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sheson

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Everything posted by sheson

  1. As far as I understand it, DXT3/DXT5 use the same color compression as DXT1 without transparency. So if the texture has no alpha/transparency use DXT1. DXT1 with transparency uses one former color bit for transparency, so its compression is a bit worse. However, since LOD in Skyrim does not support alpha, but only transparency, the double file sized DXT5 seems a bad trade off just to have slightly more accurate colors for something that is far away. In case of terrain textures it might be noticeable that a color tone if off - more so with low resolutions textures because they lack the detail. It is possible to see how the colors are different when comparing textures in an image program side by side, especially when comparing to an 888. Since Skyrim LOD does not support specular, the _n normal texture atlas usually do not need "alpha", so for that DXT1 is fine. To keep the specular channel use DXT5. I won't be long for BC7 support to be carried over from DynDOLOD though. Seems to be working fine now.
  2. The last DynDOLOD_TES5_log.txt you uploaded shows that you started once with Open Cities Skyrim.esp while not having modified the DynDOLOD_TES5.ini settings as required for the second pass. So DynDOLOD simply stops. This step is explained in the manual Custom Settings For Specific Mods / Open Cities Skyrim and the video.
  3. Continuing normal means, to use Save & Exit to save the plugin and then install the DynDOLOD output as usual, including the plugin and the SKSE folder with the data files. Read the section in the manual to double check the steps. Please post the DynDOLOD_TES5_log.txt (and bugreport.txt if it exsist) for the second run that seems to have a problem. Where DynDOLOD.exe is started without a DynDOLOD.esp but with the Open Cities plugin and the changed INI settings for the second run etc.
  4. Thanks for the bugreport. This will be fixed in the next version. In order to generate LOD with Open Cities in the final load order you need to run DynDOLOD twice. The first run is to generate static object and tree LOD. There is no need or use to install the object/tree LOD meshes/textures from the first run. The files can stay in the output folder. There is no need to start the game between the two runs. There is no need to save the plugin from the first run. It should be deleted. It should not be installed to in the games data folder. When doing the second run with Open Cities.esp in the load order, it will create a DynDOLDO.esp and the data files in the SKSE folder because "Generate DynDOLOD" needs to be checked for the second run. Already existing files in the output will be overwritten automatically. Since the static object and tree LOD are unchecked it will not create any meshes/textures in the output folder.
  5. Please read the manual Custom Settings For Specific Mods / Open Cities Skyrim to verify you are doing the two steps correctly. It should match the instructions of the Gamer Poets video. It should have neither error. The index error especially does not even make any sense right now to me and needs some more investigation. Please upload the bugreport.txt that was created with the last error shown in the DynDOLOD_TES5_log.txt you uploaded. However, the log shows two generations. The first, from scratch without DynDOLOD.esp, seems to work just as expected. Then you are trying to do another generation with an existing DynDOLOD.esp in the load order - which should work - but I do not understand why you are trying to do it? There should be no need to do it.
  6. When DynDOLOD Standalone or DynDOLOD Resources is installed, there is no DynDOLOD.esp. The DynDOLOD.esp is generated to the output folder with the object and tree LOD when generating LOD with DynDOLOD.exe. In case of doing the first pass without Open Cities in the load order, the plugin should be deleted/not installed to the data folder. Doing the second pass with Open Cites in the load order will create a new DynDOLOD.esp from scratch just the same. This esp should be saved and installed to the data folder. If the second pass does not create a plugin it means there was some kind of error and the process did not finish correctly, DynDOLOD.exe was closed without saving the plugin or for some reason something prevented DynDOLOD from writing the plugin to the selected output folder. There should have been some kind of message too in that case. It may be a good idea to not install the DynDOLOD Standalone into any game folders / any MO folder (see the manuals installation instructions) and to set an dedicated and empty output folder also not into any game folders / any MO folder.
  7. That means the Bashed Patch has a problem. I assume checking it for errors with xEdit did not reveal anything? The problem is probably with CELL 00009299. Compare if the Block and Sub-Block of the original source Skyrim.esm and the patch are the same, or if you see anything with the CELL record itself. Try generating the patch again or do not use the import cells option when generating it.
  8. DynDOLOD creates a plugin if there is none in the load order, just the same as if you just installed everything for the first time or when upgrading from older versions. There is no such thing as having a new esp in the load order. If there is a DynDOLOD.esp it was generated and contains data from that generation. When doing the second pass it needs to creates a new plugin, so that there is no old data from the first pass interfering.
  9. When you generate LOD with Open Cities, when doing the first pass, there is no need to save the plugin. Just click the Exit button instead of the Save & Exit button. If a plugin was saved it should be deleted. The other files that are created in the first pass do not matter for the second pass. They can be active in the load order or not.
  10. You need to remove the old DynDOLOD.esp from the data folder in order to create a new one from scratch.
  11. Does it work when generating from scratch without old DynDOLOD.esp in the load order?
  12. In any case, the now public 2.50 makes sure there are no BC7 Didn't you have this problem before with older versions? Nothing changed in regards to resources for mods or how it object LOD is generated. Assuming the college shows in the loaded cells, this can be a large reference problem or LOD problem, depends on the distance. Check with xEdit which is the last plugin to modify the reference and base record. Typically mods changing it like ELFX, NoSnowUndertheRoof and ICW are covered unless there might have been recent updates to any of those.
  13. Hmm turns out the game doesn't seem to like the 1x1 and CTDs. I will address that.
  14. What earlier version to you compare the speed increase to? There were a few optimizations in the last few version. Creating the BC7 Quick with mipmaps with TexConv on the GPU is faster than the CPU routines for the other formats. See if all works in normal in the game. I only seem to see a couple WARNING: Direct3D requires BC image to be multiple of 4 in width & height for _n.dds atlas textures that are 1x1 like DynDOLOD_Flat_Atlas_Tamriel_n.dds. I will address that in the final update. Those textures should still work fine.
  15. TexConv still did not cconvert the textures. Bcause now the temporary full resolution textures are exported to the final path/filename.dds they will just stay there unconverted to BC7. That is why you see the file size increase. Can you replace DynDOLOD.exe/TexGen.exe with this test version and let me know if it changes anything - are the FAILED messages still there or not / created textures smaller in file size / BC7?
  16. DynDOLOD 2.49 should now also fix the issue in Pale Pass.
  17. Supposedly the TexConv error FAILED (80070003) means the output folder does not exists and the other code means the file could not be written. The code obviously creates the output folder before calling TexConv. Since the process gets interrupted and it does not clean up after itself. Can you check if in the selected TexGen output folder (e.g. C:\Users\Dusty Rörig\Desktop\DynDOLOD\TexGen_Output\) it created DynDOLOD-temp\textures\dungeons\ships\ DynDOLOD-temp\textures\architecture\ DynDOLOD-temp\textures\architecture\farmhouse\ just to cover the first 3 textures it tries to convert? If those folders were created, I suppose it means it can not write to them. That would be some UAC/Antivirus issue then. Try running as admin. EDIT: check if the updates I made in DynDOLOD 2.49 help with the FAILED (88982f50) and FAILED (80070003) error of TexConv. Instead of writing to a temp file and let TexConv create the final file, it now exports to the final path/filename.dds and lets TexConv convert it in place. Maybe it works that way. Other than that, make sure to have recent graphics drivers and that directx is up to date.
  18. Go through the things I posted above the if all else fails ... and see if you can find out anything.
  19. That means that the Bashed Patch has a problem. Get the Oct 23, 2018 version from its Discord https://discord.gg/4Gq3Hr in #wip-builds (or newer) to create a new Bashed Patch. I can reproduce the error in the Pale Pass worldspace here. So this will be fixed next version (no idea how long, will see). In the meantime, you could just not check the worldspace to see if runs through then or if anything else pops up.
  20. What is the OS, graphics hardware? Open a command prompt and run DynDOLOD\Edit Scripts\Texconvx64.exe without anything. See what it reports for should be the last thing Do not install DynDOLOD into a special Window Folder, like C:\Users / Desktop. Check UAC, antivirus are not interfering. If all else fail use BC3 for Specular Normal and BC1 for everything else in TexGen. In DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini use StaticLODDiffuseFormat=200StaticLODNormalFormat=200TreeLODDiffuseFormat=202TreeLODNormalFormat=200
  21. With xEdit check which plugin is the last one last to overwrite the CELL 00009389. It should not be Cutting Room Floor. Test without that plugin.
  22. Try without Bashed patch if you still have it. Would you please post the entire contents (not just the last couple lines) of ..\DynDOLOD\logs\DynDOLOD_TES5_log.txt
  23. This problem should be fixed now in DynDOLOD 2.48
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