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Posted (edited)
  On 1/7/2022 at 6:10 PM, sheson said:

Are you trying to generate LOD for Enderal SE?

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No, I was trying to generate LOD for SSE. Ignoring the error message didn’t seem to harm, though.

  On 1/7/2022 at 6:10 PM, sheson said:

Same issue compared to ...?

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Ah, sorry - same issue as this user:

  Reveal hidden contents
  On 1/7/2022 at 6:10 PM, sheson said:

Only you can change the OS or 3rd party tools blocking the tools.

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I know. :)

  On 1/7/2022 at 6:10 PM, sheson said:

Zip all desired logs into an archive and upload it to https://ufile.io/ for example.

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Ok, got it! Thank you kindly for your quick help and reply!

Edited by Marina
Posted
  On 1/9/2022 at 7:52 PM, Marina said:

No, I was trying to generate LOD for SSE. Ignoring the error message didn’t seem to harm, though.

Ah, sorry - same issue as this user:

[/spoiler]"error copying textures\landscape\mountains\mountainslab02_n.dds to G:\games\skyrim dyndolod\Dyndolod\Texgen_output\dyndolod-temp\textures\dungeons\caves\caverocks01_n.dds" I'm unsure but I think it might be part of a texture mod but I don't know what's really causing it

ok well now it's Textures\dungeons\imperial\impwall05_n.dds to G:\games\skyrim dyndolod\dyndolod\texgen_output\dyndolod-temp\textures\dungeons\impwall05ice_n.dds[/spoiler]
 

I know. :)

Ah, got it! Thank you kindly for your quick help and reply!

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The message about TexGen output already existing means there are textures from a former TexGen run already installed. Ignoring this message means that a few textures can not be updated and might be wrong if their original source changed. Disable the mod that you created from the TexGen output in the mod manager so that no old TexGen output exist in the load order anymore.

Read all log messages, also the ones below the error message and follow their suggestions.

Search this forum for the error message to find similar posts.

If problem persists post 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

Posted (edited)
  On 1/9/2022 at 8:00 PM, sheson said:
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May I humbly suggest following the exact recommendation and see what happens? ;) Edit: Or was that related to the spoiler tab? In that case it‘s my mistake. 
Please believe me, there are no other TexGen outputs but restored outputs on my desktop. I don’t think those count. I thought you might know a hidden folder or something like that, which may interfere...

Edited by Marina
Posted
  On 1/9/2022 at 8:09 PM, Marina said:

May I humbly suggest following the exact recommendation and see what happens? ;) 
Please believe me, there are no other TexGen outputs but restored outputs on my desktop. I don’t think those count. I thought you might know a hidden folder or something like that, which may interfere...

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TexGen creates a unique file at a specific path to the output folder together with all the other textures it generates.

You install this output as a mod, so the file now exists in the game data folder.

When TexGen is started again it asks the OS if this files exists in the data folder. If the OS says yes, TexGen prints this message.

That means that TexGen output or parts  of it are still installed in the data folder.

Posted (edited)

That's what the error message says, but no, there is no such file existing in the game folder. Or it's so extremely well hidden that I just can't find it.

 

 

 

Edited by Marina
Posted
  On 1/9/2022 at 8:28 PM, Marina said:

That's what the error message says, but no, there is no such file existing in the game folder. Or it's so extremely well hidden that I just can't find it.

 

 

 

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A folder called DynDOLOD in data\textures\ seem pretty obvious. But so is textures\lod\ or textures\dlc01\lod or textures\dlc02\lod

Posted
  On 1/14/2022 at 12:56 AM, jumprrx said:

My game always crashes near whiterun, even in almost vanilla. 

the crashlog message is always: Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6C5F7E4E3 SkyrimSE.exe+027E4E3

crash-2022-01-14-00-48-39.log 31.74 kB · 2 downloads

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Bring up the mentioned form id 0804D76A in DynDOLOD.esp in xEdit.

Check the base record (NAME - Base) it uses and bring that up.

Check which model it is using. Start the xEdit Asset Browser with CTRL+F3, type in the model filename to know which containers supply it. Data is loose file. First mentioned container wins.

Highlight the found file in the Asset Browser to see which textures it is.

Most likely either the model (for example NiNode as explained in the readme) or one of the used textures (invalid format or resolution for example) has a problem.

  • 3 weeks later...
Posted

Hi sheson, been using this mod for 6 plus years, never one issue, until today :/. I have a very simple question. This dumb texture is showing up near Gallery of the Dragonborn in Solitude. My guess is its due to a mod that placed its lod there or billboard there, not Dyn. But either way, how do I tell/check? I obviously can't click on it in the console and going under the floor just reveals more of this bushy texture. I've done a full load order scrape (deactivating each one) and Dyn is the cause *but as I said I doubt this is a Dyn error, I just want help figuring out how to identify where this lod came from*

Thank you!

Image: https://imgur.com/a/ccITa3E

Load Order: https://pastebin.com/pbPybahi

Posted
  On 2/1/2022 at 5:25 AM, revonoc said:

Hi sheson, been using this mod for 6 plus years, never one issue, until today :/. I have a very simple question. This dumb texture is showing up near Gallery of the Dragonborn in Solitude. My guess is its due to a mod that placed its lod there or billboard there, not Dyn. But either way, how do I tell/check? I obviously can't click on it in the console and going under the floor just reveals more of this bushy texture. I've done a full load order scrape (deactivating each one) and Dyn is the cause *but as I said I doubt this is a Dyn error, I just want help figuring out how to identify where this lod came from*

Thank you!

Image: https://imgur.com/a/ccITa3E

Load Order: https://pastebin.com/pbPybahi

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This looks like FAQ: Game: Tree LOD: LOD trees show in child worlds / towns

A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the ..DynDOLOD\Docs\DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.

Which means you should be able to find the full model(s) and click it for its form id in the parent world Tamriel.

Or you could just remove the unnecessary 3rd party billboards for small fauna like this so they do not have any tree LOD generated.

Or use ultra tree LOD - with billboards in all LOD levels if performance if of concern.

DynDOLOD 3 should ignore such trees for standard tree LOD automatically if they are placed in cells coordinates covered by the walled cities.

Posted
  On 2/1/2022 at 7:17 AM, sheson said:

This looks like FAQ: Game: Tree LOD: LOD trees show in child worlds / towns

A: This is a game engine limitation. A mod added trees into the same area in the parent world. Either disable that mod when generating tree LOD, or add a XESP - Enable Parent to the player reference 0x00000014 to each tree in question. Tree LOD generation skips all trees with enable parents leaving them to be done as static object or dynamic LOD which don't have the limitation. See the section 'Custom Settings For Specific Mods - Mods that add trees to the same area as child worlds' in the ..DynDOLOD\Docs\DynDOLOD_Manual.html for more information and how to use DynDOLOD rules to address the issue.

Which means you should be able to find the full model(s) and click it for its form id in the parent world Tamriel.

Or you could just remove the unnecessary 3rd party billboards for small fauna like this so they do not have any tree LOD generated.

Or use ultra tree LOD - with billboards in all LOD levels if performance if of concern.

DynDOLOD 3 should ignore such trees for standard tree LOD automatically if they are placed in cells coordinates covered by the walled cities.

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Thanks for the fast reply!

I actually already read that FAQ entry (RTFM, I know!) but there isn't any actual full model/object for me to click it. I'm going to dig through my billboards / billboard-providing mods for anything sending something like this shrub. My best guess is there are billboards from a mod that I have a different version of, so in the cell, there is no bush, but in the billboards, there is. I'll get back to you! I think I will just deselect those billboards if/when I find them and rerun it -- I'll let you know

Also, I understand there's lots to read (and I've done so!) about Dyn3, but is there any reason I wouldn't want to upgrade? Are there any mods that don't work? I saw some mod author note they had to package their lods differently, and I wasn't sure if I should be worried about compatibility.

Posted
  On 2/1/2022 at 1:51 PM, revonoc said:

Thanks for the fast reply!

I actually already read that FAQ entry (RTFM, I know!) but there isn't any actual full model/object for me to click it. I'm going to dig through my billboards / billboard-providing mods for anything sending something like this shrub. My best guess is there are billboards from a mod that I have a different version of, so in the cell, there is no bush, but in the billboards, there is. I'll get back to you! I think I will just deselect those billboards if/when I find them and rerun it -- I'll let you know

Also, I understand there's lots to read (and I've done so!) about Dyn3, but is there any reason I wouldn't want to upgrade? Are there any mods that don't work? I saw some mod author note they had to package their lods differently, and I wasn't sure if I should be worried about compatibility.

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There has to be a reference / full model in the Tamriel worldspace / outside Solitude if there isn't one  in the Solitude worldspace.

There can only be one tree LOD btt for the area loaded at a time. The billboard that is used for tree LOD generation is probably from HD LOD installation.

DynDOLOD 3 is currently in Alpha test. It is already used by guides and  usually LOD generation and the generated LOD are typically stable. However, things make break / change between versions. Pay attention to the change log.

  • Thanks 1
Posted
  On 2/1/2022 at 2:23 PM, sheson said:

There has to be a reference / full model in the Tamriel worldspace / outside Solitude if there isn't one  in the Solitude worldspace.

There can only be one tree LOD btt for the area loaded at a time. The billboard that is used for tree LOD generation is probably from HD LOD installation.

DynDOLOD 3 is currently in Alpha test. It is already used by guides and  usually LOD generation and the generated LOD are typically stable. However, things make break / change between versions. Pay attention to the change log.

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I can't seem to find something similar when I tcl and fly into the city when in Tamriel worldspace, super weird. Given that, even if I disable the billboards, Dyn might still generate something for that spot if there's an .esp placing that bush? I have Skyrim 3d trees+plants (with billboards), 3D Landscapes, and SFO textures and billboards (with no esp). I'll regenerate today ASAP, likely starting by disabling SFO's textures but without an esp I don't think it could be at fault right? My understanding is limited as you can tell haha

 

and re: Dyn, given that I've been using this since the early days, I'm not worried about glitches/instablity, more if I have to dig through and find all billboards and disable them? / any compatibility issues.

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