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DynDOLOD 3.00 Alpha 182


sheson

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26 minutes ago, heheloveer said:

I just went through the whole list and nothing seemed wrong in the TexGen part. I mean, I'm not really sure which grasses should have billboards and which grasses are to be skipped, but there are lots of grass billboard records found in LODGen_SSE_Grass_Map_[Worldspace].txt and LODGen_SSE_ObjectAtlasMap_[Worldspace].txt. There isn't any texture missing compared to a working TexGen output that I generated previously with version 111. The grass billboard textures aren't transparent or anything. I can see grass billboards in object LOD atlas. The majority of the records in TexGen_SSE_Grass_Billboards.txt don't end in false. And I'm not only missing types of grasses, none of them have their lod generated. Also DynDOLOD_SSE_Debug_log.txt does contain "Gathering grass data for object LOD". I just can't think of anything that could cause this.

Read the first post which TexGen/DynDOLOD logs and debug logs to upload when making posts.

What is the purpose of the post? The logs could show us facts that can be compared and what not.

How do you not know which grasses should have grass LOD billboards and cross check that with the logs? As explained earlier, the Grass mapping not found messages help with that.

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23 minutes ago, star_death69 said:

Same as before, this time with bug report Logs_17_20.7z

Can you check if G:\Games\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\dlc01\lod\seruinswindowslod.nif opens without error in NifSkope?

Is the CPU overclocked or are you using custom memory timing settings etc?

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9 minutes ago, sheson said:

Can you check if G:\Games\Modding\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\dlc01\lod\seruinswindowslod.nif opens without error in NifSkope?

Is the CPU overclocked or are you using custom memory timing settings etc?

I have never used NifSkope, but it seems to open fine, no pop ups or anything.

image.thumb.png.e71047c63618e09a81933400beaa8960.png

regarding my CPU: I don't know. I had tried some overclocking software in the far past, but removed everything as the topic got too complicated. I don't know if there are still some tweaks left, but if, then they should not be aggressive. I'm pretty sure I have XMP enabled in BIOS though.

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15 minutes ago, star_death69 said:

I have never used NifSkope, but it seems to open fine, no pop ups or anything.

image.thumb.png.e71047c63618e09a81933400beaa8960.png

regarding my CPU: I don't know. I had tried some overclocking software in the far past, but removed everything as the topic got too complicated. I don't know if there are still some tweaks left, but if, then they should not be aggressive. I'm pretty sure I have XMP enabled in BIOS though.

Look OK.

Run this test version and upload the logs as usual https://mega.nz/file/gNBHzZZL#65ITaFVNj_HL0-PJ5hXKduVAk1xl8Bm1t8bY9fP5iwY
This will be the last test for today. We will have to look some more into tomorrow.

Maybe you can test default/slo memory settings in the meantime.

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21 minutes ago, sheson said:

Read the first post which TexGen/DynDOLOD logs and debug logs to upload when making posts.

What is the purpose of the post? The logs could show us facts that can be compared and what not.

How do you not know which grasses should have grass LOD billboards and cross check that with the logs? As explained earlier, the Grass mapping not found messages help with that.

I foolishly restarted DynDOLOD, changed a setting, ran it to see whether it would magically made grass lod work again and shut down the program the moment I saw the grassless meshes coming in, which completely wiped out the previous logs. It's past 1 am where I am so it's too late to run it again, so the logs would have to wait. One thing that I noticed though: in the LODGen logs that I uploaded, the "grass mapping not found" messages got the form ID of the grasses wrong. As in, the generated billboard of a grass is named "xxxxxxx_000008xx.dds" but LODGen was seemingly seeking a file named "xxxxxxx_000000xx.dds". Hopefully this counts as relevant information.

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26 minutes ago, sheson said:

Look OK.

Run this test version and upload the logs as usual https://mega.nz/file/gNBHzZZL#65ITaFVNj_HL0-PJ5hXKduVAk1xl8Bm1t8bY9fP5iwY
This will be the last test for today. We will have to look some more into tomorrow.

Maybe you can test default/slo memory settings in the meantime.

Same again: Logs_18_30.7z

Do you have any suggestions on how to do that?

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9 hours ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread. Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts.

800705AA means ERROR_NO_SYSTEM_RESOURCES

Make sure the best graphics card is the first reported by the OS. Check main memory and VRAM usage.

Searching for the error code as explained on the first post finds https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-114/?do=findComment&comment=253629

Check High memory usage / Out of memory at https://dyndolod.info/FAQ and the answer about the TextureCache setting.

Hi again, thanks for your help. I've successfully completed TexGen by switching diffuse/alpha, normal specular, diffuse, and normal from BC7 (Quick) to R8G8B8, but I'm stuck at the DynDOLOD stage now. As far as I know, I've successfully completed BC7 compression using Texconv (since the output size is smaller), and I've copied everything in the output (a textures folder but no meshes folder - is that right?) into the Step SkyrimSE - xLODGen Output folder. (TEMP) Cathedral Landscapes - xLODGen mod is subsequently disabled. When I try to run DynDOLOD, however, it tells me that no billboards are detected. I've tried combinations of enabling/disabling all LOD mods in the Step guide and even tried swapping the files from "HD LOD Textures SE" mod into the Step SkyrimSE - xLODGen Output folder in place of my own custom files, which didn't work.

I've read around but haven't figured it out yet, so any pointers would be much appreciated. Thanks as always.

Edited by CBSkyrimModding
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23 minutes ago, CBSkyrimModding said:

Hi again, thanks for your help. I've successfully completed TexGen by switching diffuse/alpha, normal specular, diffuse, and normal from BC7 (Quick) to R8G8B8, but I'm stuck at the DynDOLOD stage now. As far as I know, I've successfully completed BC7 compression using Texconv (since the output size is smaller), and I've copied everything in the output (a textures folder but no meshes folder - is that right?) into the Step SkyrimSE - xLODGen Output folder. (TEMP) Cathedral Landscapes - xLODGen mod is subsequently disabled. When I try to run DynDOLOD, however, it tells me that no billboards are detected. I've tried combinations of enabling/disabling all LOD mods in the Step guide and even tried swapping the files from "HD LOD Textures SE" mod into the Step SkyrimSE - xLODGen Output folder in place of my own custom files, which didn't work.

I've read around but haven't figured it out yet, so any pointers would be much appreciated. Thanks as always.

Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts.

As explaoned at https://dyndolod.info/Generation-Instruction do not install any third party billboards. Use TexGen to generate all desired billboards.

If you are following a thirdparty guide you need to ask its author/use its forum section for help.

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57 minutes ago, sheson said:

Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts.

As explaoned at https://dyndolod.info/Generation-Instruction do not install any third party billboards. Use TexGen to generate all desired billboards.

If you are following a thirdparty guide you need to ask its author/use its forum section for help.

Got it, thanks. I'm following only the Step Skyrim Special Edition Guide as my base and then adding mods after it. Game is running smoothly, only working on LODs at this point). Here are the truncated log (removed multiple passes, wasn't sure if I should remove anything from the records of one pass) and full debug log files. Any clue why DynDOLOD can't find my converted textures?

TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt

Edited by CBSkyrimModding
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     Hello!! I don't really have any error log, but for some reason DynDOLOD.esm has added DynDOLOD.esp as a master while it was generating itself, and I can't get LOOT to sort these plugins, due to a cylical interaction detected between the two. 
     I just used this yesterday without issue. My esps + esms are at 243 including DynDOLOD's plugins, and I have never had this issue before. I received it while I was still using DynDOLOD 3 Alpha 111, and since then I have updated to DynDOLOD 3 Alpha 114, the latest version, and have double checked that LOOT is in fact up to date, and am able to sort plugins normally without DynDOLOD present. 
     I even took the liberty to clear ALL metadata from the LOOT tables in case it was user error. I wasn't that. I am also unable to open either esm nor esp in the creation kit as it causes it to crash immediately. I am not able to load either plugin in SSEEdit due to the plugins containing cyclical references. What can I do about this new problem?

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18 minutes ago, PhxFuryKnight said:

     Hello!! I don't really have any error log, but for some reason DynDOLOD.esm has added DynDOLOD.esp as a master while it was generating itself, and I can't get LOOT to sort these plugins, due to a cylical interaction detected between the two. 
     I just used this yesterday without issue. My esps + esms are at 243 including DynDOLOD's plugins, and I have never had this issue before. I received it while I was still using DynDOLOD 3 Alpha 111, and since then I have updated to DynDOLOD 3 Alpha 114, the latest version, and have double checked that LOOT is in fact up to date, and am able to sort plugins normally without DynDOLOD present. 
     I even took the liberty to clear ALL metadata from the LOOT tables in case it was user error. I wasn't that. I am also unable to open either esm nor esp in the creation kit as it causes it to crash immediately. I am not able to load either plugin in SSEEdit due to the plugins containing cyclical references. What can I do about this new problem?

Did you update DynDOLOD Resources when you upgraded to DynDOLOD 3 Alpha 114?

Did you throw away your previous DynDOLOD output mods and regenerate object LOD from scratch?

Did you install DynDOLOD 3 Alpha 114 as instructed as a utility outside of your mod manager?

Throw away your DynDOLOD outputs, including all DynDOLOD plugins, sort with LOOT, and regenerate object LOD using DynDOLOD 3 Alpha 114. Read the OP and DynDOLOD installation instructions ... there's really nothing to help with unless you follow the installation instructions and regenerate LOD properly, providing logs as instructed in the OP.

Please do not report issues here unless you are using the latest Alpha and following all instructions and provide the relevant logs.

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4 minutes ago, z929669 said:

Did you update DynDOLOD Resources when you upgraded to DynDOLOD 3 Alpha 114?

Did you throw away your previous DynDOLOD output mods and regenerate object LOD from scratch?

Did you install DynDOLOD 3 Alpha 114 as instructed as a utility outside of your mod manager?

Throw away your DynDOLOD outputs, including all DynDOLOD plugins, sort with LOOT, and regenerate object LOD using DynDOLOD 3 Alpha 114. Read the OP and DynDOLOD installation instructions ... there's really nothing to help with unless you follow the installation instructions and regenerate LOD properly, providing logs as instructed in the OP.

Please do not report issues here unless you are using the latest Alpha and following all instructions and provide the relevant logs.

Question 1: yes
Question 2: yes
Question 3: no, and it succeeded without error. 

I have already taken these steps. The issues lie within your plugins, and nowhere else. DynDOLOD.esm has added DynDOLOD.esp as a master, and this is causing a cyclical interaction across 2 tools, so you are at fault.

Here is proof that DynDOLOD succeeded without error.

DynDOLOD_SSE_log.txt

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15 minutes ago, PhxFuryKnight said:

Question 1: yes
Question 2: yes
Question 3: no, and it succeeded without error. 

I have already taken these steps. The issues lie within your plugins, and nowhere else. DynDOLOD.esm has added DynDOLOD.esp as a master, and this is causing a cyclical interaction across 2 tools, so you are at fault.

Here is proof that DynDOLOD succeeded without error.

DynDOLOD_SSE_log.txt 1.73 MB · 0 downloads

Question 3: no ....

As you replied and the log shows, you DID NOT install DynDOLOD properly as an application outside of your mod manager or game path, because DynDOLOD is sharing your game path.

Go back to the manual and install as instructed or follow a guide that is not incorrect.

The plugins are built dynamically based on installed plugins in the load order. The are not 'our' DynDOLOD plugins. They are your DynDOLOD plugins and faulty, because you did not install or execute DynDOLOD properly.

The only proof shown by your logs is that the application is in the same path as your game, and your game is in a non-standard path.

Using Skyrim Special Edition Data Path: C:\Valley of the Elders Redux\Stock Game\Data\
Using Scripts Path: C:\Valley of the Elders Redux\tools\DynDOLOD\Edit Scripts\
Using Cache Path: C:\Valley of the Elders Redux\tools\DynDOLOD\Edit Scripts\DynDOLOD\Cache\DynDOLOD_SSE_
Using Temp Path: C:\Users\smfsj\AppData\Local\Temp\DynDOLOD_SSE\
Using Output Path: C:\Valley of the Elders Redux\tools\DynDOLOD\DynDOLOD_Output\
Using ini: C:\Users\smfsj\OneDrive\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using custom ini: C:\Users\smfsj\OneDrive\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini
Using save path: C:\Users\smfsj\OneDrive\Documents\My Games\Skyrim Special Edition\__MO_Saves\
Using Creation Club Content list: C:\Valley of the Elders Redux\Stock Game\Skyrim.ccc
Using plugin list: C:\Users\smfsj\AppData\Local\Skyrim Special Edition\Plugins.txt
Using settings file: C:\Valley of the Elders Redux\tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini

It should look more similar to this:

Using Skyrim Special Edition Data Path: C:\Steam\steamapps\common\Skyrim Special Edition\Data\
Using Scripts Path: C:\Modding\Tools\DynDOLOD\Edit Scripts\
Using Cache Path: C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Cache\DynDOLOD_SSE_
Using Temp Path: C:\Users\David\AppData\Local\Temp\DynDOLOD_SSE\
Using Output Path: C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\
Using ini: D:\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using custom ini: D:\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini
Using save path: D:\Documents\My Games\Skyrim Special Edition\__MO_Saves\
Using Creation Club Content list: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Skyrim.ccc
Using plugin list: C:\Users\UserName\AppData\Local\Skyrim Special Edition\Plugins.txt
Using settings file: C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini

Notice how the DynDOLOD application is installed in C:/Modding, and the game is installed under C:/Steam. DynDOLOD is not a mod. It's an application that also has corresponding Resources, which IS a mod.

Use a licensed version of the game and install the game and DynDOLOD according to standards.

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8 minutes ago, z929669 said:

Question 3: no ....

As you replied and the log shows, you DID NOT install DynDOLOD properly as an application outside of your mod manager or game path, because DynDOLOD is sharing your game path.

Go back to the manual and install as instructed or follow a guide that is not incorrect.

The plugins are built dynamically based on installed plugins in the load order. The are not 'our' DynDOLOD plugins. They are your DynDOLOD plugins and faulty, because you did not install or execute DynDOLOD properly.

The only proof shown by your logs is that the application is in the same path as your game, and your game is in a non-standard path.

Using Skyrim Special Edition Data Path: C:\Valley of the Elders Redux\Stock Game\Data\
Using Scripts Path: C:\Valley of the Elders Redux\tools\DynDOLOD\Edit Scripts\
Using Cache Path: C:\Valley of the Elders Redux\tools\DynDOLOD\Edit Scripts\DynDOLOD\Cache\DynDOLOD_SSE_
Using Temp Path: C:\Users\smfsj\AppData\Local\Temp\DynDOLOD_SSE\
Using Output Path: C:\Valley of the Elders Redux\tools\DynDOLOD\DynDOLOD_Output\
Using ini: C:\Users\smfsj\OneDrive\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using custom ini: C:\Users\smfsj\OneDrive\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini
Using save path: C:\Users\smfsj\OneDrive\Documents\My Games\Skyrim Special Edition\__MO_Saves\
Using Creation Club Content list: C:\Valley of the Elders Redux\Stock Game\Skyrim.ccc
Using plugin list: C:\Users\smfsj\AppData\Local\Skyrim Special Edition\Plugins.txt
Using settings file: C:\Valley of the Elders Redux\tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini

It should look more similar to this:

Using Skyrim Special Edition Data Path: C:\Steam\steamapps\common\Skyrim Special Edition\Data\
Using Scripts Path: C:\Modding\Tools\DynDOLOD\Edit Scripts\
Using Cache Path: C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Cache\DynDOLOD_SSE_
Using Temp Path: C:\Users\David\AppData\Local\Temp\DynDOLOD_SSE\
Using Output Path: C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\
Using ini: D:\Documents\My Games\Skyrim Special Edition\Skyrim.ini
Using custom ini: D:\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini
Using save path: D:\Documents\My Games\Skyrim Special Edition\__MO_Saves\
Using Creation Club Content list: C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Skyrim.ccc
Using plugin list: C:\Users\UserName\AppData\Local\Skyrim Special Edition\Plugins.txt
Using settings file: C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD.ini

Notice how the DynDOLOD application is installed in C:/Modding, and the game is installed under C:/Steam. DynDOLOD is not a mod. It's an application that also has corresponding Resources, which IS a mod.

Use a licensed version of the game and install the game and DynDOLOD according to standards.

You have yet to describe to me the simplest answer that I have asked a question about:
Why would DynDOLOD.esm ever make DynDOLOD.esp a master? This is all I am here for. Literally the only thing I have asked. Your tool runs successfully where it sits, and I will get the same result if it is installed in "C:/DynDOLOD". You are simply dodging the problem, when if you scroll to the bottom, you will get the confirmation for the question that you have asked me. DynDOLOD completed without error.

I have the game installed through Steam, and the Stock Game route is a well-known way to organize the game files as spoken on the wabbajack page. This is the first time this issue has ever happened to me, and did not happen to me 24 hours ago when I regenerated DynDOLOD. I do this a lot, I know you're wrong. lol

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