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DynDOLOD 3.00 Alpha 173


sheson

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Not a problem report. Yet more questions... I searched https://dyndolod.info/ and this topic before.

  • Among the BTO meshes created by LODGen, some are "empty". When opened in NifSkope, they only contain one NiNode named 'obj[0]' with what appears to be all default property values. Is this normal, and if so, what is their purpose?
  • When opening a BTO mesh in NifSkope, the textures contained in individual files are displayed correctly, but the textures from the object LOD atlas are seemingly not found (shown as purple), even though the atlas is in NifSkope's Resources path. Is this a limitation of NifSkope, or is there a trick to make it work?

Thanks. 

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Anyone knows where to get this missing file?

Error: File not found textures\ash tree\sacredbark01_c.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\{uniquemodoptionid}\sleepingtreecamp_d12286a5_trunk.nif
Error: File not found textures\ash tree\sacredbark01_glow.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\{uniquemodoptionid}\sleepingtreecamp_d12286a5_trunk.nif

Ulvenwald does not seem to have it.

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2 hours ago, leostevano said:

Sheson, the new alpha seems to take longer time to generate files. I have followed your suggestion to update .NET 7 runtime to the latest one, but it takes approximately 2 times longer than usual. I haven't tried to use Lodgenx64.exe though. But no issues other than that.

Here's my logs : https://ufile.io/uw3fk82o

Yes, use the LODGenx64.exe for now by deleting or moving LODGenx64Win.exe.

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2 hours ago, Mousetick said:

Not a problem report. Yet more questions... I searched https://dyndolod.info/ and this topic before.

  • Among the BTO meshes created by LODGen, some are "empty". When opened in NifSkope, they only contain one NiNode named 'obj[0]' with what appears to be all default property values. Is this normal, and if so, what is their purpose?
  • When opening a BTO mesh in NifSkope, the textures contained in individual files are displayed correctly, but the textures from the object LOD atlas are seemingly not found (shown as purple), even though the atlas is in NifSkope's Resources path. Is this a limitation of NifSkope, or is there a trick to make it work?

Thanks. 

Empty BTO happen because triangles are optimized away. Their purpose is to overwrite other (vanilla) files.

If a texture is purple, then doublecheck NifSkope can really find the texture.

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3 hours ago, sheson said:

If a texture is purple, then doublecheck NifSkope can really find the texture.

Yes. It works fine. It was an ID10T error. Sorry.

I've experienced significantly increased LODGen processing times too with 3a152 compared to 3a150 and earlier. Tamriel took 41 minutes compared to 6.5 minutes (not apples to apples because I'm now combining several worldspaces for LOD).

After renaming LODGenx64Win.exe to fall back to LODGenx64.exe, processing time is back to normal (11.5 minutes).

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even after updating to .net 7 and removing lodgenx64win.exe my lod of literally everything is nonexistent. is there some setting im missing?

with version 150 i had no problem with my settings. now with 152 i have all the same stuff but no lod shows up in game. 

Edited by raging987inferno
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5 hours ago, raging987inferno said:

even after updating to .net 7 and removing lodgenx64win.exe my lod of literally everything is nonexistent. is there some setting im missing?

with version 150 i had no problem with my settings. now with 152 i have all the same stuff but no lod shows up in game. 

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 useful screenshots.

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11 minutes ago, ErikSteiner said:

I recently tried out DynDOLOD under Linux with Proton. I would like to know, what is the source of Texconv.exe and especially the x64-Version of it? I found the official repository, but this is missing the x64-Version.

https://dyndolod.info/Official-DynDOLOD-Support-Forum

The CPU architecture is a Compiler setting.

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Hey Sheson & community,

FIrst time using DynDOLOD 3.0 on latest AE with NG DLLs I ran into an issue with range check errors.

First off, all plugins identified by LOOT as dirty were cleaned, Treemod is Ulvenvald 3.1 with 3D Hybrid LoDs installed. TexGen ran normally and was installed normally, overwrite all. Among others I have USEEP, Lux, Lux Orbis, Lux Via, Water for ENB, and all their patches installed. Game was stable so far.

Whenever I run DynDOLOD, it stops after a few minutes with an Error: Range check error while processing [some plugin]. Sometimes it's Skyrim.esm, sometimes JK's Skyirm.esp, seemingly everytime it's a different object, marker, navpoint placed in a different cell causing the crash, like this:

image.thumb.png.96840f38665d35055daaf0b0c730c8e0.png

Tried a couple of times by now, everytime it's a range check error, every time a different reason. Strange thing is, I checked all plugins for errors with SSEEdit, and these references are not errors.

These are my settings:
 image.thumb.png.05cf3aed7a8209d90eff6a36c52a25c1.png

I've attached my regular log file to this message. The DynDOLOD_SSE_Debug_log.txt is 37MB big so it's uploaded with the bugreport.txt here: https://ufile.io/rb3c2efh

Any idea or help is appreciated. 

DynDOLOD_SSE_log.txt

Edited by DarSkirata
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54 minutes ago, sheson said:

Because you are not reporting the actual problem.

Sorry, but I don't have a problem. I can understand that many here report problems without providing logs, etc.. I just wanted to get into the conversation.

Are the customizations to Texconv publicly viewable?

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