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Everything posted by sheson
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
Can you load the entire load order into with xEdit 4.1.5m (#xedit-builds channel on the xEdit discord) and do an error check across all non game/DLC plugins? Upload that xEdit log. -
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
The tool is just being killed while checking if a meshes exist, loading them to see what textures it usess etc. It really runs about an hour before crashing? If you disable the realtime log, it happens within minutes? TexGen ran without issues? Can you upload its log and debug log for comparision? -
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
How much free main memory is there available before starting DynDOLOD? What kind of disk is the drive F:? Can you test what happens if you change affinity in task manager to only use half the CPU cores? -
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
I mean how much RAM is installed? 8GB, 16GB? If you do not know about virtual memory and page file setting, then you probably did not change the default settings. https://duckduckgo.com/?q=windows+virtual+memory+settings -
DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
Check if the Windows Event log shows the same error. If prime95 did not have errors, run OCCT next. Even for the real time log this seems incredible slow. Do you have an AMD GPU with crapware installed? It is still just in the base record building process where it checks base records and scans/matches used meshes and textures. A real time anti virus check might slow down file access, too. Adding exceptions might help. A lot of large textures might add to it, too. What is the total amount of physical main memory? Is page file / virtual memory set to defaults handled by OS? You may want to close the browser and other unneeded processes. Do a memory test. Unrelated, you should fix the HITMEs in Redwater Castle.esp https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME -
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 how to enable and upload the realtime log. The issue might be because of memory issues, unstable PC, BIOS settings etc. Check the memory usage with task manager while LOD is generated. Make sure the PC is stable with prime95/OCCT for example. -
Upload the entire TES5LODGen_log and not just a few lines. No terrain data file I:\Installation jeux\Skyrim\Utilitaires\Pour GǸnǸrer des Lods\xLODGen\Edit Scripts\LODGen_Terrain_mannyGFDesert.bin https://dyndolod.info/Help/LODGen 194 - File not found The file(s) mentioned in the log message(s) have not been found. Make sure the file(s) exist(s) and that nothing prevents LODGen from accessing or reading any file(s). Make sure that all required BSA files are being loaded and can be accessed. Might have to do with odd characters in the path.
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cyclic interaction with whiterun has walls
sheson replied to megablackk1d's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload. You also want to fix the HITMEs in DaedricCastle.esp https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME with loading/saving in CK. -
Try this test version https://mega.nz/file/pQpzESIB#tMTLnHjyplAdKENAdwAwD4exPSRw_QONQM3HJx0Xdjw It should now handle the PBR LOD texture replacement for old style LOD models that define the stitched LOD texture instead of the full texture. Report results. Mesh rules can help in case the Level 0 LOD model uses textures that can be updated and LOD model for higher levels use LOD texture that can not be updated. This would be the case for mountain LOD. In your case, the mod you are using contains LOD models for all levels that use a texture that is updated. It replaces the vanilla LOD models that use textures that can not be updated atm.
- 165 replies
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The TreesApen06 full model shown in the right screenshot is the one Aspen tree LOD billboard shown in the left screenshot in front of the LOD tree with the missing texture. This warning message from the DynDOLOD log is probably related: [01:13] <Warning: File not found textures\mx\treeaspen01_c_lod.dds. Used by meshes\landscape\trees\treeaspen01_lod_0.nif Fabled Forests.esp TreeAspen01 [TREE:0006A9E6]> [07:53] <Warning: File not found textures\mx\treeaspen01_c_lod.dds. Used by meshes\landscape\trees\treeaspen01_lod_0.nif Skyrim.esm TreeAspen01 [TREE:0006A9E6]> Install the missing texture. You probably installed a mod that overwrites the trees from Fabled Forest. Maybe with Aspens Ablaze. Pay attention to log messages, especially the ones that are listed in the summary https://dyndolod.info/Messages https://dyndolod.info/Help/Summary-Of-Messages
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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/Messages/TexGen-Output#No-TexGen-output-detected
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This test version should address this https://mega.nz/file/BRYAFYgD#sk54a8RGSkX3Br0qF-qtEmLMS_XeuHOPaVwIqreFZYc Let us know in case there is still an issue.
- 165 replies
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DynDOLOD is being terminated prematurely, suddenly closes
sheson replied to VulKun's question in DynDOLOD & xLODGen Support
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload if they exists or in case thy don't how to enable and upload the realtime log and check the Windows Event log for hints. -
Ah I remember now. This is where the vanilla diffuse texture uses a wrong filename convention and that messes up the automatic substitution for PBR. I should have a test version in a bit.
- 165 replies
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The full model uses textures\pbr\dlc01\landscape\icewall01.dds as diffuse texture. The LOD should be using textures\dlc01\lod\dlc01icewallpbr_lod.dds from the TexGen output. Check that texture and report if it is red. If that is the case, open TexGen, click the preview button for the Rendered Object LOD textures and change the dropdown to show for dlc01\lod\dlc01icewallpbr_lod.nif Report if this is red as well or looks like textures\pbr\dlc01\landscape\icewall01.dds.
- 165 replies
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What mod is the original full model meshes\landscape\ice\glacierendlg01.nif from - before it was converted with PG? What mod is the meshes\lod\ice\glacierendlg01_lod_0.nif from? They are probably the same mod. There is hope we can do something about the textures used by the LOD models you have installed. You didn't provide any rules, so I am not sure what you are trying to do with them. Meshes rules control automatic LOD model assignments. They do not directly control which textures a LOD model uses.
- 165 replies
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Thanks for reporting and verifying.
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That is great! Thanks. Start a new thread with log as usual and a more informative screenshot of the full model, link to mod.
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Check if this test version of DynDOLOD fixes it https://mega.nz/file/9RBwhB7A#Phv0FkY7MqncuumOQ_LHcitoM-rp-we9rU_lcOSIpLg Report results. If issue persists upload new DynDOLOD logs.
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No it won't cause any issue. The last update was for DynDOLOD only and I just forgot to update the TexGen version number. It will be the same version number again next alpha.
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I moved you post to a thread where we already seem to be dealing with the same issue. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug to upload. Then, if possible try to identify at least one of the affected textures and check if the source textures which should be in the TexGen output are correct or already wrong. Assuming none of the LOD textures are from other mods.
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Upload the other crash logs, also the one without DynDOLOD being active. That would be the crash to fix first to rule out any interaction that would otherwise not happen. Remember, troubleshooting is to remove everything else that is not required for the issue to occur until only the required parts to remain. When investigating crashes while DynDOLOD output is active, make sure it was generated for that exact load order. If you want to troubleshoot crashes with DynDOLOD active further, test what happen if you just disable the DynDOLOD.DLL. Ignore any error messages in the game related to that and do whatever you do to trigger the crash to see if it has any affect. Based on that result we can try narrowing it down further. Reply whenever you are ready, no probem.
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See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and 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 and a close up of the LOD with tfc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots With the base record form id we can look up the used LOD model and its used textures in DynDOLOD_SSE_Object_Report.txt. 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 shown LOD might be using one of those rendered LOD textures that currently would require manual updating. In case this is about the LOD snow shader covering the LOD, see https://dyndolod.info/Help/Snow-Ash-LOD-Shader
- 165 replies
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I suggest to ask about those on the xEdit discord.
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You need to use programs or plugins that support BC7 texture compression format. IrfanView has support for example. However, the problem seems to be missing textures, e.g. a file not found. Filemanagers like Windows Explorer typically show a filetime, which usually the last time a file has been modified. The creation time is when DynDOLOD saved it. The modified time is when Texconv converted it to BC7. According to the provided log, anything within 8 minutes is probably from the same generation: [01:31] [Tamriel] Executing "C:\Skyrim DynDOLOD\DynDOLOD\Edit Scripts\LODGenx64Win.exe" --inputfile "C:\Skyrim DynDOLOD\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt" --logfile "C:\Skyrim DynDOLOD\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt" [01:42] Creating texture atlas C:\Skyrim DynDOLOD Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds .. [07:17] Waiting for LODGenx64Win.exe generating object LOD for Tamriel. [08:25] [Tamriel] Generating Pre-Computed Occlusion TVDT Having all that explained, missing textures are not the issue it seems. The uploaded diffuse texture atlas has normal map textures included (the *_n.dds textures), which are usually blue and can look like missing texture color in the game. They should only be on the DynDOLOD_Tamriel_n.dds. Check the data folder for the textures\lod\wrbuildingslod01.dds. It should be from the TexGen output. Verify that the file in the data folder has the same filesize and modfied time as the file in the TexGen output mod, or better check their CRC32 to be equal (for example with the right 7zip CRC sha option if you have that installed for example. It should not be blue. Upload both textures\lod\wrbuildingslod01.dds and wrbuildingslod01_n.dds if you want me to check.

