DarthVitrial Posted December 25, 2020 Share Posted December 25, 2020 TexGen crashed in Alpha 13.Bugreport: https://mega.nz/file/p9kDHIgR#bk82TvCeN1vlxML0dpDkCNion7zzUnzJR_WMeUExVmsLog: https://pastebin.com/P3t9uZ2cDebug Log: https://mega.nz/file/04klXYYA#SDFfFf0k5d1Pt_eHgZAPSYPkvndJ2HUTxIX9vqc0140 Link to comment Share on other sites More sharing options...
z929669 Posted December 26, 2020 Share Posted December 26, 2020 My suggestion is to move to alpha 14 just to rule out mysticism. Link to comment Share on other sites More sharing options...
sheson Posted December 26, 2020 Author Share Posted December 26, 2020 TexGen crashed in Alpha 13.Bugreport: https://mega.nz/file/p9kDHIgR#bk82TvCeN1vlxML0dpDkCNion7zzUnzJR_WMeUExVmsLog: https://pastebin.com/P3t9uZ2cDebug Log: https://mega.nz/file/04klXYYA#SDFfFf0k5d1Pt_eHgZAPSYPkvndJ2HUTxIX9vqc0140Thanks. Will be fixed next Alpha. Link to comment Share on other sites More sharing options...
draugr Posted December 26, 2020 Share Posted December 26, 2020 I managed to successfuly generate 3D tree lod again after a few tries but I have a question, is there any option to push out the distance of fully rendered trees before the level0 lod appears without increasing the ugrids? Link to comment Share on other sites More sharing options...
sheson Posted December 26, 2020 Author Share Posted December 26, 2020 I managed to successfuly generate 3D tree lod again after a few tries but I have a question, is there any option to push out the distance of fully rendered trees before the level0 lod appears without increasing the ugrids?No. Link to comment Share on other sites More sharing options...
DarthVitrial Posted December 26, 2020 Share Posted December 26, 2020 (edited) I got a BSOD running dyndolod alpha 14, is there any specific data I can provide you to help diagnose?EDIT:Log: https://pastebin.com/yEmzYJSxNo debug log was created. Edited December 26, 2020 by DarthVitrial Link to comment Share on other sites More sharing options...
DarthVitrial Posted December 26, 2020 Share Posted December 26, 2020 (edited) Also got an unrelated crash (?) in LodGen in alpha 14.https://pastebin.com/z9eCFtLMDebug log:https://mega.nz/file/RgdQxBZJ#jTfKPOZsu4IZfQHcp_ezAw3lwwgbI_9EmRZ6Gc3BsBYLog: https://pastebin.com/n85MvZpS Edited December 26, 2020 by DarthVitrial Link to comment Share on other sites More sharing options...
Selfishmonkey Posted December 27, 2020 Share Posted December 27, 2020 (edited) So, Texgen works now, didn't on Alpha 13. But Dyndolod doesn't complete. it says "LODGenx64.exe returned 194" for all of the worlds and stops. (I'll add the logs in a moment) Well, it seems both debug log and log are too big for pastebin. No bugreport was created Edited December 27, 2020 by Selfishmonkey Link to comment Share on other sites More sharing options...
kojak747 Posted December 27, 2020 Share Posted December 27, 2020 DynDOLOD Alpha 14 has duplicate ini files next to its root folder plus a clean.bat file. Dupe DynDOLOD_SSE.ini etc How to progress? Link to comment Share on other sites More sharing options...
kojak747 Posted December 27, 2020 Share Posted December 27, 2020 (edited) I generated grass billboards at iMinGrassSize140 and the FPS benefits are quite noticeable. However, whilst that value looks ok for LOD, it's too thin for Loaded cells. Is there any way I can have different values for Imingrasssize (Loaded cell vs LOD), so LOD grass can be thinner than cell loaded grass. My ideal cell loaded grass is imingrasssize120. fwiw here is LOD grass at imingrassisze140 > https://imgur.com/a/7eViEV6. I've also uploaded the output to that shared folder Edited December 27, 2020 by kojak747 Link to comment Share on other sites More sharing options...
sheson Posted December 27, 2020 Author Share Posted December 27, 2020 (edited) DynDOLOD Alpha 14 has duplicate ini files next to its root folder plus a clean.bat file. Dupe DynDOLOD_SSE.ini etc How to progress?I use it to reset the installation to default INIs and empty out the log, export and cache folder. Ignore if you do not want to clean/reset the current installation.I got a BSOD running dyndolod alpha 14, is there any specific data I can provide you to help diagnose?EDIT:Log: https://pastebin.com/yEmzYJSxNo debug log was created.BSOD are caused by hardware, BIOS, driver or OS problems. Programs can not cause BSOD, they CTD if there is an unhandled exception. Edited December 27, 2020 by sheson Link to comment Share on other sites More sharing options...
sheson Posted December 27, 2020 Author Share Posted December 27, 2020 (edited) Also got an unrelated crash (?) in LodGen in alpha 14.https://pastebin.com/z9eCFtLMDebug log:https://mega.nz/file/RgdQxBZJ#jTfKPOZsu4IZfQHcp_ezAw3lwwgbI_9EmRZ6Gc3BsBYLog: https://pastebin.com/n85MvZpS You uploaded TexGen logs with this. Please upload the DynDOLOD log and debug log and the LODGen log if it exists. Can you repeat the exception by "Executing LODGen" again in expert=1 mode?If it is repeatable, upload these files from the folder ..\DynDOLOD\Edit Scripts\Export\ : LODGen_SSE_Export_Tamriel.txtLODGen_SSE_Terrain_Tamriel.binLODGen_SSE_Object_Atlas_Map_Tamriel.txtLODGen_SSE_Alt_Textures_Tamriel.txtLODGen_SSE_Flat_Textures.txtI generated grass billboards at iMinGrassSize140 and the FPS benefits are quite noticeable. However, whilst that value looks ok for LOD, it's too thin for Loaded cells. Is there any way I can have different values for Imingrasssize (Loaded cell vs LOD), so LOD grass can be thinner than cell loaded grass. My ideal cell loaded grass is imingrasssize120. fwiw here is LOD grass at imingrassisze140 > https://imgur.com/a/7eViEV6. I've also uploaded the output to that shared folder You can always update the grass cache with different grass settings after LOD generation or disable the grass cache and let the GrassControl.dll generate grass. However, any such changes means that grass LOD and loaded grass do not match anymore and the fade/switch will be more obvious. Edited December 27, 2020 by sheson Link to comment Share on other sites More sharing options...
Oynlen Posted December 27, 2020 Share Posted December 27, 2020 hello, I'm wondering if this navmesh geometery change was intentional? I have not seem something like that so far in the FO4LODGEN.esp https://imgur.com/gFxtdM4 Link to comment Share on other sites More sharing options...
sheson Posted December 27, 2020 Author Share Posted December 27, 2020 hello, I'm wondering if this navmesh geometery change was intentional? I have not seem something like that so far in the FO4LODGEN.esp https://imgur.com/gFxtdM4Obviously that is not an intentional change. The unknown data in Fallout4.esm must have changed since FO4LODGen.esp was created. Link to comment Share on other sites More sharing options...
Oynlen Posted December 27, 2020 Share Posted December 27, 2020 ok thanks Link to comment Share on other sites More sharing options...
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