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aufisch

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Everything posted by aufisch

  1. ... finished now. Ran all the way through. Here are the logs: https://ufile.io/f/bt6sm Sorry for the delay, my kitten had the zoomies and ran over the laptop after about half an hour, cancelling Lod-creation. I had to restart.
  2. currently running with the original (faulty) version of the mesh present. It is actually creating LOD and long over the point where it usually has stopped with the texconv-Error.
  3. Just for clarification: I assume you wan't me to run this test with the faulty nif present, right? (I have removed the erroneous entry in that nif, however; I can just drop the original one into the load order. No Problem).
  4. https://ufile.io/8onhph9k This is with 4.1.5f
  5. Of course, here it is: https://ufile.io/3yxapwiz
  6. It also gave me the info on which mesh caused this problem; it seems to have an erroneous entry in the BSShaderTextures for the windows. I just re-downloaded The Great City of Winterhold again, checked and yes, this is indeed in there. I will inform the author on nexus.
  7. Yes; it worked! Thank you soo very much for this! Logs for the successful run: https://ufile.io/f/mkqwm
  8. There are two files in textures\lod tgcwinterholdstonerough_basecolorlod.dds tgcwinterholdstonerough_basecolorlod_n.dds Removing them doesn't change the outcome unfortunately tgcwinterholdstonerough_basecolorlod.dds tgcwinterholdstonerough_basecolorlod_n.dds
  9. New Logs: https://ufile.io/f/qagtq Thank you for the tip with the second esp, that was a leftover from some testing which got probably enabled by accident. I removed it now. Unfortunately, even with the new test-version it is still the very same error with the same in-existent file.
  10. There really was no ".dds" (asset browser couldn't find it). But by disabling the plugins I installed last, I was able to track it down to the mod "The Great City of Winterhold v4 (4.1.1)", I had upgraded "The Great Cities - Resources SE" as well. Still I re-downloaded both files and tried it again but no luck. I still get the same error. It is late, I have work tomorrow. I will go to bed.
  11. Link to DynDOLOD_SSE_Debug_log.txt and DynDOLOD_SSE_log.txt (no bugreport.txt): https://ufile.io/f/iahu8 I am always getting the following message when trying to create new LOD it always stops just right after it starts creating LOD: [Window Title] DynDOLOD [Main Instruction] Texconv error 80004005. [Content] textures\.dds "G:\Mods\...DynDoLOD\Edit Scripts\Texconvx64.exe" -nologo -gpu 0 -y -m 1 -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\Aufisch\AppData\Local\Temp\DynDOLOD_SSE" "C:\Users\Aufisch\AppData\Local\Temp\DynDOLOD_SSE\BBDF67161E214C6AAB7BC991708B8771.dds" Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard I scanned my complete texture folder for an emtpy? .dds but could not find it. I Things I tried so far: - re-downloaded (yesterday) and repaired my Vis+ installs -> rebooted my computer and tried again - re-ran TexGen - used asset browser (xEdit) to search all bsa's for that illusive .dds file. - Manually screened all bsa's since I last successfully ran DynDOLOD (last Friday) for that same file - ran Cathedral texture optimizer over my loose texture files I am at a complete loss now
  12. Sorry if I sounded disrespectful. I don't know how DynDOLOD works, I always assumed it would only process certain pre-defined records, but it makes sense that it would process all of static records. I have since tried again twice, and it went through the third time. I have uploaded the corresponding bugreport.txt, but I don't have the original debug log anymore as it got overwritten. I uploaded the last debug log (of the successful run) anyway as neither my modlist, nor the load-order has changed since. debug log: https://ufile.io/a5ixrhqm Bugreport: https://ufile.io/x5tak6wt
  13. Range Check Error on a Book Display??? I have just ran into a problem with a range check error on a book display from the mod "Immersive College of Winterhold". This mod hasn't changed in a while and has never in all the year been the cause for a Dyndolod Error. Checking it with xEdit doesn't throw an error either. I am also slightly irritated as to why DynDOLOD would even process a book-display (static Item)? And I have no Idea as to how I would fix this error, as there doesn't seem to be anything wrong with that item? DynDOLOD_SSE_log.txt
  14. OK, thanks I am just trying to find out why my waterwheels are suddenly invisible (never happened before), and I only found DynDOLOD.esm overwriting them. But apparently there is something else wrong. I just can't figure it out as I have Renthals Waterwheel installed as loose files (both mesh and textures).
  15. Is it by design, that DynDOLOD.esm (Alpha 65) replaces FarmLumbermill01WaterWheel01 from certain Mills (Mixwater, Heartwood, and Half-Moon and I think another one) with the Worship Activator?
  16. DyndDOLOD Resources where the newest, I re-downloaded and re-installed just yesterday. I screened my bsa's and I only found "Midwood Isle" that seemed to used those lod-nif's. https://www.nexusmods.com/skyrimspecialedition/mods/28120
  17. Sorry, didn't think you were interested in a 180MB debug log, I made a dropbox-link for that one: https://www.dropbox.com/s/73g1ggxoslp3s56/DynDOLOD_SSE_Debug_log.txt?dl=0 The Log files is attached. But no real pressure to actually look into it. DynDOLOD_SSE_log.txt
  18. Hi Sheson, Sorry, I didn't mention DynDolod.log since there wasn't a missing texture entry for any of my "Myrkvior" or other Tamriel Trees, which is why I searched all the other log-files as well. All Billboards looked ok, and the texture paths in the nif's were fine as well. I then screened back in DynDolog.log and seached for trees outside Tamriel worldspace. I found gkbreachclifftree02_lod.nif in the mod "Nereva", which apparently had missing textures. I ended up working around the problem by copying the Myrkvior lod.nif for that tree to the meshes/nereva folder (as a loose override) and renaming it gkbreachclifftree02_lod.nif. I am a bit stumped why Dyndolod would take that single mesh from another world mod (it was in a bsa) and apply it to Tamriel. Or is it possible that two lod's get projected over each other? Strangely the billboard of the Nereva trees in the bsa looks fine as well. Or maybe DynDOLOD just got stressed by my huge load order. Anyway, you can see that my understanding of this whole LOD-thing is rather limited. Thank you for your help and patience.
  19. OK, this is what is says in DynDOLOD_SSE_Tree_LOD.txt: TreeReachCliffTree02Green [TREE:3C00AB1F] Billboard found textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f.dds This is what is reported in DynDOLOd_SSE_Tree_export.txt: 00000000 00000000 10240.000000 0.000000 151552.000000 0.0 0.0 0.0 1.0 TreeReachCliffTree02Green 00000000 Meshes\landscape\trees\gkbreachclifftree02.nif textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_1.dds This I found in DynDOLOD_SSE_Tree_Report.txt: New tree, Billboard found, 3D LOD model found Billboard_0: textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f.dds, textures\default_n.dds Billboard_1: textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_1.dds, textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_1_n.dds Billboard_2: textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_2.dds, textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_2_n.dds TexGen_SSE_Debug_LOG.txt: [01:26] <Debug: Processing The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3C00AB1F]> [01:26] <Debug: Adding Meshes\landscape\trees\gkbreachclifftree02.nif bounds volume 1115.26635742188 The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3C00AB1F]> TexGen_SSE_LOG.txt: [04:36] Creating billboard D:\...DynDOLOD\TexGen_Output\textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f with Meshes\landscape\trees\gkbreachclifftree02.nif The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3C00AB1F] [05:04] Creating billboard D:\...DynDOLOD\TexGen_Output\textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f with Meshes\landscape\trees\gkbreachclifftree02.nif The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3600AB1F] I just can't figure out what is wrong as both meshes and textures are apparently there. I have installed the Mod and its textures twice now. What is it that I am obviously not seeing? Or should I contact the Mod-Author of Myrkvior?
  20. I currently have the problem that I have pink tree lod for just a single tree "gkbreachclifftree02" (xx00ab1f) from the mod "Myrkvior - The Flora of Skyrim". I have tried re-installing the Dynlodod-Ressources, re-installing the Mod inclusive the enhanced Textures, then running TexGen and finally re-Running DynDOLOD, but I still have those pink LOD-Textures for this single tree in the Reach. Could anyone point me into the right direction, on where I would have to look next?
  21. Thanks for your help. The mail adress was definitively the correct one. I checked that the first time round. I just tried it again, this time filling in the email adress completely anew (not just choosing the pre-stored one) and yes, it still rejects my mail adress. Tried it as well with Edge, and there it is the same: screen-name works, email not.
  22. Thanks for the answer. - I came here via the link on the DynDOLOD SSE Nexus website. After having logged in successfully through Edge, I cleared my Cache completely in Firefox, but that didn't help. However I found the culprit. It is really trivial too. The login asks you for either the email adress or the screen-name. I noticed that only when I logged in through Edge, as it has alwas been pre-filled in Firefox. For some reason the login is always rejected if I use the email adress. It works however if I use my screen-name. No idea why.
  23. Every single time I want to log into these forums I have to reset my password. At first I thought that my goldfish-brain just couldn't remember it. But then I even wrote it down and I am now sure that I had to reset my password at least three times in the last two days, even though I am absolutely positive that I had my password correctly. I can't see anything that needs to be set to "trusted" in noScript (stepmodification.org is set to trusted). Does anyone know what could be the cause of this? Edit: I am on Firefox 90.0.2
  24. I am not sure where to place a suggestion, so I just place it here. You can move it anytime if you want to. I am currently in the process of creating LOD's with DynDOLOD v3 alpha 33. Thing that I have noticed; v3 is even more finicky about creating LOD than v2.9 was. I really appreciate the fact that it checks for errors within the single mods (which is really helpful for large mod-lists in general), but I really would appreciate if the checking mode would run to it's end and the dialogue with a full list of errors would pop up at the very end. (you can still make it so that DynDOLOD can not be run with the errors present tough). That way we would not have to endure a neverending cycle (with long mod lists) of twiggling thumbs while DynDOLOD starts - the menu - the checking process - error message - run xEdit to fix the problem, rince and repeat. Having said that; DynDOLOD is finally running through, and I can't wait to see the brand new version in action. Thanks a lot for keeping this gem up to date.
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