sheson Posted October 27, 2023 Author Share Posted October 27, 2023 21 minutes ago, Mousetick said: Test 1: I fast-travelled to Whiterun gates, then walked through the tundra to the tower. Here's what I got: Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif So there is no enable to begin with. And then there is a bunch of disables, but the reference is still enabled when the cell containing the full model attaches. Test 2: Starting in front of the gate (cell attached, full model loaded) I manually disabled 7D3022EC (gate dynamic LOD) in the console. Then walked away until the cell detached, then moved back until it attached again: Enable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif This time the dynamic LOD was effectively disabled, and the gate looked/worked as expected. It looks as if the dynamic LOD got "stuck" into enabled state somehow and DynDOLOD DLL gets confused. Even though the Test 1 log shows the dynamic LOD was disabled (multiple times), it is actually not disabled. Let me know if you'd like to debug more, I'd be happy to try test versions. Thank you. I assume this means that this happens with a save game? So the reference is already enabled and did not need to be enabled again. What you seem to report is that the game ignores or can not execute the repeated disable commands from DynDOLOD but adheres to the manual command from console. Upload the accompanying papyrus log. Link to comment Share on other sites More sharing options...
adancau Posted October 27, 2023 Share Posted October 27, 2023 24 minutes ago, sheson said: Does it also happen if you select Stitched Object LOD Textures only? It is not always the same texture/number reported in the message? Selecting only Stitched Object LOD Textures completes without errors. After a few runs (with all options enabled, except for Grass *using HD Grass instead), this is the result for the error: Run 1: [02:10] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Run 2: Completed successfully ?! Run 3: [02:10] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Run 4: [02:07] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Run 5: [02:06] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Here I took a break and ran with only Stiched Object LOD Textures selected for a few more times, because I thought run 2 was very weird, as it just worked, so I wanted to try running with Stitched Object LOD Textures only a couple more times, just to figure out if the first time being ok was just a fluke. But no, it seems this one works every time. Run 6: ...indented list of items, showing only the last item below: [02:06] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\dlc02\lod\darkmatwall02lod.dds from 8 textures [02:06] Error: OpenGL: 467BECF0 framebuffer objects unsupported. Run 7: ...indented list of items, showing only the last item below: [02:06] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\architecture\winterhold\winterholdwindow02_em.dds from 1 textures [02:07] Error: OpenGL: 467BECF0 framebuffer objects unsupported. Run 8: ...indented list of items, showing only the last item below: [02:08] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\wrwoodplaster01lod.dds from 4 textures [02:08] Error: OpenGL: 467BECF0 framebuffer objects unsupported. Run 9: ...indented list of items, showing only the last item below: [02:07] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\dlc02\lod\lightmattwall02lod.dds from 8 textures [02:07] Error: OpenGL: 467BECF0 framebuffer objects unsupported. For runs 6-9, I can see in TexGen_SSE_Debug_log.txt that it goes through imperialforticelod.dds: [02:01] [TexGenGenerate] <Debug: Adding atlas D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod.dds with 0, 1.00, 1.00, 1.00, 0, -1, 0> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.RenderTextures] <Debug: Enter LR 0 D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.RenderTextures] <Debug: Leave LR 0 D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.UnloadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.UnloadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> but I cannot see any reference to it in TexGen_SSE_log.txt Note: I have deleted the [textures] output folder in between runs. Only backed up the texture run that completed successfully under [textures.bak] (which shouldn't interfere in any way i guess) Link to comment Share on other sites More sharing options...
sheson Posted October 27, 2023 Author Share Posted October 27, 2023 9 minutes ago, adancau said: Selecting only Stitched Object LOD Textures completes without errors. After a few runs (with all options enabled, except for Grass *using HD Grass instead), this is the result for the error: Run 1: [02:10] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Run 2: Completed successfully ?! Run 3: [02:10] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Run 4: [02:07] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Run 5: [02:06] Error: OpenGL: D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod framebuffer objects unsupported. Here I took a break and ran with only Stiched Object LOD Textures selected for a few more times, because I thought run 2 was very weird, as it just worked, so I wanted to try running with Stitched Object LOD Textures only a couple more times, just to figure out if the first time being ok was just a fluke. But no, it seems this one works every time. Run 6: ...indented list of items, showing only the last item below: [02:06] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\dlc02\lod\darkmatwall02lod.dds from 8 textures [02:06] Error: OpenGL: 467BECF0 framebuffer objects unsupported. Run 7: ...indented list of items, showing only the last item below: [02:06] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\architecture\winterhold\winterholdwindow02_em.dds from 1 textures [02:07] Error: OpenGL: 467BECF0 framebuffer objects unsupported. Run 8: ...indented list of items, showing only the last item below: [02:08] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\wrwoodplaster01lod.dds from 4 textures [02:08] Error: OpenGL: 467BECF0 framebuffer objects unsupported. Run 9: ...indented list of items, showing only the last item below: [02:07] Creating D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\dlc02\lod\lightmattwall02lod.dds from 8 textures [02:07] Error: OpenGL: 467BECF0 framebuffer objects unsupported. For runs 6-9, I can see in TexGen_SSE_Debug_log.txt that it goes through imperialforticelod.dds: [02:01] [TexGenGenerate] <Debug: Adding atlas D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod.dds with 0, 1.00, 1.00, 1.00, 0, -1, 0> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:06] [TwbRender.LoadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.RenderTextures] <Debug: Enter LR 0 D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.RenderTextures] <Debug: Leave LR 0 D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.UnloadScene] <Debug: Enter LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> [02:18] [TwbRender.UnloadScene] <Debug: Leave LM D:\Mod Repository\Skyrim SE & VR\texgen_output\textures\lod\imperialforticelod> but I cannot see any reference to it in TexGen_SSE_log.txt Note: I have deleted the [textures] output folder in between runs. Only backed up the texture run that completed successfully under [textures.bak] (which shouldn't interfere in any way i guess) Delete the log folder. Keep GLDebug=1 in TexGen_SSE.ini Download this test version https://mega.nz/file/hNQDWYrA#Ez7ZyBHVB5VskaZPsjCRQgwGU38_jmGyiwrj_Jge5xI Run TexGenx64 and upload new log, debug log and bugreport.txt if it exists. Link to comment Share on other sites More sharing options...
adancau Posted October 27, 2023 Share Posted October 27, 2023 10 minutes ago, sheson said: Delete the log folder. Keep GLDebug=1 in TexGen_SSE.ini Download this test version https://mega.nz/file/hNQDWYrA#Ez7ZyBHVB5VskaZPsjCRQgwGU38_jmGyiwrj_Jge5xI Run TexGenx64 and upload new log, debug log and bugreport.txt if it exists. First run was successful, but the second one failed. Attaching the logs for both runs (I deleted them in between runs, so each should contain only their own run). Logs.failed.zip Logs.success.zip Link to comment Share on other sites More sharing options...
Mousetick Posted October 27, 2023 Share Posted October 27, 2023 (edited) 52 minutes ago, sheson said: I assume this means that this happens with a save game? Yes. When I updated my ongoing game to DynDOLOD 3a155 plugins from 3a140 I did it with a clean save in an interior cell in Solitude. So all DynDOLOD persistent references should have been removed from the save, prior to updating. I no longer have the clean save to verify. DynDOLOD DLL NG was not changed. I have no idea when or how 7D3022EC (and the other dynamic LOD references like it related to the same mod or Enable Parent) became "stuck" in that state. Edited October 27, 2023 by Mousetick Link to comment Share on other sites More sharing options...
Morti Posted October 27, 2023 Share Posted October 27, 2023 How does _nolod work? Do I need to just name a tree (Editor ID) in CK MyTree_nolod or I also need to create a copy of a model with MyTree_nolod.nif for DynDOLOD to not generate a LOD for the tree? Link to comment Share on other sites More sharing options...
sheson Posted October 27, 2023 Author Share Posted October 27, 2023 19 minutes ago, Mousetick said: Yes. When I updated my ongoing game to DynDOLOD 3a155 plugins from 3a140 I did it with a clean save in an interior cell in Solitude. So all DynDOLOD persistent references should have been removed from the save, prior to updating. I no longer have the clean save to verify. DynDOLOD DLL NG was not changed. I have no idea when or how 7D3022EC (and the other dynamic LOD references like it related to the same mod or Enable Parent) became "stuck" in that state. Can you upload the accompanying papyrus log from the test where it tries to repeatedly disable the reference? Since the reference is initially disabled it has to be enabled via DynDOLOD DLL after starting with a clean or new save. Test with two new clean saves. One where the interior load door is outside the FarGrid and one that is inside the FarGrid, though it shouldn't really make a difference. Also approaching by foot or fast travel should not make a difference but test that too. Link to comment Share on other sites More sharing options...
sheson Posted October 27, 2023 Author Share Posted October 27, 2023 3 minutes ago, Morti said: How does _nolod work? Do I need to just name a tree (Editor ID) in CK MyTree_nolod or I also need to create a copy of a model with MyTree_nolod.nif for DynDOLOD to not generate a LOD for the tree? Explain the problem you are trying to solve. Link to comment Share on other sites More sharing options...
Morti Posted October 27, 2023 Share Posted October 27, 2023 11 minutes ago, sheson said: Explain the problem you are trying to solve. I want some trees to be skipped during LOD generation. Just not to have LODs. Simply, trying to make dense forests a bit less heavy when using 3D LODs. I figured out that maybe skipping some trees will be a good idea too. Pop-in should be hard to spot since they are between other trees. Dunno if it is a good idea to go this route, but seems better than further optimizing LODs themselves since it would damage their appereance too much in less forested areas where they are much more visible. Could simply make a plugin that removes them -> generate dyndolod -> disable plugin but then DynDOLOD.esp would probably mark it as its master. Link to comment Share on other sites More sharing options...
sheson Posted October 27, 2023 Author Share Posted October 27, 2023 7 minutes ago, Morti said: I want some trees to be skipped during LOD generation. Just not to have LODs. Simply, trying to make dense forests a bit less heavy when using 3D LODs. I figured out that maybe skipping some trees will be a good idea too. Pop-in should be hard to spot since they are between other trees. Dunno if it is a good idea to go this route, but seems better than further optimizing LODs themselves since it would damage their appereance too much in less forested areas where they are much more visible. Could simply make a plugin that removes them -> generate dyndolod -> disable plugin but then DynDOLOD.esp would probably mark it as its master. Shorten object LOD level 4 distance, use Simplygon to create lighter 3D tree LOD models or add mesh mask or reference rules so those trees use billboards for LOD instead. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules, https://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin Link to comment Share on other sites More sharing options...
Zerin99 Posted October 27, 2023 Share Posted October 27, 2023 Hi, I shuffled some mods around before starting a new game and went to run Texgen and it said the scripts couldn't be found. so I went back and I got what I thought were the correct scripts but It gave me the same error. I thought just make sure I'll go check my game version again and that's where something new showed up. My game Now says version 1.0.0.0. I haven't seen That before. Please tell me I don't need to reinstall the game. Everything was running just fine a couple weeks ago. Link to comment Share on other sites More sharing options...
sheson Posted October 27, 2023 Author Share Posted October 27, 2023 13 minutes ago, Zerin99 said: Hi, I shuffled some mods around before starting a new game and went to run Texgen and it said the scripts couldn't be found. so I went back and I got what I thought were the correct scripts but It gave me the same error. I thought just make sure I'll go check my game version again and that's where something new showed up. My game Now says version 1.0.0.0. I haven't seen That before. Please tell me I don't need to reinstall the game. Everything was running just fine a couple weeks ago. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. In case there is an error message, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages how to use "Click on this link for additional explanations and help for this message" to open additional information and help. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs#Copy-and-Paste-Text how to use the "Copy message to clipboard" link in order to paste the message text here for further help. TexGen typically does not check for any scripts. What do you expect TexGen/DynDOLOD or me to do about the game version you have installed? Check the product version as explained at https://dyndolod.info/Downloads#Additional-Requirements Link to comment Share on other sites More sharing options...
Mousetick Posted October 27, 2023 Share Posted October 27, 2023 7 hours ago, sheson said: Can you upload the accompanying papyrus log from the test where it tries to repeatedly disable the reference? Since the reference is initially disabled it has to be enabled via DynDOLOD DLL after starting with a clean or new save. Test with two new clean saves. One where the interior load door is outside the FarGrid and one that is inside the FarGrid, though it shouldn't really make a difference. Also approaching by foot or fast travel should not make a difference but test that too. Test 1: Same as previous test 1 where DynDOLOD DLL attempts to disable 7D3022EC several times unsuccessfully. Papyrus log doesn't contain anything of interest: Papyrus.0.log.7z Any idea why the reference fails to disable? Then I made 2 new cleaned saves (one inside Honningbrew Meadeary, load-door within FarGrid, the other inside Frostfruit Inn, load-door outside FarGrid) and did all the tests you suggested. Everything worked fine and as expected, so I'll skip the details. I thought the issue is not with the initial enabling of the initially disabled dynamic LOD, rather at some point the dynamic LOD should be disabled but is not for some reason and this leaves it into a "wonky" state. Then I thought about possible scenarios that might cause this. And I was able to reproduce it from scratch, yeah! Make sure you're seated comfortably because this is a bit convoluted. I use the Clockwork mod. It provides a teleportation system in the form of access terminals at each city and a central hub. To fast-travel from one city to another, one enters the departure terminal, teleports to the hub, then from the hub teleports to the destination terminal. Each terminal and the hub are separate interior cells. The Whiterun terminal is located near the Whiterun gates. Its load-door is within the FarGrid containing 7D3022EC, but outside the NearGrid. The Windhelm terminal is located at the Windhelm docks. Its load-door is obviously outside the FarGrid containing 7D3022EC. The steps I used to reproduce: Load clean save with DynDOLOD plugins enabled, inside Honningbrew Meadery. Exit the meadery. 7D3022EC Initially Disabled -> Enabled. Go to the Whiterun teleportation terminal and enter it. 7D3022EC still Enabled. Teleport to Clockwork Hub. 7D3022EC still Enabled. Teleport to Windhelm terminal. 7D3022EC still Enabled. Exit Windhelm terminal. We're now in Tamriel on the Windhelm Docks, very far from the Whiterun Watchtower. 7D3022EC still Enabled. Re-enter Windhelm terminal. Teleport to Hub then back to Whiterun terminal. Exit Whiterun terminal. 7D3022EC still Enabled. Walk to the Whiterun Watchtower. 7D3022EC still Enabled. And same disabling failures as before: Enable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Enable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif There are about twice as many disabling attempts compared to test 1 so I guess DynDOLOD tried to disable it on two occasions, but I have no idea when the first one occurred. Perhaps step 6? I guess I can rerun the test and quit after step 6 to confirm. Thanks. Link to comment Share on other sites More sharing options...
sheson Posted October 28, 2023 Author Share Posted October 28, 2023 21 hours ago, adancau said: First run was successful, but the second one failed. Attaching the logs for both runs (I deleted them in between runs, so each should contain only their own run). Logs.failed.zip 448.29 kB · 0 downloads Logs.success.zip 517.52 kB · 0 downloads Upload log and debug log from this test version https://mega.nz/file/gNx1kaqY#la7pPzh8aGhcS0DqcK5qRDhd06B53ssIla1U2mYaToM Link to comment Share on other sites More sharing options...
adancau Posted October 28, 2023 Share Posted October 28, 2023 3 hours ago, sheson said: Upload log and debug log from this test version https://mega.nz/file/gNx1kaqY#la7pPzh8aGhcS0DqcK5qRDhd06B53ssIla1U2mYaToM Logs.zip Link to comment Share on other sites More sharing options...
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