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Everything posted by sheson
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Test these things: I suggest to use the Adrenalin 22.5.1 Recommended (WHQL) and not any of the optional newer drivers that still seem to contain OpenGL bugs as discussed in this thread recently. Stop/Uninstall other crapware from AMD that gets installed with the driver, like the AMD's Radeon Software. It caused slow down problems before.
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Really read the first post. Or my signature.
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Upload the entire debug log as explained on the first post. Do not post screenshots of messages. Use the "Copy message to clipboard" link and paste the text instead as explained on the first post. The message together with the error to the log is self explanatory. <Error: Could not execute "C:\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\yeric\AppData\Local\Temp\DynDOLOD_SSE" "C:\Users\yeric\AppData\Local\Temp\DynDOLOD_SSE\D5B76E73590E4098AB4B1238F8BED077.dds"> "Error: System Error. Code: 5. Access is denied." "System Error" means the OS. The OS denied access. Texconv is executed hundreds of times when running TexGen and DynDOLOD. DynDOLOD uses standard OS function to read/write files or to execute Texconv. Programs can not really do anything about the OS suddenly denying access as it is the OS and drivers that control the hardware. Check the overall memory usage. From the screenshot of the task manager it seems fine. Check over usage on the Performance tab. Check the overall disk usage from the Performance tab as well, there should't be much going at that stage of the process. Just reading/write a couple textures. I suggest to not use the Preview channel of Windows 11, unless you are actually prepared to beta test and report these types of problems to MS.
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Moved the posts to the DynDOLOD 3 Alpha thread. Read the first post which log and debug log top upload when making posts. Do not post screenshots of messages. Use the "Copy message to clipboard" link and paste the text instead as explained on the first post. Read the message and what it says to do: "Unpack the DynDOLOD Standalone archive into a new DynDOLOD folder" . "DynDOLOD" refers to the whole package, since it says to unpack the archive into a new folder. The message means, that the folder you unpacked the DynDOLOD archive to contains old files from the DynDOLOD 2.x installation. Follow the https://dyndolod.info/Installation-Instructions, there should not be any files from DynDOLOD 2.x in the new folder. Please, copy paste the URL of the webpage clicking onto "Click on this link for additional explanations and help for this message" opened so I can optimize the on-demand help. I believe this currently goes to https://dyndolod.info/Messages/Exceptions, which does not mention TexGen or output, so that catch all for any exceptions is not very helpful in this case. The output folders are never checked if old files exists. Any old files will just be overwritten. TexGen checks the data folder for old output files.
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DynDOLOD generates object and tree LOD. It does not change or affect terrain LOD. DynDOLOD does not change how the engine works. Typical information to provide would be game version, load order, mods, INI settings, mod manager, DynDOLOD logs, what basic troubleshooting was done. One obvious first troubleshooting step would be to disable the DynDOLOD output to test if a problem goes away and if it comes back when enabling the output again. Then testing with a new game with coc whiterun from main menu console, etc. Follow the omnipresent recommendation to check the documentation, in particular the ..\DynDOLOD\Docs\DynDOLOD-FAQ.txt answers for Q: Game: Out of place objects / floating objects / flickering full models.
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Based on the "information" provided, not seeing items in the inventory is unrelated to anything DynDOLOD.
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No information whatsoever was provided. BC7 is available for games that support it. Pink or rather purple textures typically mean the texture is missing. xLODGen can only build the object LOD texture atlas with textures that exist in the load order. Object LOD keeps using the texture path of the LOD model for textures that are not on the object LOD atlas.
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Objects disappearing and reappearing
sheson replied to Drazo32's question in DynDOLOD & xLODGen Support
This is caused by eFPS - Exterior FPS boost (Occ_Skyrim_Tamriel.esp). This has nothing to do with DynDOLOD. Especially not when the DynDOLOD output is removed from the load order. You already ruled out DynDOLOD as the possible cause yourself by removing its output. When ruling something out in troubleshooting, move on to the next possible culprit. This is how the process of elimination works. -
Read the first post which debug logs to also upload when making posts. Always use the latest DynDOLOD 3 Alpha version as explained on the fist post. Do not install any third party billboards as explained at https://dyndolod.info/Generation-Instructions#Prerequisites and https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards
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Objects disappearing and reappearing
sheson replied to Drazo32's question in DynDOLOD & xLODGen Support
Describe what the "issues" are which we are supposed to see in the screenshots. The linked Gamer Poets video is for DynDOLOD 3 Alpha. Does that mean you used the latest DynDOLOD 3 Alpha or did you use a different version? If you used DynDOLOD 3 Alpha, see https://dyndolod.info/Official-DynDOLOD-Support-Forum and https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/ how to provide information. If the DynDOLOD Resources SE, the DynDOLOD DLL, the TexGen output and the DynDOLOD output are removed from the load order, then they can not cause whatever "issues" you believed they are causing. Especially when testing with a new game. It means you successfully ruled out DynDOLOD as the cause. It means something else is causing the "issues". -
When the program is closed, the normal log is appended to, the debug is replaced. So in case of error, rename debug log to keep it.
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I suggest to first check if some key files have been created and are installed properly. https://dyndolod.info/Messages/TexGen-Output#No-TexGen-output-detected Do not change the folder structure of the content of the TexGen output folder when installing it as a mod. E.g. the folder "textures" needs to end up in the (virtual) ..\data\textures\ folder of the game. Use the zip output option, then use the mod manager to install the zip as any other mod. Use the MO2 right windows data tab to make sure the files exist in the (virtual) data folder: ..\textures\DynDOLOD\LOD\version.ini ..\textures\DynDOLOD\LOD\TexGen.ini
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Thanks, that really has exactly the same position and everything.
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Can you tell me the form ID of the duplicate? Maybe it is something that can be discovered and reported or dealt with automatically.
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https://dyndolod.info/Help/Large-References Large reference bugs describe the issue that the object LOD for all large references of a cell is not disabled when the full models for the large references are loaded. Their LOD stays enabled as usual until the active exterior cells attach and all LOD is disabled. Again, the entire cell is affected, regardless of the model used by the large reference or its type. For example, If a large references being overwritten by ESP, it means that the large reference being overwritten is not large anymore and only loads insides the uGridsToLoad and does not flicker. All other large references that are still loading in the uLargeRefLODGridSize and have object LOD flicker. DynDOLOD reports some references that cause large reference bugs in the debug log only. Some causes are not reported at all. I can find this in the debug log for the cell: [01.38] [BuildReferences] <Debug: Initially disabled large reference in Nordic Ruins of Skyrim.esp [REFR:000372E6] (places NorTempleExteriorRibFree03 [STAT:00022F21] in GRUP Cell Temporary Children of RagnvaldExterior05 [CELL:000070E0] (in Tamriel "Skyrim" [WRLD:0000003C] at -43,6))> [01.43] [BuildReferences] <Debug: Initially disabled large reference in Nordic Ruins of Skyrim.esp [REFR:00082246] (places NorTempleExteriorRibFree05 [STAT:00022F20] in GRUP Cell Temporary Children of RagnvaldExterior05 [CELL:000070E0] (in Tamriel "Skyrim" [WRLD:0000003C] at -43,6))> [07.42] [FixLargeReferences] <Notice: Converted permanently Initially Disabled large reference Nordic Ruins of Skyrim.esp [REFR:000372E6] (places NorTempleExteriorRibFree03 [STAT:00022F21] in GRUP Cell Temporary Children of RagnvaldExterior05 [CELL:000070E0] (in Tamriel "Skyrim" [WRLD:0000003C] at -43,6))> [07.42] [FixLargeReferences] <Notice: Converted permanently Initially Disabled large reference Nordic Ruins of Skyrim.esp [REFR:00082246] (places NorTempleExteriorRibFree05 [STAT:00022F20] in GRUP Cell Temporary Children of RagnvaldExterior05 [CELL:000070E0] (in Tamriel "Skyrim" [WRLD:0000003C] at -43,6))> Those 2 references could be the cause, maybe the fix fails for some reasons. Check what plugin makes them initially disabled. Test if vanilla game with only this plugin has large reference bugs, then run DynDOLOD on this minimal test setup to see what happens.
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Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything. Consider moving the zip archive to the mod managers download folder for later re-use. The OS returns "file not found" when DynDOLOD checks the data folder for an INI file that is part of the TexGen Output. There is nothing DynDOLOD can do about the OS function returning file not found for a file path one way or the other. If there are seemingly weird file access errors, check Windows UAC, Antivir etc. is not interfering. With MO2, restarting it or rebooting the PC helps in case background processes keep the virtual file systems running for older load orders and things acting odd.
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Unfortunately, the log and debug log from DynDOLOD both only show loading and the being stopped at applying patches at the start. I suggest to use the Adrenalin 22.5.1 Recommended (WHQL) and not any of the optional newer drivers that still seem to contain bugs. If I understand it correctly the OpenGL driver was rewritten from the ground up, hopefully the cause of the problem is going to be fixed in the near future. If you have actual log and debug log with the error then upload anyway. There more I can collect of these the higher the chance I might be able to do a workaround. Typically do not disable any plugins - including the Bashed Patch. This warning is just in case someone still uses an old version of Wrye Bash that created broken plugins. Use the latest version DynDOLOD 3 Alpha 95 as explained on the first post. This has been fixed in DynDOLOD 3 Alpha 93 back in early June.
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Read the first post which log and debug log to upload when making posts. In this case it should be both for TexGen and DynDOLOD. Check the TexGen log if it actually creates billboards for the grasses mentioned in the message about outdated billboards. Maybe they are from an older generation or mod. Make sure to read the explanations for outdated billboards at https://dyndolod.info/Messages/Outdated-Billboards. The messages says current NIF does not seem to use the mentioned texture. It does not say the mentioned texture is missing. When the billboard dds/txt were created the NIF used the mentioned texture. Double check the current NIF in NifSkope or xEdit Asset Browser what textures it actually uses. Compare the billboards to how the models look in NifSkope (might need to disable vertex alpha shader flag to "properly" see them). As the https://dyndolod.info/Messages/Root-Block explanations says, grasses are not used for dynamic LOD. The LOD models from the manny mod are a different story. They could be.
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https://dyndolod.info/Generation-Instructions#Prerequisites explains to clean and error check with xEdit prior prior to generating. It also explain to pay attention to log messages when generating. See https://dyndolod.info/Messages for explanations. Pay attention to the Summary that opens at the end https://dyndolod.info/Help/Summary-Of-Messages and click through all categories and read their explanations. Clean all mods that have deleted references, in particular in CoreLocationsStandard.esp, which might be relevant to the error message but should be fixed either way. https://dyndolod.info/Messages/Deleted-Reference The Unresolved FormID errors in CoreLocationsStandard.esp might be relevant to the error message but should be fixed either way. https://dyndolod.info/Messages/Unresolved-Form-ID The mod also seems to be missing a lot of assets. CoreHybridMerge.esp seems also missing a lot of assets. Seems like a problem with missing/merging the BSAs of the mods that are being merged.
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The zip doesn't contain the DynDOLOD log or the debug log but thankfully the bugreport.txt. See if using the test version from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/?do=findComment&comment=261075 fixes it. Note for future reference: use the "Copy message to clipboard" and paste the text instead of making a screenshot as explained on the first post.
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https://dyndolod.info/Mods/Majestic-Mountains Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE. Looking into the archive shows it contains lots of LOD meshes. They are required to be installed. That is why the instructions says to download and install the mod pack when Majestic Mountains is used. Not installing the LOD pack does not change anything about what a texture replacer does or doesn't do, since a texture replacer obviously needs to overwrite the main mod and its LOD pack either way. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen https://dyndolod.info/Help/TexGen TexGen is a tool which updates a select list of object LOD textures and tree/grass LOD billboards which are then used by DynDOLOD to create the final texture atlasses used by object LOD and tree LOD in the game. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures 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. The LOD0 mountain meshes are "HD LODS", which means whatever textures they define is typically not changed when a BTO is generated. What characters a filename contains does not change that (e.g. it does not matter that it contains "LOD"). Since the main mod contains mountainslabhqlod_n.dds, one would assume so should any well made texture replacer if it actually touches anything about the normal maps. However, TexGen probably should update mountainslabhqlod_n.dds anyways. It seems like a bug or config is missing. I will check that for the next version.
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Read the first post which log, debug and bugreport.txt if it exists to upload. If there is an error prompt, clock on "Click on this link for additional explanations and help for this message" as explained on the first post.
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Without the requested debug logs nobody has the chance to know what is causing the OpenGL errors and you will most likely never be able to run the tools without error since the cause is unknown and thus unfixed. The alpha is out since quite some time. For all that time it uses OpenGL and so far we solved all issues with it, including identifying the latest AMD beta driver that implements OpenGL anew appearing to still having a couple bugs. The OpenGL errors of the tools have nothing to do with which DLL plugin is installed in the game. OpenGL is used to render textures from meshes/textures. https://dyndolod.info/Help/DynDOLOD-DLL DynDOLOD DLL is a SKSE plugin and its accompanying papyrus scripts that can be used instead of PapyrusUtil. It does not matter if PapyrusUtil is installed as well. Both can be installed at the same time. Whatever scripts are the last to overwrite determines which will be used. https://dyndolod.info/Help/Load-Overwrite-Orders The load order of mods and plugins determines which assets and plugins win conflicts. Unambiguous terms are loading before or after, lower or higher priority, something overwrites something else. Something loading after replaces something loading before it. Something having a higher priority means it loads after something with lower priority. Something overwriting something else is the most clear expression to convey what is winning a conflict. Ambiguous terms like top or bottom are always confusing and became meaningless with mod managers that allow sorting of lists by ascending or descending by different options.
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Noise.dds is a normal map overlay is applied to the terrain LOD textures in the game. Read https://dyndolod.info/Help/Grass-LOD. It explains how grass LOD is in object LOD similar to ultra tree LOD with billboards. You will notice that those explanations do not mention noise.dds. That is because is irrelevant. It is also irrelevant to terrain LOD generation. Terrain LOD and object LOD are completly different meshes/textures as explained at https://dyndolod.info/How-LOD-Works. To verify that is the case do another run with it enabled again and check if any of the still warm *.BTR is throwing errors when they are opened in NifSkope. It might as well be that files from the former generation became corrupt long after generation because of something else.
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Post/uploaded entire logs when making posts. If I have to guess, do not forget to enable SSE-Terrain-Tamriel-Extend.esm again.

