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Posted
1 hour ago, LordOfTheNeverThere1992 said:

No the first time it didn't crash I accidently used the release version to make the DynDOLOD. It crashes consistently when I use the test version. Sorry for the confusion on that part.

Here's the log you asked for from the release version output:
DynDOLOD_NG_Tamriel.txt

If you need the copy from the output with the test version for comparison then I'll need to recompile it again using that to get it so it'll take a little bit.

I can not troubleshoot a CTD without the files relevant to the CTD. The formIDs of references/base records change which each generation for example.

If you have a crash with DynDOLOD output, then upload the crash log, the corresponding DynDOLOD log, debug log,  DynDOLOD_NG_Tamriel.txt DynDOLOD_NG_RigmorCyrodiil.txt and also ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Use the test versions of DynDOLOD and DynDOLOD DLL you already have.

Report the result of this:
Does it also crash if you temporarily rename or remove meshes\terrain\rigmor_cyrodiil\impcity\rigmor_brumacitydoorsanim.nif in the ParallaxGen output, so it uses the one shipping with Rigmor of Cyrodiil

Posted
5 hours ago, sheson said:

I can not troubleshoot a CTD without the files relevant to the CTD. The formIDs of references/base records change which each generation for example.

If you have a crash with DynDOLOD output, then upload the crash log, the corresponding DynDOLOD log, debug log,  DynDOLOD_NG_Tamriel.txt and also ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

Use the test versions of DynDOLOD and DynDOLOD DLL you already have.

Report the result of this:
Does it also crash if you temporarily rename or remove meshes\terrain\rigmor_cyrodiil\impcity\rigmor_brumacitydoorsanim.nif in the ParallaxGen output, so it uses the one shipping with Rigmor of Cyrodiil

It still crashed with the one that ships with Rigmor of Cyrodiil.

Here's the logs you wanted:
crash-2025-06-09-19-35-33.log

DynDOLOD_SSE_log.txt

DynDOLOD_SSE_Debug_log.txt

DynDOLOD_SSE_Object_Report.txt

DynDOLOD_NG_Tamriel.txt

Posted
10 hours ago, LordOfTheNeverThere1992 said:

It still crashed with the one that ships with Rigmor of Cyrodiil.

Here's the logs you wanted:
crash-2025-06-09-19-35-33.log

DynDOLOD_SSE_log.txt

DynDOLOD_SSE_Debug_log.txt

DynDOLOD_SSE_Object_Report.txt

DynDOLOD_NG_Tamriel.txt

Test what happens with this version of DynDOLOD DLL NG https://mega.nz/file/JURRQYwR#DB0snkpgG_tMwU32B1e9BI2fH55cgSz-YH_ewUNp8F4

Just replace the files and use the already existing output.

Posted
3 hours ago, LordOfTheNeverThere1992 said:

Alright, now it's not crashing anymore. Thanks!

Great. Thanks for letting us know.

  • sheson changed the title to DynDOLOD 3.00 Alpha 191
Posted

190 hadn't had errors for me the last few times since I changed some antivirus rules and stuff. I ran it earlier today and it was all good. Then I updated everything to 191 and ran it twice. Texgen seemed to be fine. Dyndolod had some problems. First time my PC actually crashed which it hasn't done before. I've had the PC for about 2 months and it hadn't crashed before even when running stress tests. Second time Dyndolod gave an integer overflow error.

https://www.mediafire.com/file/mohwln6kljp1t18/bugreport.txt/file
https://www.mediafire.com/file/8nyku08y3jsc4bo/DynDOLOD_SSE_log.txt/file
https://www.mediafire.com/file/pe3jpezswbaxok6/DynDOLOD_SSE_Debug_log.7z/file

Posted
2 hours ago, Siruan said:

190 hadn't had errors for me the last few times since I changed some antivirus rules and stuff. I ran it earlier today and it was all good. Then I updated everything to 191 and ran it twice. Texgen seemed to be fine. Dyndolod had some problems. First time my PC actually crashed which it hasn't done before. I've had the PC for about 2 months and it hadn't crashed before even when running stress tests. Second time Dyndolod gave an integer overflow error.

https://www.mediafire.com/file/mohwln6kljp1t18/bugreport.txt/file
https://www.mediafire.com/file/8nyku08y3jsc4bo/DynDOLOD_SSE_log.txt/file
https://www.mediafire.com/file/pe3jpezswbaxok6/DynDOLOD_SSE_Debug_log.7z/file

https://dyndolod.info/FAQ#BSOD-Blue-Screen-Of-Death
BSOD, the PC crashing or turning off is a hardware, BIOS setting, OS or driver problem.

Is the integer overflow repeatable, did you try more than once?

Delete all old logs. Run this test version https://mega.nz/file/ZBwHjRTS#lO3GYX9wfo0wwQ01CELqfw4GbMIbhbbTglT5Zu--ELg. Report result.

Posted
16 hours ago, sheson said:

https://dyndolod.info/FAQ#BSOD-Blue-Screen-Of-Death
BSOD, the PC crashing or turning off is a hardware, BIOS setting, OS or driver problem.

Is the integer overflow repeatable, did you try more than once?

Delete all old logs. Run this test version https://mega.nz/file/ZBwHjRTS#lO3GYX9wfo0wwQ01CELqfw4GbMIbhbbTglT5Zu--ELg. Report result.

I just tried again with 191 and was able to finish without errors. Sorry, I thought the 2 times I tried before was enough. This time I also rolled back my GPU drivers as the new ones were causing graphical artifacts. Maybe that was actually the problem. 

Posted
39 minutes ago, Siruan said:

I just tried again with 191 and was able to finish without errors. Sorry, I thought the 2 times I tried before was enough. This time I also rolled back my GPU drivers as the new ones were causing graphical artifacts. Maybe that was actually the problem. 

This is unrelated to graphics drivers. So it happened at least twice. Do you remember if it was the same worldspace and record?

Delete all old logs. Run this test version https://mega.nz/file/ZBwHjRTS#lO3GYX9wfo0wwQ01CELqfw4GbMIbhbbTglT5Zu--ELg just once. Report if it works.

Posted (edited)

NID 37061, I have already reported this issue on the original mod's page, but I'm not sure if it's appropriate to mention it here as well. However, just to be safe, I wanted to bring it up.

ENB Water ver 2.07: When selecting CS ENB Water, TexGen throws an error while generating cache: *"textures/effects/fxwatertile06_n.dds"*. This issue does not occur when selecting non-CS Water.

The latest version of ENB Water has fixed this issue, according to the author.

Edited by luoxuangou
Posted
1 hour ago, luoxuangou said:

NID 37061, I have already reported this issue on the original mod's page, but I'm not sure if it's appropriate to mention it here as well. However, just to be safe, I wanted to bring it up.

ENB Water ver 2.07: When selecting CS ENB Water, TexGen throws an error while generating cache: *"textures/effects/fxwatertile06_n.dds"*. This issue does not occur when selecting non-CS Water.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts.

TexGen is not generating a cache but "output" containing textures.

Do you mean there is an error message that says:
Error: File not found textures\effects\fxwatertile06_n.dds.

If you search for this message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search, we can find https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-191/page/355/#findComment-265251.

I suppose there is a new install option that does not use/install that texture anymore. So the TexGen configs will need to be updated accordingly. This should be addressed in the next alpha version.

  • sheson changed the title to DynDOLOD 3.00 Alpha 192
Posted

I'm writing this post with hope that more experienced users will help me to understand what I am doing wrong. I am trying generate 3d lod for trees(at least for lod level 4), but despite checking hd tree billboards in TEXGEN and ultra tree in DynDOLOD and having "level0" for Lod4 mesh rule, I am still getting 2d billboards.

I also struggle to figure out how to make distant mountains(Lod level 8 and higher) to use custom textures. I use Pfusher's Mountain Retexture with darker textures which looks better in close up like me, but game seems to keep using vanilla models.

Posted

Hello, I always appreciate you. I have one question for you today.
https://imgur.com/1IB7x5m

https://imgur.com/a/9lR6ffL

When using complex grass, is it normal for distant grass lods to look like this?

The disparity between the lod grass and the nearby grass seems a bit severe. Did I do something wrong??

https://imgur.com/jxCF5hr

Also, as I move, this border between the lod and the grass near it appears and then disappears. Did I do something wrong?

Posted
24 minutes ago, aazz said:

Hello, I always appreciate you. I have one question for you today.
https://imgur.com/1IB7x5m

https://imgur.com/a/9lR6ffL

When using complex grass, is it normal for distant grass lods to look like this?

The disparity between the lod grass and the nearby grass seems a bit severe. Did I do something wrong??

https://imgur.com/jxCF5hr

Also, as I move, this border between the lod and the grass near it appears and then disappears. Did I do something wrong?

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A screenshot alone does not substitute describing the issue with text. "This" is not a problem description.

What disparity do you mean exactly?

https://dyndolod.info/Help/Grass-LOD
Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD
https://dyndolod.info/Help/Tree-Grass-LOD-Billboards
The LOD billboards are typically used for a simple 2 plane model crossing like an X if viewed from top.

Each grass full model that can have many triangles/planes is represented by this 2 plane X billboard instead, so that disparity is expected.

You need to make sure the game renders the full grass to the edge of where grass LOD starts. Typically that is achieved by setting the same Mode for DynDOLOD and DynDOLOD-Grass-Mode setting in the NGIO config file. See https://dyndolod.info/Help/Grass-LOD#Gap-between-full-grass-and-grass-LOD.

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