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Everything posted by sheson
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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.
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I am not sure what warnings in FishingModsMerged.esp you are referring to. There aren't any in the uploaded logs I can find. The Navmesh error is unrelated and should be of no consequence to LOD generation. I believe the missing triangle #382 is added by the unofficial patch, you may have a plugin undoing that change.
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If the record 030090B4 overwritten by any plugin? I suppose it is not, which makes the error message odd, as it fails to get the "name" of the reference (in a critical section), but then has no issue to get the name when logging the VA to the log. Is this repeatable?
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Refer to the manual or help of the mod manager you are using how to do everyday modding stuff. I suppose you can check the files (and their timestamps) directly in the actual data folder.
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Your intention is to not use the interior plugin in the game? Or is your intention to follow unnecessary 3rd party instructions that only make things more complicated and enable the plugin after generating LOD?
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The BTO you uploaded and which should be the one used for the map, uses Data\textures\dyndolod\lod\dyndolod_tamriel.dds for the Whiterun Castle and walls. Does this texture exist in MO2 right Window data tab? Does it have about the same timestamp from the same session as the BTO you uploaded?
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The crash log indicates a problem with an NPC (and their hair physics?) probably related SKEE64.DLL (from Racemenu). The NPCs happen to be in a cell which DynDOLOD.esp and Occlusion.esp are the last plugins to overwrite. Troubleshoot and fix the CTDs that happen without DynDOLOD in the load order. No crash log without DynDOLOD in the load order was provided for comparison. Test without SKEE64.dll / Racemenu. Test with a new game. If it only happens while load existing saves. it might be related to racemenu data in the save and/or SKSE co-save. You can clean (most of) the data of mods from the save and co save by temporarily disabling the mod and making a new save. Make sure to check comments/forum related to Racemenu and hair physics mods for similar reports, updates etc. Check NPC 0x00013B9B in xEdit and the involved plugins overwriting/patching it. Skyrim.esm -> unofficial skyrim special edition patch.esp -> cutting room floor.esp -> AI Overhaul.esp -> PAN_NPCs.esp -> AI Overhaul - Cutting Room Floor Patch.esp -> Olfina replacer.esp -> Bashed Patch, 0.esp -> Synthesis.esp Once the CTD without DynDOLOD are fixed, generate LOD for that load order. In case there are CTDs with only DynDOLOD output activated, upload new logs and crash logs.
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As you noted the session in the debug log just shows starting and closing DynDOLOD. For troubleshooting I would need it to contain the last generation. Upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and DynDOLOD_SSE_TexturesUsed_Tamriel.txt Upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt Upload ..\meshes\Terrain\Tamriel\Objects\Tamriel.16.0.0.bto from the output. Make a useful screenshot of a full model that has affect LOD with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Make sure there is no old output overwriting your latest output. There was no change to TexGen, so me forgetting to update its version number should not have an affect. I will fix that in the next alpha.
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TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
According to the logs Texconv is used without error many many times. -
TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
Make sure to use a legal game that does not contain corrupted assets or BSAs Once TexGen reaches the end and waits for Texconv like this, give it time to complete. You system seems incredible slow and you might just be impatient for Texconv to finish at the end. You can check for Texconvs still working in Windows task manager. Change texture compression to from BC7 to DX1 and DXT5 should reduce time and use of Texconv. -
It seems you have a problem with MO2 not being able to start certain programs. You should be asking for help on the support forum or discord for MO2. You probably want to enable the debug log in MO2 to have more detail. Could be a UAV or maybe Anti vir issues. You may want to reboot, especially after updates to clear up some file access issues. It is unclear if other tools like xEdit or the game can be started from MO2.
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The bugreport says the largest free memory block is 128427GB, as in 125TB, while 30GB being allocated, while having 16GB physical memory. This seems wrong somehow... If you have custom page file settings you might want to change that. Also disk C: seems low on free space. Try with this test version https://mega.nz/file/RVZyRDTS#BxWri-WfxDl3WS80ZXrQkHdjL4V8sH3vGitCSLgfZHo Report results.
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patches and load order priority of plugins
sheson replied to kaymre's question in DynDOLOD & xLODGen Support
Simplified, form IDs are stored as "plugin name" + 123456. The actual load order ID of plugins shown by the game or tools, depends on the current order of plugins. https://en.uesp.net/wiki/Skyrim:Form_ID -
TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The log and debug log are saved when the program shuts down. Do not interrupt the shut down process so it can write the log files. While the new log is appended to older logs, the debug log is replaced every time. Keep a copy somewhere else for future references if required. If there are no logs or debug logs because the tool is being terminated prematurely, check the Windows Event log for related messages. Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Then execute the tool again to generate the real-time debug log in the Logs folder in real time and upload the entire file. It is unclear why you are posting a screenshot of Skryim.INI papyrus settings. There is nothing about any Texconv error. TexGen is probably waiting for Texconv to complete texture conversion, which can take a while. -
I already explained what to do and what to ignore and explained these 2 options: 1. If you indeed want to use the interior plugin, enable it as explained and generate LOD as usual. In case there are unexpected issues with the generated LOD patch, then report that. 2. If you do not want to use the interior plugin in the game, let us know. Simply follow the official instructions. If you run into any issues following the official instructions, make a problem report here so the issue can be solved as is the modus operandi since 10 years. I suggest to read entire messages and follow their suggestions, including their links.
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TexGen is being terminated prematurely, suddenly closes
sheson replied to 3fast5you's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. No error message, code, log etc. from any tool has been provided. https://dyndolod.info/Help/Texconv -
Thanks for letting us know. The fix will be included in the next alpha version.
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Gap between full grass and grass LOD
sheson replied to spcarso's question in DynDOLOD & xLODGen Support
If you use VRAMr to change textures, I'd suggest to disable the mod containing its output temporality and check if the full grass in the distance looks any different. You could also generate LOD with Mode 1 accordingly and set NGIOs DynDOLOD-Grass-Mode to 1 accordingly. -
Generate LOD with this test version https://mega.nz/file/IBQRlB6Z#mo9d3ks4f4Yv_c7tH9zMEa5O-lJVYmZe_2AlvNSh4iM It should create the missing linear versions for these texture sets. Report results.
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Use the "Copy message to clipboard" link and paste its content as text as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution. Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message. The message says to "enable all plugins as explained in the Generation Instructions." https://dyndolod.info/Generation-Instructions Finalize the load order as explained in the prerequisites above. ... Make sure all mods, plugins and patches (that affect exterior cells and worldspaces and base records used by references in exterior cells) are enabled and their overwrite order is sorted. Ignore wrong 3rd party misinformation to temporarily disable plugins, mods, meshes or textures. Such misleading guides are categorically wrong or outdated. In case of issues, solve the cause or use appropriate mesh mask rules or settings for desired results. Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice. The additional explanations and help explain: Enable all corresponding plugins. Appropriate mesh mask rule files for all corresponding plugins are included in the DynDOLOD Standalone archive and are automatically applied when clicking the Low, Medium or High preset buttons. Finalize the load order. Generate LOD as usual. Install output as usual. Do you not want to use the mentioned interior plugin in the final load order when you start the game? If you indeed want to use it, enable it as explained and generate LOD as usual. In case there are unexpected issue with the generated LOD patch, then report that. If you do not want to use the interior plugin in the game, let us know.
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Thanks. Test generating a LOD patch with occlusion with this test version of DynDOLOD https://mega.nz/file/4UgGCZyS#fUL-ZguHbBj6LNufacgzEeUkD4hfIeSo7izaXxuzVak Then check the cell record again if it contains the expected water record and check visuals in the game are as expected. If not, upload new logs.
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Those 2 screenshots are base records. For the first base record, the tent, CTRL + left click onto the field smallimperialtent_DynDOLOD_TXST [TXST:2111559A] to open the texture set record. Or just enter the form id 2111559A top left and hit he enter key to bring it up. Upload a screenshot of the texture se record, everything unfolded as well.
- 165 replies
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Provide cell coordinates of one effected cell as example. There is no need for you trying to troubleshoot this., reporting with required logs and requested information would be sufficient. Probably related to what we are already troubleshooting here https://stepmodifications.org/forum/topic/20542-weird-water-seam-non-lod-at-docks-only-appears-when-dyndolod-output-is-enabled
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Can you upload a screenshot of xEdit showing one of the used base records. For example xx115599 in DynDOLOD.esm It should link a TextureSet. Upload a screenshot of it as well. Unfold all elements so everything can be fully seen.
- 165 replies

