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DynDOLOD 3.00 Alpha 173


sheson

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I am getting the following error with Alpha 150 during DynDOLOD:

Error: Access violation at address 00000000011D4326 in module 'DynDOLODx64.exe'. Read of address 0000000000000000 while processing Stretched Snow Begone.esp ImpExtIceBldgSecondICorner03 [STAT:0006F771]

Logs here

The Stretched Snow Begone mod is this one. I was able to run Texgen and DynDOLOD without errors with Alpha 148

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15 minutes ago, Gratis_monsta said:

I am getting the following error with Alpha 150 during DynDOLOD:

Error: Access violation at address 00000000011D4326 in module 'DynDOLODx64.exe'. Read of address 0000000000000000 while processing Stretched Snow Begone.esp ImpExtIceBldgSecondICorner03 [STAT:0006F771]

Logs here

The Stretched Snow Begone mod is this one. I was able to run Texgen and DynDOLOD without errors with Alpha 148

The archive only contains the DynDOLOD debug log. Also upload the DynDOLOD log and bugreport.txt if it exists as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Is this error repeatable?

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18 hours ago, darkrain261 said:

Sorry for late respond, here are my log files: https://ufile.io/cwwz8atg

The combine.txt is from xlodgen example, no edits: Tamriel_Combine.ini

From what the logs said I suppose that the combine function hasn't worked with seasons yet? Cause apart from Tamriel and Blackreach, other worlds still have their seasons logs, such as: "LODGen_SSE_MarkarthWorld_SPR_log" or "LODGen_SSE_MarkarthWorld_SUM_log".

It is tripping over the same object LOD atlas being used for all seaons.

Let me know if this test version fixes it https://mega.nz/file/cd5nyYII#1KixEQKUv_b0pbmoQZ7MIzNHwQgijlG6aA7VT2x2uiI

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В 27.09.2023 в 11:46, SkyKatarsis сказал:

Если бы Консоль Информации что-то показывала, я бы загрузил скриншоты этого, но объекты были физически удалены DynDOLOD из мира, они больше не существуют и Консоль их не обнаруживает:

https://ibb.co/gSSr2fb

https://ibb.co/g9FdMk2

Я не знаю, как сделать все остальное.

I figured it out on my own and solved this problem. But Mara's temple has a purple lod without texture. What could the problem be related to? I use this mod on it: https://www.nexusmods.com/skyrimspecialedition/mods/73063 Thank you.

https://ibb.co/vw5yQgn

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44 minutes ago, SkyKatarsis said:

I figured it out on my own and solved this problem. But Mara's temple has a purple lod without texture. What could the problem be related to? I use this mod on it: https://www.nexusmods.com/skyrimspecialedition/mods/73063 Thank you.

https://ibb.co/vw5yQgn

What did yo figure out? Why can you not provide the screenshots that are being requested or provide actual information?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make use screenshots with more informative console:
If making screenshots of the LOD area, also make screenshots of the close-up object or full model for comparison.
When making screenshots of full models, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.

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Hey sheson! I have a question regarding the glow/emit effect in object LOD. I made some resources for Blackreach assets that were lacking LOD so far, to reduce the jarring pop-in of large glowing objects in that small worldspace. As its not possible to directly use the layered effect shaders that are used for the full model, I attempted to manually adjust the glow so it matches the full model good enough. This worked for all of the regular mushrooms and tendrils hanging from the ceiling. But for the big/epic mushroom in the middle, it seems to ignore the different color of glow/emit effect. I attached some screens and relevant logs if it helps. Maybe I am just misunderstanding how exactly the emit effect is even supported in LOD, it just seemed to have worked for all the other assets:

Logs

General overview how LOD meshes with glow/emit are displayed in LOD (still needs some adjusting to match):

8WmnDeV.png 

The difference of the epic mushroom, that seems to not use the glow/emit color as set in the LOD mesh:

sLJxQRk.png cyYJpLH.png

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