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DynDOLOD 3.00 Alpha 182


sheson

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image.thumb.png.aa3de0bc30221e8073aebe875147edc9.png

Upper one's source seem like bsa-> but mine directly outside of bsa is that normal ?

 

Bro thats not worth. I will delete this mod. Cuz already trying modding skyrim for 3 days! Searched 50-100 pages and Installed 400+ mods and im about to lose my mind.I did modding 10 years ago too. But rn i dont have energy for that. So which mods should be gone according to the errors? I installed laterns of skyrim II and Laudry mod so they will stay in list but others have to go. Maybe after a few days I will calm down. But rn i ll delete mods.

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16 hours ago, Gerkesiz said:

image.thumb.png.aa3de0bc30221e8073aebe875147edc9.png

Upper one's source seem like bsa-> but mine directly outside of bsa is that normal ?

Bro thats not worth. I will delete this mod. Cuz already trying modding skyrim for 3 days! Searched 50-100 pages and Installed 400+ mods and im about to lose my mind.I did modding 10 years ago too. But rn i dont have energy for that. So which mods should be gone according to the errors? I installed laterns of skyrim II and Laudry mod so they will stay in list but others have to go. Maybe after a few days I will calm down. But rn i ll delete mods.

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

The screenshot seems to show something from a mod manager and a third party mod. It is unclear what the supposed problem and question is. It is normal that there are game assets in BSA and also as loose files.

You are asking about removing a mod because of errors, without providing a mod name or what the errors are.
It is often possible to fix the cause of errors without giving up and removing mods.

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LodGenx64Win.exe failed to generate object Lod.

Spoke too soon unfortunately. I have been trying to figure out what mods are the ones with missing nifs. Going through disabling my mod list to find the culprit but every trace back to a mod from xEdit has ended in failure. I found a few mods with the nifs in question that were missing, but the seem to come directly from the skyrim.esm. Not sure if its a mod tripping up the process or something deeper. I understand that the files are missing, I just want to be able to disable the mod attached to them, or get them back so dyndolod can function.

DynDOLOD_SSE_log.txtLODGen_SSE_Tamriel_log.txt LODGen_SSE_DLC2SolstheimWorld_log.tx 

Here are two worldspaces but they all have the same named nifs inside of them with the exception of a few. 

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50 minutes ago, WhippyFaun said:

LodGenx64Win.exe failed to generate object Lod.

Spoke too soon unfortunately. I have been trying to figure out what mods are the ones with missing nifs. Going through disabling my mod list to find the culprit but every trace back to a mod from xEdit has ended in failure. I found a few mods with the nifs in question that were missing, but the seem to come directly from the skyrim.esm. Not sure if its a mod tripping up the process or something deeper. I understand that the files are missing, I just want to be able to disable the mod attached to them, or get them back so dyndolod can function.

DynDOLOD_SSE_log.txt 2.45 MB · 0 downloads LODGen_SSE_Tamriel_log.txt 1.58 kB · 0 downloads   LODGen_SSE_DLC2SolstheimWorld_log.tx 1.53 kB · 0 downloads  

Here are two worldspaces but they all have the same named nifs inside of them with the exception of a few. 

The log shows that all you are doing is trying to Execute LODGen again and again after the initial error.

As explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum, also upload the debug log for the last generation (e.g. the one that had the error for the first time when actually generation the LOD patch). Most likely that debug log does not exist anymore, because the debug log gets replaced every time you close DynDOLOD.

The files reported missing by the LODGen logs should indeed not exist (they are LOD assets for DynDOLOD 2) and nothing should be requiring them.
Just Executing LODGen is not going to change that the listed files are required by the object LOD generation.

See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install the correct LOD resources only.

Delete the DynDOLOD log folder.
Generate LOD from scratch for the current load order.
If there are any errors, upload the new DynDOLOD log, debug log and LODGen logs if necessary.

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1 hour ago, sheson said:

The log shows that all you are doing is trying to Execute LODGen again and again after the initial error.

As explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum, also upload the debug log for the last generation (e.g. the one that had the error for the first time when actually generation the LOD patch). Most likely that debug log does not exist anymore, because the debug log gets replaced every time you close DynDOLOD.

The files reported missing by the LODGen logs should indeed not exist (they are LOD assets for DynDOLOD 2) and nothing should be requiring them.
Just Executing LODGen is not going to change that the listed files are required by the object LOD generation.

See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install the correct LOD resources only.

Delete the DynDOLOD log folder.
Generate LOD from scratch for the current load order.
If there are any errors, upload the new DynDOLOD log, debug log and LODGen logs if necessary.

I was using that for the troubleshooting. I went ahead and followed your directions. 

Here is the DynDOLOD log: https://ufile.io/9lols8xu

The Debug Log: https://ufile.io/szfwlnmf

and the failed LoDGen Logs: 

https://ufile.io/4llwijsv Blackreach

https://ufile.io/4rz02bn4 aaaWereBalokDungeonWorld

https://ufile.io/izokl5up ArcadiaWorld

https://ufile.io/50xbkvx0 DLC2SolsthiemWorld

https://ufile.io/d7yuhtgv MarkarthWorld

https://ufile.io/69vgy4w6 SkuldafnWorld

https://ufile.io/0h5t94ix SovngardeWorld

https://ufile.io/h5vjpgcp TamrielWorld

https://ufile.io/y8w4t3nq DLC01FalmerValley

https://ufile.io/puizdsgk DLC01HunterHGWorld

The Successful LodGen Worlds are:

DLC01SoulCairn

DLC2ApocryphaWorld

DeepwoodRedoubtWorld

JaphetsFollyWorld

Edited by WhippyFaun
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25 minutes ago, WhippyFaun said:

I was using that for the troubleshooting. I went ahead and followed your directions. 

Here is the DynDOLOD log: https://ufile.io/9lols8xu

The Debug Log: https://ufile.io/szfwlnmf

and the failed LoDGen Logs: 

https://ufile.io/4llwijsv Blackreach

https://ufile.io/4rz02bn4 aaaWereBalokDungeonWorld

https://ufile.io/izokl5up ArcadiaWorld

https://ufile.io/50xbkvx0 DLC2SolsthiemWorld

https://ufile.io/d7yuhtgv MarkarthWorld

https://ufile.io/69vgy4w6 SkuldafnWorld

https://ufile.io/0h5t94ix SovngardeWorld

https://ufile.io/h5vjpgcp TamrielWorld

https://ufile.io/y8w4t3nq DLC01FalmerValley

https://ufile.io/puizdsgk DLC01HunterHGWorld

The Successful LodGen Worlds are:

DLC01SoulCairn

DLC2ApocryphaWorld

DeepwoodRedoubtWorld

JaphetsFollyWorld

What version of COTN - Dawnstar.esp from the mod Cities of the North - Dawnstar are you using? It doesn't seem to the latest one 1.3.

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6 minutes ago, sheson said:

What version of COTN - Dawnstar.esp from the mod Cities of the North - Dawnstar are you using? It doesn't seem to the latest one 1.3.

Version 1.1. I had to downgrade somewhere along the way to get meshes and textures to fit another mod. I have long since left that mod behind. Would getting Version 1.3 fix the issue potentially? 

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35 minutes ago, WhippyFaun said:

Version 1.1. I had to downgrade somewhere along the way to get meshes and textures to fit another mod. I have long since left that mod behind. Would getting Version 1.3 fix the issue potentially? 

Yes it would. So would 1.2.

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On 10/8/2022 at 8:23 AM, rileymil said:

Really was hoping to not have to post but I'm at a loss here. Just regenerating my LOD for a new trees plugin/new mods and the DynDOLOD process keeps getting stuck 45 minutes into generation with no errors to be seen, it just kinda dies. See attached screenshot, it completes all the object LODGen.exe popups and then once the final window closes, DynDOLOD just doesn't update or generate the .esp/occlusion data. Just sits like this, not updating the time elapsed or anything. I also included folder information/current time/task manager useage to try to provide as much info as I can. Immediately after the exe's finished Taking Your Firstborn was at about 1,600 MB and since has dropped dramatically and is just staying around 436 MB. After about 30 minutes of non responsiveness I really don't know if it's just "taking a long time" or something is wrong, as I have never had problems with the LOD gen process like this before.

Quick update, now, 45 minute after the exe's finished, memory usage has dropped to about 15 MB. I assume this means the process is not gonna complete and I have literally no idea what's going on to cause it to not. 

DynDOLODWontFinish.PNG

Hello

I' keep having the same issue, sometime with TexGen, sometimes avec Dyndolod, the process dies out and I have to kill the task in taskmanager. And If I try another time, it dies at an other place, and sometimes, it goes to the end (with the same load order and plugings and MODS)

I use version 155 and I noticed that in task manager, all the process used to be under the MO task, but now, they are "outside" MO (they seem independant). Don't know if it's related to a Windows update or to the recent updates of Dyndolod (i don't have older versions of Dyndolod to try).

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25 minutes ago, Hercules6969 said:

Hello

I' keep having the same issue, sometime with TexGen, sometimes avec Dyndolod, the process dies out and I have to kill the task in taskmanager. And If I try another time, it dies at an other place, and sometimes, it goes to the end (with the same load order and plugings and MODS)

I use version 155 and I noticed that in task manager, all the process used to be under the MO task, but now, they are "outside" MO (they seem independant). Don't know if it's related to a Windows update or to the recent updates of Dyndolod (i don't have older versions of Dyndolod to try).

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

If you have the same issue the same answers, requests and solutions apply.

https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures

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12 minutes ago, sheson said:

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

If you have the same issue the same answers, requests and solutions apply.

https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures

Thx, I will try that. Missed this topic in the FAQ , sorry!

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Hi sheson,

Could I add 2 extra planes to the billboard mesh for use in LOD4? So instead of two intersecting planes, I'll have four intersecting planes, like in the screenshot.

I want to make billboards look less boxy/blocky in LOD4. Do you think it would work? I will put billboard01.dds on two of the planes, and billboard02.dds on the other two.

Interested to hear your thoughts/feedback.

image.png

 

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46 minutes ago, tamrieltwo said:

Hi sheson,

Could I add 2 extra planes to the billboard mesh for use in LOD4? So instead of two intersecting planes, I'll have four intersecting planes, like in the screenshot.

I want to make billboards look less boxy/blocky in LOD4. Do you think it would work? I will put billboard01.dds on two of the planes, and billboard02.dds on the other two.

Interested to hear your thoughts/feedback.

image.png

 

It is unclear what boxy/blocky means. Adding more planes does not affect how textures look.
https://dyndolod.info/Official-DynDOLOD-Support-Forum

Test using Billboard3 which has 3 planes. For best visuals use 3D tree LOD.

billboard01.dds or billboard02.dds will not work. They need to be billboard_1.dds or billboard_2.dds

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