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Everything posted by sheson
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It should have had the link. Thanks for reporting that bug.
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Unable to read beyond the end of the stream. System.IO.EndOfStreamException
sheson replied to EazyH's question in DynDOLOD & xLODGen Support
Of course you can install billboards for xLODGen/DynDOLOD 2.x included in mods. They still work. But if you want better quality billboards and better looking and LOD, use TexGen to generate all desired billboards in addition to all the required/automatic billboards. Read the first post. "Since TexGen now generates billboards do not install any 3rd party billboards." From the explanations for the not divisible b 4 log message: "In case there are 3rd party LOD billboards installed (textures in ..\data\textures\LODGen\*), remove all 3rd party LOD billboards and instead use TexGen to generate all the desired LOD billboards. See TexGen Configuration for more." Also read ..\DynDOLOD\docs\help\Billboards.html "There is no need to install any LOD billboards from or for mods. See TexGen Configuration for more." "Do not install 3rd party LOD billboards. Use TexGen to generate them." -
Click he Help for this message link to open ..\DynDOLOD\docs\help\OpenCities.html as explained in the first post. The instructions in DynDOLOD_Manual.html or OpenCities.html explain which setting in the INI needs to be edited. Follow the instructions.
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Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html, which explains that while the LOD is generated the log will print a detailed report for each tree into ..\DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_Tree_Report.txt. That report tells you which LOD assets were found and used for each tree and LOD level.
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Obviously setting "Billboard" to all LOD levels will generate billboard tree LOD in all LOD levels. Billboard4 can utilize HD tree LOD billboards which need to be generated by TexGen for their full potential. But billboards are always billboards. Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html, which explains what ultra tree LOD is and that for 3D tree LOD, 3D tree LOD models of some kind are required and to set the "tree" mesh mask rule to something like Level0, BillboardX, BillboardX.
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Unable to read beyond the end of the stream. System.IO.EndOfStreamException
sheson replied to EazyH's question in DynDOLOD & xLODGen Support
Read "Texture * resolution XxY not divisible by 4" in ..\DynDOLOD\docs\help\LogMessages.html -
Unable to read beyond the end of the stream. System.IO.EndOfStreamException
sheson replied to EazyH's question in DynDOLOD & xLODGen Support
See explanations for certain log messages in ..\DynDOLOD\docs\help\LogMessages.html -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
The second about IO error hints at file access problem. Either because of OS, UAC, anti vir or maybe the export or log file is being blocked by another (hidden) instance. The latter can usually be cleared by a reboot. Then start DynDOLOD in expert mode by setting expert=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, select a worldspace and click Execute LODGen to see if it works then. Otherwise add exceptions to OS, UAC, antivir etc. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
The one that explains what is wrong with the .Net installation on your system. How am I supposed to pick the right one without knowing what information they contain? It is very unlikely for a compiled Delphi program like xEdit/xLODGen/DynDOLOD to have .Net errors. Only LODGen is using .Net -
When log messages are saved to a log file, it is sometimes called the message log. That is because In xEdit the tab for the log message window is called "Messages". The first post explains to truncate the normal log file to last meaningful session. The log shows these easy to find "error" messages: [00:09] Background Loader: <Error: [REFR:FE0A5A3A] (places CityBannerWhiterun01 [MSTT:000D2025] in GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2)) has invalid ObjectID 00BA3A in WRHorseStatue - Missives.esp for a light module (ESL). These errors cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins.> [00:09] Background Loader: <Error: [REFR:FE0A5A39] (places WinterholdBannerPost01 [STAT:0010967C] in GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2)) has invalid ObjectID 00BA39 in WRHorseStatue - Missives.esp for a light module (ESL). These errors cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins.> [00:09] Background Loader: <Error: [REFR:FE0A5A37] (places WinterholdBannerPost01 [STAT:0010967C] in GRUP Cell Temporary Children of WhiterunPLainsDistrict03 [CELL:0001A27A] (in WhiterunWorld "Whiterun" [WRLD:0001A26F] at 5,-2)) has invalid ObjectID 00BA37 in WRHorseStatue - Missives.esp for a light module (ESL). These errors cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins.> [00:09] Background Loader: <Error: [LAND:FE0A554E] has invalid ObjectID 00B54E in WRHorseStatue - Missives.esp for a light module (ESL). These errors cause CTD and other serious issues and need to be fixed. Ignore wrong advice to temporarily disable plugins.> Read ..\DynDOLOD\docs\help\LightPlugin.html found in the DynDOLOD Standalone archive. "The plugin should not be flagged as ESL or the FormIDs need to be compacted. " The xEdit message log will show the same error message, but it can be used to edit the form ids. It should refuse saving the plugin as long as it contains "invalid object ids"
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Read the first post what log files and bugreport.txt if it exists to up[load when making posts. The message log is the window that opens and where xEdit/xLODGen/DynDOLOD then print their log messages so the user can see what is happening. The content of the message window is saved to the log file in the log folder when the program is closed. In case the log files is not created, the program is most likely blocked from file access by the OS, antivir etc. In case no new log file is created/appended, it might be possible to mark and copy paste the content of the message log window with the usual keyboard shortcuts. Loading the same load order with xEdit/xLODGen should show same errors and warnings.
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Use the xEdit Asset Browser (started with CTRL+F3) to find which containers (BSA or loose files) contains a file. For example, Meshes\landscape\trees\treeaspen01.nif exists in the vanilla Skyrim - Meshes1.bsa. However, as reported by xEdit Asset Browser, that NIF uses textures\landscape\trees\TreeAspenBarkComp.dds There is a mod with a BSA or loose files that overwrites the vanilla models. The new NIF use different textures. Those textures are missing.
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Do you not know how to troubleshoot file not found texture issues in the game? The log is full of file not found warnings. I suggest to check them. <Warning: File not found textures\landscape\trees\treeaspenbranchcomp01.dds. Used by Meshes\landscape\trees\treeaspen04.nif SkyTEST-Settings.esp TreeAspen04 [TREE:0005FADA]> <Warning: File not found textures\landscape\trees\treeaspenbranchcomp04.dds. Used by Meshes\landscape\trees\treeaspen05.nif SkyTEST-Settings.esp TreeAspen05 [TREE:0007614B]> <Warning: File not found textures\landscape\trees\treeaspenbranchcomp04.dds. Used by Meshes\landscape\trees\treeaspen06.nif SkyTEST-Settings.esp TreeAspen06 [TREE:0007614A]> <Warning: File not found textures\landscape\trees\treeaspenbranchcomp04.dds. Used by Meshes\landscape\trees\treeaspen05.nif SkyTEST-Settings.esp TreeAspen05 [TREE:0007614B]> <Warning: File not found textures\landscape\trees\treeaspenbranchcomp04.dds. Used by Meshes\landscape\trees\treeaspen06.nif SkyTEST-Settings.esp TreeAspen06 [TREE:0007614A]> <Warning: File not found textures\landscape\trees\treeaspenbranchcomp02.dds. Used by Meshes\landscape\trees\treeaspen02.nif SkyTEST-Settings.esp TreeAspen02 [TREE:0006C9D5]> <Warning: File not found textures\landscape\trees\treeaspenbranchcomp03.dds. Used by Meshes\landscape\trees\treeaspen03.nif SkyTEST-Settings.esp TreeAspen03 [TREE:0006C9D4]> <Warning: File not found textures\landscape\trees\treeaspenbranchcomp01.dds. Used by Meshes\landscape\trees\treeaspen01.nif SkyTEST-Settings.esp TreeAspen01 [TREE:0006A9E6]> <Warning: File not found textures\landscape\trees\treeaspenbranchcomp03.dds. Used by Meshes\landscape\trees\treeaspen03.nif SkyTEST-Settings.esp TreeAspen03 [TREE:0006C9D4]> <Warning: File not found textures\landscape\trees\treeaspenbranchcomp01.dds. Used by Meshes\landscape\trees\treeaspen01.nif SkyTEST-Settings.esp TreeAspen01 [TREE:0006A9E6]>
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Say what the problem is instead of having people guess from screenshots. Looks like a full model tree is missing a diffuse texture it has no alpha channel. You uploaded the content of the Edit Scripts folder and not the Log folder.
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Read the first post what log files and bugreport to upload when making posts.
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Install/Repair/Update Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 If that does not help check the Windows Event log for additional messages. -
I just uploaded the existing archives to Nexus so they can be added to mod lists. And in case I am quicker than PapyrusUtil with updating for Skyrim AE. All the explanations from first post and whatever was discussed in the past 3 years still applies.
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The mentioned was NIF is parsed for textures. If a texture-set entry does not have an empty string it is checked if it can be found in the load order. If it doesn't, the found string is printed as file not found. Really. No magic. No randomess about it. It is as simple and straight forward as that. As I mentioned before it could be an invisible character. Edit: The texture missing can mean the visuals are not what were intended. In case the shader settings (soft or rim light) expect a third texture. Otherwise it is just harmless.
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It is a full model which are defined by base records.
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Settings do not change which NIF is defined by a base record or which textures paths are set in them. If you want to know what is different, check the same NIF with NifSkope. If it shows the same incomplete path, check the mentioned base record 000EF5A4 in xEdti actually defines the same NIF.
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The plan is to have a summary of certain warnings and error messages presented at the end. I will see if I can add an option to define stop conditions.
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The message tells us the model filename: Meshes\landscape\trees\srg_treepineforestdeadsnow02.nif This is a full model and not a LOD model. The obvious first thing to do is to open the mentioned NIF file in NifSkope and check the texture definitions. If it is just a space character it will take some effort to spot. But maybe it becomes obvious if either diffuse or normal slot are "empty" for a texture set.
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I would just notify the author so the mod can be updated.
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Alpha-53 will report the problem to the log instead.
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Yeah the Trees addon is just a borked LOD assets in the download. That wrong texture is just how it is packaged.

