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19 minutes ago, nicktheduke said:

Hi sheson

No matter what I do, I keep getting this error. After years of never having an issue with Dyndolod. I have checked OS, UAC, 3rd party program + the other information listed in the manual. Any idea how to fix?

Please see below:

[Main Instruction]
Can not copy resource textures\dungeons\imperial\impwood01_n.dds to D:\Wabbajack\Dyndolod\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships\shipwood02_n.dds:

[Content]
The system cannot find the path specified.

You have conveniently not listed anti-vir in the list, or mentioned adding an exception to it as suggested by the "Help for this message" link and the all the recent posts about Windows Defender you read after searching for the error message.

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19 minutes ago, nicktheduke said:

Hi sheson

No matter what I do, I keep getting this error. After years of never having an issue with Dyndolod. I have checked OS, UAC, 3rd party program + the other information listed in the manual. Any idea how to fix?

Please see below:

[Main Instruction]
Can not copy resource textures\dungeons\imperial\impwood01_n.dds to D:\Wabbajack\Dyndolod\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships\shipwood02_n.dds:

[Content]
The system cannot find the path specified.

As mentioned, clicking "help for this message" also does just that.

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29 minutes ago, z929669 said:

As mentioned, clicking "help for this message" also does just that.

Thank you for the assistance.

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Hello! Thank you so much for this amazing mod. I just installed the game from scratch and after cleaning the esm, Dyndolod is the first mod I installed, but I ran into a problem when running Dyndolod. I've attached the picture and the txt files. I'm new to modding, so please let me know if I'm missing something.

I cleaned the esm following the tut from here:

I don't have other mods, so I can only think of this problem as something I probably caused by doing something wrong when cleaning the files. Would that be the case? If not, may I ask for some of your help please? Thank you so much.

54.jpg

bugreport.txt DynDOLOD_SSE_log.txt

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39 minutes ago, Faerin said:

Hello! Thank you so much for this amazing mod. I just installed the game from scratch and after cleaning the esm, Dyndolod is the first mod I installed, but I ran into a problem when running Dyndolod. I've attached the picture and the txt files. I'm new to modding, so please let me know if I'm missing something.

I cleaned the esm following the tut from here:

I don't have other mods, so I can only think of this problem as something I probably caused by doing something wrong when cleaning the files. Would that be the case? If not, may I ask for some of your help please? Thank you so much.

54.jpg

bugreport.txt 123.32 kB · 0 downloads DynDOLOD_SSE_log.txt 20.27 kB · 0 downloads

You are participating in the DynDOLOD 3 Alpha test. Read the first post.

Do not follow instructions for DynDOLOD 2.x. Instead read the included manual and instructions.

Click the the "Help for this message link" as explained in the first post for help and explanations for the message, which notifies about errors in the load order.
Follow its advice to install the unofficial Skyrim Special Edition Patch in case of errors in the DLC.

Do not post screenshots of the message window, instead use Copy message to clipboard as explained in the first post.

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15 hours ago, z929669 said:

This is my first time experiencing this. Not a DynDOLOD issue but rather a model issue I am thinking. The aspen hybrids are very dark relative to full and other trees seem fine. Any idea offhand what might cause this? Using default TexGen settings, and only the aspens seem impacted. I'm thinking it is something with the crowns, but they are copied over from the full models as usual. Model examples follow if you care to have a look (tree mesh rule is Level0/Level1/Level2 with all else default):

SkyrimSE 2021-10-10 22-31-30-27.jpg

 

This happens because the UV of the branches has coordinates < 0.0.
After inserting new vertices and triangles in order to have untitled UV, LODGen runs the face normals and update tangents spell.
In this case this destroys the original normals. You can replicate the problem in NifSkope by running the face normal spell there.

In case you do not want want to fix the UV to be inside 0.0 and 1.0, you could try to add spherenormals to the shape name to test if that helps.
Also next LODGen included in the next alpha will properly respect the "Texture Clamp Mode" on on the BSShaderProperty. So you can just set CLAMP_S_CLAMP_T to "fix" the UV to be inside 0.0 and 1.0 without having to edit the UV itself.

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23 minutes ago, sheson said:

This happens because the UV of the branches has coordinates < 0.0.
After inserting new vertices and triangles in order to have untitled UV, LODGen runs the face normals and update tangents spell.
In this case this destroys the original normals. You can replicate the problem in NifSkope by running the face normal spell there.

In case you do not want want to fix the UV to be inside 0.0 and 1.0, you could try to add spherenormals to the shape name to test if that helps.
Also next LODGen included in the next alpha will properly respect the "Texture Clamp Mode" on on the BSShaderProperty. So you can just set CLAMP_S_CLAMP_T to "fix" the UV to be inside 0.0 and 1.0 without having to edit the UV itself.

Thanks so much for the analysis. Very helpful.

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20 hours ago, z929669 said:

Running latest alpha for the first time after upgrade from Alpha 44 (clean directory). TexGen runs fine, but DynDOLODx64 is failing without reson. LODGenx64 completes without issue long after DynDOLOD fails. No bugreport.txt, and no DynDOLOD log or debug log generated. Tree report is fine.

This is now acting like my xLODGenx64 unresolved issues.

I am running DynDOLOD in the same manner with same settings as I have been for months now. Alpha 44 ran without issue, and this is essentially a repeat using Alpha 47.

It seems the error occurred during logging of this file or immediately after:

App window closed.

Event:

Faulting application name: DynDOLODx64.exe, version: 3.0.0.0, time stamp: 0x615ec9a2
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1202, time stamp: 0xc9db1934
Exception code: 0x0eedfade
Fault offset: 0x0000000000034f99
Faulting process id: 0x7c08
Faulting application start time: 0x01d7be43e42f7282
Faulting application path: C:\Modding\Tools\DynDOLOD\DynDOLODx64.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: dd705d9e-af4b-46e4-acd9-879a7c1b1261
Faulting package full name:

 

EDIT: Ran without issue the second try. No changes otherwise.

EDIT2: This is my first time experiencing this. Not a DynDOLOD issue but rather a model issue I am thinking. The aspen hybrids are very dark relative to full and other trees seem fine. Any idea offhand what might cause this? Using default TexGen settings, and only the aspens seem impacted. I'm thinking it is something with the crowns, but they are copied over from the full models as usual. Model examples follow if you care to have a look (tree mesh rule is Level0/Level1/Level2 with all else default):

SkyrimSE 2021-10-10 22-31-30-27.jpg

 

@sheson Setting string to SphereNormals at BsTriShape node resolved!

SkyrimSE 2021-10-11 18-05-15-32.jpg

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9 hours ago, z929669 said:

I just want to point out that I believe the doc states (or sheson stated somewhere) that transition changes should be tested with collision and without speedmult ≥ 500. I do all of my LOD testing without collision and at high speed in sneak mode, but not for transitions (which are fairly stark when flying around like this).

I still think this is important for LOD testing regardless. Player speed is much slower than this and depending on the load on a system, it can result in the player being closer to the transition that would normally be possible. Furthermore, because of the distant shadows in ENB, trees appear different from above than below and thus should be assessed from the perspective they're seen most, below.

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11 hours ago, sheson said:

If grass LOD was generated with mode 1 and the gap goes away when using uGridsToLoad 5, then NGIO might be hardcoded to 5 cells for DynDOLODGrassMode = 1.

If that is the case set Set DynDOLODGrassMode = 2 and use mode 2 for grass LOD generation to use uLargeRefLODGridSize cells distance.
Or keep using sane uGridsToLoad 5.

Setting GrassMode to 2 seems to be working much better though I'm still not convinced it's working correctly with both full grass and lod grass sometimes being loaded at the same time. I have opened up a bug report on the NGIO page, hopefully meh321 will get back to me. If not, I might bug him on Discord. XD Thanks!

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@AiElias

What I would do is set DynDOLODGrassMode=0 and define the grass distance to the appropriate distance for uGridsToLoad=7:

OverwriteGrassDistance=10240
OverwriteGrassFadeRange=15824

I believe NGIO works out all things to do with iGrassCellRadius automatically. You would set DynDOLOD to setting 1 on grass LOD generation since you are specifying only to render full grass to uGridsToLoad=7 and not the Large Ref distance.

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7 hours ago, mattski123 said:

Hey, this mod called Skyrim Platform just released and it also has an easier way to convert .psc files to .ts files. Can you please update this to speed up the scripting processes?

Let me know! :)

Explain how this is supposed to speed up anything.
The crucial parts for the large array data are already compiled SKSE DLL plugins.

Or the other way around, what part of the current scripting do you believe could be or needs speeding up?

6 hours ago, z929669 said:

@sheson Setting string to SphereNormals at BsTriShape node resolved!

SkyrimSE 2021-10-11 18-05-15-32.jpg

That is fantastic. Good to know this works. I may add that it's done automatically for the cases where "crown" needs the face normal spell.

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2 hours ago, sheson said:

Explain how this is supposed to speed up anything.
The crucial parts for the large array data are already compiled SKSE DLL plugins.

Or the other way around, what part of the current scripting do you believe could be or needs speeding up?

That is fantastic. Good to know this works. I may add that it's done automatically for the cases where "crown" needs the face normal spell.

To be honest idk, I just saw that it said it speeds things up and went with that. Sorry.

On 10/9/2021 at 7:24 PM, sheson said:

Also upload the log and debug log as explained tin the frst post.

Check the mentioned plugin with xEdit error check.

In case the record is being overwritten by another plugin error check that, too.

Hey, here's the other logs: https://drive.google.com/file/d/1kOhiRz2mCbaa1L19UoNV5aRADx1Tq2rM/view?usp=sharing

also, when checking for errors these came up:

[00:00] ArnimaHammerWeaponMGEF "Hammer" [MGEF:1017ADC1]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [1017ADC7] < Error: Could not be resolved >
[00:00] ArnimaRangerDirectionEnchantment "Direction Ench" [ENCH:1054817D]
[00:00]     ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF
[00:10] still checking for Errors in [10] arnima.esm
[00:21] still checking for Errors in [10] arnima.esm
[00:31] still checking for Errors in [10] arnima.esm
[00:41] still checking for Errors in [10] arnima.esm
[00:42] ArnimaDenizeQuestDVDenizeZenalta [DLBR:102CAD3C]
[00:42]     DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL

Not sure what they mean if anything, but doesn't look like anything to do with world spaces. But I'm not sure.

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1 hour ago, mattski123 said:

Hey, here's the other logs: https://drive.google.com/file/d/1kOhiRz2mCbaa1L19UoNV5aRADx1Tq2rM/view?usp=sharing

also, when checking for errors these came up:

[00:00] ArnimaHammerWeaponMGEF "Hammer" [MGEF:1017ADC1]
[00:00]     MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [1017ADC7] < Error: Could not be resolved >
[00:00] ArnimaRangerDirectionEnchantment "Direction Ench" [ENCH:1054817D]
[00:00]     ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF
[00:10] still checking for Errors in [10] arnima.esm
[00:21] still checking for Errors in [10] arnima.esm
[00:31] still checking for Errors in [10] arnima.esm
[00:41] still checking for Errors in [10] arnima.esm
[00:42] ArnimaDenizeQuestDVDenizeZenalta [DLBR:102CAD3C]
[00:42]     DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL

Not sure what they mean if anything, but doesn't look like anything to do with world spaces. But I'm not sure.

Is that "Checking for errors failed" repeatable and always the same record REFR:1227A9C0 ?

Does it happen if you only select the ArnimaVoid worldspace?

Is any plugin overwriting 1227A9C0 ?

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