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DynDOLOD 3.00 Alpha 182


sheson

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6 hours ago, Tourist said:

I keep getting this when running through MO2:

 

TexGen

[Main Instruction]
Installation path not allowed.

[Content]
H:\SteamLibrary\steamapps\common\Skyrim Special Edition\data\

Reason: game data: H:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

It won't give me the option to set a path, and setting a path through MO2's "Modify Executables"  option doesn't work.

I tried moving the folder around, now i get this:

[Window Title]
TexGen

[Main Instruction]
Installation path not allowed.

[Content]
H:\DynDOLOD\

Reason: mod organizer meta.ini.

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

Clicking that link doesn't give me any information about the meta.ini file.  I removed it, but it still giving me that message.  Been messing with this for hours and i'm getting really aggravated with the whole thing.

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

Delete the H:\DynDOLOD\ folder and follow the installation instructions.

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\.
Refer to the manual of the mod manager how to add the DynDOLOD/TexGen executables, for example Mod Organizer

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5 hours ago, Blackread said:

Hello Sheson,

I am once again experiencing some issues with stuck glow LOD (I think). This time it's with the lanterns outside Better Tel Mithryn. Imgur Gallery

When inspecting the LOD I started a new game with Alternate Perspective and spawned in the Retching Netch. Then I exited the bar, waited for DynDOLOD to initialize and took the ferry to Tel Mithryn.

Here are the EditorIDs for the glow statics I could find:
telmithrynesp_040FF0_DLC2SolstheimWorld_DynDOLOD_LOD
telmithrynesp_040FED_DLC2SolstheimWorld_DynDOLOD_LOD
telmithrynesp_03E10C_DLC2SolstheimWorld_DynDOLOD_LOD
telmithrynesp_040FF2_DLC2SolstheimWorld_DynDOLOD_LOD
telmithrynesp_078BF5_DLC2SolstheimWorld_DynDOLOD_LOD
telmithrynesp_040FF3_DLC2SolstheimWorld_DynDOLOD_LOD
telmithrynesp_040FF4_DLC2SolstheimWorld_DynDOLOD_LOD

Logs for the LOD generation

The link for the logs is incorrect. Let me know where to find the logs.

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I had no issues adding the exe to Mo2, I've done that multiple times over the years. 

What tripped me up was not being able to install it in Mo2 like everything else, and then not being able to even install it pretty much anywhere else

I did finally get it to work by removing the Mo2 meta.ini that I kept dragging along to every place that I tried to run the texgen exe from.  

 

I have never had a game mod that was so picky about where it could be used from.

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31 minutes ago, Tourist said:

I had no issues adding the exe to Mo2, I've done that multiple times over the years. 

What tripped me up was not being able to install it in Mo2 like everything else, and then not being able to even install it pretty much anywhere else

I did finally get it to work by removing the Mo2 meta.ini that I kept dragging along to every place that I tried to run the texgen exe from.  

 

I have never had a game mod that was so picky about where it could be used from.

Doing some simple checkings for known issues saves time for everybody. The tools protect users that are not reading or following instructions from doing mistakes that are known to cause problems.

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18 minutes ago, Blackread said:

No idea what happened there xD Here's the correct link: https://mega.nz/file/dGsRXKwJ#_fpzVNJvzMed6VUtOwbSxemUmdG46hFONvZGk2ls6V0

Just remembered there was one other thing I wanted to ask. With the same LOD generation the area around Riften looks like this viewed from inside the city:

DmHpsMB.pngOr9BqaM.pngxJr78je.png

The first picture is from the Jarl's balcony, the other two from the canals.

Is this the expected result? I just wanted to ask to make sure I haven't screwed something up again before trying to fix it.

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7 hours ago, sheson said:

The debug log you uploaded shows that LockTexconv is set to 0 / default.

Add RenderSingle=1 under [TexGen] in D:\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference.

If not, check in task manager if there are Texconv processes TexGen might be waiting for. In that case add LockTexonv=1.

If problem persists upload new log and debug.

Tested again with Locktexconv=1 and RenderSingle=1 as suggested, first it got stuck generating textures for object lods pretty far down into the process (Which seemed like progress!) but upon second try it got stuck on billboards. Here's the log from the second attempt (Sorry forgot to save the first attempt): https://ufile.io/avcdfjh7

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1 hour ago, Blackread said:

No idea what happened there xD Here's the correct link: https://mega.nz/file/dGsRXKwJ#_fpzVNJvzMed6VUtOwbSxemUmdG46hFONvZGk2ls6V0

What mod is the ferry that you are taking from? Doesn't it also happen if you just fast travel?

Upload
Papyrus log
c:\Users\[Username]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log
DynDOLOD output ..\skse\plugins\DynDOLOD_Data\DynDOLOD_DLC2SolstheimWorld_Objects.txt

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1 hour ago, Blackread said:

Just remembered there was one other thing I wanted to ask. With the same LOD generation the area around Riften looks like this viewed from inside the city:

DmHpsMB.pngOr9BqaM.pngxJr78je.png

The first picture is from the Jarl's balcony, the other two from the canals.

Is this the expected result? I just wanted to ask to make sure I haven't screwed something up again before trying to fix it.

The "missing" land is a game engine bug and the missing references in childworlds are for vanilla optimization. So far it requires manual patching to fix. Currently DynDOLOD includes a manual patches for Dragonsreach Balcony, Whiterun/Solitude exterior for example but nothing for Riften.

The next alpha version will do landscape fixes and reference copying from parent to child world automatically. It will make the manual exterior patches that add copies of cells/references obsolete.

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1 hour ago, pentapox said:

Tested again with Locktexconv=1 and RenderSingle=1 as suggested, first it got stuck generating textures for object lods pretty far down into the process (Which seemed like progress!) but upon second try it got stuck on billboards. Here's the log from the second attempt (Sorry forgot to save the first attempt): https://ufile.io/avcdfjh7

The debug log shows that either RenderSingle=0 is set or it is missing from the INI. LockTexconv=1 is set.
Add RenderSingle=1 under [TexGen] as well and then test what happens.

If the problem persists, upload new logs.
Check in task manager if there are Texconv processes TexGen might be waiting on. Terminating then should let it continue/fail with an error message in that case.

 

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1 hour ago, sheson said:

The "missing" land is a game engine bug and the missing references in childworlds are for vanilla optimization. So far it requires manual patching to fix. Currently DynDOLOD includes a manual patches for Dragonsreach Balcony, Whiterun/Solitude exterior for example but nothing for Riften.

The next alpha version will do landscape fixes and reference copying from parent to child world automatically. It will make the manual exterior patches that add copies of cells/references obsolete.

Alright, sounds awesome! Will it include mod added objects too?

1 hour ago, sheson said:

What mod is the ferry that you are taking from? Doesn't it also happen if you just fast travel?

Upload
Papyrus log
c:\Users\[Username]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log
DynDOLOD output ..\skse\plugins\DynDOLOD_Data\DynDOLOD_DLC2SolstheimWorld_Objects.txt

The ferry is from CFTO, but it happens with fast travel from the map too.

Here are the files you requested: https://mega.nz/file/RCtVDSbZ#2P11jMrC-D8U-ZkmNYcWRhmi-jhzqUXs0VmTA0zRbp8

The Papyrus and DynDOLOD logs are from a session where I loaded a save inside the AP room, spawned to Retching Netch and fast travelled (from the map) to tel mithryn.

Edited by Blackread
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2 hours ago, sheson said:

The debug log shows that either RenderSingle=0 is set or it is missing from the INI. LockTexconv=1 is set.
Add RenderSingle=1 under [TexGen] as well and then test what happens.

If the problem persists, upload new logs.
Check in task manager if there are Texconv processes TexGen might be waiting on. Terminating then should let it continue/fail with an error message in that case.

 

Sorry my bad I checked the inis and I fixed it so it should have both settings enabled.

 

Tried it again, I've been checking the processes/details tabs of task manager too. No change. Here's the logs again. https://ufile.io/jiyogqks

Edited by pentapox
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13 hours ago, pentapox said:

Sorry my bad I checked the inis and I fixed it so it should have both settings enabled.

Tried it again, I've been checking the processes/details tabs of task manager too. No change. Here's the logs again. https://ufile.io/jiyogqks

Are you sure there are no Texconv processes listed in task manager? You might need to unfold TexGen or enable a show all option.

Have you tried with RenderSingle=1 and LockTexconv=0?

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18 hours ago, Blackread said:

Alright, sounds awesome! Will it include mod added objects too?

It does not care which plugin adds them.

18 hours ago, Blackread said:

The ferry is from CFTO, but it happens with fast travel from the map too.

Here are the files you requested: https://mega.nz/file/RCtVDSbZ#2P11jMrC-D8U-ZkmNYcWRhmi-jhzqUXs0VmTA0zRbp8

The Papyrus and DynDOLOD logs are from a session where I loaded a save inside the AP room, spawned to Retching Netch and fast travelled (from the map) to tel mithryn.

Download and run this test versions of DynDOLODx64.exe https://mega.nz/file/tYhSTZaR#gBDvuhylv96TRJP7m60jFAthPPJV0JEr2WGOQhbkwXs

Only select Solstheimworld, upload log and debug log. Do not use output for anything.

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40 minutes ago, sheson said:

Download and run this test versions of DynDOLODx64.exe https://mega.nz/file/tYhSTZaR#gBDvuhylv96TRJP7m60jFAthPPJV0JEr2WGOQhbkwXs

Only select Solstheimworld, upload log and debug log. Do not use output for anything.

I ran it twice, the program crashed pretty early on in both cases.

Logs for the first run, no error message: https://mega.nz/file/5O0DzZaR#fL_dCdPRd4FlDb3bBOsPeKnXOmG_fJcn6HM38VHZNIY

Logs for the second run which did produce an error message: https://mega.nz/file/tG8EWCTY#sHnJkFURMHLcq77BVz59eaT-2oyW_ckfPmXB7GrdZgQ

I included the bugreport.txt too.

Edited by Blackread
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