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DynDOLOD 3.00 Alpha 182


sheson

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22 hours ago, sheson said:

The upload archive does not contain the DynDOLOD log debug log. They are saved when the tools is closed.

Edit: Download this test version of DynDOLODx64.exe https://mega.nz/file/IZJBlYDQ#lL1rg6fExoiY-9oR63dw7OgWrhFA-F5WpfoHMGJxHq4
Delete old bugreport.txt and logs, run the test version and upload the new log, debug log, bugreport.txt if it exists.

Hey Sheson,

I used the test version of Dyndolod you gave me. I got an error at markarth world atlas again, but this time I got an error saying file not found. Attached are my new logs and bug report with Dyndolod debug log this time.

https://ufile.io/mcefvgnb

Best,

LoooneyTunes

Hey Sheson,

I ran the test version of Dyndolod you gave me again and got a different error this time. An OpenGl error.

https://ufile.io/r8b27nnf

Best,

LoooneyTunes

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1 hour ago, z929669 said:
  1. You first need to update to the latest DynDOLOD 3 Alpha 114 into a clean folder.
  2. Modify the INIs as necessary. (I rename my current DynDOLOD path to DynDOLOD_ for reference with e.g., WinMerge)
  3. Remove current TexGen and DynDOLOD optput mods.
  4. Remove any third-party billboards or LOD files.
  5. Sort with LOOT.
  6. Clean dirty plugins indicated by LOOT, including vanilla.
  7. Install latest DynDOLOD Resources mod.
  8. Final sort with LOOT.
  9. Run TexGen,  and install output. (Post this debug log if you find errors in the non-debug log, otherwise, continue to next step)
  10. Run DynDOLOD, and install output.

Then post that debug log if issues (see the OP for details and reference info).

 

Thank you, will do. One more quick question: I've cleaned, sorted, and resolved all issues reported by LOOT, but the Step guide recommends using the following LOD mods:

xLODGen Resource - SSE Terrain Tamriel_Extended
Far Object LOD Improvement Project SSE
DynDOLOD Bright Waterfall Fix for ENB
Aspens Ablaze Add-On - DynDOLOD 3
Glacier LOD Meshes

Just to be clear, in addition to your other instructions, you want me to disable all of these before running a clean pass of TexGen?

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1 hour ago, sheson said:

Memory settings are changed in the BIOS. You should be able to save the current settings to a profile and to return to before changing anything.

Good Morning!

So what I did do yesterday:

I disabled A-XMP on my Bios. All other overclock settings were on Auto. I reran Texgen with the same old result.
For fun I also tried to work with 6 render threads which threw an exception almost immediately after entering the "Create Textures" step.

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58 minutes ago, PhxFuryKnight said:

Same issue for me, once again. I have been at this all night. Attached is my current log from my last run about 30 minutes ago, as well as my DynDOLOD.esm that has been generated, and that has apparently also added DynDOLOD.esp as a master by mistake. 

DynDOLOD_SSE_log.7z 282.02 kB · 0 downloads

DynDOLOD.esm.7z

And the .esp to view, could not meet max file size, so it's on a seperate post.

DynDOLOD.esp.7z

As I already wrote and as explained on the first post, also upload the debug log.

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27 minutes ago, CBSkyrimModding said:

Thank you, will do. One more quick question: I've cleaned, sorted, and resolved all issues reported by LOOT, but the Step guide recommends using the following LOD mods:

xLODGen Resource - SSE Terrain Tamriel_Extended
Far Object LOD Improvement Project SSE
DynDOLOD Bright Waterfall Fix for ENB
Aspens Ablaze Add-On - DynDOLOD 3
Glacier LOD Meshes

Just to be clear, in addition to your other instructions, you want me to disable all of these before running a clean pass of TexGen?

If you are following a third party guide, you need to ask qestions about it on its forum section.

https://dyndolod.info/Generation-Instructions
Finalize the load order as explained in the prerequisites above. Make sure all mods, plugins and patches (that affect affect trees, grasses or any textures) are enabled and their overwrite order is sorted. Ignore wrong 3rd party advice to temporarily disable plugins, mods, meshes or textures. Such advice is categorically wrong or outdated. In case of issues, solve the cause or use appropriate rules or settings for desired results. Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice.

However:

https://dyndolod.info/Help/xLODGen#Requirements
Remove or disable the plugin after terrain LOD generation. No harm done if loaded in-game. Typically the player can not get close to these areas. There are no effects outside the far away added cells.

https://dyndolod.info/Mods/Waterfalls
Bright Waterfall Fix for ENB - do not install DynDOLOD Bright LOD Waterfall Fix

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15 hours 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.

14 hours ago, heheloveer said:

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.

I just reran TexGen and DynDOLOD with as far as I know the same results. Here's the link to the logs: https://anonfiles.com/o8D3u2Z5y1/DynDOLOD_logs_zip The DynDOLOD debug log was extremely large but there was no fatal errors nor did the program produce a bugreport.txt.

 

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2 hours ago, heheloveer said:

I just reran TexGen and DynDOLOD with as far as I know the same results. Here's the link to the logs: https://anonfiles.com/o8D3u2Z5y1/DynDOLOD_logs_zip The DynDOLOD debug log was extremely large but there was no fatal errors nor did the program produce a bugreport.txt.

Yes, comparing the not found billboard filenames from the LODGen log message with the created billboard filenames from the TexGen log it is apparent that they do not match.

Replace LODGenx64Win.exe with this test version https://mega.nz/file/5MAAgYrQ#ieDfR3kCL68ykFh9WNxA6rc7ERJcBxBcl8L4sqPQ0Ng and Execute LODGen in expert mode https://dyndolod.info/Help/Expert-Mode and check if it finds/uses the correct billboard filenames.

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4 hours ago, star_death69 said:

Good Morning!

So what I did do yesterday:

I disabled A-XMP on my Bios. All other overclock settings were on Auto. I reran Texgen with the same old result.
For fun I also tried to work with 6 render threads which threw an exception almost immediately after entering the "Create Textures" step.

What mod is the Textures\cubemaps\ShinyBright_e.dds in your load order from?

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8 minutes ago, sheson said:

What mod is the Textures\cubemaps\ShinyBright_e.dds in your load order from?

The ShinyBright_e.dds seems to be in the mods Quality CubeMaps - HD Cube Maps OptimizedHD CubeMap CollectionKDCirclets Redone by zzjay and Detailed NPCs - KD Circlets Redone for NPCs (SPID), in that order. So the last one that overrides them in MO2 is Detailed NPCs - KD Circlets Redone for NPCs (SPID).

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1 hour ago, sheson said:

Yes, comparing the not found billboard filenames from the LODGen log message with the created billboard filenames from the TexGen log it is apparent that they do not match.

Replace LODGenx64Win.exe with this test version https://mega.nz/file/5MAAgYrQ#ieDfR3kCL68ykFh9WNxA6rc7ERJcBxBcl8L4sqPQ0Ng and Execute LODGen in expert mode https://dyndolod.info/Help/Expert-Mode and check if it finds/uses the correct billboard filenames.

With this version the grass lods are indeed found in the meshes and the file size is more or less the same with my previous working output. I didn't enable verbose this time so the logs don't contain much information, but I imagine it's working alright. Thanks for the help!

Edit: just enabled verbose and generated a single LOD4 area. Sure enough there isn't any "grass mapping not found" message in the logs.

Edited by heheloveer
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10 minutes ago, star_death69 said:

I've disable the Last tow mods (with the circlets) and reran TexGen here are the logs: Logs_20230221_1306.7z

Unless I am checking the wrong Circlets mods on Nexus, they do not contains the texture at the path Textures\cubemaps\ShinyBright_e.dds bit at a different path.

What happens if you click "Preview" under the Rendered Object LOD Textures and look at DynDOLOD\Render\Skyrim\Objects\dlc01\lod\seruinswindowslod.nif ?

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