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Posted
  On 11/26/2018 at 5:02 AM, Martimius said:

Thanks for the update Sheson, and yeah the DynDOLOD generation seems to work fine now.   ::):

 

When would you plan on exiting the beta phase though, and moving all development to a Nexus page? 

Once the large reference bugs are fixed or can be patched somehow.

Posted

Isn't it an engine issue though? And Bethesda wouldn't really tweak with the engine just for a fix, they'd do it for the implementation of some CC content of sort. 

Posted (edited)
  On 11/26/2018 at 11:50 AM, Martimius said:

Isn't it an engine issue though? And Bethesda wouldn't really tweak with the engine just for a fix, they'd do it for the implementation of some CC content of sort. 

Well, just like with every other engine issue the community might provide a solution at some point. Actually solutions already exists, theoretically:

 

The most severe bugs only happen with non flagged ESP. Most things work fine when references are overwritten exclusively by ESM or ESL flagged plugins. It should be possible to write a patcher that rigorously removes overwrites from non-flagged ESP and puts them into an ESL-flagged ESP instead.

 

Or, clean all master files including Skyrim.esm from large reference data that is overwritten by non-flagged ESP.

 

Both seem a bit impractical for volatile load orders.

 

Strictly speaking - with the current state of the engine and no fix available - every plugin that is listed by the DynDOLOD log as overwriting large references is at least visually not-compatible with Skyrim Special Edition. A simple approach to work around that, would be to not overwrite large references within a non-flagged ESP. Those overwrites should be in an ESM or ESL flagged plugin as that would at least avoid most of the bugs.

Edited by sheson
Posted (edited)

I get the exact same error Vokans reported a few posts above with the message "Exception in unit userscript line 331: One or more errors occurred" in the log. At first I thought it was because of Windows restricting access to files so I set ownership to all DynDOLOD and Skyrim folders. It worked for like once but then I kept getting the same error after running DynDOLOD again.

Edited by Jailhouseblues
Posted

Texgen.exe ver 253 can't load the esp of this simple mod:

Falling Gildergreen Petals - SE

 

 

[00:00:07.517] [00:07] Background Loader: [undriel_FallingGildergreenPetals.esp] File loaded (CRC32:2D47BB62)
[00:00:07.518] [00:07] Background Loader: Fatal: <EAssertionFailed: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 15254)>
[00:00:42.407] [00:42] Background Loader: finished
 
Do you need my bug report logs?
Posted (edited)
  On 11/26/2018 at 3:02 PM, Jailhouseblues said:

I get the exact same error Vokans reported a few posts above with the message "Exception in unit userscript line 331: One or more errors occurred" in the log. At first I thought it was because of Windows restricting access to files so I set ownership to all DynDOLOD and Skyrim folders. It worked for like once but then I kept getting the same error after running DynDOLOD again.

I can really not do anything about access denied errors coming from the  OS or Antivirus or whatever. Someone ought to check and report what the Windows Event log is saying. Maybe then we will figure it out.

 

However, nobody knows what the error is without an error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt (if it exists) and ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt or a screenshot of the error

  On 11/26/2018 at 3:10 PM, Elzee said:

 

Texgen.exe ver 253 can't load the esp of this simple mod:

Falling Gildergreen Petals - SE

 

 

[00:00:07.517] [00:07] Background Loader: [undriel_FallingGildergreenPetals.esp] File loaded (CRC32:2D47BB62)
[00:00:07.518] [00:07] Background Loader: Fatal:
[00:00:42.407] [00:42] Background Loader: finished
 
Do you need my bug report logs?

 

 

Ah darn, there was supposed to be a nice error message instead. It is either something wrong with the plugin - check it in latest xEdit - or something going with the xEdit loader.

 

I will look into this some more and post an update later.

Edited by sheson
Posted (edited)
  On 11/26/2018 at 3:33 PM, sheson said:

 

Ah darn, there was supposed to be a nice error message instead. It is either something wrong with the plugin - check it in latest xEdit - or something going with the xEdit loader.

 

I will look into this some more and post an update later.

I'm now generating lods... it will takes a long time so I can't give you the log files right now.

I've checked the esp. there're just a few records without error. I'm using xEdit 3.3.5 BETA

Edited by Elzee
Posted
  On 11/26/2018 at 3:37 PM, Elzee said:

I'm now generating lods... it will takes a long time so I can't give you the log files right now.

I've checked the esp. there're just a few records without error. 

I double checked. The plugin Undriel_FallingGildergreenPetals.esp is invalid as it has Form IDs https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/

 

When you load it in xEdit it will have a warning messages:

[00:06] Background Loader:
[00:06] Background Loader:
 
xEdit will allow loading and fixing of the FormID. DynDOLOD is supposed to stop with the error message, but it seems I messed that up. So it will be fixed in the next version.
Posted (edited)

I've attached the bugreport.txt for the error. I am not sure if it has anything to do with Antivirus because I don't use one except Windows Defender. I tried turning off Windows Defender and trying it out that way but I still got the same error. Also when it did work, it worked while Windows Defender was turned on, so I don't think that is the issue.

 

Edit: I do also have Malwarebytes installed but it's the free version so no real time protection, but I'll give it a try without that.

bugreport.txtFetching info...

Edited by Jailhouseblues
Posted
  On 11/26/2018 at 3:41 PM, sheson said:

 

I double checked. The plugin Undriel_FallingGildergreenPetals.esp is invalid as it has Form IDs < 800. See https://www.afkmods.com/index.php?/topic/5079-plugin-files-and-you-esmeslesp/

 

When you load it in xEdit it will have a warning messages:

[00:06] Background Loader: <Error: [LAND:FE00002C] has invalid ObjectID 00302C for a light module. You will not be able to save this file with ESL flag active.>
[00:06] Background Loader: <Error: [LAND:FE00006B] has invalid ObjectID 00306B for a light module. You will not be able to save this file with ESL flag active.>
 
xEdit will allow loading and fixing of the FormID. DynDOLOD is supposed to stop with the error message, but it seems I messed that up. So it will be fixed in the next version.

 

Oh, I'm sorry I missed that error message. This is not a bug of DynDOLOD.

Posted
  On 11/26/2018 at 3:43 PM, Jailhouseblues said:

I've attached the bugreport.txt for the error. I am not sure if it has anything to do with Antivirus because I don't use one except Windows Defender. I tried turning off Windows Defender and trying it out that way but I still got the same error. Also when it did work, it worked while Windows Defender was turned on, so I don't think that is the issue.

 

Edit: I do also have Malwarebytes installed but it's the free version so no real time protection, but I'll give it a try without that.

Please post entire contents (not just the last couple lines) of ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt

Posted
  On 11/26/2018 at 4:16 PM, sheson said:

Please post entire contents (not just the last couple lines) of ..DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_log.txt

Whoops sorry I forgot about that second file. However for some reason I didn't get the error this time around. It's strange because I couldn't reproduce it. It seems to be random. I will post BOTH files this time if I get the error again.

Posted (edited)
  On 11/26/2018 at 12:43 AM, sheson said:

 

If you read the update post / change log as suggest you should know that starting with 2.48 the textures are now using the BC7 compression. I suppose you might need to update some programs/plugin in order to open them. With the right programs (the texconv command line utility included in DynDOLOD for example) you can also convert existing textures.

 

You can switch back told former BC1/BC3 compressions by opening ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and setting

StaticLODDiffuseFormat=200
StaticLODNormalFormat=200
TreeLODDiffuseFormat=202
TreeLODNormalFormat=200

That should not affect the alpha of LOD textures including the ones use by 3D LOD one way or the other. But this way you would be able to check the textures without needing to update your tools.

 

Which RAT mod and which 3D LOD trees are you using? I seem to have no issues with Realistic Aspen Trees SE and the 3D LOD meshes and ..textures\lod\rat\*.dds included in DynDOLOD Resources SE 2.45.

 

This might be problem of the resource textures used for the trees. LOD textures being transparent usually means they were not adjusted for the hard coded alpha threshold of 128.

So the first step would to check the log to identify the LOD models NIFs used for these trees and the textures they are referencing.

The 3D tree LOD report of interest should start be from the line having TreeAspen01 [TREE:0006A9E6] meshes\landscape\trees\treeaspen01.nif and following

 

Also check the log also check for errors or warnings.

 

 

Hi again. Im not near my pc to test again but i had this problem using RAT from Enhanced vanilla trees in Oldrim (amd the billboard generator that comes with it).

I just convert the esp otherwise the mod is kept as it is.

I tried the large trees option if that affects somehow the RAT textures. I tried different options for the billboard as well ,if that matters and they all had the bug which only appeared some version after 2.47.

Lastly i tried the optional aspen oak replacer .esp which replaces the aspens with oaks and the new trees had perfect 3d lod..Generally every other tree is fine too! Its only the RAT from oldrim EVT that gives that issue for me that ive tried so far.

Edited by Avead
Posted
  On 11/27/2018 at 5:35 PM, Avead said:

Hi again. Im not near my pc to test again but i had this problem using RAT from Enhanced vanilla trees in Oldrim (amd the billboard generator that comes with it).

I just convert the esp otherwise the mod is kept as it is.

I tried the large trees option if that affects somehow the RAT textures. I tried different options for the billboard as well ,if that matters and they all had the bug which only appeared some version after 2.47.

Lastly i tried the optional aspen oak replacer .esp which replaces the aspens with oaks and the new trees had perfect 3d lod..Generally every other tree is fine too! Its only the RAT from oldrim EVT that gives that issue for me that ive tried so far.

Check in the log which 3D tree LOD NIFs are used for the aspens.

 

It is possible it using the full models because matching 3D tree LODs are not found, the log should mention that and the NIF file name not having passthru and lod in its name would give that away, too.

Make sure it uses specially prepared 3D tree LOD models.

 

If it using 3D LOD models check with Nifskope which textures they use for the leafs.

Probably textures\lod\treeaspenbranchcomplod0[1|2|3|4].dds from the billboard generator.

You could try to overwrite them with Textures\lod\rat\treeaspenbranchcomp0[1|2|3|4]lod.dds from DynDOLOD Resources and then create LOD again (or just click Create Atlas, then click Execute LODGen in expert mode).

Posted

Hi Sheson, should DynDOLOD have trouble processing multiple mods that override the previous ones' textures? I use a sequence of texture overrides, something like performance textures > Skyrim Realistic Overhaul > Noble Skyrim > Vivid Landscapes > Luxor's HD Landscape Overhaul > MysteriousDawn's HD Skyrim and mix in there SMIM, High Poly Project and a bunch of smaller and more specific texture replacers. I don't hide assets unless I want a previously loading mod to win, so if, for example, I'm running one of mysteriousdawn's textures, all the previous files for the same textures will still be in their mod folders, not hidden.

The reason I'm asking is that I'm getting a lot of "flashing textures", mostly far-off to mid distance (but I've seen some flashing on the ground right before my character, too, so I'm not saying this has to be DynDOLOD related). The near flashing seemed to be two different textures "fighting" for the same mesh, or two exactly overlapping meshes fighting in the same place. That could happen, I suppose, but I've seen this too often in different places for it to be all dirty edits, and that's why I'm asking if it would be possible that the "competing mesh" were DynDOLOD's... unless another dynamic patcher like wrye bash or mator's smash were renumbering overrides (making them different copies of the same object in the same position instead of overriding). In either case, is there a "best practice" where these successive texture overriding mods are considered? Should there be a limit to what you can ask MO2 to manage in this way? I did ask the devs and they said it shouldn't be a problem with the VFS, but that the game itself could cause it. Don't know why or how.

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