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Posted (edited)

NEW Advice Request;

I am running into a problem running xLODGen, again I am following the STEP 2.2.0 guide, so running for the first time, I set the settings as shown and run it. I come back 30 minutes later and it just says Operation Aborted. No reason why. There is some output done, though I am not sure it is complete. I don't remember the last worldspace entry it was working on, as I am going to run it again soon and keep track. I whipped up an OCR tool that watches the window and spits the lines out into a text file for review.
I did notice, several lines about VR not being found? Again, cannot recall the exact wording. Did I miss something?

Edit======
Alright. Might have found the issue. xLODGen can work, but it looks like Valve/Proton/WINE have not adopted the XDG base specs and standards completely. Not allowing to find paths properly. So, when running xLODGen on Linux, with Proton v7 (I may try version 8  soon, and then GE's version), an error pops up frequently; "Unable to read VR Path Registry from C:\users\steamuser\AppData\Local\openvr\openvrpaths.vrpath". the only solution I have found is to run this particular tool in Windows. I fired up my VM and cloned the modding directories and installed Skyrim SE/AE on it and ran it. No problems. I'll just copy the output into the Linux environment. I'll still do some research on this unless someone familiar with the problem and has found a resolution chimes in. Multiple errors like this might be why it just aborted with no real reason. At least I can't find one in the logs.
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I am going to review every step and reread everything twice to make sure I comprehend what I am reading.

Also, in the past, STEP had explicitly stated not to use the x64 versions, even when running on 64-bit enabled systems, of LODGen and TexGen. Is this still the rule? Or has the x64 versions become more stable and responsive to use on 64-bit systems?

Edited by James_Richards
Posted
8 hours ago, James_Richards said:

1920x1080. I had ENB on a previous STEP install. That was a while ago and it was while I was still on Windows. I am not expecting to achieve graphical greatness I had before, Not only has Skyrim and mods changed, Proton, WINE, DXVK and such have all added a layer of working code that probably doesn't allow for the headroom. I did notice a folder labeled "LinuxVersion" in the v0.493 ENBDev download... Maybe I need the the d3d11.dll from there to replace the version in the Wrapper folder? Lots of things to test and try.

Linux/Unix doesn't use DLL, so not sure exactly what that is, but it may be relevant.

Posted

WINE/Proton create a kind of virtual machine. A kind of compatibility layer. When you run a Windows binary that relies on DLL files, it uses them as if you were on a real Windows system. Kinda like Linux apps relying on .so files. They are kinda the same thing.
I am in the middle of working on the LOD stuff and will be testing again soon with the Linux version of the DLL I saw int he latest release for enbseries.

  • Like 1
Posted (edited)

I don't suppose one of you fine people can upload a copy of your DynDoLOD output folder? I followed every step of the current STEP guide for ENB and post processing, including the weather and lighting.
I am asking because the only thing keeping me from moving forward now is DynDoLOD. Keeps complaining about no NG scripts

Large reference bugs workaround requirements not met.
DynDOLOD.DLL: NG, Scripts: not NG, Deleted references: no

I have even put the scripts and skse folder into the Data folder manually, disabled the DLL SE mod entry in "foundation" in Mod Organizer and ran DynDoLOD and still get the same error. As we are using a version not supported by the author, again adhering strictly to the guide, I cannot get support from them. I might use a newer version anyway and see what happens.

Well. A fix here again. When I visited the link in the error (https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements)

I downloaded the Mega link (https://mega.nz/file/lIwlXJYJ#kJKIgFkJPlEZ-NzmrbvtlxDe2JQOuXyyvibuvNt_bgk)

and replaced the Scripts folder in "DynDOLOD DLL SE", from the DynDOLOD DLL NG entry, and now it runs.

Edited by James_Richards
Posted
34 minutes ago, James_Richards said:

I don't suppose one of you fine people can upload a copy of your DynDoLOD output folder? I followed every step of the current STEP guide for ENB and post processing, including the weather and lighting.
I am asking because the only thing keeping me from moving forward now is DynDoLOD. Keeps complaining about no NG scripts

Large reference bugs workaround requirements not met.
DynDOLOD.DLL: NG, Scripts: not NG, Deleted references: no

I have even put the scripts and skse folder into the Data folder manually, disabled the DLL SE mod entry in "foundation" in Mod Organizer and ran DynDoLOD and still get the same error. As we are using a version not supported by the author, again adhering strictly to the guide, I cannot get support from them. I might use a newer version anyway and see what happens.

Well. A fix here again. When I visited the link in the error (https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements)

I downloaded the Mega link (https://mega.nz/file/lIwlXJYJ#kJKIgFkJPlEZ-NzmrbvtlxDe2JQOuXyyvibuvNt_bgk)

and replaced the Scripts folder in "DynDOLOD DLL SE", from the DynDOLOD DLL NG entry, and now it runs.

If you are using MO, don't put anything but ENB files into your \data folder. Install as mods in MO.

DynDOLOD DLL NG comes with the scripts I think. Just install that one higher priority than DynDOLOD Resources SSE. Be sure all of your plugins are cleaned to use NG.

GOG version of the game may not be compatible with NG, IDK

Posted

Everything is cleaned. DynDOLOD is not complaining about that. The link for DynDOLOD NG in the guide, does come with scripts. Apparently for me, bad ones. I am just waiting for LOD to complete. Might be a while. The guide is assuming I am on Windows, so I need more time than what is outlined. Right now, it is sitting at "Waiting for LODGen.exe generating object LOD for Tamriel."

Posted
52 minutes ago, James_Richards said:

Everything is cleaned. DynDOLOD is not complaining about that. The link for DynDOLOD NG in the guide, does come with scripts. Apparently for me, bad ones. I am just waiting for LOD to complete. Might be a while. The guide is assuming I am on Windows, so I need more time than what is outlined. Right now, it is sitting at "Waiting for LODGen.exe generating object LOD for Tamriel."

I would post on sheson's alpha 3 topic for Qs relating to DynDOLOD in your env.

Posted (edited)

I think I got it working, but it is taking FOREVER!

Screenshot_20230510_131453.thumb.png.2239b540a7881d806a91933d0eb79c5e.png

And 3 hours and 25 minutes later, Done!
I am guessing my issue is not using the 64-bit variants of these programs. I am really certain that previous STEP version I used a looooon time ago said not to use them as they were unstable, even on 64-bit Windows. Maybe my assumption is wrong this time around and I should be using them. Going to testr TexGen again and see if I will be able to do all this without a WIndows VM

Final issue resolution, I think.
DynDOLODx64 works just fine, as intended by the guide. I don't really know what I was doing wrong. So, I installed the DynDOLOD Resources SE mod, then the DynDOLOD DLL SE. Originally, I was having some issues which I think stem from using the 32-bit version of the binaries. Still using the 32-bit version, I ended up hiding the scripts from the Resources to ensure the DLL scripts were available, then replaced the scripts from the Mega download I mentioned previously. Things worked finally, it just took forever. On further inspection, it may all be a red herring as comparing the two downloads, there is no difference, right down to the byte of every individual file in the acrhives. I have no idea how it all just started working.

After everything was done, I reinstalled the Resources and DLL from the guide download. Doing nothing else, except switching to the 64-bit binary, things worked as intended.

I think the old habits and advice from previous versions of STEP advising NOT to use the 64-bit binaries, even when on a 64-bit system have been the cause of all my problems. Back then, there was a problem with the 64-bit binaries, that have either been resolved (hence why I do not see that advice in the current STEP guide) or for people on Linux running through WINE and Proton, the 64-bit binaries are beneficial and useful.

Either way, all that is left is to run tests and see how the full ENB and LOD loadout for STEP is going to work for me.

Initial tests hows a flat and constant 30 fps, but there is input delay. I think I'll be tweaking the ENB or Display tweaks. For some reason I can't get the ENB configuration to open with the shift+enter combo.

@z929669, I don't think I'll be going to sheson just yet as this may all be misunderstanding and ineptitude on my part ;)

Edited by James_Richards
Possibly final update on problems.

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