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Could not execute Texconvx64.exe


OopsSteve

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Hi, sheson! I just updated my DynDOLOD to the new version (both resource and program). Generating LOD and report bug:

[37:24] <Error: Could not execute "E:\Yezi V2.0\iniRePather-Skyrim\Mod Organizer 2\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -gpu 0 -y -m 1 -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\aka666\AppData\Local\Temp\DynDOLOD_SSE" "C:\Users\aka666\AppData\Local\Temp\DynDOLOD_SSE\145DA8AE6B194E1AA669EEE56F2C17F0.dds">
[38:06] Error: Error while copying rect from image Image @00000001F99593C0 info: Width = 56px, Height = 256px, Format = A8R8G8B8, Size = 56 KiB, Bits @0000000014DF1000, Palette @0000000000000000. to image Image @00000001EDEE7060 info: Width = 8192px, Height = 4096px, Format = R8G8B8, Size = 98,304 KiB, Bits @000000025F931000, Palette @0000000000000000.. Exception Message: Access violation at address 000000000051061A in module 'DynDOLODx64.exe'. Write of address 0000000000000000 while processing textures\terrain\lodgen\skyrim.esm\letreepineforestdeadsnow04_000ef5a2_2.dds.

And I'm using x64.exe. So confusing. Thank you.

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6 hours ago, OopsSteve said:

Okay, this is probably not a problem with DynDOLOD. Once I add an ESP with a large number of objects to the loading order, the game seems to crash when creating a new save. Thank you very much!

https://dyndolod.info/FAQ#ILS-or-CTD
If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.toml. Alternatively add/set [SaveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.

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6 hours ago, OopsSteve said:

Hi, sheson! I just updated my DynDOLOD to the new version (both resource and program). Generating LOD and report bug:

[37:24] <Error: Could not execute "E:\Yezi V2.0\iniRePather-Skyrim\Mod Organizer 2\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -gpu 0 -y -m 1 -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\aka666\AppData\Local\Temp\DynDOLOD_SSE" "C:\Users\aka666\AppData\Local\Temp\DynDOLOD_SSE\145DA8AE6B194E1AA669EEE56F2C17F0.dds">
[38:06] Error: Error while copying rect from image Image @00000001F99593C0 info: Width = 56px, Height = 256px, Format = A8R8G8B8, Size = 56 KiB, Bits @0000000014DF1000, Palette @0000000000000000. to image Image @00000001EDEE7060 info: Width = 8192px, Height = 4096px, Format = R8G8B8, Size = 98,304 KiB, Bits @000000025F931000, Palette @0000000000000000.. Exception Message: Access violation at address 000000000051061A in module 'DynDOLODx64.exe'. Write of address 0000000000000000 while processing textures\terrain\lodgen\skyrim.esm\letreepineforestdeadsnow04_000ef5a2_2.dds.
 

And I'm using x64.exe. So confusing. Thank you.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log, debug log and bugreport.txt to upload when making posts.

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1 hour ago, OopsSteve said:

Okay, here is logs:https://ufile.io/mtfwrpdp
This is my first time asking a question, I'm sorry I didn't try to understand the rules beforehand.

It seems to run out of memory. See if this tip from https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory helps:
If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.

Set to 2, if that does not help set to 1.

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On 2/12/2024 at 6:00 PM, sheson said:

It seems to run out of memory. See if this tip from https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory helps:
If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.

Set to 2, if that does not help set to 1.

After limiting the process to 1, I successfully completed the generation of LOD. But may I ask you a question? In older versions, my computer is sufficient to support -1 generation process and will not generate errors because it has 16GB RAM. Why is it not able to run stably after the new version? Excuse me for taking the liberty. And, after I install the generated LOD, my game will crash when trying to start a new game.  It can be clarified that by disabling the LOD, I can enter the game and play normally. I think the Possible related objects section of the log doesn't seem to have much reference value. The following is the crash log: https://ufile.io/p2kmjaif
Thank you!:)

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1 hour ago, OopsSteve said:

After limiting the process to 1, I successfully completed the generation of LOD. But may I ask you a question? In older versions, my computer is sufficient to support -1 generation process and will not generate errors because it has 16GB RAM. Why is it not able to run stably after the new version? Excuse me for taking the liberty. And, after I install the generated LOD, my game will crash when trying to start a new game.  It can be clarified that by disabling the LOD, I can enter the game and play normally. I think the Possible related objects section of the log doesn't seem to have much reference value. The following is the crash log: https://ufile.io/p2kmjaif
Thank you!:)

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

The crash log only mentions DynDLLOD.esm and DynDLOD.esp as part of the loaded plugins. No mention about LOD meshes or DynDOLOD records in the relevant objects, callstack, registers and stack.

If the crash is repeatable, check if any relevant objects or address/callstack changes or not.

Since the callstack mentions the OnInit script event, and the PlaceAtMe function (which is not used in any of the DynDOLOD scripts), check if any of the records mentioned in the relevant objects have scripts attached. 

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23 minutes ago, sheson said:

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

The crash log only mentions DynDLLOD.esm and DynDLOD.esp as part of the loaded plugins. No mention about LOD meshes or DynDOLOD records in the relevant objects, callstack, registers and stack.

If the crash is repeatable, check if any relevant objects or address/callstack changes or not.

Since the callstack mentions the OnInit script event, and the PlaceAtMe function (which is not used in any of the DynDOLOD scripts), check if any of the records mentioned in the relevant objects have scripts attached. 

Okay, this is probably not a problem with DynDOLOD. Once I add an ESP with a large number of objects to the loading order, the game seems to crash when creating a new save. Thank you very much!

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