sheson Posted October 31 Author Share Posted October 31 45 minutes ago, Relzyrx said: That was actually only my most recent attempt. I had set the \ rule to level3 in the past, with the same result. No logs and no screenshots were provided. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum. Replies are based on the provided information or lack thereof. No object LOD representation for something on the map means, either the reference is dynamic or no LOD assets exist for it or the matching rule defines None for the LOD level used by the map. What asset is defined and used for which LOD Level for base record is reported in C:\Modding\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Link to comment Share on other sites More sharing options...
mostwanted11 Posted October 31 Share Posted October 31 36 minutes ago, sheson said: If you have an issue with LOD assets generated by TexGen and/or the LOD patch generated by DynDOLOD, upload those logs and debug logs form those generations. A single worldspace should be sufficient to show the problem with a specific tree. Make screenshots of the full model with more informative console and of its corresponding LOD in the game. Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum. https://imgur.com/a/bSuO85Q https://ufile.io/jfo47578 Link to comment Share on other sites More sharing options...
sheson Posted October 31 Author Share Posted October 31 17 minutes ago, mostwanted11 said: https://imgur.com/a/bSuO85Q https://ufile.io/jfo47578 You do not seem to use the latest Happy Little Trees 3D LOD - Quality 2.1.0 but an older version. You may want to test with the latest version to check if anything is different before making any further tests or modifications. You modified textures\landscape\trees\northern hemispheres\pineatlas.dds of HLT mod. The 3D tree LOD uses meshes\dyndolod\lod\trees\treepineforest05_187f28fcpassthru_lod.nif, which should be the "quality" version of HLT 3D LOD. Both the full model and the 3D tree LOD model use the same texture. For object LOD the texture is copied onto the object LOD atlas. Any difference between the full model and LOD is probably due to different mipmapping of the textures. https://dyndolod.info/Help/3D-Tree-LOD-Model Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames. You can also try the "noatlas" keyword so the LOD uses the exact same full texture as the full model. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names If it just brightness of a handful of 3D LOD models, you could also darken/brighten their vertex colors a bit so they match for your setup better. Link to comment Share on other sites More sharing options...
mostwanted11 Posted October 31 Share Posted October 31 (edited) 1 hour ago, sheson said: You do not seem to use the latest Happy Little Trees 3D LOD - Quality 2.1.0 but an older version. You may want to test with the latest version to check if anything is different before making any further tests or modifications. You modified textures\landscape\trees\northern hemispheres\pineatlas.dds of HLT mod. The 3D tree LOD uses meshes\dyndolod\lod\trees\treepineforest05_187f28fcpassthru_lod.nif, which should be the "quality" version of HLT 3D LOD. Both the full model and the 3D tree LOD model use the same texture. For object LOD the texture is copied onto the object LOD atlas. Any difference between the full model and LOD is probably due to different mipmapping of the textures. https://dyndolod.info/Help/3D-Tree-LOD-Model Note that by default mipmaps of textures that are added to the tree LOD or object LOD texture atlas are ignored and instead are generated from the largest resolution with an alpha-to-coverage algorithm so that small details do not fade into full transparency the further away they are. To use the mipmaps of the original texture defined by the LOD model, add the term UseMipMaps to the BSTriShape/NiTriShape name. This should preferably be done for all LOD models using this texture. Use an unique filename for such textures, so there are no problems with other mods modifying the same vanilla filenames. You can also try the "noatlas" keyword so the LOD uses the exact same full texture as the full model. See https://dyndolod.info/Help/3D-Tree-LOD-Model#Shape-Names If it just brightness of a handful of 3D LOD models, you could also darken/brighten their vertex colors a bit so they match for your setup better. thanks for the insight, should i add those flags to the crown portion? i actually have no idea how to do any of that EDIT: ok i figured it out and its matched now thanks a bunch, but do you know how to edit textures without compromising mipmaps in the future? when i generated mipmaps it still had the issue :/ Edited October 31 by mostwanted11 Link to comment Share on other sites More sharing options...
sheson Posted October 31 Author Share Posted October 31 1 hour ago, mostwanted11 said: thanks for the insight, should i add those flags to the crown portion? i actually have no idea how to do any of that EDIT: ok i figured it out and its matched now thanks a bunch, but do you know how to edit textures without compromising mipmaps in the future? when i generated mipmaps it still had the issue :/ What you want to read/look into is "alpha to coverage" and to paint the transparent parts (especially edges to opaque pixels) with the same/matching color. Link to comment Share on other sites More sharing options...
duy123a Posted November 1 Share Posted November 1 With Dyndolod Alpha 182, I always have C00000005 error when try to create lod for DLC2SolstheimWorld Here is the log zip file I have both updated the .net framework and .net core 6 runtime and tried to hide/unhide LODGenx64Win The window event shows an error like this Faulting application name: LODGenx64.exe, version: 3.0.31.0, time stamp: 0xfe202107 Faulting module name: clr.dll, version: 4.8.9277.0, time stamp: 0x66d138c8 Exception code: 0xc0000005 Fault offset: 0x000000000009d7ff Faulting process id: 0x0xB924 Faulting application start time: 0x0x1DB2C34993DBE94 Faulting application path: D:\Modding\DynDOLOD\Edit Scripts\LODGenx64.exe Faulting module path: C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll Report Id: 0f84d5e8-f60b-49ca-bcb2-a7893fa26a90 Faulting package full name: Faulting package-relative application ID: Logs.zip Link to comment Share on other sites More sharing options...
sheson Posted November 1 Author Share Posted November 1 1 hour ago, duy123a said: With Dyndolod Alpha 182, I always have C00000005 error when try to create lod for DLC2SolstheimWorld Here is the log zip file I have both updated the .net framework and .net core 6 runtime and tried to hide/unhide LODGenx64Win The window event shows an error like this Faulting application name: LODGenx64.exe, version: 3.0.31.0, time stamp: 0xfe202107 Faulting module name: clr.dll, version: 4.8.9277.0, time stamp: 0x66d138c8 Exception code: 0xc0000005 Fault offset: 0x000000000009d7ff Faulting process id: 0x0xB924 Faulting application start time: 0x0x1DB2C34993DBE94 Faulting application path: D:\Modding\DynDOLOD\Edit Scripts\LODGenx64.exe Faulting module path: C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll Report Id: 0f84d5e8-f60b-49ca-bcb2-a7893fa26a90 Faulting package full name: Faulting package-relative application ID: Logs.zip 77.85 kB · 1 download https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. Overclocking, memory timings, BIOS settings, Cooling, PSU, OS/drivers etc. Stress test the system with prime95/OCCT. Link to comment Share on other sites More sharing options...
mostwanted11 Posted November 1 Share Posted November 1 (edited) does texgen/dyndolod generate glacier slab lods based on your load order? because it just seems to ignore my actual glacier texture and uses the one provided in dyndolod resources https://imgur.com/a/MMPRndC (i cant select the object with the console for some reason) https://ufile.io/ygax1ofj Edited November 1 by mostwanted11 Link to comment Share on other sites More sharing options...
sheson Posted November 1 Author Share Posted November 1 15 minutes ago, mostwanted11 said: does texgen/dyndolod generate glacier slab lods based on your load order? because it just seems to ignore my actual glacier texture and uses the one provided in dyndolod resources Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. It is unclear what filename "glacier slab lods" refers to. The TexGen log reports every path and filename it generates. That typically includes ..\textures\lod\glacierslabreallod.dds Click the "Help" button in TexGen and read the page. https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures. Link to comment Share on other sites More sharing options...
duy123a Posted November 1 Share Posted November 1 (edited) 3 hours ago, sheson said: https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. Overclocking, memory timings, BIOS settings, Cooling, PSU, OS/drivers etc. Stress test the system with prime95/OCCT. My test with OCCT is fine. I even set MaxLODGen = 1 or 2 and LODGenThreadSplit = 8 but still error. Set LODGenThreadSplit = 16 (equal to my logical cores) made my computer force to restart (test two times and it is restarted two times) No idea how to fix it. I currently using Happy Little Tree quality 3d lod, should I use the hybrid instead? Edited November 1 by duy123a More information Link to comment Share on other sites More sharing options...
MestreKann Posted November 1 Share Posted November 1 Hello! I have big load order and dyndolod finished the lod creation but when I try to sort with LOOT in MO2, is says Cyclic interaction detected: SMIM-SE-Merged-All.esp --[Master]-> DynDOLOD.esm --[Master Flag]-> SMIM-SE-Merged-All.esp Now the Dyndolod. esm is below all my plugins as they are masters but can't go up because its a master too. How can I solve this, thanks. Link to comment Share on other sites More sharing options...
sheson Posted November 1 Author Share Posted November 1 7 hours ago, duy123a said: My test with OCCT is fine. I even set MaxLODGen = 1 or 2 and LODGenThreadSplit = 8 but still error. Set LODGenThreadSplit = 16 (equal to my logical cores) made my computer force to restart (test two times and it is restarted two times) No idea how to fix it. I currently using Happy Little Tree quality 3d lod, should I use the hybrid instead? If your computer just restarts, there is a hardware, BIOS, power etc. problem. Check the Windows event log for hints. Lowering the required resources can help. Link to comment Share on other sites More sharing options...
sheson Posted November 1 Author Share Posted November 1 1 hour ago, MestreKann said: Hello! I have big load order and dyndolod finished the lod creation but when I try to sort with LOOT in MO2, is says Cyclic interaction detected: SMIM-SE-Merged-All.esp --[Master]-> DynDOLOD.esm --[Master Flag]-> SMIM-SE-Merged-All.esp Now the Dyndolod. esm is below all my plugins as they are masters but can't go up because its a master too. How can I solve this, thanks. 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. Link to comment Share on other sites More sharing options...
Thern Posted November 5 Share Posted November 5 (edited) Hello. I've managed to gather a small understanding of these errors I'm seeing in my DynDOLOD summary, though one is standing out to me. LODGen Failed To Generate Object LOD for DLC2SolstheimWorld. I RTFM and saw it is due to my xLODGen Output, where the stated .BTR Terrain LOD Mesh is located. If I'm gathering things correctly, the solution is to Generate a valid mesh with xLODGen since it is in fact a .BTR terrain LOD mesh Considering I am an infant when it comes to these programs, I don't fully understand how to solve this besides running xLODGen one more time from start to finish. My fear is having the same result when running xLODGen again. For rest assurance, my xLODGen Output folder is in a separate folder than my game installation or mod manager folders. Here is my DynDOLOD_SSE_log.txt file for review: https://ufile.io/hqxs5npt Edit: Here is the LODGen_SSE_DLC2SolstheimWorld_log.txt as well: https://ufile.io/km841chm Edit2: I should also mention, the errors I'm facing are also resulting in no Occlusion.esp being generated. Edit3: After running xLODGen once more with no Bashed Patch or Conflict Resolution Patches in my Load Order, I was able to produce LODGen with have zero errors. DynDOLOD and TexGen also reported zero errors in their summaries. Edited November 6 by Thern Link to comment Share on other sites More sharing options...
sheson Posted November 6 Author Share Posted November 6 7 hours ago, Thern said: Hello. I've managed to gather a small understanding of these errors I'm seeing in my DynDOLOD summary, though one is standing out to me. LODGen Failed To Generate Object LOD for DLC2SolstheimWorld. I RTFM and saw it is due to my xLODGen Output, where the stated .BTR Terrain LOD Mesh is located. If I'm gathering things correctly, the solution is to Generate a valid mesh with xLODGen since it is in fact a .BTR terrain LOD mesh Considering I am an infant when it comes to these programs, I don't fully understand how to solve this besides running xLODGen one more time from start to finish. My fear is having the same result when running xLODGen again. For rest assurance, my xLODGen Output folder is in a separate folder than my game installation or mod manager folders. Here is my DynDOLOD_SSE_log.txt file for review: https://ufile.io/hqxs5npt Edit: Here is the LODGen_SSE_DLC2SolstheimWorld_log.txt as well: https://ufile.io/km841chm Edit2: I should also mention, the errors I'm facing are also resulting in no Occlusion.esp being generated. Edit3: After running xLODGen once more with no Bashed Patch or Conflict Resolution Patches in my Load Order, I was able to produce LODGen with have zero errors. DynDOLOD and TexGen also reported zero errors in their summaries. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. No xLODGen log (SSE_LODGen_log.txt) from the initial generation from which the corrupt/invalid terrain LOD came from was provided. From the DynDOLOD log: <Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned 25B. Check F:\Bethesda Modding Solutions\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt> From the LODGen log: Error accessing D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Meshes\Terrain\DLC2SolstheimWorld\DLC2SolstheimWorld.4.20.8.btr Unable to read beyond the end of the stream. https://dyndolod.info/Help/LODGen 25B - Error accessing - There is a problem reading the mentioned *.NIF. Try to reinstall the file or mod from its download archive. Run the *.NIF through Cathedral Assets Optimizer. If the mentioned file is a *.BTR terrain LOD mesh, generate a valid one with xLODGen and follow its instructions to always set a dedicated output folder outside of any game and mod manager folders. If the file opens without error in NifSkope, make a post on the official DynDOLOD support forum and upload the *.NIF or provide a link to the mod etc. See https://dyndolod.info/Help/xLODGen how to generate terrain LOD. Disabling plugins is a troubleshooting step. There is no reason to disable any plugin when generating terrain LOD, as they can not really cause terrain LOD meshes to be invalid or corrupt. If the disabled plugins affect terrain/ terrain LOD depends on their content. Simply generating it again will have replaced the correct/invalid with a working one regardless. Link to comment Share on other sites More sharing options...
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