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DynDOLOD 3.00 Alpha 182


sheson

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34 minutes ago, sheson said:

Let me know which mod contains the textures\cubemaps\GlacierIce_e.dds that does not have a power of 2 resolution.

Not the OP, but had the same issue. Arctic - Frost Effects Redux contains this file with the size 1024x768. As I already had another mod providing this with arguably better quality (Ice Mesh Remaster, which I resized as it also had 1024x768 dimensions) , I just ended up deleting it. This resolved the issue.

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4 hours ago, MajorStarewell said:

Getting a hard silent CTD when using TexGen. Tried it probably a dozen times and it always crashes at the same point without an error message. EXACT same load order worked fine with the last version. 

Ufile.io - 1676780457

What is a hard silent CTD?
Does it show the options window? The log looks like what happens when none of the 3 main options are checked and start is clicked.
Make sure there are no files from older DynDOLOD Standalone installations being used.

Test what happens if the tool is started directly from Windows Explorer.

Do not install the game into special Windows folder like Program Files x86 to avoid issue with UAC, antivir etc.

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2 hours ago, sheson said:

Let me know which mod contains the textures\cubemaps\GlacierIce_e.dds that does not have a power of 2 resolution.

Edit: Alpha-113 should load the texture regardless of its not power of 2 resolution

It was Arctic - Frost Effects Redux, thanks so much for the fast update! :))))

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I'm stumped. Trying to generate some new Dyndolod files with Alpha 113, and for the life of me I cannot get grass LOD to work anymore. I have grass billboards/cache (same grass I used for a while now), I can check the Grass LOD box and set density to 45, but they just don't show up in my game.

Did not have this problem before with older versions unless there's a new setting I'm missing.

Currently falling back to an older DynDOLOD backup I built with the previous version, and grass was working fine there.  

Edited by TeostraAscend
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1 hour ago, m1sf1t711 said:

Hi

 

I just downloaded 113 from nexus but when i run it I get a message saying there is a newer version (113). Has an older version been uploaded by mistake or is the message incorrect?

Read the first post which log and debug log to upload when making posts.

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1 hour ago, TeostraAscend said:

I'm stumped. Trying to generate some new Dyndolod files with Alpha 113, and for the life of me I cannot get grass LOD to work anymore. I have grass billboards/cache (same grass I used for a while now), I can check the Grass LOD box and set density to 45, but they just don't show up in my game.

Did not have this problem before with older versions unless there's a new setting I'm missing.

Currently falling back to an older DynDOLOD backup I built with the previous version, and grass was working fine there.  

Read the first post which log and debug log to upload when making posts.

https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List

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Alpha 113 isn't succesfully doing it's thing when starting new game.  (top left corner message)

MCM works but checkerbox is not checked. Meaning not active.

Never had this before with previous builds.

Also no scripts present in generated folder. Use to be scripts, correct?

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17 hours ago, NorthSide said:

Thanks for clearing that up. I'll see if making another patch fixes it.

That seems to have done the trick. Still a few ignored meshes but I can force the rest of them as you suggested sheson.

What a difference this makes in all seasons. Going from a bare empty world to something filled with life all the while still maintaining 60 fps. Thank you sheson for all your hard work creating this master piece :bow:

https://ibb.co/xSv46Nw

https://ibb.co/hWNN1tv

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23 minutes ago, geoffreyvanvugt said:

Alpha 113 isn't succesfully doing it's thing when starting new game.  (top left corner message)

MCM works but checkerbox is not checked. Meaning not active.

Never had this before with previous builds.

Also no scripts present in generated folder. Use to be scripts, correct?

Read the first post which logs and debug logs to upload when making posts.

DynDOLOD can only be active if dynamic LOD has been generated for a worldspace and the player is currently in it.
Pay attention to error messages in the game. Check the DynDOLOD SkyUI MCM Information page.

The output folder never contained a "scripts" folder.

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57 minutes ago, sheson said:

Read the first post which logs and debug logs to upload when making posts.

DynDOLOD can only be active if dynamic LOD has been generated for a worldspace and the player is currently in it.
Pay attention to error messages in the game. Check the DynDOLOD SkyUI MCM Information page.

The output folder never contained a "scripts" folder.

Sorry for not adding logs. 

And yes about this "DynDOLOD can only be active if dynamic LOD has been generated for a worldspace and the player is currently in it.
Pay attention to error messages in the game. Check the DynDOLOD SkyUI MCM Information page." , I know how it works. Done it so many times. I just runned Alpha 111 and thaat is just working fine.

And my bad about script in output folder. You are correct and was never there.

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54 minutes ago, geoffreyvanvugt said:

Sorry for not adding logs. 

And yes about this "DynDOLOD can only be active if dynamic LOD has been generated for a worldspace and the player is currently in it.
Pay attention to error messages in the game. Check the DynDOLOD SkyUI MCM Information page." , I know how it works. Done it so many times. I just runned Alpha 111 and thaat is just working fine.

And my bad about script in output folder. You are correct and was never there.

Read the first post which log and debug log to upload when making posts.

No information whatsoever has been provided. What is the purpose of the post?

As explained in the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.

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Hi Sheson,

I am getting some black textures on my atlas with the new version.

Logs and screenshot: https://ufile.io/f/jc9j3

Affected textures include:

  • textures\morrowind\architecture\vivec\exteriors\env2d_chim_vivecwallplaster.dds
  • textures\morrowind\architecture\vivec\exteriors\env2d_chim_vivecmarble.dds

If there are any more files that would be helpful please let me know.

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10 hours ago, sheson said:

What is a hard silent CTD?
Does it show the options window? The log looks like what happens when none of the 3 main options are checked and start is clicked.
Make sure there are no files from older DynDOLOD Standalone installations being used.

Test what happens if the tool is started directly from Windows Explorer.

Do not install the game into special Windows folder like Program Files x86 to avoid issue with UAC, antivir etc.

Sorry, meant for there to be a slash between hard and silent, it just means there's no error message when it crashes. I just updated to 113 (the file uploaded to nexus says alpha 133 I assume this is a typo) and I was still getting the same crash when launching from command line using -sse, but launching straight from file explorer works fine, no crashes.

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1 hour ago, MajorStarewell said:

Sorry, meant for there to be a slash between hard and silent, it just means there's no error message when it crashes. I just updated to 113 (the file uploaded to nexus says alpha 133 I assume this is a typo) and I was still getting the same crash when launching from command line using -sse, but launching straight from file explorer works fine, no crashes.

How is it crashing? Do you mean it simply does nothing after clicking the start button and goes straight to prompting the Exit message?

Upload the log and debug of new the version, both sets, starting with MO2 and starting directly. If there happens to be a bugreport.txt, upload that, too.

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