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DynDOLOD 3.00 Alpha 182


sheson

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36 minutes ago, freakingfairy said:

That's the only copy of those logs you asked for in the folder, I did try running DynDOLOD outside of MO2 once to see if that would fix the problem, but of course it didn't help.

Every other time I've tried to run DynDOLOD it has been through MO2 and it's still just failing,

The debug log is replaced with each start and so only contains the last session. If you want to report or troubleshot a problem, upload the debug that contains the problem.

The normal log is appended to. The one you upload contains two sessions.
The first start seems successful and finds the DynDOLOD Resources and looks like the tool was simply exited.
The second start shows the tool being start by Windows Explorer.

When installing a new DynDOLOD version, make sure to follow the instruction to unpack the DynDOLOD Standalone archive into a new empty folder.

On 6/6/2022 at 6:56 AM, Gamma_Metroid said:

I am having some trouble now with alpha 93. The diffuse texture atlas is fine but the normal map atlas is coming out as a tiny 4x4 pixel image for some reason. Here are the logs and one pair of atlases: https://ufile.io/f/0qvmv

This should be fixed with Alpha-94

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This is what my logs folder looks like.  Even though I've tried to run the DynDOLOD.exe through MO2 several times today, the debug log has not been modified since yesterday.  There are other logs I could upload which have been, but I don't know which ones would be helpful.

moreDynDO.png

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1 hour ago, freakingfairy said:

This is what my logs folder looks like.  Even though I've tried to run the DynDOLOD.exe through MO2 several times today, the debug log has not been modified since yesterday.  There are other logs I could upload which have been, but I don't know which ones would be helpful.

The log and debug log are saved when the program is closed.

Delete the log folder. Do the thing. Upload the log and debug log and bugreport.txt if it exists as explained on the first post. If there are no such logs let me know.

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48 minutes ago, sheson said:

The log and debug log are saved when the program is closed.

Delete the log folder. Do the thing. Upload the log and debug log and bugreport.txt if it exists as explained on the first post.

This is everything in the freshly generated log folder after I deleted it and attempted to run DynDOLOD again.  There is no debug log nor is there a bug report folder. 

If you say it isn't a bug in the program and the problem is between my chair and the desk I believe you.  I just don't understand this program well enough to figure out where the failure point is myself.  Memory allocation?  Some kind of permissions hiccup?  I'm not getting error messages to look up on the FAQ

DynDOLOD_SSE_ChildworldCopies_Tamriel.txt DynDOLOD_SSE_Dynamic_LOD.txt DynDOLOD_SSE_Object_LOD.txt DynDOLOD_SSE_Reverse_List.txt DynDOLOD_SSE_Tree_Export.txt DynDOLOD_SSE_Tree_LOD.txt DynDOLOD_SSE_Tree_Report.txt

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23 minutes ago, freakingfairy said:

This is everything in the freshly generated log folder after I deleted it and attempted to run DynDOLOD again.  There is no debug log nor is there a bug report folder. 

If you say it isn't a bug in the program and the problem is between my chair and the desk I believe you.  I just don't understand this program well enough to figure out where the failure point is myself.  Memory allocation?  Some kind of permissions hiccup?  I'm not getting error messages to look up on the FAQ

DynDOLOD_SSE_ChildworldCopies_Tamriel.txt 38.61 kB · 0 downloads DynDOLOD_SSE_Dynamic_LOD.txt 27.87 kB · 0 downloads DynDOLOD_SSE_Object_LOD.txt 417.68 kB · 0 downloads DynDOLOD_SSE_Reverse_List.txt 683 B · 0 downloads DynDOLOD_SSE_Tree_Export.txt 34.12 kB · 0 downloads DynDOLOD_SSE_Tree_LOD.txt 43.41 kB · 0 downloads DynDOLOD_SSE_Tree_Report.txt 255.44 kB · 0 downloads

Check the Windows Event log (typically in Application) for error messages at the time the program stops.

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13 hours ago, sheson said:

I can really only address the issue about Occlusion, since only that is what is shown in the log.

From Skyrim-Occlusion-Readme.txt:

Mode - helps to limit the amount of CELL records that need to be processed. This either applies for all available CELL records for a worldspace (LODGen mode) or just for the CELL records that already exist in the highlighted plugin(s) (Edit mode) - regardless if the records are added or overwritten. CELL records without terrain height data are always skipped. -Flat means to skip cells with terrain height data that is perfectly flat - it typically means the cell is way outside the playable area. +Border means to only process cells if they are linked to a region that has the Border Region flag set - since the player is normally restricted to cells inside the border region. Do not use +Border for plugins which require to disable borders in the Skyrim.INI. Do not use if no suitable cells are found in case the worldspace has no border region defined. +TVDT will update cells that already have TVDT data and -TVDT will update cells that do not already have TVDT data. +Border is ignored for child worldspaces that use the selected worldspace for LOD.

Since the vanilla Tamriel already contains TVDT data for every cell, that settings means they are no CELLs that need to be updated.

Use DynDOLOD 3 Alpha to generate Occlusion.esp. It will automatically use the appropriate mode for Tamriel.

If I let DynDOLOD create the Occlusion.esp it will say "no suitable cells found" and I will have holes around Winterhold. If I just use "All" mode, the holes disappear. 

What is the downside of using "All", is it just more time consuming?

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37 minutes ago, gigan2 said:

If I let DynDOLOD create the Occlusion.esp it will say "no suitable cells found" and I will have holes around Winterhold. If I just use "All" mode, the holes disappear. 

What is the downside of using "All", is it just more time consuming?

I moved the post to the DynDOLOD 3 Alpha thread.

The mode only filters which CELLs are being updated.

There should be no such problem with the default INI files, unless you have a mod changing the Border Region flag on the 000C5859 BorderRegionSkyrim record.

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Hey, regarding Root Block, I got this, right?

Spoiler

Error: Root block is BSXFlags in Meshes\effects\ambient\fxmistlow01longadjust.nif Skyrim.esm FXMistLow01LongAdjust [MSTT:00016440]
Error: Root block is BSXFlags in Meshes\effects\ambient\fxmistlowsmokey01long.nif Skyrim.esm FXMistLowSmokey01Long [MSTT:000B9466]
Error: Root block is BSXFlags in Meshes\effects\ambient\fxmistlowsmokey01long.nif Skyrim.esm FXMistLowSmokey01Long [MSTT:000B9466]
Error: Root block is BSXFlags in Meshes\effects\ambient\fxmistlowsmokey01long.nif Skyrim.esm FXMistLowSmokey01Long [MSTT:000B9466]
Error: Root block is BSXFlags in Meshes\effects\ambient\fxmistlowsmokey01long.nif Skyrim.esm FXMistLowSmokey01Long [MSTT:000B9466]
Error: Root block is BSXFlags in Meshes\effects\ambient\fxsmokesmokelg2x1.nif Skyrim.esm FXSmokeSmokeLg2x1 [MSTT:000B949C]
Error: Root block is BSXFlags in Meshes\effects\ambient\fxsmokesmokelg2x1.nif Skyrim.esm FXSmokeSmokeLg2x1 [MSTT:000B949C]
Error: Root block is BSXFlags in Meshes\effects\ambient\fxsmokesmokelg2x1.nif Skyrim.esm FXSmokeSmokeLg2x1 [MSTT:000B949C]
Error: Root block is BSXFlags in Meshes\effects\ambient\fxsmokesmokelg2x1.nif Skyrim.esm FXSmokeSmokeLg2x1 [MSTT:000B949C]
Error: Root block is BSXFlags in Meshes\landscape\plants\deadshrub01.nif Skyrim.esm TreeDeadShrub [TREE:000A731C]
Error: Root block is BSXFlags in Meshes\landscape\plants\deadshrub01snow.nif Skyrim.esm TreeDeadShrubSnow [TREE:000A731D]

Warning: Root block is BSXFlags in Meshes\effects\ambient\fxmistlow01longadjust.nif Skyrim.esm FXMistLow01LongAdjust [MSTT:00016440]
Warning: Root block is BSXFlags in Meshes\effects\ambient\fxmistlowsmokey01long.nif Skyrim.esm FXMistLowSmokey01Long [MSTT:000B9466]
Warning: Root block is BSXFlags in Meshes\effects\ambient\fxsmokesmokelg2x1.nif Skyrim.esm FXSmokeSmokeLg2x1 [MSTT:000B949C]

Warning: Root block is BSXFlags in Meshes\landscape\grass\rockgrass01.nif Grass FPS Booster.esp RockGrass01 [GRAS:00048749]
Warning: Root block is BSXFlags in Meshes\landscape\grass\rockgrasssnowobj01.nif Grass FPS Booster.esp RockGrassSnow01 [GRAS:000F871E]
Warning: Root block is BSXFlags in Meshes\landscape\grass\rockgrasswater01.nif Grass FPS Booster.esp RockGrassWater01 [GRAS:000F871D]
Warning: Root block is BSXFlags in Meshes\landscape\plants\deadshrub01.nif SkyTEST-Settings.esp TreeDeadShrub [TREE:000A731C]
Warning: Root block is BSXFlags in Meshes\landscape\plants\deadshrub01snow.nif SkyTEST-Settings.esp TreeDeadShrubSnow [TREE:000A731D]
Warning: Root block is BSXFlags in Meshes\landscape\plants\thicket01.nif SkyTEST-Settings.esp TreeThicket01 [TREE:000A7329]
Warning: Root block is BSXFlags in Meshes\landscape\plants\thicket01snow.nif SkyTEST-Settings.esp TreeThicket01Snow [TREE:000ABD65]

However, these .nif files are things like this: https://www.nexusmods.com/skyrimspecialedition/mods/38196 and https://www.nexusmods.com/skyrimspecialedition/mods/18437.

Where when looking at them through nifskope most of them look blank like this: https://imgur.com/a/JrrVcMe

How do we fix these? As these sorts of mods essentially just remove all features of that texture. And there's no [0] NiNode, select Block, Convert, Bethesda option.

Edited by mattski123
needed to add more lines
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1 hour ago, mattski123 said:

Hey, regarding Root Block, I got this, right?

  Reveal hidden contents

However, these .nif files are things like this: https://www.nexusmods.com/skyrimspecialedition/mods/38196 and https://www.nexusmods.com/skyrimspecialedition/mods/18437.

Where when looking at them through nifskope most of them look blank like this: https://imgur.com/a/JrrVcMe

How do we fix these? As these sorts of mods essentially just remove all features of that texture. And there's no [0] NiNode, select Block, Convert, Bethesda option.

Check any vanilla NIF with a BSXFlags block. It is typically the first child of the root BSFadeNode.

An empty NIF most likely does not need a BSXFlags block, just the BSFadeNode root without any children. I would test to unset all Flags of the BSFadeNode but Bit 0: Hidden.

NifSkope can be used to remove/add any type of block.

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41 minutes ago, sheson said:

Check any vanilla NIF with a BSXFlags block. It is typically the first child of the root BSFadeNode.

An empty NIF most likely does not need a BSXFlags block, just the BSFadeNode root without any children. I would test to unset all Flags of the BSFadeNode but Bit 0: Hidden.

NifSkope can be used to remove/add any type of block.

unfortunately it doesn't have that bethesda option when I right click. And you can see it doesnt show ninode. my options after rightclicking convert are: NiExtraDATA & NiIntegerExtraData.

Which one should I do? Also, one more thing to add, when going into xEdit to delete references, what am I actually deleting? I have

Spoiler

Warning: Potentially wild edit reference with z = 0.0 APWHSW.esp [REFR:64036C46] (places RockM04 [STAT:0001B0A7] in GRUP Cell Temporary Children of AHZCrysisCentre [CELL:6400C24B] (in AHCrysis "Wicklow" [WRLD:6400C24A] at 0,0))
Warning: Potentially wild edit reference with z = 0.0 arnima.esm [REFR:132712AA] (places NorTentSmallLightSnow [STAT:00083ADC] in GRUP Cell Temporary Children of [CELL:13000D63] (in arnimaDUPLICATE003 "The Reach" [WRLD:13000D62] at 0,0))

which are both static placed objects, do I delete the object? Because I can't delete the z position.

Edited by mattski123
new issue discovered and added to comment
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36 minutes ago, mattski123 said:

unfortunately it doesn't have that bethesda option when I right click. And you can see it doesnt show ninode. my options after rightclicking convert are: NiExtraDATA & NiIntegerExtraData.

Which one should I do?

This is the DynDOLOD 3 Alpha thread. I do not provide generic modding help or support for third party tools.

Adding new blocks is as simple as right click in Block list, Block, Insert, Bethesda, BSFadeNode.

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26 minutes ago, sheson said:

This is the DynDOLOD 3 Alpha thread. I do not provide generic modding help or support for third party tools.

Adding new blocks is as simple as right click in Block list, Block, Insert, Bethesda, BSFadeNode.

I tried the NiExtraData option, then the Bethesda option came up, but no BSFadeNode as you can see here: nqQkZOI.png

 

All of the things I'm saying are relevant to the ways to fix errors relating to DynDOLOD. I'm going off the instructions and doing all this using DynDOLOD 3 Alpha-94. And this is in NifSkope, but what I'm saying is i don't have an option for what the instructions are asking of me.

Also, please see my second issue from my previous comment. I would very much like to know which thing to delete in xEdit. Thank you.

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42 minutes ago, mattski123 said:

I tried the NiExtraData option, then the Bethesda option came up, but no BSFadeNode as you can see here: nqQkZOI.png

 

All of the things I'm saying are relevant to the ways to fix errors relating to DynDOLOD. I'm going off the instructions and doing all this using DynDOLOD 3 Alpha-94. And this is in NifSkope, but what I'm saying is i don't have an option for what the instructions are asking of me.

Also, please see my second issue from my previous comment. I would very much like to know which thing to delete in xEdit. Thank you.

DynDOLOD simply reports that a NIF does not have a BSFadeNode root node. 
Instructions how to insert a BSFadeNode block in NifSkope were already given. How to use NifSkope has nothing to do with DynDOLOD.

https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference
Look up the form id in xEdit and remove the reference, clean the plugin afterwards.

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On 6/7/2022 at 9:51 AM, sheson said:

Check the Windows Event log (typically in Application) for error messages at the time the program stops.

Been having the same issue as freakingfairy today, after finishing the STEP Guide Setup. Dyndolod just closed without any errors messages or generating any logs.  Figured i'd try my luck here with the event logs :D In german, but i guess the important bits are clear. I'm using Dyndolod 3.0 from Nexus as per the STEP Guide.

Edit: the last crash is MO2 after trying to open Dyndolod again. Same thing happened with TexGen aswell, but it worked the 2nd time around. The crashes happen within the first few minutes, probably before it even started generating

 

AppError.jpg

Edited by RaccoonOranges
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I generated TexGen and Dyndolod with Alpha 94 last night, and whenever I load a cell with the outputs enabled in MO2, the game crashes.
According to the NetScriptFramework crash log:

Probable callstack
{
  [0]   0x7FF6B128C62F     (SkyrimSE.exe+47C62F)          PathingCell::Func10_47C5E0+4F
  [1]   0x7FF6B1ED49FD     (SkyrimSE.exe+10C49FD)         unk_10C48E0+11D
  [2]   0x7FF6B1EB80AF     (SkyrimSE.exe+10A80AF)         Pathing::unk_10A7F90+11F
  [3]   0x7FF6B1EF0D7F     (SkyrimSE.exe+10E0D7F)         PathingTaskData::Func2_10E0C80+FF
  [4]   0x7FF6B1A4B765     (SkyrimSE.exe+C3B765)          BSWin32TaskletManager::unk_C3B690+D5
  [5]   0x7FF6B1A4B8C6     (SkyrimSE.exe+C3B8C6)          unk_C3B8B0+16
  [6]   0x7FFE9D367034     (KERNEL32.DLL+17034)           
  [7]   0x7FFE9D4A2651     (ntdll.dll+52651)              
}

Crash_2022_6_8_1-8-10.txt

DynDOLOD_SSE_log.txt

Double-posting since it seems like something messed up my upload of the logs
DynDOLOD_SSE_log.txt
 Crash_2022_6_8_1-8-10.txt

Edited by Joe9075
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