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DynDOLOD Beta for Skyrim Special Edition, Skyrim VR and Enderal SE 2.98


sheson

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I am sorry. I am new to this and followed a guide on youtube and everything went incredibly smooth until I hit this wall. I have been googling random bits of the errors and trying to track down an answer or how I go about correcting this problem. Any info would be so so so greatly appreciated as I am ready to put my fist through my monitor =( 
 
[00:02:40.167] Executing TexConv returned error C0000135: "E:\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\James\AppData\Local\Temp\SSEEdit" "C:\Users\James\AppData\Local\Temp\SSEEdit\66DC22D98FB047A39153CD5D171710FB.dds">
 

 

Searching for the error message finds this thread https://forum.step-project.com/topic/14518-executing-texconv-returned-error-c0000135

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I'm using xLODGen and DynDOLOD along with Mod Organizer. Is it safe to edit MO launchers and check "overwrite directly mods" if i have to update my LODs only. For example, let's say i've just installed a Solstheim Mushroom overhaul mod that changes that specific LODs, what's the easiest way to update the whole thing and how it works with occlusion.esp (this thing takes ages to finish) ?

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I'm using xLODGen and DynDOLOD along with Mod Organizer. Is it safe to edit MO launchers and check "overwrite directly mods" if i have to update my LODs only. For example, let's say i've just installed a Solstheim Mushroom overhaul mod that changes that specific LODs, what's the easiest way to update the whole thing and how it works with occlusion.esp (this thing takes ages to finish) ?

As the instructions for xLODGen and DynDOLOD clearly explain, always use a dedicated output folder outside of game and mod manager folders.

 

See the "Updating" section in the DynDOLOD manual.

 

The Skyrim-Occlusion-Readme.txt explains that if the Occlusion.esp already exists, generating occlusion again will simply only update the selected worldspaces. 

Edited by sheson
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For some reason the bug report did not show up. Would you like me to rerun DynDOLOD and post reports?

Yes, just do the Solstheim world space by itself.

 

Also have a look at the listed textures in DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_dlc2solstheimworld_textures_used.txt. Seems at least one of it is causing some kind of trouble. 

Check them in an image viewer. Maybe start with the billboards.

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Yes, just do the Solstheim world space by itself.

 

Also have a look at the listed textures in DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_dlc2solstheimworld_textures_used.txt. Seems at least one of it is causing some kind of trouble. 

Check them in an image viewer. Maybe start with the billboards.

What should I be looking for in the textures?

 

Ran DynDOLOD for Solstheim only. Successfully completed. Here's the reports:

 

DynDOLOD_SSE_dlc2solstheimworld_textures_used: https://pastebin.com/82xQqKUP

 

DynDOLOD_SSE_log: https://pastebin.com/sp9r1sJL

 

LODGen_SSE_DLC2SolstheimWorld_log: https://pastebin.com/4AyadHsS

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What should I be looking for in the textures?

 

Ran DynDOLOD for Solstheim only. Successfully completed. Here's the reports:

 

DynDOLOD_SSE_dlc2solstheimworld_textures_used: https://pastebin.com/82xQqKUP

 

DynDOLOD_SSE_log: https://pastebin.com/sp9r1sJL

 

LODGen_SSE_DLC2SolstheimWorld_log: https://pastebin.com/4AyadHsS

If the worldspace workes fine by itself then it seems all the textures are fine. it is possible the process ran out of memory. Disable other programs and background processes. If you changed Windows page file settings, use defaults instead.

 

You can generate in two steps  as well. Start from scratch and delete output folder. First run generate all worldspaces but Solstheim. Install output. Then with the DynDOLOD plugin in the load order generate just Solstheim. Install new output and overwrite all files from older output including the plugins.

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If the worldspace workes fine by itself then it seems all the textures are fine. it is possible the process ran out of memory. Disable other programs and background processes. If you changed Windows page file settings, use defaults instead.

 

You can generate in two steps  as well. Start from scratch and delete output folder. First run generate all worldspaces but Solstheim. Install output. Then with the DynDOLOD plugin in the load order generate just Solstheim. Install new output and overwrite all files from older output including the plugins.

 

I'll try that out. Thank you.

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I wonder if anyone can suggest what is up with my Dyndolod causing these tree 'poles'?    https://i.postimg.cc/MTSCNLLX/Dyndolodic-Poles.jpg 

 

I'm on Skyrim SE, my main mods are Enhanced Vanilla Tress (lush, large), Majestic Mountains, and Trees in Cities. I don't have a lot else. 

 

I run Dydnolod on Medium, 2048, and use the 3D tree output.

 

Thanks!

Edited by Bluegunk
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I wonder if anyone can suggest what is up with my Dyndolod causing these tree 'poles'?    https://i.postimg.cc/MTSCNLLX/Dyndolodic-Poles.jpg 
 
I'm on Skyrim SE, my main mods are Enhanced Vanilla Tress (lush, large), Majestic Mountains, and Trees in Cities. I don't have a lot else. 
 
I run Dydnolod on Medium, 2048, and use the 3D tree output.
 
Thanks!

 

Looks like the used billboard might have no perfect alpha at the edge. 

 

What does 2048 means? Are you generating object LOD textures with TexGen with 2k and set max tile size to 2k? All so that VRAM is wasted while the LOD will simply use higher mip maps?

 

Is is quite possible the alpha problem is the resultof mip maps artifacts / bleed.

 

See what happens if you remove the mip maps from the Textures\DynDOLOD\LOD\*.dds. That might then also mean the LOD actually makes use of the higher texture resolution.

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Thank you for your fast reply, Sheson.

I ran Texgen on 512 tile size, Dyndolod on 2048. I have a hefty video card.

I got the "Dyndolodic Poles" on two runs. But looking at my set-up I realise I need probably to use the extra billboard from EVT which I bet will have the Alphas.

I'll re-run and I bet it will be good this time. If I have a problem I'll come back. But I should be OK.

If not, I'll study the mip-maps. 

Thank you for the advice!

Update - yes I'm all OK now thank you.

Edited by Bluegunk
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  • 2 weeks later...

Ok, so I wanted to let rerun DynDOLOD SSE (2.82 with newest Resources available on Nexus) with ne new update of Majestic Mountains 3.10, but everytime I let DynDOLOD run nearly at the end of the process I get those erroer:

DynDOLOD SSE Log: https://pastebin.com/ZtgDWVNU

Bugreport: https://pastebin.com/FJeZyNeV

I tried many different things (unticked the 'bashedpatch.esp' before starting DynDOLOD - through MO2, do one Worldspace after another - the error mostly does come up with the generating of the tamriel world, closing every other background processes which are not needed to have more free RAM - I use 16GB DDR4) and I don't know what to do.

Sometimes it does went right through, but as it takes more or less 45 minutes everytime I let it run, its very annoying.


I hope that there is a mistake on my side, so it will be easy/fast to 'fix' and if not, I hope someone or Sheson has any idea whats causing this.

Edited by PRieST
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Ok, so I wanted to let rerun DynDOLOD SSE (2.82 with newest Resources available on Nexus) with ne new update of Majestic Mountains 3.10, but everytime I let DynDOLOD run nearly at the end of the process I get those erroer:

 

DynDOLOD SSE Log: https://pastebin.com/ZtgDWVNU

 

Bugreport: https://pastebin.com/FJeZyNeV

 

I tried many different things (unticked the 'bashedpatch.esp' before starting DynDOLOD - through MO2, do one Worldspace after another - the error mostly does come up with the generating of the tamriel world, closing every other background processes which are not needed to have more free RAM - I use 16GB DDR4) and I don't know what to do.

 

Sometimes it does went right through, but as it takes more or less 45 minutes everytime I let it run, its very annoying.

 

 

I hope that there is a mistake on my side, so it will be easy/fast to 'fix' and if not, I hope someone or Sheson has any idea whats causing this.

 
Pay attention to the installation instructions:
 
From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation.
 
The log shows messages about running out of memory while read terrain LOD meshes for occlusion data. 
 

 

Leave Windows settings for the page file as default. It could be anti vir or some other third party program preventing file access.

 

It could also mean that there is a problem reading the mentioned *.BTO files. Did the LODGen process finish before it started occlusion calculations? The command prompt windows closed?

 

Check the DynDoLOD\Logs\LODGen_SSE_Tamriel_log.txt file end with Code: 0 and no error.

 

Consider to leave occlusion calculations disabled  in DynDOLOD and instead calculate them directly with xLODGen.

Edited by sheson
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