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Everything posted by sheson
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Run this text version of TexGen https://mega.nz/file/AVR1XbDR#3qG0LCKOWW_uFixyuD3xw4LF43QwLAuuNWozt7qxR-I Upload new log, debug log and bugreport.txt.
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OpenGL Error Using DynDOLOD on Wine (Kegworks) on a Mac
sheson replied to Agnapot's question in DynDOLOD & xLODGen Support
Did you check if switching to DXVK resulted in glewinfo or visualinfo reporting a different OpenGL version? What is the command line (including any preceding exports) you are using to start TexGen? What mod manager are you using and how is it started? Run this text version of TexGen https://dyndolod.info/Downloads/Test-Versions Upload new log, debug log and bugreport.txt. TexGen, glewinfo, visualinfo are Windows programs and not compiled for Mac OS, so not sure how tips for software development for Mac and its SDK would apply. -
In MO2 right window Data tab, enter the filename DynDOLOD_FO4_TexGen_copy_folipnewlodsesp.txt into the Filter field to the lower right. It should report it to be from the mod folder that FO4 FOLIP 7.0 is installed in. Upload that file.
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Moved to the DynDOLOD alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload and how to zip large files and to use a file service. Click the link Copy message to clipboard of the message and post the text instead making a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text
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if you are wondering about the latest version of TexGen, then you should probably use it first. There is no BillboardsLrgMiltonGeneralHospital_n.dds in any BA2 archive. The Far LOD Improvement Project mod contains a rule file DynDOLOD_FO4_TexGen_copy_folipnewlodsesp.txt for TexGen that is supposed to copy textures\shared\flatflat_n.dds to textures\setdressing\signage\billboardslrgmiltongeneralhospital_n.dds so the texture exists temporarily to generate Textures\LOD\SetDressing\Signage\BillboardsLrgMiltonGeneralHospital_n.dds once the rule file DynDOLOD_FO4_TexGen_noalpha_folipnewlodsesp.txt from the same mod is processed. Based on the debug log, it looks like DynDOLOD_FO4_TexGen_copy_folipnewlodsesp.txt is incomplete or there is some kind of problem processing all its 600 or so lines. I suggest to reinstall the mod and to delete the old TexGen output folder (and maybe restart the PC) so there are no existing files being used by other processes preventing new file creation. Then try again with the latest TexGen version. Upload new logs if problem persists.
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Based on the DynDOLOD log you uploaded I suggest to read https://dyndolod.info/Messages/Setting-EditorID, https://dyndolod.info/Messages/Deleted-Reference and https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell and fix these issues in reported plugins.
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD or TexGen log and debug log to upload when making posts. The generated patch patch plugins are obviously important. I suggest to simply fix your OS and set the default associaten of *.html files with the default web browser. For example by right clicking an *.html in Windows Explorer, (Show more options), Open with, Choose another app, Check the box Always use this app to open .html files and then select the web brower of your choise. Also start Default Apps from the Windows start menu and set the the Web browser accordingly.
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OpenGL Error Using DynDOLOD on Wine (Kegworks) on a Mac
sheson replied to Agnapot's question in DynDOLOD & xLODGen Support
Also upload the TexGen log and bugreport.txt if it exists. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Get glew-2.2.0-win32.zip from https://github.com/nigels-com/glew/releases, unpack the folder ../bin/Rel4ease/x64 and run the two exes. Upload the two txt files they generate. The debug log reports "OpenGL version: 2.1" while version 3 is required. Try upgrading or switching the used the 3D backend, like DXVK instead of whatever the default is. Note that starting things with proton is different than starting things with wine, though I have no idea if it applies in your case. If issue persists with higher OpenGL version upload new logs etc. -
Keep the underscore of the plugin filename. So change it to DynDOLOD_SSE_TexGen_noalpha_seasonallandscapessos_seasonspatchesp.txt The tools only load config files if the matching plugin is loaded in order to not try to generate textures that are not needed, which sources textures do not exist because the mod/plugin is not installed and to determine the overwrite order of conflicting rules, e.g. the last wins.
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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. Also upload ..DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make a useful screenshot with more informative console of an affected full model affected in addition to a screenshot of when the flickering happens. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Report when the flickering happens. Report which install options were selected. https://dyndolod.info/Installation-Instructions Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. AFAIK there are no conflicts, though. Report if there are conflicts between the mod and DynDOLOD Resources in your load order. Also see https://dyndolod.info/Mods/Waterfalls
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https://dyndolod.info/Messages/Can-Not-Resolve-Cell https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Fix these errors in all reported plugins the load order: https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell Run the "Put worldspace references in the right cell" script on the worldspaces of the reported plugins. https://dyndolod.info/Messages/Deleted-Reference Clean the reported plugins. However that will not help with the deleted navmeshes.
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How do you know the LOD patch was generated following the correct procedures if you didn't generate it yourself? How do you know things were done as intended without the logs? How am I supposed to actually know or verify anything without logs? What version of DynDOLOD Standalone was used to generate the LOD patch? The 2nd screenshot does not show a DynDOLOD plugin modifying the reference, so something was not generated the typical way or the LOD patch plugins were not active when the screenshot was taken. Let me repeat, there is already something not right in that 2nd screenshot. The DynDOLOD.log indicates that certain plugins changed their load order. What is the load order? Mods, plugins? What changed in the load order since the LOD patch was generated? The LOD patch is most likely outdated and needs to be generated with the latest DynDOLOD Standalone with the latest DynDOLOD DLL NG and Scripts for the current load order in order for everything to work as intended. Here is a screenshot of how it looks when generating the LOD patch with DynDOLOD 3 Alpha-196 with DynDOLOD DLL NG and Scripts Alpha-39 after walking from coc RoriksteadExterior01 to the location: The building loads and the reference is last modified by DynDOLOD.esm as expected. Unsurprisingly, there does not seem to be a problem when doing things properly ... https://dyndolod.info/Official-DynDOLOD-Support-Forum Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed.
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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. https://dyndolod.info/Official-DynDOLOD-Support-Forum Disabling something is typically a troubleshooting step and not a fix, especially when trying to circumvent errors or problems. Research the issue and report problems to the official DynDOLOD support forum, so they can be properly troubleshooted and fixed, whatever their reasons are. For example get the G.R.I.M - Fixed .esp, which does exactly what is suggested on https://dyndolod.info/Messages/Unresolved-Form-ID. If you can not troubleshoot and fix a problem yourself, the mod author being MIA and not fixing their mod, post an error report with logs to get help. Temporarily disabling mods is not fixing the error and means the error is still present in the game and generated patches are outdated. https://dyndolod.info/Messages/Can-Not-Resolve-Cell There is a problem with the mentioned cell record. Check the log message for related messages above about the cell or the mentioned plugin. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix errors before generating LOD. https://dyndolod.info/Generation-Instructions#Prerequisites Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean .. Error checking the load order with xEdit will report possible unrecoverable errors in the load order like unresolved Form ID in a single run. Clean the plugin mentioned by the error message with xEdit.
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Upload the DynDOLOD log and debug log from the LOD patch output generation that you claimed was active for both screenshots as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game Screenshots Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information. What is the video showing that you haven't already shown in the screenshots or explained in text? If the 2nd screenshot with more informative console was made with a DynDOLOD LOD patch active, it is very likely that the LOD patch is out of date and was made for a different load order as the reference should be typically last modified by a DynDOLOD plugin - regardless of which DynDOLOD DLL NG and Scripts are used. The DynDOLOD.log from DynDOLOD DLL NG and Scripts also indicates the used LOD patch output was made for a different load order. Generate a new LOD patch from scratch for the current load order.
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Requested log files were not provided. It's unclear what "output" was supoosedly active with DynDOLOD DLL NG and Scripts Alpha-36 or Alpha-38. As already explained the latest DynDOLOD DLL NG and Scripts is Alpha-39, which means Alpha-38 is not the latest version. Be that as that may. DynDOLOD DLL NG and Scripts is a requirement by DynDOLOD Standalone to be active when generating the LOD patch output for the current load order and that LOD patch output active in the game as well. It us not suppoaed to be used by utself. If there is no DynDOLOD LOD patch output active in the game, also deactivate everything else, DynDOLOD Resources, DynDOLOD DLL NG and Scripts, TexGen output etc. See https://dyndolod.info/Downloads, https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions
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https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed. The latest version version of DynDOLOD DLL NG and Scripts is Alpha-39. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log, papyrus log and log from the DynDOLOD DLL to upload. I assume the second screenshot was made without DynDOLOD output active and not after fast travel. Make the screenshot again with DynDOLOD active and after fast travel. Explain the steps required after starting the game to reproduce the problem, like are you loading an existing save and from where are you walking. Test with a new game / coc from main menu.
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The provided log has been is incomplete. Read the first post, my signature and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to upload the entire last generation session from the DynDOLOD log and the entire debug log when making posts.
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Access Violation while generating Output.
sheson replied to UselessZelda's question in DynDOLOD & xLODGen Support
The error message window should have a link Click on this link for additional explanations and help for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages that should open https://dyndolod.info/Messages/Exceptions. Scroll to https://dyndolod.info/Messages/Exceptions#Access-violation This could be caused by invalid or corrupt plugins. Check the DynDOLOD log for unresolved form ID and Ignoring Cell error messages in particular. Clean and error check the load order with xEdit. Fix all unresolved form ID errors in particular. The DynDOLOD log shows about 130 lines like this: <Error: Ignoring Cell Synthesis - Landscape Vertex.esp [CELL:00009183] (in Tamriel "Skyrim" [WRLD:0000003C] at 2,2)> https://dyndolod.info/Messages/Ignoring-Cell Look up the mentioned form ID in xEdit and check it for errors like unresolved form IDs or problems and correct them. As explained in the Generation Instructions, finalize the load order, install mods, sort and resolve conflicts. Clean and error check the load order with xEdit to find and fix unresolved form ID errors before generating LOD. Looks like the Synthesis - Landscape Vertex.esp is broken and needs to be redone. The mentioned cell records probably have unresolved form ID errors. Also double check the https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell messages. The help pages explains how to fix the problematic plugin with an xEdit script.- 4 replies
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- SKYRIMSE
- DynDOLOD 3
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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. The message should have a Click on this link for additional explanations and help for this message link that should open https://dyndolod.info/Messages/Setting-EditorID. If cleaning and error checking with xEdit and checking LOOT does not help, and there are no deleted references messages reported in the log, look up the mentioned record 0x00070AE9 in xEdit to see if/which plugins are overwriting it and report that. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. The message should have a Click on this link for additional explanations and help for this message link that should open https://dyndolod.info/Messages/Setting-EditorID. If cleaning and error checking with xEdit and checking LOOT does not help, and there are no deleted references messages reported in the log, look up the mentioned record 0x00070AE9 in xEdit to see if/which plugins are overwriting it and report that. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
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Moved to an appropriate thread for problem. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed. Update DynDOLOD DLL NG and Scripts. No need to generate/update the DynDOLOD output again, just replace. See https://dyndolod.info/FAQ#ILS-or-CTD If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and increase SaveGameMaxSize = 128 for newer versions or set SaveGameMaxSize = true for older versions in the EngineFixes.toml. 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. Report, double check / increase the SaveGameMaxSize setting in the EngineFixes.toml. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting, e.g. test what happens without the output.
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TexGen/DynDOLOD out of graphics memory Linux
sheson replied to Vraylle's question in DynDOLOD & xLODGen Support
The .Net Frameworks are also covered by Mono in case .Net Framework 4.8 can not be installed properly anymore. I believe for LODGenx64.exe to work with Mono under Wine you need to set the OS to Windows 8.1 or lower in the WineCfg for the DynDOLODx64.exe. If you do not have .NET 6 Desktop installed LODGenx64Win.exe should not be able to run and would typically output something like this: You must install or update .NET to run this application. App: LODGenx64Win.exe Architecture: x64 Framework: 'Microsoft.NETCore.App', version '6.0.0' (x64) .NET location: C:\Program Files\dotnet\ The following frameworks were found: 7.0.20 at [C:\Program Files\dotnet\shared\Microsoft.NETCore.App] 8.0.11 at [C:\Program Files\dotnet\shared\Microsoft.NETCore.App] 9.0.0 at [C:\Program Files\dotnet\shared\Microsoft.NETCore.App] Learn more: https://aka.ms/dotnet/app-launch-failed To install missing framework, download: https://aka.ms/dotnet-core-applaunch?framework=Microsoft.NETCore.App&framework_version=6.0.0&arch=x64&rid=win-x64&os=win10 The LODGen logs uploaded earlier show that .NET 6.0.36 is installed. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size The DynDOLOD log provided earlier, shows this line: <Error: Occlusion generation aborted due to LODGen error> You can generate Occlusion.esp only once object LOD was generated successfully for the DLC2SolstheimWorld worldspace that failed, for example by Executing LODGen in expert mode as I suggested earlier. See https://dyndolod.info/Help/Occlusion-Data#Generation To only generate or update Occlusion.esp with DynDOLOD, disable all other options and only check Occlusion Data and Plugin. -
Thanks for letting us know!
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Record ... is being overridden by record
sheson replied to narphous's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Messages/Record-Is-Being-Overridden For example this can happen if a patch was made for different version(s) of the plugin(s) that are being patched. You seem to be using an older version of JK's Blue Palace.esp while the patch seems to be made for the current version. Update JK's Blue Palace to the version the patch was made for (it has to be an ESL with 1.71 header version as well) or try to find an older version of the patch. If patches do not mention the Nexus version of the plugins/mods they are patching, going by the upload dates can be a way to way to find the correct versions. The screenshot seems to show dark terrain LOD. DynDOLOD does not affect terrain LOD. Terrain LOD can be generated by xLODGen. See https://dyndolod.info/Help/xLODGen#Terrain-LOD-Textures-Brightness -
Record ... is being overridden by record
sheson replied to narphous's question in DynDOLOD & xLODGen Support
Moved to the appropriate thread for the error message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Click the link Click on this link for additional explanations and help for this message of the message as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Record-Is-Being-Overridden, which explains: Starting with runtime version 1.6.1130, plugins with the version 1.71 can use form ID in the range 0x000 to 0x800. If the reported form ID is less than 0x800, use xEdit to make sure the plugin defines version 1.71. Install Backported Extended ESL Support to use such plugins with older runtime versions or Skyrim VR ESL Support for Skyrim VR. Without the logs I can not verify the CRC32 of the used plugins, so I am not sure which version of the Lux -JK'S Blue Palace patch.esp you are using and above applies or if something else is going in. Is it from Lux (patch hub) 7.0?

