d2eRX52 Posted October 20, 2022 Share Posted October 20, 2022 I searched topic and discovered that is the issue with AMD drivers. Ok, i will try downgrade them Link to comment Share on other sites More sharing options...
d2eRX52 Posted October 20, 2022 Share Posted October 20, 2022 Why DynDOLOD write so little text? [10:03] [Tamriel] Processing 352 child worldspace references [10:03] [Tamriel] Generating object LOD [15:48] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\woodpost01lod.dds [17:17] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\smim_shack_rooflod.dds [25:10] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\stockadewood02alod.dds [26:24] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\smim_smelter_spoutlod.dds [34:32] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\swoodbeam01alod.dds [1:07:41] [Tamriel] Executing "R:\once upon a time\Tools\DynDOLOD\Edit Scripts\LODGenx64Win.exe" --inputfile "R:\once upon a time\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt" --logfile "R:\once upon a time\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt" [1:07:41] [Tamriel] Creating texture atlas R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 8192 x 8192 [1:08:27] [Tamriel] Creating texture atlas R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 1024 x 512 I already thought it is stuck or something, until half hour later, since i've started, it wrote [1:07:41] [Tamriel] Creating texture atlas R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 8192 x 8192 Link to comment Share on other sites More sharing options...
sheson Posted October 20, 2022 Author Share Posted October 20, 2022 6 hours ago, epx said: I am using the GOG + MO2 version. When I run Texgen or DynDOLOD, it does not detect the installation of the game, nor the other paths. I have seen that I have to put these arguments. Use the -m, -p and -d command line arguments to set the INI, plugins.txt and Data paths when starting the tools. For example: -m: "c:\Users[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" -p: "c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d: "c:\GOGOG Games "Skyrim Special Edition GOG". Yes, I'm using MO2, do I have to put those arguments in the executables' modifier? Without "x"? Sorry for the silly question. https://dyndolod.info/Installation-Instructions Refer to the manual of the mod manager how to add executables, for example Mod Organizer, Vortex. https://dyndolod.info/Help/Command-Line-Argument Refer to the manual of the mod manager how to add executables and command line arguments for them: Mod Organizer - Arguments field Vortex - Command Line field No idea what without "x"? refers to. 1 hour ago, d2eRX52 said: Why DynDOLOD write so little text? [10:03] [Tamriel] Processing 352 child worldspace references [10:03] [Tamriel] Generating object LOD [15:48] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\woodpost01lod.dds [17:17] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\smim_shack_rooflod.dds [25:10] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\stockadewood02alod.dds [26:24] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\smim_smelter_spoutlod.dds [34:32] Creating R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\textures\lod\swoodbeam01alod.dds [1:07:41] [Tamriel] Executing "R:\once upon a time\Tools\DynDOLOD\Edit Scripts\LODGenx64Win.exe" --inputfile "R:\once upon a time\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt" --logfile "R:\once upon a time\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt" [1:07:41] [Tamriel] Creating texture atlas R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 8192 x 8192 [1:08:27] [Tamriel] Creating texture atlas R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 1024 x 512 I already thought it is stuck or something, until half hour later, since i've started, it wrote [1:07:41] [Tamriel] Creating texture atlas R:\once upon a time\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 8192 x 8192 Read the first post which log and debug log and bugreport.txt (if it exists) to upload when making posts. In case you have crapware installed in addition to graphics drivers, try without it to see if things go faster. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-102/page/187/#comment-254612 and https://dyndolod.info/FAQ "Long running time or output several GB in file size" Link to comment Share on other sites More sharing options...
RainingTacco Posted October 20, 2022 Share Posted October 20, 2022 (edited) The Grass LOD tutorial on this site, doesn't mention when to regenerate grass cache using NGIO. I assume when you change iMinGrassSize you have to regenerate cache? Should grass cache be regenerated after every terrain lod generation? I assume aftery every small landscape edit too for best consistency? Does NGIO even have option to delete some of the grass cache files and then regenerate only missing parts? Edited October 20, 2022 by RainingTacco Link to comment Share on other sites More sharing options...
sheson Posted October 20, 2022 Author Share Posted October 20, 2022 42 minutes ago, RainingTacco said: The Grass LOD tutorial on this site, doesn't mention when to regenerate grass cache using NGIO. I assume when you change iMinGrassSize you have to regenerate cache? Should grass cache be regenerated after every terrain lod generation? I assume aftery every small landscape edit too for best consistency? Does NGIO even have option to delete some of the grass cache files and then regenerate only missing parts? Moved the post to the DynDOLOD Alpha thread. As explained before, use the appropriate threads (and forums) for asking questions. None of this has anything to do with ENB complex grass. https://dyndolod.info/Help/Grass-LOD: Grass LOD generation requires a warmed (current) grass precache from No Grass In Objects for the current load order. The grass cache contains grass model and placement information. Changing only the grass textures typically does not require updating the grass cache - just updating grass LOD billboards with TexGen as explained below. Which means, If settings are changed that affect grass placements - like its density, then the grass cache needs to be updated to account for those changes. Read https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-95-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/, Terrain-LOD-Readme.txt included in the xLODGen download archive and https://dyndolod.info/Help/xLODGen. You will notice there is no mention about grass, NGIO or grass cache because it is irrelevant for terrain LOD generation. To delete specific files from the load order use the delete feature of the mod manager or the OS. Link to comment Share on other sites More sharing options...
aragonit Posted October 20, 2022 Share Posted October 20, 2022 (edited) Running DynDOLOD 3.0 Alpha-101 x64 I'm getting this error on a mod where previously no problems occurred: Quote Error: Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 17482) while processing Midwood Isle.esp [REFR:2375A687] (places sc_mausoleumStairs01 [STAT:0200C22D] in GRUP Cell Temporary Children of LastendellRealmSCWSoul1 [CELL:2374CA47] (in MIOblivionRealmSCW "Oblivion" [WRLD:2374CA41] at -2,-1)) I checked the mod for errors with xEdit but it's all clean. -> reinstalling the mod fixed the problem. Or was it enabling WorkaroundLargeReferencesBugs=1 ... Edited October 20, 2022 by aragonit fixed Link to comment Share on other sites More sharing options...
sheson Posted October 20, 2022 Author Share Posted October 20, 2022 35 minutes ago, aragonit said: Running DynDOLOD 3.0 Alpha-101 x64 I'm getting this error on a mod where previously no problems occurred: I checked the mod for errors with xEdit but it's all clean. Read the first post which log, debug log and bugreport.text (if it exists) to upload when making posts. As explained in the first post, always use the latest version and do not waste time using or posting about older versions. Link to comment Share on other sites More sharing options...
PinkedPickles Posted October 21, 2022 Share Posted October 21, 2022 Just now, PinkedPickles said: Please help, can't handle it Link to comment Share on other sites More sharing options...
z929669 Posted October 21, 2022 Share Posted October 21, 2022 1 minute ago, PinkedPickles said: All the info is there. Click the link in the error for detailed instructions or simply remove that plugin, since it is redundant it seems. Link to comment Share on other sites More sharing options...
PinkedPickles Posted October 21, 2022 Share Posted October 21, 2022 How could i remove this plugin? Link to comment Share on other sites More sharing options...
sheson Posted October 21, 2022 Author Share Posted October 21, 2022 29 minutes ago, PinkedPickles said: Please help, can't handle it Moved to the DynDOLOD 3 Alpha thread. Read the first post. Do not paste screenshots of messages, use the "Copy message to clipboard" link and post the text instead. The message "Found Plocktons Culling Glitch Fix.esp" also already explains the reason and solution: "DynDOLOD replaces it. Remove it permanently from the from load order. Click the help link to open further instructions:" As explained in the message and on the first post, click the "Click on this link for additional explanations and help for this message" to open further explanations. https://dyndolod.info/Help/Occlusion-Data You can see that DynDOLOD has the option to generate the occlusion data while generating LOD, so plugins "fixing" it by removing the data need to be permanently removed. 25 minutes ago, PinkedPickles said: How could i remove this plugin? Installing/Enabling/Disabling/Removing mods/plugins is handled by the mod manager. For example https://stepmodifications.org/wiki/Guide:Mod_Organizer Best to learn modding with a mod manager before using tools like DynDOLOD and participating in the DynDOLOD 3 Alpha test. Link to comment Share on other sites More sharing options...
Abbot Posted October 21, 2022 Share Posted October 21, 2022 On 9/21/2022 at 7:57 PM, sheson said: That looks similar to the first crash log, so refer to what I said in this post: Together with the quest crash, it seems there might be different causes of CTD and reportedly something more severe happening when enabling papyrus logging. Do all those issues stop when deactivating the DynDOLOD output? DynDOLOD_SSE_log.txt: https://paste.ee/p/Udgyk DYNDOLOD_SSE_Debug_log.txt: TOO LARGE CTD DynDOLOD: https://pastebin.com/SU8E3MTm Please help. Link to comment Share on other sites More sharing options...
sheson Posted October 21, 2022 Author Share Posted October 21, 2022 21 minutes ago, Abbot said: DynDOLOD_SSE_log.txt: https://paste.ee/p/Udgyk DYNDOLOD_SSE_Debug_log.txt: TOO LARGE CTD DynDOLOD: https://pastebin.com/SU8E3MTm Please help. Read the first post how to upload the debug log to a file service. I assume you need help with the CTD in the game? Have you tested without DynDOLOD in the load order? DynDOLOD.esp is not even the last in the load order. For example, water seam fixes and other patches should be done before generating LOD. E.g. finalize the load order before generating LOD. This seems like a problem with the quest TESQuest(Name: ACFWhiterunVampires `Vampires of Whiterun Hold`, FormId: E6000BEE, File: `AI_Merge.esp`) and the BGSLocation(Name: `Broken Fang Cave`, FormId: 0001914D, File: `Skyrim.esm`) Check with xEdit if the quest E6000BEE in AI_Merge.esp accesses/links the location 0001914D. If not, go through the list of the listed TESObjectREFR, so if one of the links to 0001914D. Typically the listed references in the DynDOLOD.esp do not link to locations. Link to comment Share on other sites More sharing options...
DoubleYou Posted October 22, 2022 Share Posted October 22, 2022 Updated configs for Fallout 4. Fixed too high contrast on some specular textures Added prewar tree textures https://mega.nz/file/4A5wiShR#lLvYz-4zN-NCk1sKvvVDebZb0zeWRsw_dazT-eKixYc Link to comment Share on other sites More sharing options...
sheson Posted October 22, 2022 Author Share Posted October 22, 2022 4 hours ago, DoubleYou said: Updated configs for Fallout 4. Fixed too high contrast on some specular textures Added prewar tree textures https://mega.nz/file/4A5wiShR#lLvYz-4zN-NCk1sKvvVDebZb0zeWRsw_dazT-eKixYc Thanks. Will be included in next version. 1 Link to comment Share on other sites More sharing options...
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