sheson Posted September 28, 2023 Author Posted September 28, 2023 15 minutes ago, Gratis_monsta said: I am getting the following error with Alpha 150 during DynDOLOD: Error: Access violation at address 00000000011D4326 in module 'DynDOLODx64.exe'. Read of address 0000000000000000 while processing Stretched Snow Begone.esp ImpExtIceBldgSecondICorner03 [STAT:0006F771] Logs here The Stretched Snow Begone mod is this one. I was able to run Texgen and DynDOLOD without errors with Alpha 148 The archive only contains the DynDOLOD debug log. Also upload the DynDOLOD log and bugreport.txt if it exists as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Is this error repeatable?
sheson Posted September 28, 2023 Author Posted September 28, 2023 18 hours ago, darkrain261 said: Sorry for late respond, here are my log files: https://ufile.io/cwwz8atg The combine.txt is from xlodgen example, no edits: Tamriel_Combine.ini From what the logs said I suppose that the combine function hasn't worked with seasons yet? Cause apart from Tamriel and Blackreach, other worlds still have their seasons logs, such as: "LODGen_SSE_MarkarthWorld_SPR_log" or "LODGen_SSE_MarkarthWorld_SUM_log". It is tripping over the same object LOD atlas being used for all seaons. Let me know if this test version fixes it https://mega.nz/file/cd5nyYII#1KixEQKUv_b0pbmoQZ7MIzNHwQgijlG6aA7VT2x2uiI
Gratis_monsta Posted September 28, 2023 Posted September 28, 2023 2 hours ago, sheson said: The archive only contains the DynDOLOD debug log. Also upload the DynDOLOD log and bugreport.txt if it exists as explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Is this error repeatable? I ran 150a again and it worked this time. Apologies for the false report!
Mephitic Posted September 29, 2023 Posted September 29, 2023 (edited) DynDOLOD 150 crashed with this error: Error building references: Range check error Embers XD.esp Campfire01LandOffUp [STAT:1E00824B] Logs and debug.txt here: https://mega.nz/folder/aQFDhSIS#O3sU5r5cPOvyYuU13NHjvA Edited September 29, 2023 by Mephitic Fix typos
sheson Posted September 29, 2023 Author Posted September 29, 2023 3 hours ago, Mephitic said: DynDOLOD 150 crashed with this error: Error building references: Range check error Embers XD.esp Campfire01LandOffUp [STAT:1E00824B] Logs and debug.txt here: https://mega.nz/folder/aQFDhSIS#O3sU5r5cPOvyYuU13NHjvA Is this error 100% repeatably?
darkrain261 Posted September 29, 2023 Posted September 29, 2023 21 hours ago, sheson said: It is tripping over the same object LOD atlas being used for all seaons. Let me know if this test version fixes it https://mega.nz/file/cd5nyYII#1KixEQKUv_b0pbmoQZ7MIzNHwQgijlG6aA7VT2x2uiI Thank you. The problem is fixed with this. Sorry for late replying, I was dead sick tired on bed yesterday.
sheson Posted September 29, 2023 Author Posted September 29, 2023 28 minutes ago, darkrain261 said: Thank you. The problem is fixed with this. Sorry for late replying, I was dead sick tired on bed yesterday. Thanks for letting us know.
Mephitic Posted September 29, 2023 Posted September 29, 2023 12 hours ago, sheson said: Is this error 100% repeatably? No. No it is not. I has not recurred in two subsequent runs. Thank you for your work, help, and consideration.
SkyKatarsis Posted September 30, 2023 Posted September 30, 2023 В 27.09.2023 в 11:46, SkyKatarsis сказал: Если бы Консоль Информации что-то показывала, я бы загрузил скриншоты этого, но объекты были физически удалены DynDOLOD из мира, они больше не существуют и Консоль их не обнаруживает: https://ibb.co/gSSr2fb https://ibb.co/g9FdMk2 Я не знаю, как сделать все остальное. I figured it out on my own and solved this problem. But Mara's temple has a purple lod without texture. What could the problem be related to? I use this mod on it: https://www.nexusmods.com/skyrimspecialedition/mods/73063 Thank you. https://ibb.co/vw5yQgn
sheson Posted September 30, 2023 Author Posted September 30, 2023 44 minutes ago, SkyKatarsis said: I figured it out on my own and solved this problem. But Mara's temple has a purple lod without texture. What could the problem be related to? I use this mod on it: https://www.nexusmods.com/skyrimspecialedition/mods/73063 Thank you. https://ibb.co/vw5yQgn What did yo figure out? Why can you not provide the screenshots that are being requested or provide actual information? 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. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make use screenshots with more informative console: If making screenshots of the LOD area, also make screenshots of the close-up object or full model for comparison. When making screenshots of full models, open console and click the object in question to show its reference form ID. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.
Phlunder Posted September 30, 2023 Posted September 30, 2023 Hey sheson! I have a question regarding the glow/emit effect in object LOD. I made some resources for Blackreach assets that were lacking LOD so far, to reduce the jarring pop-in of large glowing objects in that small worldspace. As its not possible to directly use the layered effect shaders that are used for the full model, I attempted to manually adjust the glow so it matches the full model good enough. This worked for all of the regular mushrooms and tendrils hanging from the ceiling. But for the big/epic mushroom in the middle, it seems to ignore the different color of glow/emit effect. I attached some screens and relevant logs if it helps. Maybe I am just misunderstanding how exactly the emit effect is even supported in LOD, it just seemed to have worked for all the other assets: Logs General overview how LOD meshes with glow/emit are displayed in LOD (still needs some adjusting to match): The difference of the epic mushroom, that seems to not use the glow/emit color as set in the LOD mesh:
sheson Posted September 30, 2023 Author Posted September 30, 2023 52 minutes ago, Phlunder said: Hey sheson! I have a question regarding the glow/emit effect in object LOD. I made some resources for Blackreach assets that were lacking LOD so far, to reduce the jarring pop-in of large glowing objects in that small worldspace. As its not possible to directly use the layered effect shaders that are used for the full model, I attempted to manually adjust the glow so it matches the full model good enough. This worked for all of the regular mushrooms and tendrils hanging from the ceiling. But for the big/epic mushroom in the middle, it seems to ignore the different color of glow/emit effect. I attached some screens and relevant logs if it helps. Maybe I am just misunderstanding how exactly the emit effect is even supported in LOD, it just seemed to have worked for all the other assets: Logs General overview how LOD meshes with glow/emit are displayed in LOD (still needs some adjusting to match): The difference of the epic mushroom, that seems to not use the glow/emit color as set in the LOD mesh: Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console. You did not upload any of the LOD models. Check the own emit color and intensity in the BTO is the same as in the LOD model. Add passthru to the LOD model filename or add it to select shape names in the NIF and then test with the exact same shader/settings as the full model. Then test unsetting decal/dynamic decal/No_Fade. Make sure you are not confused by other FX glow meshes / add rules so they have dynamic LOD.
Phlunder Posted September 30, 2023 Posted September 30, 2023 57 minutes ago, sheson said: Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console. You did not upload any of the LOD models. Check the own emit color and intensity in the BTO is the same as in the LOD model. Add passthru to the LOD model filename or add it to select shape names in the NIF and then test with the exact same shader/settings as the full model. Make sure you are not confused by other FX glow meshes / add rules so they have dynamic LOD. Sorry, the epic mushroom in question has the base ID DB9CE, ref ID DB9CF: The LOD mesh has exactly the same emit settings as the full model, it mostly still is the full model, so far I just removed some small parts inconsequential or unsupported by LOD. I wanted to check how the glow matches before reducing the mesh further/merging the shapes etc. WIP LOD Mesh I'll try adding passthrough to the relevant shapes/filename. Dynamic LOD would be an option as well for this specific case, and maybe the Blackreach sun too, thanks. Edit: I checked the BTO and the epic mushroom indeed uses the same emit settings/color as all the other mushrooms, and not his own: BTO Mesh
SkyKatarsis Posted September 30, 2023 Posted September 30, 2023 3 часа назад, Шесон сказал: Что ты выяснил? Почему вы не можете предоставить запрашиваемые скриншоты или предоставить актуальную информацию? Прочтите первое сообщение и/или https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs . сообщений записывают в журнал и журнал отладки для , которые DynDOLOD загрузки при создании Прочтите https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots , : как консолью использовать скриншоты с более информативной Если вы делаете скриншоты области LOD, сделайте также скриншоты объекта крупным планом или полной модели для сравнения. Делая снимки экрана полных моделей, откройте консоль и щелкните соответствующий объект, чтобы отобразить его идентификатор справочной формы. Используйте консоль Mfg или более информативную консоль, чтобы отобразить дополнительную информацию при открытии консоли и щелчке объекта. The Winterhold Restored had strange purple lods early in my game, I don’t remember what caused it, it probably happened after turning off DynDOLOD 2. A long time ago I deleted them so that they would not interfere and forgot about it. And during the generation of DynDOLOD 3, this caused the disappearance of some objects. As soon as I restored them and restarted DynDOLOD, everything was fixed. And I found the reason for the purple lod of the Temple of Mara, the answer in the comments here: https://www.nexusmods.com/skyrimspecialedition/mods/81785?tab=posts (I use the roofs from this mod in Riften, mod Norsified Riften give such problem). So the problem is not on your side. I'm sorry. Once again, thank you very much for your work, this is a much needed product for Skyrim.
sheson Posted September 30, 2023 Author Posted September 30, 2023 30 minutes ago, Phlunder said: Sorry, the epic mushroom in question has the base ID DB9CE, ref ID DB9CF: The LOD mesh has exactly the same emit settings as the full model, it mostly still is the full model, I just removed some small parts inconsequential or unsupported by LOD: WIP LOD Mesh I'll try adding passthrough to the relevant shapes/filename. Dynamic LOD would be an option as well for this specific case, and maybe the Blackreach sun too, thanks. This is how the LOD model looks when it is a placed reference: This is how the LOD model looks when being part of object LOD BTO: Seems to match, no change in emit color or intensity. The LOD model is probably not matching the actual full model it is supposed to represent or it is the additional glow FX references being placed around it in Blackreach.
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