
soupdragon
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Everything posted by soupdragon
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Event log: Summary of text: ~~~~~~~~~~~~~ Faulting application name: TexGenx64.exe, version: 3.0.0.0, time stamp: 0x61b4d4ca Faulting module name: TexGenx64.exe, version: 3.0.0.0, time stamp: 0x61b4d4ca Exception code: 0xc0000005 Fault offset: 0x0000000000895929 Faulting process ID: 0x740c Faulting application start time: 0x01d7f0d095f5f33c Faulting application path: D:\DynDoLod stuff SSE\DynDOLOD-Standalone.3.00-Alpha-57\TexGenx64.exe Faulting module path: D:\DynDoLod stuff SSE\DynDOLOD-Standalone.3.00-Alpha-57\TexGenx64.exe Report ID: 5e017851-f2ce-478c-8ca3-fb05f842ef21 Faulting package full name: Faulting package-relative application ID: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> - <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Version>0</Version> <Level>2</Level> <Task>100</Task> <Opcode>0</Opcode> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2021-12-14T10:00:27.5361088Z" /> <EventRecordID>15388</EventRecordID> <Correlation /> <Execution ProcessID="0" ThreadID="0" /> <Channel>Application</Channel> <Computer>USER-PC</Computer> <Security /> </System> - <EventData> <Data>TexGenx64.exe</Data> <Data>3.0.0.0</Data> <Data>61b4d4ca</Data> <Data>TexGenx64.exe</Data> <Data>3.0.0.0</Data> <Data>61b4d4ca</Data> <Data>c0000005</Data> <Data>0000000000895929</Data> <Data>740c</Data> <Data>01d7f0d095f5f33c</Data> <Data>D:\DynDoLod stuff SSE\DynDOLOD-Standalone.3.00-Alpha-57\TexGenx64.exe</Data> <Data>D:\DynDoLod stuff SSE\DynDOLOD-Standalone.3.00-Alpha-57\TexGenx64.exe</Data> <Data>5e017851-f2ce-478c-8ca3-fb05f842ef21</Data> <Data /> <Data /> </EventData> </Event>
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And wheres the log supposed to be?
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There are no other logs. Thats it. I don't know what else to say. What eventlog?
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Only the 32bit version generates any logs after pressing "Exit Texgen" button: TexGen_SSE_Debug_log.txt and TexGen_SSE_log.txt. The 64bit version crashes without generating any logs. No bugreport.txt file generated none I can find anyway ~~~~~~~~~~~~~~~~~~~~ TexGen_SSE_Debug_log.txt https://ufile.io/l301xsdy TexGen_SSE_log.txt https://ufile.io/3uisjajh
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So I'm having issues with TextGen its either running out of memory (32bit) or freezing and crashing (64bit version) at a similar spot 32bit 64bit Tried extracting trees as loose files from BSA's winteraspen06.nif as they seem to be where its stopping, no difference https://ufile.io/jfb9h9v4 https://ufile.io/fhyads07 TexGen_SSE_log.zip ~~~~~~~~~~~~~~~~~~~~~~~~~~~ settings used incase its of any value - (n.b. not possible to copy and paste text from the window as it either crashes or theres only the option to exit)
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I'm using Alpha 18/resources Alpha 4. So the verdant grass billboards are listed in LODGen_SSE_Grass_Map_Tamriel.txt but for some reason they're not showing up... I might go back to my original plan and regenerate cgid and see if that makes any difference
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nevermind missed something will report back later
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Ok I believe I know why only two lod grasses exist they are TundraGrass01 and TundraGrass03 respectively and both are vanilla records, they both contain custom grass meshes and thats fine apparently and billboards generated for them are fine but any new grass form i.d.'s added by mods don't get added to the LOD even though billboards for them do get generated.
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Ok so I read that and you were correct the object bounds were indeed all 0 so I recalculated that in the CK for all the grass records so they now all have bounds and ran texgen again. I looked inside the relevent output folders and billboards are indeed being generated for all the grass records but for some reason only two are being utilized during LOD generation. Both have custom models and thats fine and the billboards are fine but for some unknown reason they're the only two being utilized and I'm not sure why. I might try generating new cgid files see if that makes any difference https://imgur.com/a/jNeeHh8
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Hmm. I set the grass distance in grasscontrolconfig.ini then generate a bunch of cgid files and set it use the cached files etc. Then generated dyndolod and this is the result. Generated it several times with various alphas and the result is the same. It does generate but its sparsely populated with grass lod https://imgur.com/a/2HLSdmQ
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Not had any of these issues. Pretty much essential mod if you have other mods that rely on constant ability spells to apply effects
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ACCEPTED Hunters Not Bandits (by Raccoondance)
soupdragon replied to D1Z4STR's topic in Skyrim SE Mods
It simply removes combat dialogue if they're "hunting" prey which leaves them almost silent which I found disconcerting personally so I decided not to use it when I last tried it sometime last year. -
DynDOLOD Resources SE 3.00 Alpha 4 for Skyrim SE/VR is reporting a dead link/expired for Mega. Is there anyway of altering the density of LOD grass? I've looked through the texgen doc but can't find anything. Theres quite a discrepancy in density between grasscontrol generated grass and LOD grass and its quite noticeable. Currently I have regular grass extended out a long way but it means a noticeable pause/stutter whenever new LOD grid loads. Theres also a colour difference but thats another story havn't fiddled around with settings of that yet.
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Ok its read though I'm not sure I understood all of it. These are my findings: Program generates fine, no problem. Rather quick too though that may be because I'm using the default settings as recommended in Post #1. Meshes all generate fine no apparent issues the results are amazing no drops at cell boundary there are places its hard to spot where loaded grid ends and LOD begins like I say, amazing. All the issues I am having are solely to do with textures. Like Dave0523 all my snowy LOD's are darker than the surrounding and darker than vanilla (did Bethesda manually lighten them?) "Improved" Snow Shader has been off since forever (bEnableImprovedSnow=0) the game is too hideous to contemplate otherwise, I even went further and disabled everything snow related in the .ini's, no difference. Generated, Vanilla So. Following recommendation I tried both sample noise.dds as suggested with mixed results: noise one, noise two TBH vanilla still looks better to me. The problem here it seems to me is one of brightness, or rather the lack of it it, in the generated lod textures (or is it meshes? I'm not sure how its controlled). Or rather the real issue here is one of perception: the generated textures may be more accurate in terms of matching the original texture but it doesn't look natural: real snow at a distance often looks blindingly bright due to sun glare, so much so that you really need a visor or you risk snow blindness and maybe thats why Bethesda overbrightened these areas if indeed they did do that, it definitely looks more natural, from a distance at anyrate. ........................................ The other issue I'm seeing is a mismatch between generated terrain LOD textures and DynDOLOD's object LOD textures, if you take a look a look at this view from Whiterun with my regular noise.dds you'll see what I mean: terrain LOD looks fantastic but the object LOD objects that stick out like a sore thumb are DirtCliffsIsland01FieldGrass01, DirtCliffs03FieldGrass01, DirtCliffs01FieldGrass01 etc, etc. example Now if I again with one of the example noise.dds files supplied in Post#1 I get a different result again: the dirtcliff's are blended in perfectly with the terrain LOD but the terrain LOD doesn't match the loaded grid area anymore! Infact terrain texture looks no better than vanilla and possibly worse. example n.b. I might be able to do a DynDOLOD run with Grass01 textures darkened or something so they'll match better with my original noise.dds then remove afterwards. Hmm. (Theres also the issue with LOD 32 having rather blocky edges to lakes etc which if I read previous posts right I'd have to play around with settings, lower them to generate finer details. To be honest they're a lesser concern I'm currently deleting all LOD32 meshes/textures, they conflict with A Quality World Map anyhow) In conclusion: if I can figure out how to remove the generated LOD's that affect snowy areas and leave those vanilla (seems like a fair bit of work looking through files with Nifskope) and darken the lod textures on the dirtcliff's and anything else I notice I'd probably do that, otherwise its still a bit too beta in its current state for anything more than testing for me.
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Is this a known Skyrim SE bug?
soupdragon replied to sneakers789's question in General Skyrim SE Support
You don't have any mods that cover that area by any chance? I've noticed that tree LOD will fail to generate in DynDoLOD if there is a mod that already includes packaged tree LOD. Remove the packed LOD and its fine. edit: sounds like its a random issue rather than a permanent one so may not be related. -
Adding stuff to Japhet's Folly?
soupdragon replied to Mookeylama's question in General Skyrim SE Support
Havn't looked at it but how it usually works is by having as you noticed a reference to a parent thats usually a marker if you want your objects to show up at the same time as the others link your objects to the same reference. Actually making the cannons fire by adding fx thats a lot more involved. -
System.OutOfMemoryException
soupdragon replied to xpxxpx123's question in DynDOLOD & xLODGen Support
Sheson has a dedicated DynDoLod support subforum on here I suggest you post this in there instead where he can see it or possibly ask a moderator to move it. -
They're actually the CRC32 value of the original tree mesh they were generated from, if the value doesn't match the CRC32 of the corresponding full tree model they'll get ignored by DynDolod.
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Shadow bug, mostly under fire spots...
soupdragon replied to snawk9's question in General Skyrim SE Support
Thats the too many light sources per mesh/node issue, those braziers added everywhere aren't vanilla. Most lighting mods or mods that add extra light sources are finely balanced and it doesn't take much to push them over the edge a guard with a torch, a wearable lantern or even magelight and over it goes. -
Preserving save file while upgrading Skyrim?
soupdragon replied to twotone8's question in General Skyrim SE Support
The only common practise and this is true for all save files even for transferring between different copies of the same game never mind an upgraded one is the load order must include the same mods and preferably in the same load order. Failure to do this will result in unstable or possibly saves that simply will not load at all. That being said I have noticed that certain saves that include mods with MCM menus will not show their menus again when tranferred to the Special Edition versions sometimes a console command to reboot the handlinq quest fixes it and sometimes nothing less than a complete removal and re-adding of the mod will recover it despite the inherit risks of an unstable game. Best practise of all is start a new game each time thats the ony way to be certain of a troublefree experience. -
Wrye Bash unable to install mods due to extraction failure
soupdragon replied to AnalogProphet's question in Wrye Bash Support
7zip changed their compression format recently and the archive extractor that ships with WB doesn't recognise it. I'm not sure there is an official update yet try one of the unofficial builds on discord or AFKmods I'm using Sharlikan's fork with basic FOMOD support. -
Konahriks Accoutrements - Dragon Priest Enhancement (Edhelsereg)
soupdragon replied to edhelsereg's topic in Skyrim LE Mods
Ok I realise this topic is ancient and the author appears to have long moved on to pastures new i.e. vanished from the scene but since he asked... Parts of it are well done. Its certainly done with an attention to detail I actually liked the dragon priest rematch (never get a chance to trap Morekei's soul, you're mine now) and the extra equipment is interesting... I wasn't so keen on the long quest to acquire the accoutrements it got a bit tedious after a while once was enough I wouldn't want to repeat it. Probably my biggest gripe was the lack of clues (wheres the place? "Find a book" we're told. What book and where? No clues). There is a (limited) wallkthrough but a bit more information would be nice. Theres also no clue as to how to open the puzzle door - again had to look up the walkthrough. Dungeon got very maze-y found myself getting lost all the time especially when you have to go back an forth a fair bit I resorted to noclipping through the place on at least one occasion couldn't be bothered searching for the exit again. Perhaps the most irritating lack of information was the fact that you need to have kohnarik's mask with you don't even attempt the quest otherwise its impossible to finish without it (and its a long way back to trace your steps to find the thing). You also have to go a long way in the dungeon (and a trip back in time) to reach the dragon forge I don't think I could be bothered to go back again it needs to be more accessible. At least the re-match is easy to reach. Overall nicely designed, tedious quest tedious dungeon. B- -
The Katariah LOD model is not unloading. I noticed it when adding animations to the full model the lod model "pops through" the deck of the full model when its yawing.
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