Jump to content

DynDOLOD 3.00 Alpha 180


sheson

Recommended Posts

Logs.rar

ok. reinstalled. got all the files.

a bunch of tree textures missing, but I'm not sure why or how to resolve. 

 

Link to comment
Share on other sites

15 minutes ago, bloodmage said:

Logs.rar

ok. reinstalled. got all the files.

a bunch of tree textures missing, but I'm not sure why or how to resolve. 

Read the actual error message and click on the "Click on this link for additional explanations and help for this message" as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages.

That should open https://dyndolod.info/Help/Tree-Grass-LOD-Billboards, scroll down to "LOD Billboard(s) Not Found".
Based on the logs I can see TexGen generated those billboards and it completed successfully.
So, the TexGen output or parts of it are probably not installed (virtually) in the data folder C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\ that DynDOLOD looks at.

The game is installed into C:\Program Files (x86)\ which can cause issue with UAC or antivir. Follow a modding guide, that explains how to install the game properly outside of C:\Program Files (x86)

Link to comment
Share on other sites

I moved the entire steam location to the C drive, still getting hung up on markarth world atlas winter.

thanks for your help though.

Link to comment
Share on other sites

3 hours ago, bloodmage said:

I moved the entire steam location to the C drive, still getting hung up on markarth world atlas winter.

thanks for your help though.

Still no DynDOLOD log or debug, which are saved, when you close DynDOLOD via clicking X top right. Only kill it via task manager if closing via X top right does not work for a minute.

In that case, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini with notepad and add RealTimeLog=1 under [DynDOLOD] at the top. Then start DynDOLOD. Once it shows the options window, check the ..\DynDOLOD\Logs\ folder that DynDOLOD_SSE_realtime_log.txt is being created. Upload the realtime log.

If there is no realtime log, reboot and try again. If it still does not work, upload your version of DynDOLOD_SSE.ini. With the log we have a good chance to troubleshoot this more quickly.

Link to comment
Share on other sites

45 minutes ago, bloodmage said:

The DynDOLOD log and debug are the same as from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-169/?do=findComment&comment=278595 which show that LOD billboards were not found and then no LOD generation was started.

Check the dates and content of the log files are the ones from the last generation.

The DynDOLOD_SSE.ini shows that ; RealTimeLog=1 is commented out. Remove the semicolon and any spaces in order to have the setting take effect.

Link to comment
Share on other sites

amazing! real time log made it work.

Thank you so much. So the program ran very different. A bit longer, but much smoother with no freezing or big time gaps. Was this all just a VRAM or resource issue?

Thank you for your patience sheson. The only bad thing about dydolod...you can't go back to not using it. 

you and Enai and powerof3 (and many others) are some of the best out there man. I wish I understood half as much. Modding is as fun as playing.

it was the last tool I added to my arsenal and is essential now.

I would love to know what you find from the correct logs this time

Logs.rar

Link to comment
Share on other sites

12 hours ago, bloodmage said:

amazing! real time log made it work.

Thank you so much. So the program ran very different. A bit longer, but much smoother with no freezing or big time gaps. Was this all just a VRAM or resource issue?

Thank you for your patience sheson. The only bad thing about dydolod...you can't go back to not using it.

you and Enai and powerof3 (and many others) are some of the best out there man. I wish I understood half as much. Modding is as fun as playing.

it was the last tool I added to my arsenal and is essential now.

I would love to know what you find from the correct logs this time

Logs.rar

If it runs through now, then it is hard to pinpoint a specific reason.

As I suggested in an earlier post, check memory usage of DynDOLOD in Windows task manager and check if it has sub processes like LODGenx64.exe or Texconvx64.exe that might be using lots of memory. The task manager can show both main and video memory usage.

When you have to generate again in the future, see the answers for https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory first to test different settings and without enabling the real time log, in particular:
If DynDOLOD runs out of memory while generating atlas textures, add a line TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. If there are still problems, set MaxTextureSize=8192 in the same INI file.
If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.

So next time, try setting TextureCache=10 and MaxLODGen=2 to see if it makes a difference.

Link to comment
Share on other sites

I encountered the same problem as @bloodmage and did a little more investigating.

Setting RealTimeLog=1 also fixed the process for me. I've attached my logs folder for both the crashed and successful runs.

Although the stalled process was using a lot of memory, I'm not convinced this is memory related. My total system memory usage never rose above 70%. This system has integrated graphics and 32GB of system memory.

Markarth Crash Report.zip

Link to comment
Share on other sites

8 minutes ago, orbnauticus said:

I encountered the same problem as @bloodmage and did a little more investigating.

Setting RealTimeLog=1 also fixed the process for me. I've attached my logs folder for both the crashed and successful runs.

Although the stalled process was using a lot of memory, I'm not convinced this is memory related. My total system memory usage never rose above 70%. This system has integrated graphics and 32GB of system memory.

Markarth Crash Report.zip

You only selected the MarkarthWorld in both runs, correct?
You also did not post TexGen logs, you ran it before right, all billboards textures were generated by it?

What using the other 10GB or so, is that dedicated to video memory?

If you do not have a dedicated graphics card, this might have to do with the issue. Read through the list of https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory anyways, even just to really rule these possibilities out. Do both of these at the same time to see if they makes a difference:

add the -memory command line argument
In the C:\Games\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, add a line TextureCache=10 under [DynDOLOD]

Link to comment
Share on other sites

Hi,

I'm running SSE 1.6.640.0 using DynDOLOD 3 Alpha 169

In the DynDOLOD Summary of Messages - File Not Found Textures I have this line;

Warning: File not found textures\. Used by Meshes\landscape\trees\treepineforest03_burnt2.nif blubbos_trees_in_whiterun.esp treepineforest03_burnt2 "treepineforest03_burnt2" [TREE:3A005909]

It's this line I don't understand which isn't pointing to anything?

Warning: File not found textures\.

I uploaded treepineforest03_burnt2.nif;

https://www.mediafire.com/file/dobpmy7hts9wzpm/treepineforest03_burnt2.nif/file

Would the nif have something wrong with it, as to why DynDOLOD says \. the nif needs fixing?

If any DynDOLOD logs are needed, please let me know.

THANKS

Edited by mooit
Link to comment
Share on other sites

3 hours ago, mooit said:

Hi,

I'm running SSE 1.6.640.0 using DynDOLOD 3 Alpha 169

In the DynDOLOD Summary of Messages - File Not Found Textures I have this line;

Warning: File not found textures\. Used by Meshes\landscape\trees\treepineforest03_burnt2.nif blubbos_trees_in_whiterun.esp treepineforest03_burnt2 "treepineforest03_burnt2" [TREE:3A005909]

It's this line I don't understand which isn't pointing to anything?

Warning: File not found textures\.

I uploaded treepineforest03_burnt2.nif;

https://www.mediafire.com/file/dobpmy7hts9wzpm/treepineforest03_burnt2.nif/file

Would the nif have something wrong with it, as to why DynDOLOD says \. the nif needs fixing?

If any DynDOLOD logs are needed, please let me know.

THANKS

Warning: File not found textures\.

The missing texture is "textures\" as the period denotes the end of the sentence.

https://dyndolod.info/Messages/File-Not-Found-Textures
The texture can not be found.
This can happen if not all required textures where included in the download archive of a mod or there are typos in the *.NIF files.

Open the NIF in NifSkope to check and to fix it.

The NIF defines "textures\" instead of the glow/detail map for SmallPineBranches and should typically be the same as the diffuse texture for tree branches or empty.

The NIF defines "textures\" instead of a normal map texture for SmallPineMainTrunk and should point textures\landscape\trees\treepineforestbarkcomp3_n.dds

If the intention is to not define a texture, the slot should be empty.

Link to comment
Share on other sites

Another question regarding the TexGen billboard renderer. In some of the prior updates, the appearance of normal maps changed slightly. Since then, some of the billboards generated for Enderal specific trees are showing dark spots on the crowns. When checking the normal map of those trees in question, these spots are very bright, almost white. I am aware that the Enderal assets are kind of all over the place in quality/execution, so maybe that's just an issue with the meshes themselves.

Some screenshots of the issue, logs are here

image.png 18096252928250609664_20240501094151_1.jpg scotspine_04_0002eb53_1_n.png

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.