Jump to content

DynDOLOD 3.00 Alpha 173


sheson

Recommended Posts

26 minutes ago, sheson said:

You could try just Tamrriel first and if that runs trough the whole thing.

This time I got this error:

Quote

[Window Title]
DynDOLOD

[Main Instruction]
Error: Error processing cell WindhelmMarketplaceExterior [CELL:00052580] (in WindhelmWorld "Windhelm" [WRLD:0001691D] at 31,8): Wrong VHGT length 85 for [LAND:6D0162D5]

[Content]


Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

After I clicked ok the program stays still with these lines

Quote

User says "OK"
Saving D:\DynDOLOD\DynDOLOD_Output\DynDOLOD.esm
Saving D:\DynDOLOD\DynDOLOD_Output\DynDOLOD.esp
Saving D:\DynDOLOD\DynDOLOD_Output\Occlusion.esp

Should I force close the program? Inside the output foulder are all 3 plugins present.

And I have already a bugreport.txt - I attached it to this post.
If you say I should exit the program I'll give you the other logs, too. CPU usage is between 0 and 0.1 %
bugreport.txt

Edit: And what could I do to fix the error? How should the landscape be edited to solve the 'Wrong VHGT length 85' error?

Edited by PRieST
Link to comment
Share on other sites

8 minutes ago, PRieST said:

This time I got this error:

After I clicked ok the program stays still with these lines

Should I force close the program? Inside the output foulder are all 3 plugins present.

And I have already a bugreport.txt - I attached it to this post.
If you say I should exit the program I'll give you the other logs, too. CPU usage is between 0 and 0.1 %
bugreport.txt

Edit: And what could I do to fix the error? How should the landscape be edited to solve the 'Wrong VHGT length 85' error?

Once it is done saving plugins, the program is complete and just showing the the "check log" option to be closed via X top right.

Let me know which plugin is 6D that contains the LAND record 6D0162D5 which has the wrong height data. It may be corrupt.

Link to comment
Share on other sites

3 minutes ago, sheson said:

Once it is done saving plugins, the program is complete and just showing the the "check log" option to be closed via X top right.

Let me know which plugin is 6D that contains the LAND record 6D0162D5 which has the wrong height data. It may be corrupt.

It's from Icy Windhelm

Here are the Debug and normal log.

Edited by PRieST
Link to comment
Share on other sites

11 minutes ago, PRieST said:

It's from Icy Windhelm

Here are the Debug and normal log.

What version of the mod/plugin are you using? 2.2 with plugin CRC32 8A1EE12C does not have such a LAND record.

Your plugin has CRC32:6D4591CB.

Load load order into xEdit and lookup the form id. If you can not find the form id, It is possible the load order ID is reported wrong. Then use the cell finder (SHIFT+CTRL+F) to look up 31,8 in WindhelmWorld and check the listed plugins which is the last to contain the LAND record.

Link to comment
Share on other sites

14 minutes ago, sheson said:

What version of the mod/plugin are you using? 2.2 with plugin CRC32 8A1EE12C does not have such a LAND record.

Your plugin has CRC32:6D4591CB.

Load load order into xEdit and lookup the form id. If you can not find the form id, It is possible the load order ID is reported wrong. Then use the cell finder (SHIFT+CTRL+F) to look up 31,8 in WindhelmWorld and check the listed plugins which is the last to contain the LAND record.

I am using the most recent version, but I assume the CRC is different because I merged the JK's Skyrim patch into it and so the ID exists.
Edit: I checked it, the record is infact from the patch file - (FE13D)803 -> Icy Windhelm - JK Skyrim patch.esp
The last plugin which contains a LAND record of that cell is "JK's - ELFX Patch.esp" - That one has the ID (75)117074

Edited by PRieST
Link to comment
Share on other sites

25 minutes ago, PRieST said:

I am using the most recent version, but I assume the CRC is different because I merged the JK's Skyrim patch into it and so the ID exists.
Edit: I checked it, the record is infact from the patch file - (FE13D)803 -> Icy Windhelm - JK Skyrim patch.esp
The last plugin which contains a LAND record of that cell is "JK's - ELFX Patch.esp" - That one has the ID 75117074

When I check xx11706D in JK's - ELFX Patch.esp it does have the expected length of 1096 bytes. https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/LAND

Use xEdit "Simple records" in its options to show the hex values for the VHGT - Vertex Height Map.
Right click them, Edit. Copy/paste to the patch plugin.

Link to comment
Share on other sites

11 minutes ago, sheson said:

When I check xx11706D in JK's - ELFX Patch.esp it does have the expected length of 1096 bytes. https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/LAND

Use xEdit "Simple records" in its options to show the hex values for the VHGT - Vertex Height Map.
Right click them, Edit. Copy/paste to the patch plugin.

Just to confirm that I understood correctly: I copy the landscape VHGT data from JK's -  ELFX Patch and paste it into my version of Icy Windhelm (6D0162D5) correct?
Should I rerun DynDOLOD after it or does it not matter?

Edited by PRieST
Link to comment
Share on other sites

6 minutes ago, PRieST said:

Just to confirm that I understood correctly: I copy the landscape VHGT data from JK's -  ELFX Patch and paste it into my version of Icy Windhelm (6D0162D5) correct?
Should I rerun DynDOLOD after it or doesn't it matter?

Yes, copy the valid data from JK's - ELFX Patch.esp to replace the truncated data in your custom version of  Icy Windhelm.

This height data only affects Occlusion data generation.

  • Like 1
Link to comment
Share on other sites

1 minute ago, sheson said:

Yes, copy the valid data from JK's - ELFX Patch.esp to replace the truncated data in your custom version of  Icy Windhelm.

That height data only affects Occlusion data generation.

Ok, thank you for you help, will do so.

Edited by PRieST
Link to comment
Share on other sites

Hm...it's me again:
This is the ingame result outsite of whiterun:
From further away
https://ibb.co/Q7W7kn6
After approaching
https://ibb.co/JjXMfF1
Obviously the near trees aren't shown, but as soon as these are switching you'll notice that the lod trees (on the hill) are gone.


Which additional logs/files do you need - the rest is the same you got already in earlier post.

Edited by PRieST
Link to comment
Share on other sites

1 hour ago, PRieST said:

Hm...it's me again:
This is the ingame result outsite of whiterun:
From further away
https://ibb.co/Q7W7kn6
After approaching
https://ibb.co/JjXMfF1
Obviously the near trees aren't shown, but as soon as these are switching you'll notice that the lod trees (on the hill) are gone.


Which additional logs/files do you need - the rest is the same you got already in earlier post.

The logs you uploaded earlier are from generations that had an error. Make sure to generate a LOD patch without any errors.
https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Make sure non of the TexGen/DynDOLOD output is being overwritten by other mods.
Doublecheck the LOD Level 4 BTO coverting those cells has tree LOD in them.

https://dyndolod.info/FAQ "Something does not have LOD"
In particular make sure those tree have 3D tree LOD models/billboards discovered.
https://dyndolod.info/Help/Ultra-Tree-LOD#Generating hints to *Tree_Report.txt., but it should basically have the same info as *Object_Report.txt for tree base records.

Link to comment
Share on other sites

12 minutes ago, Asedael said:

Getting an error "Error: Error while loading images from memory". Did a clean reinstall of drivers as suggested in FAQ, still getting this error.

 

Here is the logs.

https://drive.google.com/drive/folders/1STd5teEa6Rkb4r-5QtRFfxuwC1i-9aGc?usp=share_link

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools.

Link to comment
Share on other sites

9 minutes ago, sheson said:

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

https://dyndolod.info/FAQ "High memory usage / Out of memory"
Use the x64 versions of the tools.

Welp, i'm an idiot. For some reason DynDOLOD in MO2 switched to x86 version...

Sorry to bother you with this.

Link to comment
Share on other sites

6 hours ago, sheson said:

When I check xx11706D in JK's - ELFX Patch.esp it does have the expected length of 1096 bytes. https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/LAND

Use xEdit "Simple records" in its options to show the hex values for the VHGT - Vertex Height Map.
Right click them, Edit. Copy/paste to the patch plugin.

Unfortunately that did not help and so I just deleted the landscape record completely.

3 hours ago, sheson said:

The logs you uploaded earlier are from generations that had an error. Make sure to generate a LOD patch without any errors.
https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Make sure non of the TexGen/DynDOLOD output is being overwritten by other mods.
Doublecheck the LOD Level 4 BTO coverting those cells has tree LOD in them.

https://dyndolod.info/FAQ "Something does not have LOD"
In particular make sure those tree have 3D tree LOD models/billboards discovered.
https://dyndolod.info/Help/Ultra-Tree-LOD#Generating hints to *Tree_Report.txt., but it should basically have the same info as *Object_Report.txt for tree base records.

Oh, alright, I thought because the plugins got saved everything was ok. Just did another run without getting an error -> Alpha 125 is working correctly as far as it looks now.

Edited by PRieST
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.