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8 hours ago, jpteixeira said:

Device manager correctly recognizes the GPU. Last driver update was 16 of november, and the last I used DynDOLOD successfully was 18th of november. GPU is a Radeon RX6900 XT (16 GB VRAM). I tried lauching TexGenx64 with Task Manager opened and neither RAM or VRAM passed 50% usage.

 

29 minutes ago, z929669 said:

I'm having same issue, with latest alpha. Exactly. VRAM is fine, GFX card is fine as always. I'm running against SAE 1.6.323. Same mod list as I recently ran without issue using Alpha 53 against SAE 1.6.318. No bugreport.txt. Repeated 4x.

This should hopefully be fixed in Alpha 56

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Hey, I downloaded Alpha 56, but the executable gave me an error which "Could not determine application mode. Do not rename executables." I didn't even rename anything and gave the same error when I try to launch the executable directly. Can you check it out?

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57 minutes ago, Jake0233 said:

Hey, I downloaded Alpha 56, but the executable gave me an error which "Could not determine application mode. Do not rename executables." I didn't even rename anything and gave the same error when I try to launch the executable directly. Can you check it out?

I can not really check a problem that happens on your PC, OS  or installation. Without any information there is only one thing I can tell you: do not rename or modify any of the files.

There might be a problem with the archive. Let me me upload a new one.

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1 hour ago, Jake0233 said:

Hey, I downloaded Alpha 56, but the executable gave me an error which "Could not determine application mode. Do not rename executables." I didn't even rename anything and gave the same error when I try to launch the executable directly. Can you check it out?

Recreated and uploaded the Standalone archive again. Download Alpha-56 again unpack into new, empty folder.

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I just wanted to check before I go and do something stupid... is the Alpha  v56 only for AE or can I use it with SSE?

 

nevermind: DynDOLOD works as always with or without the Anniversary DLC and also fixes a couple bugs, like wrong meshes or texture paths and stuck tree LOD.

Edited by BrotherShamus

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Hello Sheson,

For Skyrim LE.

I keep having "access violation" errors while generating TexGen 3. The specific files affected by this vary between different executions of TexGen.

I've added all relevant folders and files to my firewall and antivirus exceptions and even set TexGen to be ran "as Administrator". None of this solved my problem.

Here are the relevant files.

TexGen_TES5_log.txt: https://pastebin.com/W9DPDbmk

TexGen_TES5_Debug_log.txt:  https://pastebin.com/hkrwe9M0

bugreport.txt:  https://pastebin.com/Hkuc4j6D

Edited by Abbot

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2 hours ago, Abbot said:

Hello Sheson,

For Skyrim LE.

I keep having "access violation" errors while generating TexGen 3. The specific files affected by this vary between different executions of TexGen.

I've added all relevant folders and files to my firewall and antivirus exceptions and even set TexGen to be ran "as Administrator". None of this solved my problem.

Here are the relevant files.

TexGen_TES5_log.txt: https://pastebin.com/W9DPDbmk

TexGen_TES5_Debug_log.txt:  https://pastebin.com/hkrwe9M0

bugreport.txt:  https://pastebin.com/Hkuc4j6D 

Based on bugreport.txt, use the x64 version.

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7 minutes ago, sheson said:

Use the x64 version.

Ok, thank you very much!

Another question, if a "normal map" texture file is missing, wehere can I find the "flat bump" or the "diffuse red" ones to replace it?

And to fix TexGen throwing alarms, will it be enough to just place said files in the correct folder path and then rename them wiht the name of the missing texture?

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36 minutes ago, Abbot said:

Ok, thank you very much!

Another question, if a "normal map" texture file is missing, wehere can I find the "flat bump" or the "diffuse red" ones to replace it?

And to fix TexGen throwing alarms, will it be enough to just place said files in the correct folder path and then rename them wiht the name of the missing texture?

The default diffuse and normal map already exist in the vanilla BSA and are used automatically.

The point of the error message is to actually install the correct textures so the default ones are not used.

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Hello,

 

Each time I try to generate the LODs with DynDoLOD, it crashes and I've this error: https://paste.ee/p/OTTVH

I tried deactivating my firewall, windows defender. I installed the C++ redistributable of visual studio but nothing works...

I had no problem with an older version of DynDoLOD (2.X.X I suppose?) but this time I tried to generate 3D trees using my old modlist with DynDoLOD 3 and adding some mods on top of it like Happy Little Trees Add-On - DynDOLOD 3. So maybe that's the issue...

 

Thanks in advance!

Edited by Syrocco

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3 hours ago, Syrocco said:

Hello,

 

Each time I try to generate the LODs with DynDoLOD, it crashes and I've this error: https://paste.ee/p/OTTVH

I tried deactivating my firewall, windows defender. I installed the C++ redistributable of visual studio but nothing works...

I had no problem with an older version of DynDoLOD (2.X.X I suppose?) but this time I tried to generate 3D trees using my old modlist with DynDoLOD 3 and adding some mods on top of it like Happy Little Trees Add-On - DynDOLOD 3. So maybe that's the issue...

 

Thanks in advance!

Read the first post which log files and bugreport.txt to upload when making posts.

DynDOLOD does not "crash". It reports an error.

From the snippet you uploaded, it seems the external tool Texconv.exe has a problem or is being prevented to run properly by the OS, antivir.

It might also possible there is a problem with the mentioned texture textures\landscape\trees\gkbsmoothdarkbark20.dds or accessing the graphics card, but then typically the error code would be different.

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Hello,

Hoping someone can help troubleshoot a potential issue. Essentially, the underside terrain mesh seems to be showing at extreme distances. Took awhile to pinpoint what was causing the weird visuals, but it only appears when I use the Terrain underside feature. (This also happens when I use the DVLaSS               Skyrim Underside plugin by itself,  which I believe was generated using the same method.) I have tried changing the Terrain underside Quality to 0  and Height to 990, as well as moving my load order around in many configurations to no avail.

Note: This only happens at extreme distances, as soon as you get close enough, everything corrects. If this is unavoidable then that's fine, just figured I would ask.

Version: DynDOLOD 3.00 Alpha 56

Labeled screenshots for comparison, as well as settings in Dyndolod (Identical other than the underside):

https://imgur.com/a/SMycGUy

Please let me know if any additional information is needed or more screen shots at different locations, not sure how to troubleshoot this any further, was just going to ignore it. I'm not getting any log errors,  DynDOLOD always runs successfully and everything looks great (other than above).

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