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Found 10 results

  1. The instructions https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs explain to also upload the normal TexGen log in addition to the TexGen debug log. Refer to the Vortex manual and help forum for how to use Vortex. Load the entire load order in xEdit. Start the Asset Browser with CTRL+F3. Enter the filename ShinyBright_e.dds into the filter field. Check the filter column which containers are listed for the texture. The first one is the winning one. The vanilla version of the texture should be in Skyrim - Textures3.bsa. If any other BSA is also listed, it should hint at the name of the mod. If it says "data" it is a loose file. In that case use a OS or filemanager file search in the folder Vortex keeps all the mods in. Typically something like c:\users\HyruK\AppData\Roaming\Vortex\skyrimse\mods\.
  2. thank you for the pointers. Im very unfamiliar with a lot of this, and i've been lookin into this a bit more, with little luck. I frankly do not know what mod is using the ShinyBright_e.dds, as my attempts to search for it have pulled nothing.
  3. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#post-Logs which TexGen log, debug log and bugreport.txt (if it exists) to upload when making posts. Report which mod the texture ShinyBright_e.dds is from. There might a problem with the texture. Reinstall the mod it is from. Make sure it is not corrupt by checking it in a texture viewer for example,
  4. Without the required logs, it's all just shooting in the dark, but your DynDOLOD installation path or %USERPROFILE% path likely include unsupported characters or are too deep. It could also mean that the version of textures\cubemaps\ShinyBright_e.dds is problematic. It could also be an issue with the output file format you have chosen (or the input file format). Check which mod is providing this texture and see if replacing it or hiding it resolves. That error code is a general error.
  5. Texconv error 80070032. textures\cubemaps\ShinyBright_e.dds "C:\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -gpu 0 -y -aw 256 -f R8G8B8A8_UNORM -srgb -o "C:\AppData\Local\Temp\TexGen_SSE" "C:\AppData\Local\Temp\TexGen_SSE\BE3C6185467849CBBCB0754A4496E98D.dds" i deleted the sections of the text path that had my info on, but i am baffled at this issue since the main site didnt list this error code. anyone able to lend a hand?
  6. Unless I am checking the wrong Circlets mods on Nexus, they do not contains the texture at the path Textures\cubemaps\ShinyBright_e.dds bit at a different path. What happens if you click "Preview" under the Rendered Object LOD Textures and look at DynDOLOD\Render\Skyrim\Objects\dlc01\lod\seruinswindowslod.nif ?
  7. The ShinyBright_e.dds seems to be in the mods Quality CubeMaps - HD Cube Maps Optimized, HD CubeMap Collection, KDCirclets Redone by zzjay and Detailed NPCs - KD Circlets Redone for NPCs (SPID), in that order. So the last one that overrides them in MO2 is Detailed NPCs - KD Circlets Redone for NPCs (SPID).
  8. What mod is the Textures\cubemaps\ShinyBright_e.dds in your load order from?
  9. If this is supposedly a problem with the new graphics drivers and I am not working for AMD I am not quote sure why you are posting here. Best to verify that theory by installing an older driver to see if the problem persists. Lets assume the driver works fine: The message: Error: OpenGL: invalid operation while processing textures\cubemaps\ShinyBright_e.dds The TexGen log seems to be missing lines. Always upload the entire session. Was there no bugreport.txt? We had problems with that texture (or cubemaps) before, which resulted in an TexGen update https://stepmodifications.org/forum/search/?q=ShinyBright_e.dds Let me know which mod is the one to supply that texture. Use xEdit Asset Browser (start with CTRL+F3) to find out the last BSA to contain it in case there is no loose file.
  10. DynDOLOD Resources SE does not really contain full textures. Neither does HD LODs I believe. The most likely texture in question is textures\cubemaps\ShinyBright_e.dds Check which mod is changing it. Just go with the standard ultra tree LOD setup of with LOD4 set to Level0 and LOD8/16 to Billboard 1. It will automatically use the HD billboards for higher LOD levels. If you are feeling experimental set only LOD4 to Full, but if the 3D tree LOD models were done well you will not notice much difference. Can always fine tune to only have select trees use full models.
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