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Posted
1 hour ago, Abbot said:

Hello, how should I go about solving this: https://imgbox.com/phIboR8l ?

Here's my log file: https://paste.ee/p/eCPQx

EDIT: Sorry, THIS: https://paste.ee/p/GKHBk is the log file relative to the DynDOLOD session related to those purple triangles.

Read the first post which entire log of the meaningful session (a session starts with a "starting session" message) and debug log to also upload when making posts.
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots.

Read https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen how to run TexGen before running DynDOLOD

Read https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD, in particular:
Pay attention to all log messages.
In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed.

The log contains lots of lines like this:

[01:13] <Warning: File not found textures\dyndolod\lod\trees\srg_oak6_2d2268b0_trunk_1.dds. Used by meshes\dyndolod\lod\trees\srg_oak6_2d2268b0passthru_lod.nif Plants_Merge.esp TreeAspen06 [TREE:0007614A]>

The relevant help is https://dyndolod.info/Messages/File-Not-Found-Textures

If running TexGen does not generate those missing textures, then you are missing required resources for whatever tree mod contains the meshes that use them. If you merge mods, make sure their BSA files are also merged or still loaded or their assets are loaded one way or the other.

Posted (edited)

Having an issue where after hitting save zip and exit DYNdoLOD does not generate the esp's/esm. I'm using DYndoLOD 3 Alpha.

Edited by jimmywon34
Posted
43 minutes ago, jimmywon34 said:

Having an issue where after hitting save zip and exit DYNdoLOD does not generate the esp's/esm. I'm using DYndoLOD 3 Alpha.

Read the first post which log, debug log and bugreport.txt to upload when making posts.

Maybe even check the log messages yourself, I wouldn't be surprised if there is some kind of hint what might be going on.

Posted (edited)
1 hour ago, sheson said:

Read the first post which log, debug log and bugreport.txt to upload when making posts.

Maybe even check the log messages yourself, I wouldn't be surprised if there is some kind of hint what might be going on.

Sorry. The File sharing site is saying the file size is too small so it's not uploading it. Any other way other than the two methods in the first post to share my logs? I'm not sure how to use the Text sharing service.

 

Edit - Nevermind here's the logs  https://ufile.io/t79az462

Edited by jimmywon34
Posted (edited)
1 hour ago, sheson said:

Read the first post which log, debug log and bugreport.txt to upload when making posts.

Maybe even check the log messages yourself, I wouldn't be surprised if there is some kind of hint what might be going on.

Here are the logs from my most recent attempt, where it didn't generate the esps and esm - https://ufile.io/67jo4gac  

They might be better logs as this attempt it actually got through to the end where i was able to save zip and exit.

Edited by jimmywon34
Posted

When running TexGen, I decided to change the output directory to my mods folder so that it would export the zip file there. However, afterwards, I discovered that every mod's subfolders have been deleted, only leaving the esp/esm files. Is there any way to undo the process or recover the files? Thank you.

Posted
1 hour ago, SilverJolteon said:

When running TexGen, I decided to change the output directory to my mods folder so that it would export the zip file there. However, afterwards, I discovered that every mod's subfolders have been deleted, only leaving the esp/esm files. Is there any way to undo the process or recover the files? Thank you.

Moved to the DynDOLOD 3 Alpha thread. Make sure to read the first post.
Read the first post which log and debug log to upload when making posts.

No. I mean nothing but the usual Windows OS shadow copy/previous versions or 3rd party undelete tools.

https://dyndolod.info/Generation-Instructions
Select an output path. The output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.
Click Exit TexGen or click Zip & Exit to create a *.zip archive of the output for easier mod installation. Creating an archive will clean the output folder while all relevant files are packed into the zip file.

I keep adding idiot proof checks trying to protect users from themselves, but as the saying goes, they keeping building a better idiots.

Posted
1 hour ago, jimmywon34 said:

Here are the logs from my most recent attempt, where it didn't generate the esps and esm - https://ufile.io/67jo4gac  

They might be better logs as this attempt it actually got through to the end where i was able to save zip and exit.

The log reports: <Error: Unspecified error while processing Archive> from the 7zip DLL, so that is not really helpfull. If not other error message from the DLL pops up, then I have no idea, other than maybe OS, antivir or drive problems.

Instead use only "Save & Exit" without the zipping and install the output as a mod directly (e.g. move files into a new mod folder in MO2), or use the https://www.7-zip.org directly to see if it works or also has a problem.

Posted
52 minutes ago, sheson said:

The log reports: <Error: Unspecified error while processing Archive> from the 7zip DLL, so that is not really helpfull. If not other error message from the DLL pops up, then I have no idea, other than maybe OS, antivir or drive problems.

Instead use only "Save & Exit" without the zipping and install the output as a mod directly (e.g. move files into a new mod folder in MO2), or use the https://www.7-zip.org directly to see if it works or also has a problem.

That worked. By the way should the esps be the last in load order or does it matter? I watched Gamerpoets tutorial on Youtube and he didn't mention a load order so just wanted to ask.

Posted
40 minutes ago, jimmywon34 said:

That worked. By the way should the esps be the last in load order or does it matter? I watched Gamerpoets tutorial on Youtube and he didn't mention a load order so just wanted to ask.

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything.
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp.

Also see https://dyndolod.info/Help/Load-Overwrite-Orders#After-Generation

Posted

I'm consistently getting an error running TexGen through vortex.

"Error: OpenGL: invalid operation while processing textures\
WIth the texture changing each time.: 

It feels like it times out.

I've updated the Adrenalin software and drivers as of 8/22/22 for amd.

It lasts about 2 min... then the error continually occurs... about 6 times tried so far.

I've attached Logs in a zip

I appreciate your hard work. 
Any thoughts or direction is appreciated.

Logs.7z

Posted (edited)

Hey, I've been trying to get dyndolod working and the x64 executables for both texgen and dyndolod don't work through mo2. The thing is, it launches fine when I use the texgen and dyndolod that aren't x64. Can anyone help me with this? I also have the latest version of mo2.

Edit: I also put in the -sse argument and it still did not work

Edited by facebutt92
Posted

I'm testing some new road LODs I made so that I can display the roads on the map. Therefore, I named them with the _3 modifier. Unfortunately, it seems that DynDOLOD for some reason skips them if they are named _3. Logs: https://mega.nz/file/1QhGVTDS#-dIWlZk3TCCdRvYCTSH8PB3OWdvNmLR72oUQBBk55PM

In this run, for demonstration, I set my normal roads, saved with _3 (e.g., Road3way01_lod_3.nif), as Level3, and the Blackreach roads (e.g. dweroad3way01_lod_2.nif) to Level2. The Level2 Blackreach roads show, but the normal roads aren't added at all to the BTO. Checking the LODGen export, it doesn't appear to find the _3 nifs. If I rename them to _2 they find them correctly and as expected.

Posted
7 hours ago, dizieball said:

I'm consistently getting an error running TexGen through vortex.

"Error: OpenGL: invalid operation while processing textures\
WIth the texture changing each time.: 

It feels like it times out.

I've updated the Adrenalin software and drivers as of 8/22/22 for amd.

It lasts about 2 min... then the error continually occurs... about 6 times tried so far.

I've attached Logs in a zip

I appreciate your hard work. 
Any thoughts or direction is appreciated.

Logs.7z 68.22 kB · 0 downloads

Use the Adrenalin 22.5.1 Recommended (WHQL) and not any of the optional newer drivers that still seem to contain OpenGL bugs as discussed several times in this thread recently

6 hours ago, facebutt92 said:

Hey, I've been trying to get dyndolod working and the x64 executables for both texgen and dyndolod don't work through mo2. The thing is, it launches fine when I use the texgen and dyndolod that aren't x64. Can anyone help me with this? I also have the latest version of mo2.

Edit: I also put in the -sse argument and it still did not work

Read the first post which explains which log and debug log upload when making posts. Delete the log from x86 version and start the x64 version again to write new log.

"Not working" is not a useful problem report. Report the actual version instead of "latest".

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