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DynDOLOD 3.00 Alpha 182


sheson

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11 hours ago, Holt59 said:

Hi,

I'm trying to run TexGen and DynDOLOD 3 alpha 128 and right now TexGen is crashing when starting to generate texture. The Window event viewer shows

Faulting application name: TexGenx64.exe, version: 3.0.0.128, time stamp: 0x646a6e33
Faulting module name: nvoglv64.dll, version: 31.0.15.3640, time stamp: 0x6496035a
Exception code: 0xc0000005
Fault offset: 0x000000000155191a
Faulting process id: 0x0x6D08
Faulting application start time: 0x0x1D9AB821A45779D
Faulting application path: D:\Utilities\DynDOLOD 3\TexGenx64.exe
Faulting module path: C:\WINDOWS\System32\DriverStore\FileRepository\nvmdsi.inf_amd64_3917166697074d95\nvoglv64.dll
Report Id: 7b4587b6-10c3-4330-a247-78f05062c0ba
Faulting package full name: 
Faulting package-relative application ID: 

Unfortunately I don't have any logs under TexGen... I have latest drivers for everything, in particular NVidia. I'm running TexGen64 through MO2.

Any idea how could I go about investigating this?

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool is being terminated and can not write its log files.

Use search https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Searchhttps://stepmodifications.org/forum/search/?q=nvoglv64.dll&quick=1&type=forums_topic&nodes=223&updated_after=any&sortby=newest

Add RenderSingle=1 under [TexGen] in D:\Utilities\DynDOLOD 3\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. It helped other people in the past that also had an exception in the NVIDIA driver nvoglv64.dll

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1 hour ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool is being terminated and can not write its log files.

Use search https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Searchhttps://stepmodifications.org/forum/search/?q=nvoglv64.dll&quick=1&type=forums_topic&nodes=223&updated_after=any&sortby=newest

Add RenderSingle=1 under [TexGen] in D:\Utilities\DynDOLOD 3\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. It helped other people in the past that also had an exception in the NVIDIA driver nvoglv64.dll

Thanks, using `RenderSingle=1` fixed the issue for me.

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2 hours ago, sheson said:

https://dyndolod.info/Messages/Wrong-Billboard-Path. Do not install any third party billboards and remove wrong billboard files at wrong paths. Use TexGen to generate billboards.

Ah, well, as for those tree billboards... I think I was confused by the description here: https://dyndolod.info/Help/Ultra-Tree-LOD  I thought that installing and activating Skyrim3DTrees and Plants 3dLOD Resources should be done, but apparently not. Myrkvior 3D lods were okay though.

...Do I have to redo TexGen and DynDOLOD now? :cry:

2 hours ago, sheson said:

The texture hhwin02noalpha_n.dds is installed as part of the DynDOLOD Resources "High Hrothgar Windows Glow" option. Do not modify anything in the installed DynDOLOD Resources manually after its installation. https://dyndolod.info/Help/DynDOLOD-Resources

I didn't check this option while installing DynDOLOD Resources, maybe that's why the texture is missing. ...If I have to redo TexGen and DynDOLOD, I suppose I'll have to reinstall DynDOLOD Resources too with this option checked beforehand...

2 hours ago, sheson said:

https://dyndolod.info/Messages/Deleted-Reference. Clean all plugins with deleted references. It fast and simple to do.

Okay fine, I'll replace "Deleted" with "Initially Disabled" (and the "set opposite to playerref" thing) :angel:

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The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

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1 hour ago, Katarsi said:

Ah, well, as for those tree billboards... I think I was confused by the description here: https://dyndolod.info/Help/Ultra-Tree-LOD  I thought that installing and activating Skyrim3DTrees and Plants 3dLOD Resources should be done, but apparently not. Myrkvior 3D lods were okay though.

...Do I have to redo TexGen and DynDOLOD now? :cry:

I didn't check this option while installing DynDOLOD Resources, maybe that's why the texture is missing. ...If I have to redo TexGen and DynDOLOD, I suppose I'll have to reinstall DynDOLOD Resources too with this option checked beforehand...

Okay fine, I'll replace "Deleted" with "Initially Disabled" (and the "set opposite to playerref" thing) :angel:

If you want 3D tree LODp with the mod, install its 3D LOD resources which were made for DynDOLOD 2.x. Since you are using DynDOLOD 3, hide or remove the billboards that are installed with it. Right above the list of mods it says this:

https://dyndolod.info/Help/Ultra-Tree-LOD
Below is a list of mods that are known and tested to contain hybrid trees. Read their description for information which versions, trees or install options contain dedicated/optimized 3D LOD models. Install hybrid trees assets according to their documentation. Let TexGen generate all required tree LOD billboards. It is recommended to not install any legacy billboards. In case legacy billboards are included in a mods download it is recommended to hide/remove them.

Seems like highhrothgarentrance01glow_lod_2.nif which should only be installed when checking the option is erroneously installed with the Core Files, too. That will be fixed with the next Alpha version of DynDOLOD Resources.

You only "need" to generate if you notice visual issues that seem related to the mentioned billboards or the High Hrothgar window glow and you want to fix that.

Cleaning a plugin will apply the proper UDR settings automatically to deleted references.

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14 minutes ago, dfdghnm said:

The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

Read the first post which logs and debug logs to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

https://dyndolod.info/Help/Grass-LOD
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

https://dyndolod.info/How-LOD-Works
LOD does not cast or receive shadows. This can be mitigated by the ENB distant shadow effect.

By default complex grass already uses DynDOLOD_flat_4x2alt1_lod.nif which should not have any backlighting.

Changing settings TexGen applies to the grass LOD billboard textures. Textures typically do not change in the game. So just like the brighntess INI settings, they always apply.

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6 hours ago, dfdghnm said:

The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

Also see this sticky post.

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11 hours ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool is being terminated and can not write its log files.

Use search https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Searchhttps://stepmodifications.org/forum/search/?q=nvoglv64.dll&quick=1&type=forums_topic&nodes=223&updated_after=any&sortby=newest

Add RenderSingle=1 under [TexGen] in D:\Utilities\DynDOLOD 3\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. It helped other people in the past that also had an exception in the NVIDIA driver nvoglv64.dll

sheson,

Read the notes you posted, added RenderSingle=1 and that actually got me a bit further;  It started generating textures, but then ctd silently.  Read up more and this is what I ended up putting in my TexGen_SSE.ini.    

At the very bottom of the ini file, under [TexGen] section, added these and it worked for me.

LockTexconv=1        ;when I added just this.. nothing changed = still silently ctd 
RealTimeLog=1        ; added this to generate log
RenderSingle=1       ; adding this alone let me start to generate textures, but then silently ctd. it did generate a log report.  
RenderTexturesSingleThread=1     ;read up some more and someone suggested adding this line as well,  once I did, no log reports and it got to the end giving me a popup to save/zip/exit. 

Thank you sheson!  major kudos!

Happy modding,

-Mush-

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Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

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6 hours ago, Farsveinn said:

Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots.

See https://dyndolod.info/FAQ "Something does not have LOD"

The LOD model norbridgewoodplanks01_lod_0.nif is part of DynDOLOD Resources at least since 2015, so if something only started to happen recently it is probably because of mods or if something changed.

Smaller often not having LOD assets (yet or ever) is pretty normal, too.

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On 6/28/2023 at 11:35 PM, sheson said:

Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugrepost.txt (if it exists) to upload when making posts.

TexGen is probably waiting for a TexConv process to finish.

Add LockTexconv=1 under [TexGen] in B:\Mods\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything.
It helped users with the same problem a couple pages back where TexGen seems to be stuck or stopped.

I added LockTexconv=1 but it still ended up freezing while trying to make a billboard for a tree from nature of the wildlands I believe.  I ended up getting it to work by unchecking the "render" and "ultra trees" boxes on the texgen 64 option page. I forgot to upload the text report beforehand but if it's still in there from earlier attempts I can come back and add it if it helps. 

Edited by Poncington
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11 hours ago, Poncington said:

I added LockTexconv=1 but it still ended up freezing while trying to make a billboard for a tree from nature of the wildlands I believe.  I ended up getting it to work by unchecking the "render" and "ultra trees" boxes on the texgen 64 option page. I forgot to upload the text report beforehand but if it's still in there from earlier attempts I can come back and add it if it helps. 

Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugrepost.txt (if it exists) to upload when making posts. Or enable the realtime log if no logs are created.

By not generating certain group of textures you did not get anything to work. You just ignored the issue and did not generate certain textures.

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On 7/2/2023 at 12:13 AM, Farsveinn said:

Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

I noticed that a while ago too, and it bothered me that most of the structure on Valtheim Towers is missing, at least in the very first LOD stage (these beams are too small for any further distances) so I made a very minimalistic LOD mesh for that one beam type. I uploaded it here.

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