Andreiva Posted January 26, 2023 Share Posted January 26, 2023 Hi! Running DynDOLOD on Linux via proton with dotnet48, dotnet6 and vcrun2019 installed works until xLODGen, and then crashes. Textgen worked fine. Error code is E0434352.LODGen_SSE_Test_log.txt Link to comment Share on other sites More sharing options...
plughead Posted January 26, 2023 Share Posted January 26, 2023 29 minutes ago, sheson said: Use MO2 right window Data tab to drill down to Meshes\landscape\trees\ and check which mod the treepineforest01.nif comes from. Then doubleclick it to open it in NifSkope and it should be the same file xEdit/TexGen sees via the virtual data folder path. I see it now. It said that it's pulling from Fixed Mesh Lighting. I moved that above HLT and now it's pulling everything proper. I regenned and that seems to have fixed everything. For some reason, MO2 didn't consider Fixed Mesh Lighting to conflict with Happy Little Trees despite it specifically overwriting these files. Even as I moved it up, MO2 thinks that neither mod overwrites each other I think that has ultimately solved my issue, thanks for the help. Link to comment Share on other sites More sharing options...
sheson Posted January 26, 2023 Author Share Posted January 26, 2023 2 hours ago, Andreiva said: Hi! Running DynDOLOD on Linux via proton with dotnet48, dotnet6 and vcrun2019 installed works until xLODGen, and then crashes. Textgen worked fine. Error code is E0434352.LODGen_SSE_Test_log.txt Read the first post which DynDOLOD log and debug log to also upload when making posts. https://dyndolod.info/Help/LODGen E0434352 Install/Update/Repair .Net Framework 4.8 or newer. Install/Update/Repair .NET Runtime 6 or newer. See https://www.admin-enclave.com/en/articles/windows/306. Check command prompt window of LODGen.exe for crash report in case the log file does not reveal anything. Check the Windows Event log. Test starting LODGenx64.exe and LODGenx64Win.exe directly from a command prompt if they get at least to "Nothing to do" and "Log ended." Link to comment Share on other sites More sharing options...
TechAngel85 Posted January 27, 2023 Share Posted January 27, 2023 Hey Sheson! I'm having an issue with WRCastleBridge01.nif's LOD that I use in my house mod. No matter what I do it is always rotated in the wrong direction. You can see them circled in the shot I've included below. DY pointed out to me that DynDOLOD Resources has LOD for this object so we're wondering if it may be causing this? The second thing is getting the objects in the rules to behave like the rest of the LODs. Basically they're fine until a certain distance and then they disappear. First, these objects have no LODs so I'm just trying to load the full models as LOD. Everywhere in the picture where an "X" is placed is missing the LOD model after a certain distance. Here are the rules. I am only attempting to load to the bridges as Full for all LOD to see if that would correct the orientations. Else I would simply use the LOD you provide within Resources. Spoiler [Skyrim LODGen] LODGen1=dragoncliffmanorse.esp;00360F1C,Full,Full,Full,Full,FarFull,Unchanged,1, LODGen2=dragoncliffmanorse.esp;00360F1D,Full,Full,Full,Full,FarFull,Unchanged,1, LODGen3=dragoncliffmanorse.esp;001C1229,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen4=dragoncliffmanorse.esp;001C6364,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen5=dragoncliffmanorse.esp;001C6367,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen6=dragoncliffmanorse.esp;001C1236,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen7=dragoncliffmanorse.esp;0039DCC8,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen8=dragoncliffmanorse.esp;00005628,Full,Level0,None,None,FarLOD,Unchanged,1, LODGen9=dragoncliffmanorse.esp;000097F8,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen10=dragoncliffmanorse.esp;00002FAB,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen11=dragoncliffmanorse.esp;00002FB9,Full,Full,Full,Full,FarFull,Unchanged,0, ;Ref ID Base ID Model ;00360F1C 0003F5FD Architecture\WhiteRun\WRBuildings\WRCastleBridge01.nif ;00360F1D 0003F5FD Architecture\WhiteRun\WRBuildings\WRCastleBridge01.nif ;001C1229 000C3C80 DragonCliff\architecture\DCM_WRStables.nif (custom) ;001C6364 0300320E _BYOH\Architecture\BYOHHouse\BYOHBYOHWRshackBeams01.nif ;001C6367 03003210 _BYOH\Architecture\BYOHHouse\BYOHBYOHWRshackPosts01.nif ;001C1236 000BEB76 DragonCliff\architecture\DCM_WRCastleStairs03.nif (custom) ;0039DCC8 000BEB76 DragonCliff\architecture\DCM_WRCastleStairs03.nif (custom) ;00005628 0003FB06 Clutter\Stockade\StockadeScaffoldRamp01.nif ;000097F8 0006EA6D Architecture\WhiteRun\WRCityWalls\WRWallWaterGrate01.nif ;00002FAB 000B9B9E Architecture\WhiteRun\WRTerrain\WRPondWallCor01.nif ;00002FB9 000B9B9E Architecture\WhiteRun\WRTerrain\WRPondWallCor01.nif Here is the image: It's hard to see, but most of the LOD is correct within a specific distance: Then it disappears within a short distance of the other shot above: Paperwork: DynDOLOD_SSE_log.txt Edit: Since posting I have been able to fix the woodTower by using the original model's LOD. The rest is still missing at a distance. Link to comment Share on other sites More sharing options...
Roflyq Posted January 27, 2023 Share Posted January 27, 2023 Hi, I would like to ask if there is any way to fix the problem with the fact that very distant 3D LOD trees are much darker than their 3D LOD model "near". For clarity, I attach 2 screenshots. Link to comment Share on other sites More sharing options...
sheson Posted January 27, 2023 Author Share Posted January 27, 2023 3 hours ago, Roflyq said: Hi, I would like to ask if there is any way to fix the problem with the fact that very distant 3D LOD trees are much darker than their 3D LOD model "near". For clarity, I attach 2 screenshots. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees" If the billboard tree LOD seems overly dark or bright, use the billboard brightness setting of the advanced mode to account for lighting changes made by ENBs or weather mods. https://dyndolod.info/Help/Advanced-Mode#Tree-LOD Negative Billboard Brightness values will make the billboard tree LOD darker, while positive values will make it brighter. https://dyndolod.info/Help/Ultra-Tree-LOD#Billboard-Brightness and https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness Link to comment Share on other sites More sharing options...
sheson Posted January 27, 2023 Author Share Posted January 27, 2023 8 hours ago, TechAngel85 said: Hey Sheson! I'm having an issue with WRCastleBridge01.nif's LOD that I use in my house mod. No matter what I do it is always rotated in the wrong direction. You can see them circled in the shot I've included below. DY pointed out to me that DynDOLOD Resources has LOD for this object so we're wondering if it may be causing this? The second thing is getting the objects in the rules to behave like the rest of the LODs. Basically they're fine until a certain distance and then they disappear. First, these objects have no LODs so I'm just trying to load the full models as LOD. Everywhere in the picture where an "X" is placed is missing the LOD model after a certain distance. Here are the rules. I am only attempting to load to the bridges as Full for all LOD to see if that would correct the orientations. Else I would simply use the LOD you provide within Resources. Reveal hidden contents [Skyrim LODGen] LODGen1=dragoncliffmanorse.esp;00360F1C,Full,Full,Full,Full,FarFull,Unchanged,1, LODGen2=dragoncliffmanorse.esp;00360F1D,Full,Full,Full,Full,FarFull,Unchanged,1, LODGen3=dragoncliffmanorse.esp;001C1229,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen4=dragoncliffmanorse.esp;001C6364,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen5=dragoncliffmanorse.esp;001C6367,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen6=dragoncliffmanorse.esp;001C1236,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen7=dragoncliffmanorse.esp;0039DCC8,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen8=dragoncliffmanorse.esp;00005628,Full,Level0,None,None,FarLOD,Unchanged,1, LODGen9=dragoncliffmanorse.esp;000097F8,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen10=dragoncliffmanorse.esp;00002FAB,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen11=dragoncliffmanorse.esp;00002FB9,Full,Full,Full,Full,FarFull,Unchanged,0, ;Ref ID Base ID Model ;00360F1C 0003F5FD Architecture\WhiteRun\WRBuildings\WRCastleBridge01.nif ;00360F1D 0003F5FD Architecture\WhiteRun\WRBuildings\WRCastleBridge01.nif ;001C1229 000C3C80 DragonCliff\architecture\DCM_WRStables.nif (custom) ;001C6364 0300320E _BYOH\Architecture\BYOHHouse\BYOHBYOHWRshackBeams01.nif ;001C6367 03003210 _BYOH\Architecture\BYOHHouse\BYOHBYOHWRshackPosts01.nif ;001C1236 000BEB76 DragonCliff\architecture\DCM_WRCastleStairs03.nif (custom) ;0039DCC8 000BEB76 DragonCliff\architecture\DCM_WRCastleStairs03.nif (custom) ;00005628 0003FB06 Clutter\Stockade\StockadeScaffoldRamp01.nif ;000097F8 0006EA6D Architecture\WhiteRun\WRCityWalls\WRWallWaterGrate01.nif ;00002FAB 000B9B9E Architecture\WhiteRun\WRTerrain\WRPondWallCor01.nif ;00002FB9 000B9B9E Architecture\WhiteRun\WRTerrain\WRPondWallCor01.nif Here is the image: It's hard to see, but most of the LOD is correct within a specific distance: Then it disappears within a short distance of the other shot above: Paperwork: DynDOLOD_SSE_log.txt Edit: Since posting I have been able to fix the woodTower by using the original model's LOD. The rest is still missing at a distance. Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt As explained in the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Make sure that nothing is overwriting the LOD models included in DynDOLOD Resources. https://dyndolod.info/Help/Load-Overwrite-Orders Link to comment Share on other sites More sharing options...
Rozen Posted January 27, 2023 Share Posted January 27, 2023 Got an OpenGL error trying to run it for SSE AE. If it happens again, I will post the logs for that too if needed, it seems to be random for me. https://ufile.io/f/u2nt4 Link to comment Share on other sites More sharing options...
sheson Posted January 27, 2023 Author Share Posted January 27, 2023 1 hour ago, Rozen said: Got an OpenGL error trying to run it for SSE AE. If it happens again, I will post the logs for that too if needed, it seems to be random for me. https://ufile.io/f/u2nt4 if it happens again, add TextureCache=10 to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini under [DynDOLOD] and see if it helps. Link to comment Share on other sites More sharing options...
TechAngel85 Posted January 27, 2023 Share Posted January 27, 2023 18 hours ago, TechAngel85 said: Hey Sheson! I'm having an issue with WRCastleBridge01.nif's LOD that I use in my house mod. No matter what I do it is always rotated in the wrong direction. You can see them circled in the shot I've included below. DY pointed out to me that DynDOLOD Resources has LOD for this object so we're wondering if it may be causing this? The second thing is getting the objects in the rules to behave like the rest of the LODs. Basically they're fine until a certain distance and then they disappear. First, these objects have no LODs so I'm just trying to load the full models as LOD. Everywhere in the picture where an "X" is placed is missing the LOD model after a certain distance. Here are the rules. I am only attempting to load to the bridges as Full for all LOD to see if that would correct the orientations. Else I would simply use the LOD you provide within Resources. Reveal hidden contents [Skyrim LODGen] LODGen1=dragoncliffmanorse.esp;00360F1C,Full,Full,Full,Full,FarFull,Unchanged,1, LODGen2=dragoncliffmanorse.esp;00360F1D,Full,Full,Full,Full,FarFull,Unchanged,1, LODGen3=dragoncliffmanorse.esp;001C1229,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen4=dragoncliffmanorse.esp;001C6364,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen5=dragoncliffmanorse.esp;001C6367,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen6=dragoncliffmanorse.esp;001C1236,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen7=dragoncliffmanorse.esp;0039DCC8,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen8=dragoncliffmanorse.esp;00005628,Full,Level0,None,None,FarLOD,Unchanged,1, LODGen9=dragoncliffmanorse.esp;000097F8,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen10=dragoncliffmanorse.esp;00002FAB,Full,Full,Full,Full,FarFull,Unchanged,0, LODGen11=dragoncliffmanorse.esp;00002FB9,Full,Full,Full,Full,FarFull,Unchanged,0, ;Ref ID Base ID Model ;00360F1C 0003F5FD Architecture\WhiteRun\WRBuildings\WRCastleBridge01.nif ;00360F1D 0003F5FD Architecture\WhiteRun\WRBuildings\WRCastleBridge01.nif ;001C1229 000C3C80 DragonCliff\architecture\DCM_WRStables.nif (custom) ;001C6364 0300320E _BYOH\Architecture\BYOHHouse\BYOHBYOHWRshackBeams01.nif ;001C6367 03003210 _BYOH\Architecture\BYOHHouse\BYOHBYOHWRshackPosts01.nif ;001C1236 000BEB76 DragonCliff\architecture\DCM_WRCastleStairs03.nif (custom) ;0039DCC8 000BEB76 DragonCliff\architecture\DCM_WRCastleStairs03.nif (custom) ;00005628 0003FB06 Clutter\Stockade\StockadeScaffoldRamp01.nif ;000097F8 0006EA6D Architecture\WhiteRun\WRCityWalls\WRWallWaterGrate01.nif ;00002FAB 000B9B9E Architecture\WhiteRun\WRTerrain\WRPondWallCor01.nif ;00002FB9 000B9B9E Architecture\WhiteRun\WRTerrain\WRPondWallCor01.nif Here is the image: It's hard to see, but most of the LOD is correct within a specific distance: Then it disappears within a short distance of the other shot above: Paperwork: DynDOLOD_SSE_log.txt Edit: Since posting I have been able to fix the woodTower by using the original model's LOD. The rest is still missing at a distance. 9 hours ago, sheson said: Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload. Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt As explained in the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Make sure that nothing is overwriting the LOD models included in DynDOLOD Resources. https://dyndolod.info/Help/Load-Overwrite-Orders We need to make you a new forum for alpha support if you're moving everything to a mega thread to be lost and loose track of the conversation flows. Doing what you're doing makes it difficult to search for information and read entire conversations that may be spread out across pages rather than a few posts on a single page. Anyway, here are the logs: TexGen_SSE_Debug_log.txt DynDOLOD_SSE_log.txt Debug: https://drive.google.com/file/d/14MqcgQkQcLRrhpg3YxvmSvO6YsMVSQ2N/view?usp=sharing Object Report: https://drive.google.com/file/d/14SV_8A72ffVvVzkzwVIIQ0UlzLPUY0mV/view?usp=sharing Bug Report.txt is not anywhere in the folder structure. Link to comment Share on other sites More sharing options...
sheson Posted January 27, 2023 Author Share Posted January 27, 2023 1 hour ago, TechAngel85 said: We need to make you a new forum for alpha support if you're moving everything to a mega thread to be lost and loose track of the conversation flows. Doing what you're doing makes it difficult to search for information and read entire conversations that may be spread out across pages rather than a few posts on a single page. Anyway, here are the logs: TexGen_SSE_Debug_log.txt DynDOLOD_SSE_log.txt Debug: https://drive.google.com/file/d/14MqcgQkQcLRrhpg3YxvmSvO6YsMVSQ2N/view?usp=sharing Object Report: https://drive.google.com/file/d/14SV_8A72ffVvVzkzwVIIQ0UlzLPUY0mV/view?usp=sharing Bug Report.txt is not anywhere in the folder structure. This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Provide feedback, ask questions (also about 3rd party mods) and report any problems or issues in this thread only. Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots For an object to have object LOD generated, a LOD model is required to be installed in the load order or a mesh mask / reference rule needs to be added to instruct to use the full model for object and/or dynamic LOD. See https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules. IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD. Next version of DynDOLOD Resources 3 Alpha will contain new/updated LOD models. Next version of DynDOLOD 3 Alpha will contain complimentary rules. Link to comment Share on other sites More sharing options...
TechAngel85 Posted January 27, 2023 Share Posted January 27, 2023 52 minutes ago, sheson said: This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Provide feedback, ask questions (also about 3rd party mods) and report any problems or issues in this thread only. Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots For an object to have object LOD generated, a LOD model is required to be installed in the load order or a mesh mask / reference rule needs to be added to instruct to use the full model for object and/or dynamic LOD. See https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules. IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD. Next version of DynDOLOD Resources 3 Alpha will contain new/updated LOD models. Next version of DynDOLOD 3 Alpha will contain complimentary rules. I read all those pages before coming here and is where I got the information I have now. However, they are not detailed enough to answer my questions of why things are working as they should. Could you address those questions, specifically, which are the bridges being turned and models without LOD only showing to what I suspect is LOD8 and disappearing at LOD16? Do these reference need to be neverfades? Converted to Dynamic? Are you saying you're making LODs and rules that will make all of these missing LODs work? I just need to know that info so I can get this mod updated. This is the only thing I'm waiting on. If it'll automatically be fixed the next release, that's fine. It wasn't clear in your reply. Thanks! Link to comment Share on other sites More sharing options...
sheson Posted January 27, 2023 Author Share Posted January 27, 2023 45 minutes ago, TechAngel85 said: I read all those pages before coming here and is where I got the information I have now. However, they are not detailed enough to answer my questions of why things are working as they should. Could you address those questions, specifically, which are the bridges being turned and models without LOD only showing to what I suspect is LOD8 and disappearing at LOD16? Do these reference need to be neverfades? Converted to Dynamic? Are you saying you're making LODs and rules that will make all of these missing LODs work? I just need to know that info so I can get this mod updated. This is the only thing I'm waiting on. If it'll automatically be fixed the next release, that's fine. It wasn't clear in your reply. Thanks! If a full model used for object LOD is being rotated it is because the root node has transformation data, which are ignored by the game but not by LOD generation. The spots marked with x in the screenshots do not have LOD. Some of them a large references. How far they show depends on the uLargeRefLODGridSize setting. For an object to have object LOD generated, a LOD model is required. https://dyndolod.info/Mod-Authors explains the LOD model file naming convention so they are used automatically. If a LOD model does not exist, the full model can be used for LOD. To achieve that it is best to use mesh mask / reference rules. https://dyndolod.info/Mod-Authors explains how to include such rules with a mod, while https://dyndolod.info/Help/Mesh-Mask-Reference-Rules explains how these rules work. As explained at https://dyndolod.info/Help/Dynamic-LOD, if object LOD is not possible for a reference, the LOD or full model is used for dynamic LOD (neverfades that are disabled at the near/far distance). This is either done automatically (for existing LOD models and rules) or by adding custom rules. IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD. The next version of DynDOLOD Resource 3 Alpha will contain a properly rotated wrcastlebridge01_lod_2.nif and updated/new LOD models and DynDOLOD 3 Alpha will contain rules, so both together will cover the spots marked with X and the flooring. Link to comment Share on other sites More sharing options...
TechAngel85 Posted January 27, 2023 Share Posted January 27, 2023 59 minutes ago, sheson said: If a full model used for object LOD is being rotated it is because the root node has transformation data, which are ignored by the game but not by LOD generation. ... The next version of DynDOLOD Resource 3 Alpha will contain a properly rotated wrcastlebridge01_lod_2.nif and updated/new LOD models and DynDOLOD 3 Alpha will contain rules, so both together will cover the spots marked with X and the flooring. Awesome! So rotated LOD can't be fixed without editing the mesh. Mesh editing is outside my realm of knowledge (basics in Nifskope is all I can do). I appreciate you handling that. 59 minutes ago, sheson said: The spots marked with x in the screenshots do not have LOD. Some of them a large references. How far they show depends on the uLargeRefLODGridSize setting. For an object to have object LOD generated, a LOD model is required. https://dyndolod.info/Mod-Authors explains the LOD model file naming convention so they are used automatically. If a LOD model does not exist, the full model can be used for LOD. To achieve that it is best to use mesh mask / reference rules. https://dyndolod.info/Mod-Authors explains how to include such rules with a mod, while https://dyndolod.info/Help/Mesh-Mask-Reference-Rules explains how these rules work. As explained at https://dyndolod.info/Help/Dynamic-LOD, if object LOD is not possible for a reference, the LOD or full model is used for dynamic LOD (neverfades that are disabled at the near/far distance). This is either done automatically (for existing LOD models and rules) or by adding custom rules. IsFullLOD references are converted to object LOD or near/far grid dynamic LOD automatically. See https://dyndolod.info/Help/Dynamic-LOD. So if I'm understanding this right, the rules I posted are working. They're just being converted into dynamic LOD and the switching on/off that I'm seeing is the threshold of near switching into far. ...and since there is no actual LOD, there is nothing to display at the far range. If that is correct, I think I understand now. I can update the mod and I'll provide comment that LOD issues should resolve on the next Resources/Alpha update. Link to comment Share on other sites More sharing options...
Kansas72 Posted January 28, 2023 Share Posted January 28, 2023 I did clean fresh delete. Reinstalled all mods except for Automated Static reload fix. The only mod that would have anything to do with water wheels. Same thing happened. No water wheel. I ran version 110. Link to comment Share on other sites More sharing options...
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