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Everything posted by sheson
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Texgen Output Error and DynDOLOD userscript Error
sheson replied to ClockworkRaven's question in DynDOLOD & xLODGen Support
Read the log message above and below the exception and follow the suggestions. New messages are appended to the DynDOLOD and TexGen logs. Either case if TexGen does not make an output folder, the answer will be in its current log, too. -
This is the DynDOLOD support forum. You should ask SKSE related question on the appropriate Discord / Forum. It should be obvious that SKSE64 does not have the Memory settings anymore.
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Each LOD level uses the same texture atlasses. By default each LOD level uses the exact same billboard texture for the same tree, unless you set different billboards for the different LOD levels. The engine decides which mipmap levels to use. DynDOLOD does not change how the engine works. If you believe mipmaps to be a problem, just remove the mipmap levels from the texture atlasses with an appropriate tool for editing dds files.
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The image link does not work.
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These 3 instructions are as plain as it gets and following them would be the quickest way to find the answer or get help. Check log lines above the exception for additional hints. Check the FAQ and search official forum for those errors. If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\TexGen_SSE_log.txt to official forum Removing a plugin is a troubleshooting step. If things run through without it, it means the plugin is broken and needs to be fixed.
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Pay attention to what the splash screen at first says. Read the messages above and below the error and follow the suggestions. The line 16306 in the source code file wbImplementation.pas is not an error code and it is absolutely not a Nexus mod index. You are doing things wrong, because you are ignoring the included instructions and the messages from the tools. You are trying to circumvent the underlying issue instead of fixing it. Read the messages and follow the suggestions.
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The DynDOLOD log shows: Missing models were ignored by DynDOLOD. Below is a list of base records with missing models which are used by references: CaranthirTowerReborn.esp CTR_Dragon_Stone [STAT:90996AF9]: Missing model "meshes\ctr\structure\exterior\ctr_dragon_stone.nif" - ignoring CTR_Dragon_Stone [STAT:90996AF9] in CaranthirTowerReborn.esp for dynamic LOD References using base records with missing models can cause CTD. Install the missing meshes, then generate LOD again if LOD for reference using these base records is desired.Hence the instruction in the DynDOLOD-README.txt: Check the bottom of the ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt for Missing model 'meshes\..\*.nif' - ignoring * [sTAT:xxxxxxxx] for dynamic LOD and the further instructions beneath them. Then there is also this in the log: LOD models with missing textures were ignored by DynDOLOD. Below is a list of base records using LOD models with missing textures which are used by references: CaranthirTowerReborn.esp CTR_Structure_Exterior_Tower_MainStructure_SN [STAT:90108D0B]: Missing textures in "meshes\dyndolod\lod\ctr\ctr_tower_mainstructure_lod_2.nif" "textures\ctr\structure\exterior\ctr_dome_rings.dds" "textures\ctr\structure\exterior\ctr_dome_rim.dds" CaranthirTowerReborn.esp CTR_Structure_Exterior_Tower_MainStructure [STAT:90466D58]: Missing textures in "meshes\dyndolod\lod\ctr\ctr_tower_mainstructure_lod_2.nif" "textures\ctr\structure\exterior\ctr_dome_rings.dds" "textures\ctr\structure\exterior\ctr_dome_rim.dds" CaranthirTowerReborn.esp CTR_Structure_Exterior_Tower_Miniture [STAT:90E894F3]: Missing textures in "meshes\dyndolod\lod\ctr\ctr_tower_mainstructure_lod_2.nif" "textures\ctr\structure\exterior\ctr_dome_rings.dds" "textures\ctr\structure\exterior\ctr_dome_rim.dds" Install the missing textures or update the texture paths in the NIFs, then generate LOD again if LOD for reference using these base records is desired.It seems that the translation version requires the English version to be installed for its resources. There are a lot of errors from plugin in the papyrus log, that ought to looked into as well. Some of them might be for the same reason. Please read the installation instructions: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation. This is to avoid any issues with UAC, antivir etc. Best to install the game outside of Programs Files x86 as well.
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The first error of many from the log is: Executing TexConv returned error C0000135: "C:\Bethesda Creation Kit\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -f BC7_UNORM -bcquick -o "C:\Bethesda Creation Kit\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships" "C:\Bethesda Creation Kit\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships\shipwoodside01green.dds" A simple search finds: https://forum.step-project.com/topic/14518-executing-texconv-returned-error-c0000135-vruntime140dll-or-vcruntime140-1dll-was-not-found/
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Post the entire logs (not just the last couple of lines) to a pastebin or a fileservice. Also upload to a file service or pastebin ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt from the last generation that is giving you trouble. Errors from other plugins/mod typically do not concern DynDOLOD. There are no known issues with CaranthirTowerReborn.esp. It worked fie last time I check it and it doesn't seem to have any updates. Check off every suggestion readme to make sure it is nothing else, before we troubleshoot the records in the DynDOLOD.esp itself.
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Does base texture resolution matter for lods?
sheson replied to Soulmancer's question in DynDOLOD & xLODGen Support
If the textures are used for LOD, then it obviously makes a difference on LOD generation. -
Error: Skyrim Legendary, Resources 2.77, Tools 2.79
sheson replied to aristotle's question in DynDOLOD & xLODGen Support
That is great news. Enjoy. -
Error: Skyrim Legendary, Resources 2.77, Tools 2.79
sheson replied to aristotle's question in DynDOLOD & xLODGen Support
Either files from DynDOLOD Resources were modified or a specific file is being overwritten, which is unlikely because that file is unique to DynDOLOD Resources and people would have already had issues long in the past. In case of an issue with DynDOLOD Resources there would be reports within hours of release - just like we saw with the TexGen issue. Nonetheless, I just downloaded DynDOLOD 2.79 and DynDOLOD Resources 2.77 from Nexus, installed both as usual and had no issues. -
You are supposed to read and follow all the troubleshoot instruction explained in the DynDOLOD-Readme.txt. The missing models and NiNode root messages would be in the DynDOLOD.log If that didn't help, then enable debug in the json/txt and check the papyrus log for the last enabled mesh. Use pastebin or a file service.
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FAQ: Game: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used. Setup ENBoost correctly. Set ExpandSystemMemoryX64=false in enblocal.ini. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ Setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution. A: If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.ini. Alternatively add/set [saveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.
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Great. Enjoy.
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Try with DynDOLOD 2.79, that should take care of that issue.
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From the TexGen manual: This is a bit experimental and doesn't work for pre-rendered textures like the town LOD textures, distant mountain peaks or glaciers for example. Having a look at the object LOD source textures like textures\lod\wrbuildingslod01.dds for town buildings and comparing them to tileable landscape textures makes it clear. The town LOD textures are rendered from the full models and not a simple derivative of a full texture. They were then processed with an image program to create the final LOD textures.
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From the install instructions: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation. Which version of the mod do you use? From the log: If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt
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There is nothing odd about it. Update to MO2 and use the x64 version or reduce object LOD source texture sizes and max tile size in advanced settings. From the bugreport: >> EOutOfMemory, Error while cloning image You did not upload the DynDOLOD log as the messages suggest to do, but it seems it happens while generating the object LOD atlas.
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Errors Possibly Caused by DynDOLOD Render
sheson replied to Amardan's question in DynDOLOD & xLODGen Support
A backup will always restore things to how the were at the time of the backup. Luck got nothing to do with it. CK is not suitable for modding. That is why we work on xEdit. -
Errors Possibly Caused by DynDOLOD Render
sheson replied to Amardan's question in DynDOLOD & xLODGen Support
Well no surprise there, as LOD meshes/textures are separate from other meshes/textures and do not change other plugins. Unless you calculated occlusion for your plugin specifically. In that case xEdit made a backup of the plugin. xEdit error check looks for a handful of typical issues caused by CK. As I do not work with CK I am not good helping out with its errors, though. So I am not sure if the error is in the mesh, with the defined texture or the swap. Lookup the mentioned records/meshes. Check if the records look fine, that the meshes load in NifSkope, that the used textures exist and the correct locations and are valid DDS files/load in an image viewer. -
Thanks. The first one is enough.

