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DynDOLOD 3.00 Alpha 180


sheson

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I'm having an issue with this version (alpha-63). When I run TextGen64 through MO2, after ten minutes or so, the windows just closes and nothing else happens. The files are created correctly just until the point where TextGen crashes, but it's far from being completed. I have set exceptions for the folders, the programs and MO2. It worked fine with alpha 60 version, so I don't know what's happening here. Installation folders are set as it is recommended, outside of UAC folders. My Skyrim version is SE 1.5.97.

I really appreciate if someone points me to what could be the problem. 

Thanks.

TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt

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On 1/13/2022 at 4:37 AM, ntluan_vn said:

sorry, I'm not very good at nifspoke and related things but can I ask you a question?

Is this what you are talking about? and they have to be within the area of the squares that I circled in red right? I see in the model recorded in Dyndolodxxx.dds within this distance (Aspen Ablaze). In Nifspoke I couldn't find any setting for it to show the parameter you mentioned (>= 0.0 and <= 1.0). Thanks

P/s: Sorry about my English, it's really bad

How to use NifSkope or other tools to edit meshes is a bit beyond DynDOLOD support...

Yes, the UV needs to stay inside the red square shown in the screenshot. Just drag and drop whatever is outside.
The UV coordinates are listed in the NiTriShapeData (UV Sets) or the BSTriShape (Vertex Data).

On 1/13/2022 at 8:35 PM, Thardrim said:

I'm having an issue with this version (alpha-63). When I run TextGen64 through MO2, after ten minutes or so, the windows just closes and nothing else happens. The files are created correctly just until the point where TextGen crashes, but it's far from being completed. I have set exceptions for the folders, the programs and MO2. It worked fine with alpha 60 version, so I don't know what's happening here. Installation folders are set as it is recommended, outside of UAC folders. My Skyrim version is SE 1.5.97.

I really appreciate if someone points me to what could be the problem. 

Thanks.

TexGen_SSE_Debug_log.txt 601.71 kB · 1 download TexGen_SSE_log.txt 199.18 kB · 0 downloads

No bugreport.txt in the same folder as Texgen exe?

Does it always stop after the same two files?

Does it run through if you uncheck rendered object LOD textures?

What happens if you preview dlc01dawnguardcastle02lod.nif?

Nothing changed in the code that renders object LOD textures, neither did the special NIFs change recently.

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1 hour ago, zhuabaobao said:

Ask, the latest version supports 1.5.97-----2.0.17 

From https://dyndolod.info:

Dynamic Distant Objects LOD (DynDOLOD) is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order of the different Skyrim and Enderal game versions.

Regardless of which runtime version is used for Skyrim Special Edition, if the Skyrim Anniversary Edition or Anniversary DLC is installed, the game mode is always SSE.

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1 hour ago, sheson said:

From https://dyndolod.info:

Dynamic Distant Objects LOD (DynDOLOD) is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order of the different Skyrim and Enderal game versions.

Regardless of which runtime version is used for Skyrim Special Edition, if the Skyrim Anniversary Edition or Anniversary DLC is installed, the game mode is always SSE.

Thanks so I can always follow your updates 

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13 hours ago, sheson said:

No bugreport.txt in the same folder as Texgen exe?

Does it always stop after the same two files?

Does it run through if you uncheck rendered object LOD textures?

What happens if you preview dlc01dawnguardcastle02lod.nif?

Nothing changed in the code that renders object LOD textures, neither did the special NIFs change recently.

Thanks for such a quick answer.

No, there is no bugreport in the folder.

Funny enough, it doesn't stop in dlc01dawnguardcastle02lod.nif. Actually, it get's through all that, creates billboards and stops somewhere there. (I think it always stops in the same file, but the window closes so suddenly that I need to recheck again to see if I can get where it exactly stops and if it is always after the same files. I think it does when starting to proccess grass, but I'm not sure).

I unckecked rendered objects, but it still doesn't run through.

I can preview dlc01dawnguardcastle02lod.nif with no problem. I don't see anything strange there.

 

I've reinstalled again and run the program a couple more times (even with Real Time Protection disabled) to no avail. The only difference this time is that it doesn't create log files in any folder. That's why I cannot attach any logs this time.

P.S. Something similar - closing the window suddenly mid-process - happened to me once and it was because I had not enough space in my disk to create the files. But this time I have 120 GB free in my MO2 disk, and 250 GB in the disk where I have Dyndolod extracted and where TexGen_Output is created.

Edited by Thardrim
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1 hour ago, Thardrim said:

Thanks for such a quick answer.

No, there is no bugreport in the folder.

Funny enough, it doesn't stop in dlc01dawnguardcastle02lod.nif. Actually, it get's through all that, creates billboards and stops somewhere there. (I think it always stops in the same file, but the window closes so suddenly that I need to recheck again to see if I can get where it exactly stops and if it is always after the same files. I think it does when starting to proccess grass, but I'm not sure).

I unckecked rendered objects, but it still doesn't run through.

I can preview dlc01dawnguardcastle02lod.nif with no problem. I don't see anything strange there.

 

I've reinstalled again and run the program a couple more times (even with Real Time Protection disabled) to no avail. The only difference this time is that it doesn't create log files in any folder. That's why I cannot attach any logs this time.

P.S. Something similar - closing the window suddenly mid-process - happened to me once and it was because I had not enough space in my disk to create the files. But this time I have 120 GB free in my MO2 disk, and 250 GB in the disk where I have Dyndolod extracted and where TexGen_Output is created.

Use default settings for TexGen.

If it generates all rendered objects and then has a problem it is either will billboards or stitched. Just run with only one main option enabled. If it is billboards, only enable on of the options at a time to see which one it is.

Add a line RealTimeLog=1 to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI. Clear out all old logs in the log folder. Then run with only the option that has the problem. Upload all log files that are now in the log folder. Check main folder again if it might have create a bugreport.txt this time.

Do not truncate any of the logs. Upload entire log of the session to a file service if needed.

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26 minutes ago, burnersaurus said:

Is it possible to generate grass LODs without making a grass cache with NGIO?
as far as I can tell, the PreCache Pluging for MO2 doesn't work with Skyrim AE.

From https://dyndolod.info/Help/Grass-LOD

Grass LOD generation requires a warmed precache from No Grass In Objects...

require = need for a particular purpose

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36 minutes ago, burnersaurus said:

Yeah I get that, was just wondering if there was a workaround for Anniversary Eddition, since I can't get the PreCache plugin to run..
Geuss I'm just out of luck then, thanks for the help.

The workaround currently would be to generate the grass cache with runtime 1.5.97

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32 minutes ago, burnersaurus said:

As in running the game as an older version? is that possible without a separat install?

This has nothing to do with DynDOLOD, so please post to these topics for related discussion.

Once you have a 1.5.97 grass cache, you can generate grass LOD in SAE without NGIO (since we are waiting for .NET FW or similar for AE) using:

 

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I'm currently getting this error when attempting to run Dyndolod and cant figure it out.


Do not install DynDOLOD Resources intended for other game versions.

Do not modify any of the files.

Verify the archive downloaded completely and all core files were installed.

 

I have run dyndolod multiple times with no issue prior to the 1.6.x update.  but since then I cant seem to get away from this error.  I believe I have double and triple checked every DLL plugin to make sure its for the current runtime of the game, skse 2.1.5 etc.  I've been trying to work on this on and off since November.  I have Lexy's LOTD guide installed in its own separate MO installation, and have it up to date as of the December 10th update have patched my game back to 1.5.97 at which time dyndolod ran successfully and is a perfectly working mod list.  since then I've updated back to 1.6.whatever it is as of yesterday.  I've done this process multiple times, switching back and forth between 1.5.97 and 1.6.x  dyndolod always runs with no issue for 1.5.97 and always gives me this same issue.  From what I've read, assuming i understand correctly, that shouldn't make any difference? regardless of runtime version of the game, as long as skse and all DLLs are for the appropriate runtime (which also, i think that doesn't even matter until launching the game with dnydolod.esm/p active?) the executable and resources installation are identical?  I'm not even sure what step to take next to try and troubleshoot this.  I haven't modified the files, the resources are matching for the standalone and work with previous runtimes, and I've verified and reinstalled everything multiple times.  is there anything else I can do to attempt to troubleshoot and resolve this that I'm just not able to find on my own?  thank you in advance for any replies and help! and apologies if this type of issue has already been addressed somewhere and I was just unable to find it in my searches.

 

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21 minutes ago, banky409 said:

I'm currently getting this error when attempting to run Dyndolod and cant figure it out.


Do not install DynDOLOD Resources intended for other game versions.

Do not modify any of the files.

Verify the archive downloaded completely and all core files were installed.

 

I have run dyndolod multiple times with no issue prior to the 1.6.x update.  but since then I cant seem to get away from this error.  I believe I have double and triple checked every DLL plugin to make sure its for the current runtime of the game, skse 2.1.5 etc.  I've been trying to work on this on and off since November.  I have Lexy's LOTD guide installed in its own separate MO installation, and have it up to date as of the December 10th update have patched my game back to 1.5.97 at which time dyndolod ran successfully and is a perfectly working mod list.  since then I've updated back to 1.6.whatever it is as of yesterday.  I've done this process multiple times, switching back and forth between 1.5.97 and 1.6.x  dyndolod always runs with no issue for 1.5.97 and always gives me this same issue.  From what I've read, assuming i understand correctly, that shouldn't make any difference? regardless of runtime version of the game, as long as skse and all DLLs are for the appropriate runtime (which also, i think that doesn't even matter until launching the game with dnydolod.esm/p active?) the executable and resources installation are identical?  I'm not even sure what step to take next to try and troubleshoot this.  I haven't modified the files, the resources are matching for the standalone and work with previous runtimes, and I've verified and reinstalled everything multiple times.  is there anything else I can do to attempt to troubleshoot and resolve this that I'm just not able to find on my own?  thank you in advance for any replies and help! and apologies if this type of issue has already been addressed somewhere and I was just unable to find it in my searches.

 

You have not installed the correct version of DynDOLOD Resources 3 for the game version you are using. The game version is either Skyrim, Skyrim LE or Enderal which require DynDOLOD Resources 3 or Skyrim SE, Skyrim AE, Skyrim VR, Enderal SE which require DynDOLOD Resources 3 SE as explained at https://dyndolod.info/Downloads

As you can see, the runtime version is irrelevant.

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