Jump to content

Recommended Posts

Posted (edited)

I got a problem with DynDOLODx64. After running TexGenx64 (which created textures inside my specified TexGen Output folder), copying the TexGen Output folder to MO2/mods/ and activating the mod inside MO2, DynDOLODx64 does not find these textures. It stops with the message "No TexGen output detected. Consider generating updated object LOD textures with TexGen first."

https://paste.ee/p/PUp2c

It seems that TexGenx64 stopped correctly with the exit dialog. I reviewed my RAM usage while TexGenx64 ran and it raised up to 97% in about 2 minutes when it finished.

Edited by plgdctr
Posted (edited)

 

59 minutes ago, sheson said:

I can guarantee that the script does not cause CTD.

Zero information was provided.

 

 

Edited by lareri
Posted (edited)
1 hour ago, sheson said:

I can guarantee that the script does not cause CTD.

Zero information was provided.

Thank you for your quick reply.
I did dozens of tests, when I deactivate this script I do not have the systematic cdt at the exit of the dungeon "camp of the dormant courtyard"
I have a geforce RTX 3080 and an i7-7700k processor

loadorder.txt

plugins.txt

modlist.txt

Edited by lareri
Posted
28 minutes ago, plgdctr said:

I got a problem with DynDOLODx64. After running TexGenx64 (which created textures inside my specified TexGen Output folder), copying the TexGen Output folder to MO2/mods/ and activating the mod inside MO2, DynDOLODx64 does not find these textures. It stops with the message "No TexGen output detected. Consider generating updated object LOD textures with TexGen first."

https://paste.ee/p/PUp2c

It seems that TexGenx64 stopped correctly with the exit dialog. I reviewed my RAM usage while TexGenx64 ran and it raised up to 97% in about 2 minutes when it finished.

Post the TexGen log and debug log.

20 minutes ago, lareri said:

Thank you for your quick reply.
I did dozens of tests, when I deactivate this script I do not have the systematic cdt at the exit of the dungeon "camp of the dormant courtyard"
I have a geforce RTX 3080 and an i7-7700k processor

loadorder.txt 15.2 kB · 1 download

plugins.txt 15.68 kB · 0 downloads

Read the first post what log files to upload when making posts.

Read the DynDOLOD FAQ: Game: ILS or CTD.

Read DynDOLOD-README.txt as also suggested by the FAQ how to troubleshoot CTD.

Upload the .Net Framework crash log if further help with it is required.

The most likely cause is an invalid mesh or texture from a third party mod.

Posted
16 minutes ago, plgdctr said:

Both are here: https://paste.ee/p/rav6V

Well, as you can see yourself TexGen does not end with the message "TexGen completed successfully" as explained in the included manual.

Very unusual that it ends silently in the middle of things. Is there no bugreport.txt?

Posted
20 minutes ago, sheson said:

Well, as you can see yourself TexGen does not end with the message "TexGen completed successfully" as explained in the included manual.

Very unusual that it ends silently in the middle of things. Is there no bugreport.txt?

Oh yes, it is. Didn't see it cause it was in the directory above.

https://paste.ee/p/9KMQ9

Posted
46 minutes ago, sheson said:

Read the first post what log files to upload when making posts.

Read the DynDOLOD FAQ: Game: ILS or CTD.

Read DynDOLOD-README.txt as also suggested by the FAQ how to troubleshoot CTD.

Upload the .Net Framework crash log if further help with it is required.

The most likely cause is an invalid mesh or texture from a third party mod.

Ok thank you for your patience.
Here is the "NetScriptFramework" file

Maybe you can tell me which mod is causing my problem.

Crash_2021_9_27_16-40-22.txt

Posted
26 minutes ago, lareri said:

Ok thank you for your patience.
Here is the "NetScriptFramework" file

Crash_2021_9_27_16-40-22.txt 61.62 kB · 0 downloads

Read the first post what log files to upload when making posts.

in addition to the log files also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt

Follow the instructions in the read me to write debug messages to the papyrus and then post the papyrus log.

There is a problem with srg_treepineforest05_01617CAEpassthru_lod.nif. The file is most likely fine by itself. The problem is, that it shouldn't be used directly where it could ever be enabled/disabled by dynamic LOD scripts.

Posted
28 minutes ago, plgdctr said:

Oh yes, it is. Didn't see it cause it was in the directory above.

https://paste.ee/p/9KMQ9

Somehow the OpenGL render crashes in some ATI driver DLL it seems without returning an error back to TexGen.

Remove C:\Lexy's LotDB\DynDOLOD Special Edition\Edit Scripts\DynDOLOD\Render\Objects\lod\rtbuildingslod01.nif from the folder, see if it runs through then or the next/another NIF has problems too.

Posted (edited)
46 minutes ago, sheson said:

Read the first post what log files to upload when making posts.

in addition to the log files also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt

Follow the instructions in the read me to write debug messages to the papyrus and then post the papyrus log.

There is a problem with srg_treepineforest05_01617CAEpassthru_lod.nif. The file is most likely fine by itself. The problem is, that it shouldn't be used directly where it could ever be enabled/disabled by dynamic LOD scripts.

I found it in "BillBoards Generator" and in "Enhanced Vanilla Trees"
Is this old mod still useful?

Edited by lareri
Posted
44 minutes ago, lareri said:

I found it in "BillBoards Generator" and in "Enhanced Vanilla Trees"
Is this old mod still useful?

What version of EVT are you using? SLE or SSE? If generating LOD for SSE, be certain to use latest SSE version that has been updated for use with DynDOLOD 3, and Billboards Generator is not needed with this mod (and is obviated by TexGen 3), so any output created from that is not needed.

I can't speak to SLE version.

EDIT: I see you are using SLE version, so you can disregard above statement/advice.

Posted
1 hour ago, sheson said:

Somehow the OpenGL render crashes in some ATI driver DLL it seems without returning an error back to TexGen.

Remove C:\Lexy's LotDB\DynDOLOD Special Edition\Edit Scripts\DynDOLOD\Render\Objects\lod\rtbuildingslod01.nif from the folder, see if it runs through then or the next/another NIF has problems too.

It worked, TexGen finished successfully! :) thank you very much for your help! 
I had to remove 
rtbuildingslod01.nif
rtbuildingslod02.nif
slod03.nif
ridgedmossstone08lod.nif

Are there any sideeffects from removing them? I guess, the files have any reason for being processed, don't they?

Posted
16 minutes ago, z929669 said:

Quelle version d' EVT utilisez-vous ? SLE ou SSE ? Si vous générez un LOD pour SSE , assurez -vous d'utiliser la dernière version SSE qui a été mise à jour pour être utilisée avec DynDOLOD 3, et Billboards Generator n'est pas nécessaire avec ce mod (et est évité par TexGen 3), donc toute sortie créée à partir de cela n'est pas nécessaire .

Je ne peux pas parler de la version SLE .

Edit:
Problem solved. This is my "Enhanced Vanilla Trees" mod which was not up to date.
Many thanks for your help and patience.
You taught me how to interpret the "NetScriptFramework" file and I now know that the first page of this forum is important for choosing which files to attach to my help requests.

  • Thanks 1
Posted
3 hours ago, lareri said:

I found it in "BillBoards Generator" and in "Enhanced Vanilla Trees"
Is this old mod still useful?

The mod itself is most likely not the problem.  What version of EVT did you have installed exactly?

Unfortunately you have not uploaded any of the requested log files.

2 hours ago, plgdctr said:

It worked, TexGen finished successfully! :) thank you very much for your help! 
I had to remove 
rtbuildingslod01.nif
rtbuildingslod02.nif
slod03.nif
ridgedmossstone08lod.nif

Are there any sideeffects from removing them? I guess, the files have any reason for being processed, don't they?

Removing files is a troubleshooting step and not a fix. Obviously the rendered object LOD texture these files are for are not going to be updated.

Try to reinstall the files from the latest Standalone archive. See if starting TexGen and then using preview for the rendered object LOD textures works for any of these files.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.