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DynDOLOD 3.00 Alpha 182


sheson

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I just wanted to check before I go and do something stupid... is the Alpha  v56 only for AE or can I use it with SSE?

 

nevermind: DynDOLOD works as always with or without the Anniversary DLC and also fixes a couple bugs, like wrong meshes or texture paths and stuck tree LOD.

Edited by BrotherShamus
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Hello Sheson,

For Skyrim LE.

I keep having "access violation" errors while generating TexGen 3. The specific files affected by this vary between different executions of TexGen.

I've added all relevant folders and files to my firewall and antivirus exceptions and even set TexGen to be ran "as Administrator". None of this solved my problem.

Here are the relevant files.

TexGen_TES5_log.txt: https://pastebin.com/W9DPDbmk

TexGen_TES5_Debug_log.txt:  https://pastebin.com/hkrwe9M0

bugreport.txt:  https://pastebin.com/Hkuc4j6D

Edited by Abbot
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2 hours ago, Abbot said:

Hello Sheson,

For Skyrim LE.

I keep having "access violation" errors while generating TexGen 3. The specific files affected by this vary between different executions of TexGen.

I've added all relevant folders and files to my firewall and antivirus exceptions and even set TexGen to be ran "as Administrator". None of this solved my problem.

Here are the relevant files.

TexGen_TES5_log.txt: https://pastebin.com/W9DPDbmk

TexGen_TES5_Debug_log.txt:  https://pastebin.com/hkrwe9M0

bugreport.txt:  https://pastebin.com/Hkuc4j6D 

Based on bugreport.txt, use the x64 version.

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7 minutes ago, sheson said:

Use the x64 version.

Ok, thank you very much!

Another question, if a "normal map" texture file is missing, wehere can I find the "flat bump" or the "diffuse red" ones to replace it?

And to fix TexGen throwing alarms, will it be enough to just place said files in the correct folder path and then rename them wiht the name of the missing texture?

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36 minutes ago, Abbot said:

Ok, thank you very much!

Another question, if a "normal map" texture file is missing, wehere can I find the "flat bump" or the "diffuse red" ones to replace it?

And to fix TexGen throwing alarms, will it be enough to just place said files in the correct folder path and then rename them wiht the name of the missing texture?

The default diffuse and normal map already exist in the vanilla BSA and are used automatically.

The point of the error message is to actually install the correct textures so the default ones are not used.

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Hello,

 

Each time I try to generate the LODs with DynDoLOD, it crashes and I've this error: https://paste.ee/p/OTTVH

I tried deactivating my firewall, windows defender. I installed the C++ redistributable of visual studio but nothing works...

I had no problem with an older version of DynDoLOD (2.X.X I suppose?) but this time I tried to generate 3D trees using my old modlist with DynDoLOD 3 and adding some mods on top of it like Happy Little Trees Add-On - DynDOLOD 3. So maybe that's the issue...

 

Thanks in advance!

Edited by Syrocco
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3 hours ago, Syrocco said:

Hello,

 

Each time I try to generate the LODs with DynDoLOD, it crashes and I've this error: https://paste.ee/p/OTTVH

I tried deactivating my firewall, windows defender. I installed the C++ redistributable of visual studio but nothing works...

I had no problem with an older version of DynDoLOD (2.X.X I suppose?) but this time I tried to generate 3D trees using my old modlist with DynDoLOD 3 and adding some mods on top of it like Happy Little Trees Add-On - DynDOLOD 3. So maybe that's the issue...

 

Thanks in advance!

Read the first post which log files and bugreport.txt to upload when making posts.

DynDOLOD does not "crash". It reports an error.

From the snippet you uploaded, it seems the external tool Texconv.exe has a problem or is being prevented to run properly by the OS, antivir.

It might also possible there is a problem with the mentioned texture textures\landscape\trees\gkbsmoothdarkbark20.dds or accessing the graphics card, but then typically the error code would be different.

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Hello,

Hoping someone can help troubleshoot a potential issue. Essentially, the underside terrain mesh seems to be showing at extreme distances. Took awhile to pinpoint what was causing the weird visuals, but it only appears when I use the Terrain underside feature. (This also happens when I use the DVLaSS               Skyrim Underside plugin by itself,  which I believe was generated using the same method.) I have tried changing the Terrain underside Quality to 0  and Height to 990, as well as moving my load order around in many configurations to no avail.

Note: This only happens at extreme distances, as soon as you get close enough, everything corrects. If this is unavoidable then that's fine, just figured I would ask.

Version: DynDOLOD 3.00 Alpha 56

Labeled screenshots for comparison, as well as settings in Dyndolod (Identical other than the underside):

https://imgur.com/a/SMycGUy

Please let me know if any additional information is needed or more screen shots at different locations, not sure how to troubleshoot this any further, was just going to ignore it. I'm not getting any log errors,  DynDOLOD always runs successfully and everything looks great (other than above).

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Interesting. You should probably increase the following INI setting to something near the following

[TerrainManager]
fBlockMaximumDistance=331776

That should improve visuals in the meantime. I'm unfamiliar with the exact nature of the terrain underside, other than its function in blocking the sun from shining through mountains. It may be possible that this shows only if your block distances are too low.

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1 hour ago, DoubleYou said:

Interesting. You should probably increase the following INI setting to something near the following


[TerrainManager]
fBlockMaximumDistance=331776

That should improve visuals in the meantime. I'm unfamiliar with the exact nature of the terrain underside, other than its function in blocking the sun from shining through mountains. It may be possible that this shows only if your block distances are too low.

Brilliant, I didn't even consider this. Mine was set comparatively low, 92887, not sure why/what set it to that. But anyways, raising it to 331776 solved the issue, no more visible under terrain mesh!

Here is a few more screenshots at 92887 and 331776 respectively. Quite a striking difference in-game, thanks again!

https://imgur.com/a/n55xcka

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I thought the same thing but did not post to increase fBlockMaximumDistance, because the example screens with/without terrain underside showed a difference .... so how could the terrainmanager settings be different between the two??

1 hour ago, bofadee said:

Brilliant, I didn't even consider this. Mine was set comparatively low, 92887, not sure why/what set it to that. But anyways, raising it to 331776 solved the issue, no more visible under terrain mesh!

Here is a few more screenshots at 92887 and 331776 respectively. Quite a striking difference in-game, thanks again!

https://imgur.com/a/n55xcka

I thought the same answer but did not post to increase fBlockMaximumDistance, because the example screens with/without terrain underside showed a difference .... so how could the terrainmanager settings be different between the two if the OP is true??

Clearly, you must've mistakenly assumed it was terrain underside when it was different INI values, but I am perplexed why the game INI was edited in one pass but not the other, and this wasn't considered.

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9 hours ago, bofadee said:

Hello,

Hoping someone can help troubleshoot a potential issue. Essentially, the underside terrain mesh seems to be showing at extreme distances. Took awhile to pinpoint what was causing the weird visuals, but it only appears when I use the Terrain underside feature. (This also happens when I use the DVLaSS               Skyrim Underside plugin by itself,  which I believe was generated using the same method.) I have tried changing the Terrain underside Quality to 0  and Height to 990, as well as moving my load order around in many configurations to no avail.

Note: This only happens at extreme distances, as soon as you get close enough, everything corrects. If this is unavoidable then that's fine, just figured I would ask.

Version: DynDOLOD 3.00 Alpha 56

Labeled screenshots for comparison, as well as settings in Dyndolod (Identical other than the underside):

https://imgur.com/a/SMycGUy

Please let me know if any additional information is needed or more screen shots at different locations, not sure how to troubleshoot this any further, was just going to ignore it. I'm not getting any log errors,  DynDOLOD always runs successfully and everything looks great (other than above).

This came up before: https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-56/?do=findComment&comment=250166

Increase  LOD distances in the DynDOLOD SkyUI MCM.

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Updating that added much more configurability in the TexGen and DynDOLOD wizards, which is nice, but now I've been encountering tons of different errors at various stages of the process. I'm currently stuck at generating TexGen_Output, which is encountering:

Quote

Texconv error 800705AA.

G:\Tools\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\dungeons\mines\minerockwall03.dds

"G:\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\cbnit\AppData\Local\Temp\TexGen_SSE" "C:\Users\cbnit\AppData\Local\Temp\TexGen_SSE\A4980BB7AAB34D0DBDBEEADC3B417D3B.dds"

Last line of the log reads:

Quote

FAILED (800705AA): Insufficient system resources exist to complete the requested service.

The process fails with the same error at different points each time (files other than minerockwall03.dds). I've read through the error documentation and forums but haven't found anything specifically addressing error 800705AA, although I've implemented suggested fixes for other error codes that are related to insufficient system resources - restarting computer, closing browser and as many system processes as possible, ensuring the output path isn't in a forbidden location (it wasn't) and that the x64 version of TexGen is being used (it is) - without success. I've also tried to implement the following instructions from earlier in this thread:

Quote

Open DynDOLOD\Edit Scripts\DynDOLOD Worlds.pas in an text editor and change lines #42 and #43 to

       iAtlasMaxWidth = 4096;
       iAtlasMaxHeight = 4096;

However, I don't have a Worlds.pas file in my Edit Scripts\DynDOLOD folder. Any idea what's going on, generally and/or in regard the missing Worlds.pas file? Thanks so much for your help.

Edited by CBSkyrimModding
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