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sheson

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Everything posted by sheson

  1. 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.
  2. 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.
  3. 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.
  4. The message EFCreateError and The system cannot find the path specified is from the OS and typically means the program was prevented from writing. Usually related to UAC or antivir etc. Just to double check, see if the folder E:\SkyrimTools\_DynDOLOD_Output\textures\pbr\architecture\markarth\ still exists. It is created just before it tries to save a the file to it.
  5. Use xEdit Asset Browser (CTRL+F3) to extract single files from archives or maybe BSArch. Delete all old logs and bugreport.txt. Run this test version https://mega.nz/file/gUIGkbDL#1MrXg5ErgBHhSdZkuk3CsJTWPyQCHCB_xQ_Mdc1zNp4 Upload new log(s), bugreport.
  6. No new realtime log or bugreport.txt was uploaded. Upload those entire logs. It will be at least in _ResourcePack.bsa. As usual, to find files in the data folder, use MO2 right window Data tab. Make sure enable the Mod column. Make sure to check Enable archives parsing under menu Tools, Workarounds tabs.
  7. It is possible a source texture has issues. Do you have a mod containing textures\_resourcepack\landscape\grass\mesagrass02.dds? If so, which one or could you upload the texture? Not quite sure if this texture is related to the issue or not, though. Restore default TexGen_SSE.ini and run this test version https://mega.nz/file/BRYAFYgD#sk54a8RGSkX3Br0qF-qtEmLMS_XeuHOPaVwIqreFZYc If this runs without error it is possible a generated texture / billboard looks funny. Maybe not. Might be hard to see, if at all.
  8. Also upload the bugreport.txt as explained in the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Is this error repeatable?
  9. Moved to the appropriate thread for the message. Do not post screenshots of messages, use the "Copy this message to clipboard" link and past the text instead as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, click on the "Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Messages/INI-Files for further help and explanations about the message: If command line arguments are used to instruct to use a non default INI path, double check the arguments are set and passed to the tools correctly. See the examples at https://dyndolod.info/Help/Command-Line-Argument or https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG#Installation): -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" Different arguments should be separated by space, while there should be no spaces between path arguments and the colon and the path. A path should always be enclosed between double quotes. Use copy and paste to avoid mistakes, like adding extraneous spaces between the command letter, colon and beginning double quotes. Note the trailing back slash \ in the example. -m:"C:\Users\Sam\Documents\My Games\Skyrim Special Edition GOG\" Also doublecheck the other command line arguments. -d misses \data\ at the end and -p misses \plugins.txt
  10. Thanks for those logs. Delete old logs. Restore default INI or change to ExportLANDBinary=1 Run this test version https://mega.nz/file/MMwCTTwA#7KeWZNiBGTMXlu24VP6yg91JAcFc-ItDQRx6K0psgmk Upload new logs.
  11. Moved to the DynDOLOD 3 Alpha thread. 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. Do not post screenshots of text. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text See https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages for explanations and a list of messages further help for messages. Ask specific question(s) about a particular message if further help is required.
  12. Only debug logs were uploaded. The debug log reports that there is a file C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\seasons\MainFormSwap_WIN.ini, it is loaded and processed. As usual, to find files in the data folder, use MO2 right window Data tab. Make sure enable the Mod column. Make sure to check Enable archives parsing under menu Tools, Workarounds tabs.
  13. https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. https://dyndolod.info/Help/Grass-LOD#Settings With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts. Grass LOD is only generated in LOD Level 4. Grass Mode 1 and 2 define max distance of full grass and thus where grass LOD starts. For grass LOD to be visible the terrain LOD needs to be of high quality so the billboards are not hidden under coarse terrain LOD or float above it, which can be achieved by increasing how far terrain LOD level 4 shows. Grass LOD in higher LOD levels will take a considerable longer time to generate, create huge LOD files, since they cover 4 times the area. Rendering lots of small triangles covering each other can have quite the effect on performance. The performance and resource requirements still increase quite a lot, even if density is lowered. The idea is that at those distances "grass" colors should be baked onto the terrain LOD textures.
  14. Use a legal version of the game. Pay attention to log messages. Delete old log. Run this test version https://mega.nz/file/FMx1AaRT#p2BwU-k73CCk3tRlgZsFJBRPqqAt3wJR8Lts4h3OvbI. Upload new logs. Then add ExportLANDBinary=0 under [DynDOLOD] to D:\Games\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Delete old logs. Run test version. Upload these new logs as well.
  15. If you have NGIO set to only load from cache, it will not find any files, since the flag was still set when it was generated. You can change settings so it generates cache files on demand. The flag not being unset in Occlusion.esp will be fixed in the next alpha version.
  16. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts. See https://dyndolod.info/Messages/File-Not-Found-Textures This can happen in case not all required *.BSA files are not loaded for whatever reason. The log prints a list of every *.BSA file that is loaded. Check that none of the required *.BSA files are missing by comparing the log messages to the load order. Lux Via has its textures in the Lux Via - Textures.bsa. See https://dyndolod.info/Messages/File-Not-Found-Textures This can happen if not all required textures where included in the download archive of a mod or there are typos in the *.NIF files. Check the mod for updates or additional install options. There is an entry Error in TexGen at https://www.nexusmods.com/skyrimspecialedition/mods/63604?tab=bugs You haven't installed the 3.0.5 update.
  17. See https://dyndolod.info/Messages/File-Not-Found-Textures lits several reasons: This can happen in case not all required *.BSA files are not loaded for whatever reason. The log prints a list of every *.BSA file that is loaded. Check that none of the required *.BSA files are missing by comparing the log messages to the load order. This can happen if a mod is installed that requires the textures from another mod that is not installed. Verify the requirements of the reported models, plugins and their related mods. This can happen if not all required textures where included in the download archive of a mod or there are typos in the *.NIF files. 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. The flat normal map substitute means the surface of the object will be flat, which might not be a very visible problem if at all. If a model and reference is reported, use the preview buttons for the tree/grass LOD billboards to check the render result. I believe Freak's Flora Fields does not provide textures for all grasses because not all grass are used in the game yet. If you do not notice red LOD for grass / flora in the game, then those file not found messages are benign.
  18. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting Test without DynDOLOD output. The crash log indicates a problem with pathing / navmeshes based on the registers/stack. It might be related to the mentioned NPC trying to get somewhere. Something that is not touched by DynDOLOD at all. https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells and/or https://dyndolod.info/FAQ#Entire-LOD-missing Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search -> https://stepmodifications.org/forum/topic/20455-lod-and-full-models-overlapping/ The missing or stuck object LOD in active cells is unrelated to the crash. Make sure to follow the instructions of a A Clear Map of Skyrim to generate object LOD level 32 files or set uLockedObjectMapLOD to 16.
  19. Load the load order into xEdit. Enter the from ID 0001A26F for WhiterunWorld into the FOrmID field top left and hit enter key. In the right Window, the most right columns should show DynDOLOD.esp and Occlusion.esp. Find the row called "DATA - Flags" In the columns for DynDOLOD.esp and Occlusion.esp, right click the entry, select edit. Check/make sure No Grass is not checked. Use latest alpha that updated in the meantime.
  20. Moved to an appropriate thread. See posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and which DynDOLOD DLL log to upload when making posts. The message gives 2 reasons. You seem to focus only on one reason. It seems more likely the game did not load DynDOLOD.esp at all.
  21. Use the Copy message to clipboard link and post the text instead of screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Click on the Click on this link for additional explanations and help for this message link of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Help/DynDOLOD-Resources. The page has a "Troubleshooting" chapter. Search the forum as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search should find https://stepmodifications.org/forum/topic/18695-dyndolod-resources-se-version-information-not-found Using Skyrim Special Edition Data Path: N:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\ If you do not point the tools to the same data folder as MO2 on purpose, then there should be no surprise that the tools can not find anything. TexGen generated output for the vanilla game only.
  22. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen debug log to also upload. Attach logs as files or link to a paste or file service. Click on the Click on this link for additional explanations and help for this message link of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/File-Not-Found-Textures This can happen in case not all required *.BSA files are not loaded for whatever reason. The log prints a list of every *.BSA file that is loaded. Check that none of the required *.BSA files are missing by comparing the log messages to the load order. Using Skyrim Special Edition Data Path: N:\Eldergleam\Game Root\Data\ The logs shows the Folkstead.esp being loaded but not its Folkstead.bsa which should contain the texture. Make sure the all the assets for the mod are installed.
  23. 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. https://dyndolod.info/FAQ#ILS-or-CTD The DynDOLOD and Occlusion plugins might show up in crash logs a lot, since they are typically the plugins last to overwrite worldspace and cell records, so careful reading and interpretation of the stacks and registers etc. might be required to identify the actual cause of the problem. It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not really cause crashes. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting In case of issues in the game, test if the problem persists without any DynDOLOD output. The call stack mentions OpenAnimationReplacer.dll. The stack mentions hkbStateMachine, hkbBehaviorGraph with HareBehavior.hkb, OpenAnimationReplacer.dll and then a rabbit NPC reference, which happens to be in a cell which happens to be overwritten last by Occlusion.esp. If you remove it, and the crash still happens, then the cell will be overwritten last by Landscape and Water Fixes - Patch - LFfGM.esp. The crash seems to be related to animations and OpenAnimationReplacer.dll
  24. Thanks. Will be fixed next version.
  25. Requested logs were not provided. "unless I go through them" What you are most likely going through are occlusion planes or boxes. See https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view
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