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steveowashere

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  1. Sadly, still nothing. Same error as above. I'll try again when the new version drops. Thanks for going above and beyond here, didn't expect so much support for running Windows software via Wine.
  2. This didn't work either. But, a different error now FAILED [mipmaps] (80070057)[Log attached] DynDOLOD_SSE_log.txt
  3. That's a really good idea, but sadly it still is giving the same error. Thanks for the effort.
  4. Thanks for the help regardless! That option might be nice to have, but I don't know who else would need it besides crazy people trying to run modded Skyrim under wine. I'll try to figure out if texconv can be fixed under wine in the meantime. Otherwise I have a VM I can just run DynDOLOD there, not ideal, but still possible.
  5. Yes, this seems to be a wine issue then. I'll try to see if there are any workarounds. Otherwise i'll report it as a bug with wine. Yes, that's Steam's doing. It puts everything there by default. I've tried this, but still the same error. It seems that texconv is still trying to do something. My DynDOLOD_SSE.ini settings for texture format is as follows: ObjectLODDiffuseFormat=87 ObjectLODAlphaDiffuseFormat=88 ObjectLODNormalFormat=87 TreeLODDiffuseFormat=88 bugreport.txt DynDOLOD_SSE_log.txt DynDOLOD_SSE.ini
  6. Hello Sheson! I am trying to get DynDOLOD to run via Steam Play (wine) on Linux. I have an otherwise stable setup and everything is working great. I'm encountering error when tree billboards are being generated with Texconv.exe / Texconvx64.exe It gives the following errors: Invalid value specified with -m (0) Error: [Tamriel] Trees LOD generation error: Executing TexConv returned error: "Z:\home\steven\.steam\steam\steamapps\common\Skyrim Special Edition\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha -m 0 -f BC7_UNORM -bcquick -o "Z:\home\steven\Documents\Backups\Textures\Terrain\Tamriel\Trees" "Z:\home\steven\Documents\Backups\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds" Running Texconv.exe / Texconvx64.exe via command line shows that the program will run just fine and displays my correct GPU. Installed and using latest 2.59 standalone and resources. It's a fresh install, so no chance of leftovers. I've tried multiple output directories, permissions are not an issue. I've tried setting textures back to BC1 & BC3. Tried both 32 and 64 versions of DynDOLOD. Attached are bugreport.txt & DynDOLOD_SSE_log.txt Thanks for any help bugreport.txt DynDOLOD_SSE_log.txt
  7. Awesome, I will look for that when the next update comes out. Thank you for all your help! Truly awesome work you do.
  8. Sounds good! (I made a copy of mountaincliffcrevasse_lod_0l.nif and renamed it to mountaincliffcrevasse_lod_0h.nif and LODGen works now) Is there a way to find which mod is adding mountaincliffcrevasse_lod_0h.nif? So I can disable it or remove it all together.
  9. It does, I have unpacked the Skyrim - Meshes.bsa and it is present in meshes\lod\mountains\mountaincliffcrevasse_lod_0h.nif. MO also reports it being loaded by TES5Edit in the logs. EDIT: Just double checked again, 'mountaincliffcrevasse_lod_0h.nif' doesn't exists inside Skyrim - Meshes.bsa... Why is LODGen looking for that file?
  10. Yes, I was using the same profile for both TES5LODGen and TES5Edit. I see no difference between the profiles... On the new 'test' profile I created I tried to add all the mods I am using on the main profile (the profile where LODGen was failing). Now on the new 'test' profile DynDOLOD has the same problem as before. So there must be a mod that I am using that causes this? This is my list of active mods. I checked with Funtastic Manual and it doesn't list any of them as problematic.
  11. Alright I tired putting TES5EDIT.exe from r1937 (and renaming it TES5LODGen.exe) into TES5LODGen folder and running it. It worked, and generated object LOD like it should. LODGen_log looks the same as when using the original TES5LODGen.exe The start options are the same for both TES5LODGEN and TES5Edit. According to the MO log, it loaded Skyrim - Meshes.bsa correctly, but there is no mention of mountaincliffcrevasse_lod_0h.nif UPDATE: I made a new profile in MO and installed Only the DLC, HD texture packs and installed a fresh copy of TES5Edit r1937 and DynDOLOD 1.04. It generated object LOD correctly! So it must be a problem with my normal profile in MO, not sure what it could be... Will try to uninstall few mods that add meshes and see if that does anything.
  12. Really odd is right! Tried putting LODGen from TES5LODGen r1915 in TES5Edit_r1937\Edit Scripts, still no change unfortunately. Still giving 'file not found c:\games\steamapps\common\skyrim\data\meshes\lod\mountains\mountaincliffcrevasse_lod_0h.nif' error in LODGen_log. I confirmed the .nif file is present in my Skyrim - Meshes.bsa using BSAopt (just to be extra sure) I'm not 100% about the MO logs but it shows: 'DEBUG (23:13:09.0118): findfirstfileex C:\Games\steamapps\common\Skyrim\Data\Meshes\lod\mountains\*: . (10)' and I assume mountaincliffcrevasse_lod_0h.nif is included in that. I can't find any of mention of the file in question.
  13. Ah yea, I knew there was a way to do it
  14. The values for both are the same. The resource path to meshes (and everything else) for both is 'Resource=C:\Games\steamapps\common\Skyrim\Data\Skyrim - Meshes.bsa' This is from DynDOLOD: Link. This from TES5LODGen: Link (I had to cut off the files because they were too big to upload all to pastebin) The only difference is the PathOutput because with DynDOLOD i am outputting to a folder on my desktop and with TES5LODGen you don't get to pick, so it goes to MO overwrite folder.
  15. I have been using TES5Edit r1930 the whole time. I just tried to use Tes5LODgen, and it ran successfully and output all the files that go to: Meshes\Terrain\Tamriel\Objects. It did not give a .nif error like when running through DynDOLOD. Strange.
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