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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.

File overwrites are final. The last loaded asset - meshes or texture - with the same path and filename wins and is used. Flashing of two textures does not happen because the texture is overwritten but because two models with different textures occupy the same 3D space. If it is in the LOD area (toggle on off with tll in consonle) it is most likely large reference bugs. If it is in loaded cells it typically 2 objects loaded at the same time, easily checked by clicking in console and checking form id, and using console command disable, then click again to get a different form id. Objects with enable parent can not be disabled, though.

Posted (edited)

I use Mod Organizer 2, if that's important. I'm also getting an access denied error with DynDOLOD. TexGen appears to work fine. I've attached a bugreport log. I can't attach the DynDOLOD_SSE log because it's too large (at 2.7MB) but I think I got the relevant bit here.

[00:09:35.882] Creating atlas textures M:\Programs\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_DLC01FalmerValley.dds from 58 textures
[00:09:39.334] Error: System Error.  Code: 5.
Access is denied
[00:09:39.339] 
[00:09:39.339] Exception in unit userscript line 331: One or more errors occurred
[00:09:39.339] 
[00:09:39.339] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.
[00:09:39.339] 
[00:09:39.339] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/
[00:09:39.339] Error: One or more errors occurred

Edit: I noticed that bug either doesn't happen (or is avoided) if I only select Tamriel, perhaps only one world in general.

bugreport.txt

Edited by ProbablyHere
Posted (edited)

Element := IInterface(ESPFile.ContainedRecordByLoadOrderFormID[TwbFormID.FromCardinal((ESPFile.LoadOrderFileID.FullSlot shl 24) + 2320), False]);

 

 

I use Mod Organizer 2, if that's important. I'm also getting an access denied error with DynDOLOD. TexGen appears to work fine. I've attached a bugreport log. I can't attach the DynDOLOD_SSE log because it's too large (at 2.7MB) but I think I got the relevant bit here.

 

[00:09:35.882] Creating atlas textures M:\Programs\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Atlas_DLC01FalmerValley.dds from 58 textures
[00:09:39.334] Error: System Error.  Code: 5.
Access is denied
[00:09:39.339] 
[00:09:39.339] Exception in unit userscript line 331: One or more errors occurred
[00:09:39.339] 
[00:09:39.339] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors.
[00:09:39.339] 
[00:09:39.339] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/
[00:09:39.339] Error: One or more errors occurred
Edit: I noticed that bug either doesn't happen (or is avoided) if I only select Tamriel, perhaps only one world in general.

 

 

I will just repeat the same answers I have been giving in the past days:

 

There really is not much I can do much about the OS or antivirus preventing access to files. Set the right permissions, unblock files, run as administrator...

 

If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum ...

Trim big files down to the entire last generation with the error. Use pastebin or a file service if it can not be attached.

 

Someone ought to check and report what the Windows Event log is saying. Maybe then we will figure it out.

Edited by sheson
Posted (edited)

 

I will just repeat the same answers I have been giving in the past days:

 

There really is not much I can do much about the OS or antivirus preventing access to files. Set the right permissions, unblock files, run as administrator...

 

If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum ...

Trim big files down to the entire last generation with the error. Use pastebin or a file service if it can not be attached.

 

Someone ought to check and report what the Windows Event log is saying. Maybe then we will figure it out.

I did check the event viewer, and even saw the report thing come up, but when I went and looked I couldn't find it. I'll try seeing if I can get the error to happen again and report back with an event log info and the SSE log file. I was running as admin this time, forgot to mention. Apologies.

Edited by ProbablyHere
Posted

I did check the event viewer, and even saw the report thing come up, but when I went and looked I couldn't find it. I'll try seeing if I can get the error to happen again and report back with an event log info and the SSE log file. I was running as admin this time, forgot to mention. Apologies.

I keep thinking it might be some overzealous antivir, because there also have been occasional reports of files being flagged for some people. Even with the same software I have running, which never says a beep. From the thorough tests that Nexus does for every upload, we can deduct they are single false positives. All very odd.

Posted

I keep thinking it might be some overzealous antivir, because there also have been occasional reports of files being flagged for some people. Even with the same software I have running, which never says a beep. From the thorough tests that Nexus does for every upload, we can deduct they are single false positives. All very odd.

Unfortunately I can't seem to trigger the error now. I generated LOD multiple times, with one world selected, a few of them, and all of them. Every one was successful and (seems) to work in game. Figures, you can go looking for an error and actively try to cause it, but get nothing. If it crops up again I'll post everything with all the correct log files and event viewer info.

Posted (edited)

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).

So that is weird .. I rerun dyndolod with the changes to go back to BC1/BC3 compressions  and now i see the Tamriel_Atlas and it has no trees in it ,no branches trunks or anything and apparently the .bto nif paths are pointing to 

textures\lod\treeaspenbranchcomplod0[1|2|3|4].dds directly. 

That means that if i disable the evt billboards i get PUPRLE BRANCHES for the aspens 3d lods !! Which also means i can replace the textures like you say without rerunning dyndolod which actually worked! 

 

So to sum it up I directly replaced the branch textures in billboards from those in textures\lod\rat in dyndolod resources (had to also rename them from treeaspenbranchcomp01lod.dds  to treeaspenbranchcomplod01.dds ) WITHOUT running dyndolod 

and these textures freaking show up!!!..Although they do seem a tiny bit off but that might be my idea its really still almost seamless transition.

 

Now though im concerned if that is the intented output i should be getting? Should the 3d lod nifs use the textures from the billboards ? I thought billboards were only for the creation. The same is happening for every tree with 3d lod ..they take their textures from billboards or even directly from enhanced vanilla mod under textures\lod\ and not the Atlas..

Edited by Avead
Posted (edited)

So that is weird .. I rerun dyndolod with the changes to go back to BC1/BC3 compressions  and now i see the Tamriel_Atlas and it has no trees in it ,no branches trunks or anything and apparently the .bto nif paths are pointing to 

textures\lod\treeaspenbranchcomplod0[1|2|3|4].dds directly. 

That means that if i disable the evt billboards i get PUPRLE BRANCHES for the aspens 3d lods !! Which also means i can replace the textures like you say without rerunning dyndolod which actually worked! 

 

So to sum it up I directly replaced the branch textures in billboards from those in textures\lod\rat in dyndolod resources (had to also rename them from treeaspenbranchcomp01lod.dds  to treeaspenbranchcomplod01.dds ) WITHOUT running dyndolod 

and these textures freaking show up!!!..Although they do seem a tiny bit off but that might be my idea its really still almost seamless transition.

 

Now though im concerned if that is the intented output i should be getting? Should the 3d lod nifs use the textures from the billboards ? I thought billboards were only for the creation. The same is happening for every tree with 3d lod ..they take their textures from billboards or even directly from enhanced vanilla mod under textures\lod\ and not the Atlas..

If single LOD textures are larger than the Max tile size setting, they might not be put on the atlas. It OK and will work - for a tiny performance impact.

Edited by sheson
Posted (edited)

For 2.54 I updated a few things around executing TexConv a bit to see if they might fix or otherwise help with access denied problems. At least there should be more to the error message that might help to learn more about the reason.

 

 

 

If all else fail use BC3 for Specular Normal and BC1 for everything else in TexGen.

 

In DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini use

 

StaticLODDiffuseFormat=200

StaticLODNormalFormat=200

TreeLODDiffuseFormat=202

TreeLODNormalFormat=200

Edited by sheson
Posted (edited)

If single LOD textures are larger than the Max tile size setting, they might not be put on the atlas. It OK and will work - for a tiny performance impact.

At first i thought it was because i indeed had some lod textures at 1024 resolution and the setting at 512.But after running multiple times with the setting at 2048 and most of my tree mods disabled except evt and its billboards i still didnt manage to get a Tamriel_Atlas with any tree texture on it except of course the flat one which has the 2d lods . Oh well it still works and if there isnt a performance hit im fine.Although i still am curious about it and that still doesnt explain why the original textures from RAT support of EVT dont show up on the 3d lods suddenly. 

Thx for the immediate help btw :D Your mod rocks!

Edited by Avead
Posted

At first i thought it was because i indeed had some lod textures at 1024 resolution and the setting at 512.But after running multiple times with the setting at 2048 and most of my tree mods disabled except evt and its billboards i still didnt manage to get a Tamriel_Atlas with any tree texture on it except of course the flat one which has the 2d lods . Oh well it still works and if there isnt a performance hit im fine.Although i still am curious about it and that still doesnt explain why the original textures from RAT support of EVT dont show up on the 3d lods suddenly. 

Thx for the immediate help btw :D Your mod rocks!

Thanks for letting me know. Maybe something else happens and I will keep an eye out if I can spot anything. As you said, it usually works well enough either way so no worries.

  • +1 1
Posted

I have the same problem as Avead RAT has no branches even bc1 still the same issue HELP!!!

The same answers I already gave to troubleshoot and solve it apply then.

  • +1 1
Posted

im gonna stick to the vanilla aspen it's working just fine. untill things gets sorted out.

It is great you sorted out the problems with the load order. I had no doubt the troubleshooting suggestions for the same problem would help.

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