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sheson

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Everything posted by sheson

  1. Well, just like with every other engine issue the community might provide a solution at some point. Actually solutions already exists, theoretically: The most severe bugs only happen with non flagged ESP. Most things work fine when references are overwritten exclusively by ESM or ESL flagged plugins. It should be possible to write a patcher that rigorously removes overwrites from non-flagged ESP and puts them into an ESL-flagged ESP instead. Or, clean all master files including Skyrim.esm from large reference data that is overwritten by non-flagged ESP. Both seem a bit impractical for volatile load orders. Strictly speaking - with the current state of the engine and no fix available - every plugin that is listed by the DynDOLOD log as overwriting large references is at least visually not-compatible with Skyrim Special Edition. A simple approach to work around that, would be to not overwrite large references within a non-flagged ESP. Those overwrites should be in an ESM or ESL flagged plugin as that would at least avoid most of the bugs.
  2. Once the large reference bugs are fixed or can be patched somehow.
  3. If you read the update post / change log as suggest you should know that starting with 2.48 the textures are now using the BC7 compression. I suppose you might need to update some programs/plugin in order to open them. With the right programs (the texconv command line utility included in DynDOLOD for example) you can also convert existing textures. You can switch back told former BC1/BC3 compressions by opening ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and setting StaticLODDiffuseFormat=200 StaticLODNormalFormat=200 TreeLODDiffuseFormat=202 TreeLODNormalFormat=200That should not affect the alpha of LOD textures including the ones use by 3D LOD one way or the other. But this way you would be able to check the textures without needing to update your tools. Which RAT mod and which 3D LOD trees are you using? I seem to have no issues with Realistic Aspen Trees SE and the 3D LOD meshes and ..textures\lod\rat\*.dds included in DynDOLOD Resources SE 2.45. This might be problem of the resource textures used for the trees. LOD textures being transparent usually means they were not adjusted for the hard coded alpha threshold of 128. So the first step would to check the log to identify the LOD models NIFs used for these trees and the textures they are referencing. The 3D tree LOD report of interest should start be from the line having TreeAspen01 [TREE:0006A9E6] meshes\landscape\trees\treeaspen01.nif and following Also check the log also check for errors or warnings.
  4. This is what the Nexus report says about the file https://www.virustotal.com/en/file/4c6fd0267809c891f3f4d1b0ce0f960ab4839127454136360d5e9e8d48d370ce/analysis/1543165173/ As I keep saying, there is not much I can do about the OS, AntiVirus etc. of users blocking downloading or denying access to something.
  5. 1) No entire log uploaded. FAQ: DynDOLOD.exe: Exception in unit xxx line xxx: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. A: There might be plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. 2) Of course not. That path exists on the machine that has the sources and was used to compile the exe
  6. @sirjesto @Martimius @bloody11 @Vokans Please check if version 2.53 fixes the problem of not being able to save a valid DynDOLOD.esp for you.
  7. Follow discussion over here https://forum.step-project.com/topic/13029-dyndolod-252-skyrim-sevr-beta/page-65?p=230115&do=findComment&comment=230115 Edit: Version 2.53 should hopefully fix this error
  8. @sirjesto @Martimius @bloody11 It is possible a recent xEdit update did "something". When DynDOLOD finishes, close it with "Check Log", then mark and copy paste the log from the message window and upload please. Also upload bugreport.txt as well if it is exists.
  9. If there are no such texture you can ignore the messages about them. I will remove the useless message next update. Missing models with the current Bruma is "normal" at the moment and should be OK. Archive management is is not available in MO2, so it is like always off.
  10. Because of our troubleshooting there may be now a few too many unnecessary error messages. It is possible they were formerly silent and intended to be ignored. Or they show a problem that should be fixed. Please upload (some or all) of these textures for me to review.
  11. The log shows additional, unrelated errors: There is one Access Denied error where the OS prevents creation of the atlas texture for LabyrinthianMazeWorld. Run the tools "As Admin" in case that keeps happening. It seems that terrain LOD meshes are in a BSA file(s), which might have problems. LODGenx64.exe was unable to read terrain LOD meshes for several worldspaces as you can see from the LODGenx64.exe errors at the end of the log. You want to double check the BSA files are valid and can be read properly by the game. I generally do not recommend that users pack generated LOD files into BSA for various reasons. LODGenx64.exe should be able to work without problem with loose terrain LOD meshes.
  12. In that case mark the entire text and copy paste the log from the message window. Use the "Check log" button after DynDOLOD ran. However, from the TexGen_SSE.log I can see that the xEdit loader reported that there are ESPs flagged as ESL that have invalid ObjectID A: Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help.
  13. It does not contain a DynDOLOD_SSE_log.txt, which can happen if DynDOLOD.exe is prevented from closing properly and saving the log. In that case mark the entire text and copy paste the log from the message window. However, from the TexGen_SSE.log I can see that the xEdit loader reported that there are ESPs flagged as ESL that have invalid ObjectID A: Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help.
  14. This is not how it works. There is no previous version. We do not ignore problems, we fix the cause of them in the one and only current version. If problem persists post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error to https://forum.step-project.com/forum/101-shesons-dyndolod-support.
  15. OK, this looks like some broken texture. Replace DynDOLODx64.exe with this test version, it should let us know with yet another additional message what the original texture fie name is before it becomes the temp-file.dds that is failing. You do not need to run the entire generation process for this test. You can change to expert mode, select a worldspace that had the problem and use the Rebuild Atlas button as explained in DynDOLOD_TexGen.html Update Texture Atlas section.
  16. System Error. Code: 5. Access is denied. This is a message from the OS. There is nothing that DynDOLOD can do to circumvent the OS preventing access. The obvious first thing is try using different folders. It is possible that UAC or AntiVirus does not like any of the latest version of executables (including the ones in Edit Script subfolder) for some reason. From the bugreport I can tell you it happens when it is using TexConv to load a texture. For a test you could try to use an older TexConv from the older DynDOLOD version. Should still work fine, may be a bit more log spam. Running/setting things "as admin" is a workaround, but not really a recommended fix. Things should be set up in a way that everything works without that. If right clicking on a file has an "Unblock", apply that. The Windows event log might have a bit more detail.
  17. Typically, since LOD and DynDOLOD does the same thing every single time when you start a new game or load an existing save that never saw DynDOLOD before, the problem should happen every time or never. We know this from years of experience. You should be able to find steps that 100% reproducible cause the problem. The crash dump doesn't tell us anything useful yet, but it might indicate something going on with memory or havok. I assuming INIs are default, overclocking, memory timings, cooling, drivers etc. are taken care of. It doesn't matter if you are only using vanilla meshes. Some vanilla/CC meshes work fine normally but can cause trouble when used for LOD. It might not be the problem, but do checks and debugging as explained in the readme regardless. Troubleshooting is about ruling out possible causes. Once that is exhausted, see if doing any of these steps has an affect on the problem. Keep whatever is causing the problem active and remove/hide/disable whatever is not causing the problem - if possible. disabling/hiding just output/textures from output, the result should be missing textures obviously disabling/hiding just output/meshes from output, the result should be vanilla object and tree LOD disable DynDOLOD.esp disable DynDOLOD.esm (this step is identical to having disable the entire LOD mod, as the files in the SKSE folder are only used if the plugins are active) If you ended up with a plugin being the cause, then selectively removing references from it until only the problematic references or CELL remain will help us pinpoint the source of the problem. I explained this 50:50 deletion of records before, so you might already know what to do. If not, let me know and I will explain in more detail. It might sound tedious, but methodically disabling/removing everything but what that causes the problem is usually the quickest to actually find the exact cause.
  18. Open a "command prompt" first, then run the program in it. The standard output of a program can be forwarded into a text file by adding > file.txt at the end. Since TexGen was creating textures with BC7 without problems, there is no need to change its compression settings or to rerun TexGen. If DynDOLOD still shows a FAILED (xxxxxxxx) message, double check that not one or more of the INI settings in DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini is still set to use BC7. If you are sure none of the settings uses BC7, then it might mean the FAILED messages comes from trying to read a BC7 texture. The game location or location of the tools themselves should not matter. The system drive C being nearly full could the be a reason for the problem, as there might be not enough room for temp files in c:\windows\temp or C:\Users\[user]\AppData\Local\Temp, the paging file or other OS things. You can use the -:t command line argument for DynDOLOD/TexGen/xEdit to set a different temp folder on another drive. DynDOLODx64.exe -sse -t:"D:\Games\_Bethesda Utilities\DynDOLOD\temp\" for example might just do the trick. Edit: Test with 2.51 in case there are still errors. I made some additions to the messages that should help better with troubleshooting
  19. 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 alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used to verify it doesn't cause CTD. 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. If the debug / log checking explained in the readme does not reveal anything useful, install .NET Script Framework and check its crash log, it might be able to reveal problems with a NIF similar to Crash Fixes for Skyrim.
  20. BC7 is a new option added in 2.48. See this post in case you want to use other texture compression like before, which is natively build into xEdit/DynDOLOD and does not rely on an external tool. 8000405 could mean there was a problem initializing the DirectX device. I would assume a general problem should have already happened when running TexGen and the BC7 compression selected. DynDOLOD.exe=TexGen.exe so they use the exact same code for this. Not sure why TexConv keeps trying instead of just failing. It could be that something else is now active that wasn't while TexGen was running. Or maybe it is the larger size of the texture. See what happens when you open a command prompt and run DynDOLOD\Edit Scripts\Texconvx64.exe without anything. See what it reports for and other stuff. If it can not acquire a device it usually falls back to CPU automatically. The full resolution 8888 input texture should exist at D:\Games\_Bethesda Utilities\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Flat_Atlas_Tamriel.dds already. See if converting manually by running the command reveals anything more: Texconvx64.exe -y -sepalpha -m 0 -f BC7_UNORM -bcquick -o "D:\Games\_Bethesda Utilities\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "D:\Games\_Bethesda Utilities\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Flat_Atlas_Tamriel.dds" Unrelated, but clean the master files. The non default installation path or potentially not having a valid steam copy of the game may complicated things.
  21. The written synonym of the tools is DynDOLOD. People are easily confused enough already even when using clear and consistent language. Do not use wrong or made up names. There is no need for such pollution. The last few lines of the log should say something like: Gave up waiting for [...LODGen...] to become available.Wait for [...LODGen...] to finish by itself before closing DynDOLOD.exe' So that should have answered the question already. FAQ: LODGen.exe: Runs a long time / The LOD files generated are several GB in size A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD. A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for.
  22. You did not post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum, so I am just guessing: Creating atlas textures E:\Games\MODS SSE\Utilities\DynDOLOD-Standalone.2.50\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_DeepwoodRedoubtWorld.dds from 23 textures System Error. Code: 5. Access denied So either the OS/AntiVirus/other process does not let it write the atlas, or it prevents reading of one or more of the 23 textures (or their _n.dds version) listed in ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_DeepwoodRedoubtWorld_textures_used.txt
  23. Straight answer: You are not setting up a basic and very simple and OS function correctly. Your problem is not with DynDOLOD, but with using Windows. Follow the instructions in DynDOLOD-Shortcut.txt. Pay attention how it says, to add -sse separated by space to end of the content of the Target field of the Windows shortcut. That obviously means, in case the current target is enclosed in quotes, that the argument is added outside of the quotes, separated by a space. Watch this video.
  24. >a strange problem where the water reflection got all messed up This does not mean anything to anybody else without any screenshots. There are no similar reports in years. Do some basic troubleshooting: Make the Skyrim.INI and SkyrimPrefs.INI default again. Is it really the cube map LOD reflections having a problem? Turn off LOD via console tll Does the LOD itself look OK? The LOD is static and does not change when mid game. If the LOD is still OK but the LOD reflection not, it means generating the cube map has a problem. Disable/Hide/Remove the generated Meshes only, leave the plugins in the load order. What happens now? Disable/Hide/Remove the generated Textures only, leave the meshes/plugins in the load order. What happens now other then the expect missing purple textures? Disable/Hide/Remove the plugins only. What happens now? Test with vanilla game and only DynDOLOD.
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