Jump to content

DynDOLOD 3.00 Alpha 180


sheson

Recommended Posts

25 minutes ago, dnmt said:

The same textures are being used in the Higher LOD level .bto files.

I also ran a debug level log as requested. It is pretty large so I had to upload as a .zip to my Google Drive: https://drive.google.com/file/d/1YfqCDUbOF9YrJ00JMwEATQqj0DMJQIhs/view?usp=sharing

Here are the matching lines from the log which you find when checking the log as suggested:

10:06:04.848 <55684:56516> [D] hook_GetFileAttributesExW [lpFileName=C:\Steam\steamapps\common\Skyrim Special Edition\data\TEXTURES\M_boathiah_shrine\boe_d.dds] [reroute.fileName()=C:\Users\USERNAME\AppData\Local\ModOrganizer\SkyrimSE\mods\Daedric Shrines - All in One\textures\M_boathiah_shrine\boe_d.dds] [fInfoLevelId=0] [res=1] [resAttrib=20] [originalError=18] [fixedError=18]

10:09:00.579 <55684:55648> [D] hook_GetFileAttributesW [lpFileName=\??\C:\Steam\steamapps\common\Skyrim Special Edition\data\TEXTURES\M_boathiah_shrine\boe_d.dds] [reroute.fileName()=C:\Users\USERNAME\AppData\Local\ModOrganizer\SkyrimSE\mods\Daedric Shrines - All in One\textures\M_boathiah_shrine\boe_d.dds] [res=20] [originalError=0] [fixedError=0]

10:09:00.579 <55684:55648> [D] ntdll_mess_NtCreateFile [inPathW=\??\C:\Steam\steamapps\common\Skyrim Special Edition\data\TEXTURES\M_boathiah_shrine\boe_d.dds] [rerouter.fileName()=C:\Users\USERNAME\AppData\Local\ModOrganizer\SkyrimSE\mods\Daedric Shrines - All in One\textures\M_boathiah_shrine\boe_d.dds] [DesiredAccess=80100080] [originalDisposition=1] [CreateDisposition=1] [FileAttributes=0] [res=0] [*FileHandle=0000000000002888] [rerouter.originalError()=0] [rerouter.error()=0]

As far as I can tell the last two lines mean the file was loaded, which is expected if the full model and LOD level 4 show it.

What you seem to report is that the full model and LOD Level 4 bto show the textures while LOD level 16 bto seems to show purple for the exact same textures.
As far I am aware tough, only missing textures cause the typical purple replacement. Double check that nothing overwrites the BTO files you are checking. Use MO2 right data tab to find the BTO files with the "mod" column enabled to see that their sources are the same, the DynDOLOD output.
If the BSTextureSets are identical, check for differences in the BSLightingShaderProperty.
If you are confident you are checking the right files and can not find anything, upload all the full model and textures and the BTOs.

Link to comment
Share on other sites

1 hour ago, sheson said:

Here are the matching lines from the log which you find when checking the log as suggested:

10:06:04.848 <55684:56516> [D] hook_GetFileAttributesExW [lpFileName=C:\Steam\steamapps\common\Skyrim Special Edition\data\TEXTURES\M_boathiah_shrine\boe_d.dds] [reroute.fileName()=C:\Users\USERNAME\AppData\Local\ModOrganizer\SkyrimSE\mods\Daedric Shrines - All in One\textures\M_boathiah_shrine\boe_d.dds] [fInfoLevelId=0] [res=1] [resAttrib=20] [originalError=18] [fixedError=18]

10:09:00.579 <55684:55648> [D] hook_GetFileAttributesW [lpFileName=\??\C:\Steam\steamapps\common\Skyrim Special Edition\data\TEXTURES\M_boathiah_shrine\boe_d.dds] [reroute.fileName()=C:\Users\USERNAME\AppData\Local\ModOrganizer\SkyrimSE\mods\Daedric Shrines - All in One\textures\M_boathiah_shrine\boe_d.dds] [res=20] [originalError=0] [fixedError=0]

10:09:00.579 <55684:55648> [D] ntdll_mess_NtCreateFile [inPathW=\??\C:\Steam\steamapps\common\Skyrim Special Edition\data\TEXTURES\M_boathiah_shrine\boe_d.dds] [rerouter.fileName()=C:\Users\USERNAME\AppData\Local\ModOrganizer\SkyrimSE\mods\Daedric Shrines - All in One\textures\M_boathiah_shrine\boe_d.dds] [DesiredAccess=80100080] [originalDisposition=1] [CreateDisposition=1] [FileAttributes=0] [res=0] [*FileHandle=0000000000002888] [rerouter.originalError()=0] [rerouter.error()=0]

As far as I can tell the last two lines mean the file was loaded, which is expected if the full model and LOD level 4 show it.

What you seem to report is that the full model and LOD Level 4 bto show the textures while LOD level 16 bto seems to show purple for the exact same textures.
As far I am aware tough, only missing textures cause the typical purple replacement. Double check that nothing overwrites the BTO files you are checking. Use MO2 right data tab to find the BTO files with the "mod" column enabled to see that their sources are the same, the DynDOLOD output.
If the BSTextureSets are identical, check for differences in the BSLightingShaderProperty.
If you are confident you are checking the right files and can not find anything, upload all the full model and textures and the BTOs.

Thanks. I kind of just want to give up on this entirely and just re-run my whole DynDOLOD without adding any mesh rules for the shrine. The problem is, I've tried this, and used the Clean Save guide on how to do it, and my existing save doesn't recognize the new DynDOLOD and Occlusion plugins at all. DynDOLOD never initializes when I leave my clean save interior to Skyrim. Is there a log I can upload to help troubleshoot this? I've had no problems at all when generating, but it won't even initialize when I start a new game either. 

 

Also, for what it's worth, I fixed the problem I am having now by simply pasting over the appropriate Tamriel.4, .8, .16 and .32 .bto files from the new DynDOLOD generation into my old DynDOLOD folder. This resolved the issue as the purple mesh is gone from the game world and the map. I can't get my game to recognize the DynDOLOD plugins that the new generation created, but this works as a stopgap for me for the time being as my purple mesh LOD for the shrine and the purple mesh on the map are both removed with the new .bto files.

Edited by dnmt
Link to comment
Share on other sites

2 hours ago, dnmt said:

Thanks. I kind of just want to give up on this entirely and just re-run my whole DynDOLOD without adding any mesh rules for the shrine. The problem is, I've tried this, and used the Clean Save guide on how to do it, and my existing save doesn't recognize the new DynDOLOD and Occlusion plugins at all. DynDOLOD never initializes when I leave my clean save interior to Skyrim. Is there a log I can upload to help troubleshoot this? I've had no problems at all when generating, but it won't even initialize when I start a new game either. 

 

Also, for what it's worth, I fixed the problem I am having now by simply pasting over the appropriate Tamriel.4, .8, .16 and .32 .bto files from the new DynDOLOD generation into my old DynDOLOD folder. This resolved the issue as the purple mesh is gone from the game world and the map. I can't get my game to recognize the DynDOLOD plugins that the new generation created, but this works as a stopgap for me for the time being as my purple mesh LOD for the shrine and the purple mesh on the map are both removed with the new .bto files.

Simply do the troubleshooting steps I suggested. Since it makes no sense that one NIF using texture A works and another NIF using the same texture A shows purple texture instead. This is a case that is worth finding the actual cause of the issue. I takes not a minute to verify the mod source for the LOD files as suggest. It also does not take long to zip and upload the files as suggested. I would like to see this mystery for myself and solved.

The new problem report (without any logs ) also makes not much sense.
The game loads all plugins that are in the data folder and listed in the plugins.txt. The existing save is typically irrelevant for which plugins are loaded, because that happened when starting the game before loading the save. Stating a new save, starting a text with coc whiterun from main menu console or loading a save should all behave the same way. Make sure the plugins are enabled in MO2 right window. Test with a new game.

Is the load order maybe over the max plugin limit of 254 ESM + ESP full plugins?
Is engine fixes installed? Is MaxStdio in EngineFixes.toml set to the maximum the OS supports?
In case runtime 1.6.1130 is used, set EnableAchievementsWithMods, SaveAddedSoundCategories and SaveScreenshots to false.

Read the first post /and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs to check/upload upload. This includes the papyrus logs.

Link to comment
Share on other sites

1 hour ago, sheson said:

Simply do the troubleshooting steps I suggested. Since it makes no sense that one NIF using texture A works and another NIF using the same texture A shows purple texture instead. This is a case that is worth finding the actual cause of the issue. I takes not a minute to verify the mod source for the LOD files as suggest. It also does not take long to zip and upload the files as suggested. I would like to see this mystery for myself and solved.

The new problem report (without any logs ) also makes not much sense.
The game loads all plugins that are in the data folder and listed in the plugins.txt. The existing save is typically irrelevant for which plugins are loaded, because that happened when starting the game before loading the save. Stating a new save, starting a text with coc whiterun from main menu console or loading a save should all behave the same way. Make sure the plugins are enabled in MO2 right window. Test with a new game.

Is the load order maybe over the max plugin limit of 254 ESM + ESP full plugins?
Is engine fixes installed? Is MaxStdio in EngineFixes.toml set to the maximum the OS supports?
In case runtime 1.6.1130 is used, set EnableAchievementsWithMods, SaveAddedSoundCategories and SaveScreenshots to false.

Read the first post /and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs to check/upload upload. This includes the papyrus logs.

 

 

Thanks. I can confirm the following:

-  nothing overwrites the BTO files

- the Lighting Shader Property looks the same as well.

 

Here are the broken .bto files, the Level4 one shows very clearly where the broken mesh is on the Shrine.

The mesh in question is from the Daedric Shrines All-In-One, but the files in question are identical to what is in this mod: https://www.nexusmods.com/skyrimspecialedition/mods/59499

 

As for the new plugins not initializing, I am not sure what to say. I can look tonight to find the logs, but I am a pretty advanced user and have been generating DynDOLOD successfully for a few years now. I've never once had this issue of the plugins simply not initializing at all. Will take a look at the documentation again but it's really pretty bizarre. I've uploaded the two logs from the DynDOLOD run that generated the plugins that won't initialize. If those don't help, I can take a look later and upload what you'd need (here is the debut.txt, was too big to attach). Literally about to run out the door so apologies for brevity. Appreciate your assistance as always.

 

Sorry for the confusion here. The broken .bto files are from my old DynDOLOD generation that functions but has these issues of a broken mesh/texture, and the logs are from a second, new DynDOLOD generation that created plugins that won't initialize. Kind of throwing two separate problems at you here, but a resolution to either of them solves my problem entirely. Thanks again.

 

DynDOLOD_SSE_log.txt LODGen_SSE_Tamriel_log.txt

Edited by dnmt
Link to comment
Share on other sites

2 hours ago, dnmt said:

 

 

Thanks. I can confirm the following:

-  nothing overwrites the BTO files

- the Lighting Shader Property looks the same as well.

 

Here are the broken .bto files, the Level4 one shows very clearly where the broken mesh is on the Shrine.

The mesh in question is from the Daedric Shrines All-In-One, but the files in question are identical to what is in this mod: https://www.nexusmods.com/skyrimspecialedition/mods/59499

 

As for the new plugins not initializing, I am not sure what to say. I can look tonight to find the logs, but I am a pretty advanced user and have been generating DynDOLOD successfully for a few years now. I've never once had this issue of the plugins simply not initializing at all. Will take a look at the documentation again but it's really pretty bizarre. I've uploaded the two logs from the DynDOLOD run that generated the plugins that won't initialize. If those don't help, I can take a look later and upload what you'd need (here is the debut.txt, was too big to attach). Literally about to run out the door so apologies for brevity. Appreciate your assistance as always.

 

Sorry for the confusion here. The broken .bto files are from my old DynDOLOD generation that functions but has these issues of a broken mesh/texture, and the logs are from a second, new DynDOLOD generation that created plugins that won't initialize. Kind of throwing two separate problems at you here, but a resolution to either of them solves my problem entirely. Thanks again.

 

DynDOLOD_SSE_log.txt 1.22 MB · 0 downloads LODGen_SSE_Tamriel_log.txt 48.9 kB · 0 downloads

There are two models overlapping each other. The second model defines Data\Textures\Default.dds, which does not exist.
The overlapping models with the weird geometry happen because the full model has havok, is animated, has particles and lots of things that are not supported and suitable for object LOD.  For LOD generation there should be a static "LOD" model with all these things removed so that only the actual 3D remains and the tools do not try to generate LOD with animation and beams etc with then happen to have the Default.dds.
This affects all 3 files, so all LOD Levels. The LOD always had the problem form the start.

Download and use the latest DynDOLOD Standalone 3 Alpha and DynDOLOD Resources SE 3 versions to generate LOD from scratch. This time without setting this full model to be used for object LOD, since it is not suitable.
Make sure that Backported Extended ESL Support is installed.
Make sure the DynDOLOD DLL NG and Scripts overwrite DynDOLOD Resources SE 3.
Then start the game and test everything works with "coc whiterun" from main menu console. If that works, restart the game and load an interior save and go outside.
If there are any problems in the game post the DynDOLOD log, DynDOLOD debug log and papyrus logs as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and the c:\Users\deana\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

Link to comment
Share on other sites

Hi, I am having problems with this version of dyndolod, I finished running Textgen without any problems but dyndolon is having the same problem over and over while running. Any ideas about it? If you need more info I can send it. image.thumb.png.11c2edd3b3657645851da3de65ddee83.png

Link to comment
Share on other sites

1 minute ago, ridex said:

See the OP for the logs to include, depending on your situation.

You need to "Click on this link" in the error message as explained in the OP to understand the issue and what logs to include.

Link to comment
Share on other sites

8 hours ago, ridex said:

Hi, I am having problems with this version of dyndolod, I finished running Textgen without any problems but dyndolon is having the same problem over and over while running. Any ideas about it? If you need more info I can send it. 

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, use the Click on this link for additional explanations and help for this message link to open https://dyndolod.info/Messages/Exceptions and to read the explanations under the heading Access violation.

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, if the option Copy message to clipboard is available on a message prompt, use it to copy and paste the text instead of posting screenshots.

7 hours ago, ridex said:

I will include some logs I just found.
 DynDOLOD_SSE_log.txt 163.59 kB · 0 downloads

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log and bugreport.txt to also upload when making posts.

Link to comment
Share on other sites

Hello

I'm experiencing a CTD in Whiterun since version a162 (a164 included) that I do not have with a156 (I've just redone the generation for the test with the same load order). Evrytime I walk towards the market, I get a CTD with the same type of error message (https://ufile.io/y3hkk7we). I get no error during generation of textures or LOD with version a164. In the SKSE log, there is a mention of a File: "Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif", I tried replacing this (and its textures) with those of the base game in case it might be corrupted but I still crash

If you need the dyndolod log, I'll provide them as well

I'm using Skyrim version 1.6.1130 and updated all the mods (I believe so). Here are my generation settings in case I do something wrong

image.thumb.png.062ea454840e42e4745145e2597a2ec2.png

Edited by Hercules6969
spelling errors
Link to comment
Share on other sites

2 hours ago, Hercules6969 said:

Hello

I'm experiencing a CTD in Whiterun since version a162 (a164 included) that I do not have with a156 (I've just redone the generation for the test with the same load order). Evrytime I walk towards the market, I get a CTD with the same type of error message (https://ufile.io/y3hkk7we). I get no error during generation of textures or LOD with version a164. In the SKSE log, there is a mention of a File: "Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif", I tried replacing this (and its textures) with those of the base game in case it might be corrupted but I still crash

If you need the dyndolod log, I'll provide them as well

I'm using Skyrim version 1.6.1130 and updated all the mods (I believe so). Here are my generation settings in case I do something wrong

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs whihc DynDOLOD log and debug log to upload when making posts.

As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, do not post screenshots of the tools, unless it is about visual issues with the user interface.

What SKSE log is mentioning Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif?
Upload that log. too.
Which mod did the NIF come from at the time the crash log was created?
If the crash is repeatable and always mentioning the same base record and NIF, then it is likely it causes the crash.

As a test you could edit the reference 6C0C97DE in DynDOLOD.esm to use a different base record with a different NIF to verify.

Link to comment
Share on other sites

16 hours ago, sheson said:

There are two models overlapping each other. The second model defines Data\Textures\Default.dds, which does not exist.
The overlapping models with the weird geometry happen because the full model has havok, is animated, has particles and lots of things that are not supported and suitable for object LOD.  For LOD generation there should be a static "LOD" model with all these things removed so that only the actual 3D remains and the tools do not try to generate LOD with animation and beams etc with then happen to have the Default.dds.
This affects all 3 files, so all LOD Levels. The LOD always had the problem form the start.

Download and use the latest DynDOLOD Standalone 3 Alpha and DynDOLOD Resources SE 3 versions to generate LOD from scratch. This time without setting this full model to be used for object LOD, since it is not suitable.
Make sure that Backported Extended ESL Support is installed.
Make sure the DynDOLOD DLL NG and Scripts overwrite DynDOLOD Resources SE 3.
Then start the game and test everything works with "coc whiterun" from main menu console. If that works, restart the game and load an interior save and go outside.
If there are any problems in the game post the DynDOLOD log, DynDOLOD debug log and papyrus logs as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and the c:\Users\deana\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

Thanks for this. I re-did my whole DynDOLOD and ensured I made a clean save and it's all working now. I think the key was downloading BEES. Everything is looking great on both my existing saves. The last DynDOLOD message I should see in the MCM is "DynDOLOD activated", right? I saw it initialize but had to toggle on "DynDOLOD active" on one of the saves, but everything is looking good now on both - DynDOLOD toggled on in the MCM and the last message is "DynDOLOD activated". Thank you again for your assistance here.

Link to comment
Share on other sites

35 minutes ago, dnmt said:

Thanks for this. I re-did my whole DynDOLOD and ensured I made a clean save and it's all working now. I think the key was downloading BEES. Everything is looking great on both my existing saves. The last DynDOLOD message I should see in the MCM is "DynDOLOD activated", right? I saw it initialize but had to toggle on "DynDOLOD active" on one of the saves, but everything is looking good now on both - DynDOLOD toggled on in the MCM and the last message is "DynDOLOD activated". Thank you again for your assistance here.

If it is active in the MCM and the last message is DynDOLOD activated you should be good.

Link to comment
Share on other sites

18 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs whihc DynDOLOD log and debug log to upload when making posts.

As explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, do not post screenshots of the tools, unless it is about visual issues with the user interface.

What SKSE log is mentioning Architecture\WhiteRun\WRBuildings\WRHouseShack02.nif?
Upload that log. too.
Which mod did the NIF come from at the time the crash log was created?
If the crash is repeatable and always mentioning the same base record and NIF, then it is likely it causes the crash.

As a test you could edit the reference 6C0C97DE in DynDOLOD.esm to use a different base record with a different NIF to verify.

Hi

The nif came from Winedave https://www.nexusmods.com/skyrimspecialedition/mods/28950, I replaced it with parallax meshes from pfusher and the CTD is gone. What is strange is that I have been using WIndave parallax meshes from the begining with the older versions of Dyndolod without CTD... I kept windave textures. What is important for me is that it's fixed now...

Thanks for taking the time to answer. You're doing a wonderful work for us!

Edited by Hercules6969
Link to comment
Share on other sites

6 minutes ago, Hercules6969 said:

Hi

The nif came from Winedave https://www.nexusmods.com/skyrimspecialedition/mods/28950, I replaced it with parallax meshes from pfusher and the CTD is gone. What is strange is that I have been using WIndave parallax meshes from the begining with the older versions of Dyndolod without CTD... I kept windave textures. What is important for me is that it's fixed now...

Thanks for taking the time to answer. You're doing a wonderful work for us!

The requested logs were not provided.

If the NIF was the same file, then the difference is because of changes in the load order or settings now requiring to add a reference using that NIF, while before there wasn't.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.