playing with this test version https://mega.nz/file/BZQXFYLK#oyX8MiYTyiKoHyz0f_8Q68CqjCWRTR3a0XCfnrSCMlY to see if crashes still happen with the same frequency or if anything might be different. Report results. Post new crash log if issue persists.
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There script errors reported in the papyrus log that are a separate issue. When you pack the DynDOLOD DLL NG scripts in to the BSA you will have to make sure to delete/hide the scripts that are installed with DynDOLOD Resource SE, so they do not take precedence. This might be some kind of timing problem. Report results with this test version https://mega.nz/file/BZQXFYLK#oyX8MiYTyiKoHyz0f_8Q68CqjCWRTR3a0XCfnrSCMlY Upload new DynDOLOD.log with the debug settings still enabled if issue persists.
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That is great. Thanks for letting us know. That test version should be fully functional so you can continue to use it until a new version is released.
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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. Test what happens without any DynDOLOD output in the load order. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting DynDOLOD or TexGen typically do not add or affect screen space effects/records or weather etc. As such, the clean save routine when updating DynDOLOD is probably not going to make a difference to this particular problem. It could be indirectly related to worldspace and/or cell records. DynDOLOD copies them from the winning plugins when creating the DynDOLOD and Occlusion plugins. If the load order changes afterwards you might have to resolve conflicts manually or generate plugins from scratch. In order to deactivate DynDOLOD in the Sky UI MCM, you typically need to be in an exterior worldspace that has dynamic LOD. Without DynDOLOD output, DynDOLOD can not be active and there won't be a DynDOLOD Sky UI MCM to deacticate. The instructions imply that DynDOLOD output has to be active before starting the clean save routine. Also see https://dyndolod.info/Help/Clean-Save
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Thanks for letting us know. Whatever I did in the test version back then also made it into 193 and newer.

