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DynDOLOD 3.00 Alpha 180


sheson

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Hi guys,

I'm hitting a number of errors when attempting to run DynDOLOD, and after researching them and applying relevant fixes, I'm still stuck. Here are the debug files and truncated DynDOLOD_SSE_log, but here is one example of each error type:

Quote

 

[00:07] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Water for ENB.esm FXWaterfallBodySlope_static [STAT:000FC85F]>

[00:13] <Warning: Textures do not match for "MountainRidge03:0": textures\landscape\mountains\mountainslab01.dds in mountainridge03.nif -> textures\landscape\mountains\mountainslab02.dds in mountainridge03_lod_0l.nif for Skyrim.esm MountainRidge03_Light_SN [STAT:00053908]>

[01:05] <Warning: Billboard for model Meshes\landscape\trees\treeaspen07.nif has different CRC32 for textures\terrain\lodgen\aspens ablaze.esp\treeaspen07_00000d61.dds Aspens Ablaze.esp TreeAspen07 [TREE:68000D61]>

[01:57] <Warning: Moved large reference from [18,24] to [18,23] Skyrim.esm [REFR:000F7A25] (places FXAmbSnowBlowingDriftTip [MSTT:000197CA] in GRUP Cell Temporary Children of [CELL:00008EC9] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,24))>

[02:00] <Error: Deleted reference Themarshlands.esp [REFR:0010D8A8] (places INV_SkyrimCloudShape05_50 [STAT:0010C493] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]))>

[02:03] <Warning: Overwritten large reference in SMIM-SE-Merged-All.esp [REFR:02011CFD] (places RTDockPier03SMIM [STAT:0E00AA05] in GRUP Cell Temporary Children of DLC1IcewaterJetty [CELL:00006E11] (in Tamriel "Skyrim" [WRLD:0000003C] at -37,29))>

[02:09] <Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:2232C9F3] (places CWIStrotiTelescope [STAT:220428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)>

[02:09] <Warning: Property not found mgritual03 in scripts\cwicourtyardweatherscript.pex CollegeOfWinterholdImmersive.esp CWICourtyardWeatherHub [REFR:2259CC03] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 28,27)>

[02:09] <Warning: Property not found mgritual03lightref in scripts\cwicourtyardweatherscript.pex CollegeOfWinterholdImmersive.esp CWICourtyardWeatherHub [REFR:2259CC03] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 28,27)>

[02:09] <Warning: Duplicate reference ignored for LOD. CollegeOfWinterholdImmersive.esp [REFR:222CAE12] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of WinterholdExteriorBridge [CELL:00008E82] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,26)) adds same model at same position, rotation and scale as Skyrim.esm [REFR:0010793F] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of WinterholdExteriorBridge [CELL:00008E82] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,26))>

 

Some of these errors are supposed to come from not using up-to-date files, but I'm using the latest versions of DynDOLOD Alpha, Resources, DLL SE, Cathedral Landscapes' DynDOLOD resources mod, and tree mods. Any idea what's going on? Thanks.

https://ufile.io/bt13k0c5

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1 hour ago, CBSkyrimModding said:

Hi guys,

I'm hitting a number of errors when attempting to run DynDOLOD, and after researching them and applying relevant fixes, I'm still stuck. Here are the debug files and truncated DynDOLOD_SSE_log, but here is one example of each error type:

Some of these errors are supposed to come from not using up-to-date files, but I'm using the latest versions of DynDOLOD Alpha, Resources, DLL SE, Cathedral Landscapes' DynDOLOD resources mod, and tree mods. Any idea what's going on? Thanks.

https://ufile.io/bt13k0c5

Read the first post which entire DynDOLOD log truncated to the entire last session of interest to upload. Read the first post which entire DynDOLOD debug log to upload.

All quotes messages have explanations at https://dyndolod.info/Messages. They explain what is going on.
https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
https://dyndolod.info/Messages/Textures-Do-Not-Match
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32
https://dyndolod.info/Messages/Moved-Large-Reference
https://dyndolod.info/Messages/Deleted-Reference
https://dyndolod.info/Messages/Overwritten-Large-Reference
https://dyndolod.info/Messages/File-Not-Found-Scripts
https://dyndolod.info/Messages/Property-Not-Found-In-Scripts
https://dyndolod.info/Messages/Duplicate-Reference

If you have a question about a specific message from the log or need further explanations for a warning or error, then ask a specific question. I would expect some of the assets in the DynDOLOD Resources are being overwritten causing the https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block and https://dyndolod.info/Messages/Textures-Do-Not-Match. MO2 right window data tab can help to find out and to report which mod (with link and version) overwriting file(s) come from.

Since you didn't ask, I assume you do not help with the https://dyndolod.info/Messages/Exceptions#Error-reading-grass-worldspace-x-y / https://dyndolod.info/Messages/Exceptions#Unknown-grass-data-file-format

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On 4/4/2023 at 1:12 AM, sheson said:

The load order of mods, especially when they do not contain textures used by TexGen, should have any effect on TexGen being terminated by the OS / exceptions with nvoglv64.dll without OPenGL reporting back the problem as "invalid operation" for example and TexGens own exception handler being executed. If anything it is indirectly. Check if the last mentioned full textures that are loaded in the log are from a different mod now.

I admit I've reached the end of my limited knowledge (and I'm a decade removed from Skyrim modding, getting back into it now) so I apologize in advance for that. By last mentioned full textures, do you mean the textures from the last line that has a "Loading..." statement like:

[02:58] [TwbRender.LoadTexture] <Debug: Loading textures\dlc01\dungeons\castle\CastleWallStone05.dds>

Should I be looking in my Vortex staging area to determine from which mod that file exists? Because I think the last texture that had that loading statement in my prior logfile was SERuinsBronzeInlay01_n.dds, which I don't see in my staging folder currently. I suppose that makes sense - I must have removed another mod in my fumbling that had the problem texture and that ""fixed"" the issue. (not really because it just avoided it without me understanding why)

I ran again with the test executable you provided and attached the log from that run. If I'm understanding correctly, this time the CastleWallStone05.dds file exists in Skyrim 202X 9.0.1 - Other. Is there anything else I can do to give you more info?

TexGen_SSE_realtime_log.zip

Edited by Onyx
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11 hours ago, Onyx said:

I admit I've reached the end of my limited knowledge (and I'm a decade removed from Skyrim modding, getting back into it now) so I apologize in advance for that. By last mentioned full textures, do you mean the textures from the last line that has a "Loading..." statement like:

[02:58] [TwbRender.LoadTexture] <Debug: Loading textures\dlc01\dungeons\castle\CastleWallStone05.dds>

Should I be looking in my Vortex staging area to determine from which mod that file exists? Because I think the last texture that had that loading statement in my prior logfile was SERuinsBronzeInlay01_n.dds, which I don't see in my staging folder currently. I suppose that makes sense - I must have removed another mod in my fumbling that had the problem texture and that ""fixed"" the issue. (not really because it just avoided it without me understanding why)

I ran again with the test executable you provided and attached the log from that run. If I'm understanding correctly, this time the CastleWallStone05.dds file exists in Skyrim 202X 9.0.1 - Other. Is there anything else I can do to give you more info?

TexGen_SSE_realtime_log.zip 289.83 kB · 0 downloads

Yes any texture in the last 2 or so seconds that has [TwbRender.LoadTexture] <Debug: Loading ... Not necessarily the last one, as things are multi-threaded and all parallel processes write to the log at the same. In this case textures\architecture\solitude\SStoneBase01.dds is also of interest. 
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and add RenderTexturesSingleThread=1 under [TexGen] might help to have a clearer log - but might also make it so that the problem does not occur. See what happens if you do that.

If a file does not exist as loose file but only in BSAs, you can use the xEdit Asset Browser that is started with CTRL+F3 after loading the entire load order into xEdit. After enterting part of a filename into the filter field, the first mentioned container (BSA) for a file is the winning one. Data means loose file.

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4 hours ago, sheson said:

Yes any texture in the last 2 or so seconds that has [TwbRender.LoadTexture] <Debug: Loading ... Not necessarily the last one, as things are multi-threaded and all parallel processes write to the log at the same. In this case textures\architecture\solitude\SStoneBase01.dds is also of interest. 
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and add RenderTexturesSingleThread=1 under [TexGen] might help to have a clearer log - but might also make it so that the problem does not occur. See what happens if you do that.

If a file does not exist as loose file but only in BSAs, you can use the xEdit Asset Browser that is started with CTRL+F3 after loading the entire load order into xEdit. After enterting part of a filename into the filter field, the first mentioned container (BSA) for a file is the winning one. Data means loose file.

This should be the log from a single threaded run. For better or worse, no change with only single threaded, it's still exiting early with no other logs being generated. I don't really have a good understanding of where to go next from here.

Whoops, I had run with only having RenderThreads=1, not actually RenderTexturesSingleThread=1. With that additional flag, it looks like it's going to succeed (still running but it's already gotten past the prior error point). I'll upload the logs from this run once they finish and I wake up.

Also that is a really cool feature, thanks for the tip! I see that the textures\architecture\solitude\sstonebase01.dds winner is from loose files. It has, in order: Data, Enhanced Solitude SSE.bsa, Skyrim - Textures1.bsa.

Edited by Onyx
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Hello, Sheson! Thanks for your constant updates.

Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?

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45 minutes ago, adelinadragonborn said:

Hello, Sheson! Thanks for your constant updates.

Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD ...

https://dyndolod.info/Help/xLODGen

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1 hour ago, sheson said:

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD ...

https://dyndolod.info/Help/xLODGen

Is it OK that terrain in world map looks like this?

My quality settings for terrain LOD meshes: LOD4 = 3, LOD8 = 5, LOD16 = 8, LOD32 = 10, Max vert = 32767

The Elder Scrolls V  Skyrim Special Edition Screenshot 2023.04.09 - 17.04.25.35.png

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11 hours ago, sheson said:

Yes any texture in the last 2 or so seconds that has [TwbRender.LoadTexture] <Debug: Loading ... Not necessarily the last one, as things are multi-threaded and all parallel processes write to the log at the same. In this case textures\architecture\solitude\SStoneBase01.dds is also of interest. 
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and add RenderTexturesSingleThread=1 under [TexGen] might help to have a clearer log - but might also make it so that the problem does not occur. See what happens if you do that.

If a file does not exist as loose file but only in BSAs, you can use the xEdit Asset Browser that is started with CTRL+F3 after loading the entire load order into xEdit. After enterting part of a filename into the filter field, the first mentioned container (BSA) for a file is the winning one. Data means loose file.

OK, with RenderTexturesSingleThread=1 the run succeeded. I've attached all 3 logs that came from this run. Should I just keep that flag in my config and consider this issue solved? DynDOLOD was also able to complete successfully (albeit not free of warnings or errors).

TexGen_SSE_singlethreaded_logs.7z

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1 hour ago, Onyx said:

OK, with RenderTexturesSingleThread=1 the run succeeded. I've attached all 3 logs that came from this run. Should I just keep that flag in my config and consider this issue solved? DynDOLOD was also able to complete successfully (albeit not free of warnings or errors).

TexGen_SSE_singlethreaded_logs.7z 522.79 kB · 0 downloads

Thanks for the logs. Yes, it is OK, since we now know that none of the textures are cause of the exception in the nvoglv64.dll that can be avoided by not using multiple render contexts, which is a workable option for now.

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39 minutes ago, backwords said:

Hello im new to Dyndolod lod generating. While generating lod it showed some errors. ill post them here. I don't know if i sohould be concerned.

https://paste.ee/p/3bxCO Large Reference Bugs

https://paste.ee/p/5a5MS Outdated Billboards

https://paste.ee/p/jnkxq Textures Do Not Match

Moved to the DynDOLOD 3 alpha thread. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

Read the explanations for messages https://dyndolod.info/Messages, what they mean, their severity and if/what to do about them.

https://dyndolod.info/Messages/Large-Reference-Bugs and https://dyndolod.info/Help/Large-References
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32. Really follow the generation instruction https://dyndolod.info/Generation-Instructions
https://dyndolod.info/Messages/Textures-Do-Not-Match

If further explanations for a particular log message is required, provide the logs and ask a specific question.

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8 hours ago, MrXCh1k1X said:

I have a problem, I tried to install this mod with a tutorial video, however my game still looks like this: 

image.thumb.png.5e751083d5994c097398959fe144b900.png My textgen went without problems but my Dyndolod show a lot of warnings, Here is the full log:

DyndologLog.rar 149.84 kB · 1 download

Read the first post with entire log from the last LOD generation sesssion(s) and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

What does "this" mean in particular? The screenshot seems to show vanilla object and terrain LOD and maybe pre-generated tree LOD from another mod.

If you have problems with third party guides ask their author for help.

See https://dyndolod.info/Generation-Instructions how to generate and to install the output - in particular how the generated output need to overwrite everything. Pay attention to the Prerequisites and how to use xLODGen to generate terrain LOD. https://dyndolod.info/Help/xLODGen

Warning and error messages, there severity and if/what to do about them are explained at https://dyndolod.info/Messages and in the https://dyndolod.info/Help/Summary-Of-Messages.

If you have a questions about a particular message, ask a specific question.

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