-
Posts
13,123 -
Joined
-
Last visited
-
Days Won
429
Everything posted by sheson
-
Vigilant and ACMOS / object LOD level 32
sheson replied to Neuf55551's question in DynDOLOD & xLODGen Support
<Error: LODGenx64.exe failed to generate object LOD for DLC01FalmerValley. LODGenx64.exe returned 224. Check C:\Modding\Tools\DynDOLOD\Logs\LODGen_SSE_DLC01FalmerValley_log.txt> The LODGen_SSE_DLC01FalmerValley_log.txt log has not been provided. https://dyndolod.info/Help/LODGen 224 - Error processing If this happens with the NET Framework 4.8 version - especially when testing beta versions of Windows, install NET Runtime 6 in order to use LODGenWin.exe/LODGenx64Win.exe instead. <Error: LODGenx64.exe failed to generate object LOD for ccBGSSSE067DeadlandsWorld. LODGenx64.exe returned E0434352. Check C:\Modding\Tools\DynDOLOD\Logs\LODGen_SSE_ccBGSSSE067DeadlandsWorld_log.txt> The LODGen_SSE_ccBGSSSE067DeadlandsWorld_log log nor screenshot of the command prompt window has not been provided. https://dyndolod.info/Help/LODGen E0434352 - Install/Update/Repair .Net Framework 4.8 or newer. Install/Update/Repair .NET Desktop Runtime 6 or newer. See Microsoft .NET Framework Repair Tool. See https://www.admin-enclave.com/en/articles/windows/306. Test with the .NET Framework 4.8 LODGen.exe/LODGenx64.exe by temporarily removing the .NET Desktop Runtime 6 LODGenWin.exe/LODGenx64Win.exe. Check command prompt window of LODGen.exe for crash report in case the log file does not reveal anything. Check the Windows Event log for related entries. <Error: Occlusion generation aborted due to LODGen error> See https://dyndolod.info/FAQ#Entire-LOD-missing and https://dyndolod.info/Mods/Maps-And-Map-Mods If object LOD is not generated successfully for a worldspace, then it should be no surprise if LOD is missing in the game. Especially on the map in particular if the game is instructed to use object LOD level 32 LOD files via INI settings (from ACMOS). Doublecheck object LOD level 32 files exist for the affected worldspaces or set the map to use default object LOD level 16 again. Also double check seasons do not switch LODs for worldspaces for which seasons were not generated. -
If a on demand textures like the *linear.dds already exists in the load order or the output folder it will not be created again. For now you would have to delete them beforehand manually.
- 165 replies
-
- 1
-
-
The screenshots seem to show full terrain in active cells. Rudimentary troubleshooting to check if LOD is involved in an issue is to toggle it off with tll in console. The full terrain is defined on LAND records in plugins. This issue looks like two different plugins changing LAND records in adjacent cells. WTT typically does not affect terrain in Ivarstead. Terrain LOD generation reads this data to generate terrain LOD meshes but does not change full terrain data in any way.
-
Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log and bugreport.txt (if it exists) to upload. -
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. What rudimentary troubleshooting have you done that makes you believe the crash has anything to do with DynDOLOD? https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting. All the crash log shows is a that the load order contains a DynDOLOD.esm and a DynDOLOD.esp. No mention in any of the registers or stacks. This most likely seems to be related to MO2 virtual file system and it having an issue to delete a file. Probably antivirus interfering with MO2 or the game executable.
-
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
Test if temporarily disabling HAG - Occult Orphan Rock.esp makes a difference. The plugin alone works fine here, though. If not, do a binary search to find the plugin(s) required to cause the crash. 1. Only select to load about half the plugin in xEdit. 2. If it loads, selected the other half. 3. If it crashes, repeat from 1. by selecting again only half of the remaining plugins. Report results. -
It did create the smallnordtentlinear textures when running from scratch?
- 165 replies
-
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
No related messages in the Windows Event log? Load the entire load order into latest xEdit from the xEdit discord #xedit-buids channel. Upload that log. -
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which bugreport.txt to upload if it exists and how to enable the realtime log and to check the Windows Event log in case the program is terminated prematurely. -
The last session is just starting and closing DynDOLOD, so there isn't really anything useful in the DynDOLOD debug log. All sessions seem to be an update an update to an DynDOLOD output. Do the missing textures not exist in the old and active DynDOLOD output? The initial session that created the DynDOLOD output from scratch is not in the DynDOLOD log anymore. What is the actual path of the textures on the texture sets used by the reported base records like 380011E9? The texture set has the form ID xx0011B8 and the path is textures\pbr\architecture\tents\smallimperialtentlinear.dds? Delete all old logs, hide/deactivate all old output and do a generation from scratch. Is everything genreated then? Just do one worldspace and no occlusion for a test. In addition the TexGen output seems to have outdated billboards and should also be generated from scratch beforehand.
- 165 replies
-
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. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots "This wall" does not tell us anything. https://dyndolod.info/FAQ#Something-does-not-have-LOD For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation. If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD. If a mod ships with new full models that should have LOD, it either requires new LOD models as well or rules that utilize the full models for LOD. As https://dyndolod.info/Help/Occlusion-Data explains, LOD occlusion disables LOD in the distance. Placed occlusion planes/boxes typically make close up full models dissapear. https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view
-
The vanilla complex grass with the default ENB settings for complex grass and every other effect disabled still matches fine at noon with the default billboard NIF 4, perpendicular normals and settings. Though I might change the default to billboard NIF 5 (still perpendicular normals) and use a bit of backlighting and reduce the brightness multipliers a bit for slightly close matching at dusk/dawn depending on view direction. The hole thing of complex grass with a normal map texture was that it - unlike the vanilla grass - that the LOD billboards required 4 planes with perpendicular normals to match what ENB does. The first question to answer would be what ENB settings or mods change that.
-
That are great results. Thanks for letting us know.
-
You could also try "PassThru FixedNormals", though it will probably be similar to the SphereNormals, probably even brighter. Or put it back to the default and experiment with setting the normal vectors in the NIF manually to certain angles.
-
Moved to the DynDOLOD 3 Alpha thread. See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs wich TexGen and DynDOLOD log and debug log to upload. Search finds: https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-190/page/680/#findComment-283928 which ended up being something with ELVAS. I still suggest to test modifying the used billboard NIF. If it is set to 4 = DynDOLOD_flat_4x2alt1_lod.nif, edit that file in NifSkope and add "SphereNormals" to the "PassThru" string in the header, so it is "PassThru Spherenormals" for a test.
-
Great. Thanks for reporting back that it works as intended now. The debug log is saved right after the normal log if you let the tool shutdown normally. Since it is working OK now, don't worry about it.
-
Grass LOD in object LOD uses a billboard NIF to display the billboard textures. Certain billboard NIFs define a backlight texture. It can be kept or overwritten with the GrassBacklightMask or ComplexGrassBacklightMask setting. See https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards The shader settings in full grass NIFs are typically irrelevant and not used by the full grass shader AFAIK. It will just get the diffuse texture and then do its thing.
-
TexGen generates LOD billboard textures from full models. The preview shows full models. The preview is simple lighting as you see in NifSkope. One direct light and one ambient light, both are white. That is not related to the how lighting works in the game. The GrassBrightness* settings are multipliers that are applied to the vertex colors of the billboard NIF that is used when generating LOD for grass into the object LOD meshes with LODGen together with the brightness of the current grass placement from the grass cache file. The billboard textures generated by TexGen is used as is without any brightness changes. https://dyndolod.info/Help/Grass-LOD#Settings When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value. Also see the text above the setting in the DynDOLOD_SSE.ini The texture is used directly.
-
Thanks. Logs which have a lot of similar lines can be compressed well.
-
Thanks for letting us know. If there are no further problems, there is nothing else to do.
-
Greats. Please upload log and debug log the successful generation.
-
All of that seems fine, Delete all old logs. Run this test version https://mega.nz/file/MJ5jXYiS#wQ7mCOfzzYN-7BxyeoLNQo9OB2d6Hbxul4BBLuDuOAU Report result and upload new logs.
-
Upload Grass Bounds.esp Check if any mods overwrite meshes\landscape\grass\FallForestGrassObj01.nif, textures\landscape\grass\FallForestGrassObj01.dds and textures\effects\HighFrequencyNormals.dds If all of these files are from vanilla BSAs, make sure the files are from the current Skyrim Steam version and report the CRC32 of Skyrim - Textures5.bsa. You can find that out with 7zip right click context menu for example. Otherwise report the mod(s) or upload those files. No need to enable the realtime log if it saves the log and debug log.
-
It should only have to do with the path and file reported in the error message. Check if anything is different with this test version https://mega.nz/file/cNYgzDrb#ZRoLddzO7hzhGV9QqZAjH5NOFAzN-Csevqj9pWfLqs8 Delete old logs and upload new ones. If the issue persists, check if disabling real time protection entirely makes a difference. Try adding exceptions for all executables Texgen, DynDOLOD, Texconv, xLODGen.
-
Good. Still not sure if all rendered billboards will be OK but I wouldn't worry unless you see something weird in the game. Like bad/missing transparency for grass/tree LOD billboards.

