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sheson

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Everything posted by sheson

  1. Replace Texconvx64.exe in the ..\DynDOLOD\Edit Scripts\ folder with this version https://mega.nz/file/QERUxLaB#wr0QIq9BKLqVAhxIwRlINoVBkUkiY_vxH9fJCytA_cU and let us know what happens. Delete all files in the log folder in order to have clean logs. If problem persists upload new log and debug log.
  2. Read the first post how to zip and use a file service to upload the log and debug log files. Obviously there is an issue with Texconv, which is not able to do its thing may be because of OS, UAC, anti vir preventing file access or some trouble with the graphics card/driver or 3rd party crapware preventing it from compressing textures. Maybe the best/real graphics card is not the first one reported by the OS. If you kill the texconv process the TexGen/DynDOLOD will most likely continue with an error message.
  3. Test if there is anything different when using a more recent MO2 #dev-builds from their Discord https://discord.gg/b6WvchB6 2.4.5 Alpha 3 or 2.5.0 Alpha 6 If there is no change, use whatever MO2 version and enable the Debug og Level in MO2 Settings/Diagnostic and check the usvfs log for related messages.
  4. Reading these should answer those questions: https://dyndolod.info/Help/Advanced-Mode#Upgrade-NearGrid-Large-References-to-FarGrid https://dyndolod.info/Help/Mod-Configuration-Menu#Large-References-Fix https://dyndolod.info/Help/Large-References https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
  5. Read the first post which debug log to also upload. Check the task manager if TexGen is waiting for any background Texconv processes. Make a clean install of the latest graphics drivers only without any crapware or terminate it before running TexGen.
  6. This test version of TexGen should keep the file txt I am looking for. https://mega.nz/file/4IBwgDKZ#9ZgYBtYA-2DWXgxoW938iZycfZFEfP6R9GgqKTv5zEA
  7. Run it again. When Texconv crashes do not close TexGenx64.exe and look in C:\Users\Other\AppData\Local\Temp\TexGen_SSE\ for a text file that has a filename like Texconv_154_2_B7F4A22F5E0E48F59D6AA745DD4739F5.txt ... just with different numbers. Upload that file. Let me know in case such a file can not be found.
  8. Look for a related Windows Event log and copy/paste it as well.
  9. Read the first post which log and debug log to upload when making posts. Read the explanations for the message https://dyndolod.info/Messages/Filename-Does-Not-Adhere-To-File-Naming-Conventions If this affects visuals depends if the normal map texture file name is a typo or if in fact a non normal map texture has been assigned to a texture slot meant for normal map textures. If there are visuals issues, they can range from not being noticeable to being very noticeable. Processes expect normal map textures to end in *_n.dds or vice versa filenames ending in *_n.dds to be a normal map texture.
  10. Great. Can you also test this version if it still works? https://mega.nz/file/5BgHGbKT#LRe05xEQEpV4uXpZSEv6LuJaUK-g9fEvBvsnZJFYcfU
  11. Doublecheck with the xEdit Cell finder, CTRL+ALT+F that there really is no cell record for 6,-6 in WhiterunWorld. That could explain parent world bugs in 6,-6 spilling over.
  12. 1) Object LOD not unloading in active cells after fast travel and large reference bugs are different bugs. AFAIK the LOD Unloading bug fix does not mitigates any large reference bugs. DynDOLOD dynamic LOD already fixes object LOD not unloading after fast travel, so the LOD Unloading Bug Fix is not needed. 2) Find out the coordinates of an affected cell. Check if it also happens in cells that at least a reference (added by vanilla, patch or mod), large or not. Things go weird for cells that actually do not have LANDscape data in the child worldspace but are active inside the uGridsToLoad and have zero references. The engine fails to properly use the parent cell LAND data. There might be related issues in the area > uGridsToLoad and < uLargeRefLODGridSize. Let me the know the answers to 2), so I can have a better idea whats up when looking into it.
  13. If you mean the mod https://www.nexusmods.com/skyrimspecialedition/mods/37956, see https://dyndolod.info/Mods/Waterfalls * Bright Waterfall Fix for ENB - do not install DynDOLOD Bright LOD Waterfall Fix If you mean another mod not listed on that page, assume that if full models and "LOD" models have the same file size or there are log messages like https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model, that there most likely will be visual and/or performance issues. In case of a not listed mod (or any of the mods requires updated LOD assets) make a post with a link to the mod page.
  14. https://dyndolod.info/Mods/Waterfalls For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary. "Any" means all, as in install none (not one) of them. Typically the CRC32 LOD models included in DynDOLOD Resources take precedence. If there are log messages like https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model, it most likely means unnecessary files conflicting with rules that already set the full model as LOD. https://dyndolod.info/Mod-Authors#How-to-add-your-own-object-LOD-models I will address/look into how the game engine loads things in child world cells later.
  15. https://dyndolod.info/Mods/Waterfalls DynDOLOD Resources SE contains specifically made dynamic LOD and static LOD models for waterfalls. For best visuals and performance typically do not install any 3rd party LOD resources - remove them if necessary. * Natural Waterfalls The mod does not really contain "LOD" meshes. It contains renamed full models. This is not how any of this is supposed to be done. If there are log messages like https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model, for any assets from a listed mod, then its best to remove them.
  16. The NVDIA graphics driver is reported as 516.94, that doesn't seem to be the latest version. See if updating / clean install makes a difference. If it still happens, see if there is a difference placing this version into the Edit Scripts folder. https://mega.nz/file/5d4RQKTB#8x0suNVpdhbAHU_qClkwGSZ2gpP6Uf2CRWpHuJTSlfs
  17. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum As explained on the first post, In case of error messages prompts, read the entire message carefully. The entire message looks like this: [Window Title] DynDOLOD [Main Instruction]Required resource file not found meshes\dyndolod\lod\effects\fxsplashheavy_e8bd3711_dyndolod_lod.nif. [Content] Make sure to install the latest DynDOLOD Standalone with the latest matching DynDOLOD Resources SE archive. Make sure the archives downloaded and installed completely. Click on this link for additional explanations and help for this message [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard The message explains the problem and has also possible solutions. You had outdated DynDOLOD Standalone version with a nwver DynDOLOD Resources SE installed. As explained on the first use, use the Click on this link for additional explanations and help for this message to open https://dyndolod.info/Help/DynDOLOD-Resources, which has an entire troubleshooting chapter. Install the latest version of DynDOLOD Resources or DynDOLOD Resource SE and the latest version of the DynDOLOD Standalone. See Downloads for links. Use search to find similar questions and answers as explained on the first post: https://stepmodifications.org/forum/search/?q="Required resource file not found"&quick=1&type=forums_topic&nodes=223 The problem was solved by installed the latest DynDOLOD Standalone and DynDOLOD Resources SE.
  18. If there is no corresponding LOD model assigned to a level it should fall back to the default billboard. Howevet, LOD models without a number are assigned to Level 0/1/2, so typically it is always using the same 3D LOD model. See the Object_Report in the log folder which assets where found and assigned.
  19. Check the filename of the archive you downloaded. Right click TexGen/DynDOLOD, exe, properties, details, file version. Start TexGen/DynDOLOD, check window title bar. Start TexGen/DynDOLOD, check first line of messages log. Start TexGen/DynDOLOD, check messages logs after background loader finished for line starting with Program:
  20. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.
  21. A similar post was made before, so I have times from older alphas here https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-121/page/472/#comment-269642. Just for (future) reference: TexGen 3.0 Alpha-120 x64 - Skyrim Special Edition (SSE) (28FF329B) starting session 2023-03-26 20:05:24 [01:20] TexGen completed successfully TexGen 3.0 Alpha-121 x64 - Skyrim Special Edition (SSE) (11D61A25) starting session 2023-03-26 20:09:58 [01:18] TexGen completed successfully
  22. As explained at https://dyndolod.info/How-LOD-Works, full models (inside the view frustum) are loaded and LOD is disabled when a cell attaches. There is no transition. Both things happen independently of each other, especially when it comes to object LOD. You can type tll before or after. If you do it after you will see what loaded in was a full model in the active cells. LOD is always loaded, only parts of it are enabled/disabled. If you do it before, the loading of the full model should happen the exact same way.
  23. As explained at https://dyndolod.info/How-LOD-Works, LOD is enabled/disabled when the character moves from cell to cell. Turning the camera does not do that. If LOD or full models disappear when turning the camera it is because of occlusion planes/boxes or view frustum culling. Delayed loading of full models is typically because of resource usage. There are many INI settings make the engine require more resources when raised. That also includes loading many more full models outside the active cells (large references).
  24. The changelog explains what changed between versions. https://dyndolod.info/Changelog. There are obviously no INI changes since the last version. Check the file dates. https://dyndolod.info/FAQ "Long running time or output several GB in file size"
  25. @Blackread The updates to DynDOLOD 3 Alpha-121 and DynDOLOD DLL NG and Scripts 3 Alpha-5 should hopefully fix all the problems you reported in the past week. In case there are still uses, upload new set of logs as usual.
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