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Posted
2 hours ago, Trixilolzqt said:

Here, I hope I did everything correctly, I attach screenshots of these two entries and another screenshot in MO2 + modlist (just in case). It looks like this file: "Meshes\architecture\solitude\sbluepalace_lod.nif" is not overwritten by anything.

Reference 0007ADF8_xEdit_screen 1 , Reference 0007ADF8_xEdit_screen 2 , Reference 0007ADF8_xEdit_screen 3 , Reference 0007ADF8_xEdit_screen 4 . 

Base record 0008E2CE_xEdit_screen 1 , Base record 0008E2CE_xEdit_screen 2 . 

MO2_screen , Mod_list .

Great. Do the same type of xEdit screenshots for the texture sets 120A9C10 and 120A9C11.

Upload ..\textures\lod\spbr_lod01.dds and ..\textures\lod\spbr_lod02.dds from the TexGen output. Check in MO2 right window data tab they are from the desired TexGen output mod.

Posted
1 hour ago, Trixilolzqt said:

To fix this in the current output, bring up the base record 0008E2CE in xEdit again.
In the right window, in the DynDOLOD.esp column, right click remove these two entries for Alternate Texture:
The first entry, SBluePalace_LOD:0, spbr_lod1_DynDOLOD.TXST [TXST:120A9C11]
The last entry, SBluePalace_LOD:1, spbr_lod2_DynDOLOD.TXST [TXST:120A9C10]
Save, then check in game the palace looks OK. Report results.

The next alpha version should not create the wrong entries anymore.

Posted
39 minutes ago, sheson said:

To fix this in the current output, bring up the base record 0008E2CE in xEdit again.
In the right window, in the DynDOLOD.esp column, right click remove these two entries for Alternate Texture:
The first entry, SBluePalace_LOD:0, spbr_lod1_DynDOLOD.TXST [TXST:120A9C11]
The last entry, SBluePalace_LOD:1, spbr_lod2_DynDOLOD.TXST [TXST:120A9C10]
Save, then check in game the palace looks OK. Report results.

The next alpha version should not create the wrong entries anymore.

Ha! You are a magician, it just works! Blue_palace_lod_screen 1 , Blue_palace_lod_screen 2 .

Thank you so much for your time and work, now everything looks good, I just need to adjust the brightness and it will be perfect!

Posted

Hello again everyone, it seems I have a new problem. Part of the mountain appears and then disappears (disappears if you move away from the object) This is not an explanation, but I made a short video, I think everything will be clear, below the post I will leave the logs, a link to the video and a few screenshots.

TexGen_SSE_log.txt , TexGen_SSE_Debug_log.txt , DynDOLOD_SSE_log.txt , DynDOLOD_SSE_Debug_log.txt , DynDOLOD_SSE_ModelsUsed_Tamriel.txt , DynDOLOD_SSE_TexturesUsed_Tamriel.txt

Screen_1 , Screen_2 , Mod_list_1.txt .

Video: .

Posted
On 9/1/2025 at 1:26 PM, Trixilolzqt said:

Hello again everyone, it seems I have a new problem. Part of the mountain appears and then disappears (disappears if you move away from the object) This is not an explanation, but I made a short video, I think everything will be clear, below the post I will leave the logs, a link to the video and a few screenshots.

TexGen_SSE_log.txt , TexGen_SSE_Debug_log.txt , DynDOLOD_SSE_log.txt , DynDOLOD_SSE_Debug_log.txt , DynDOLOD_SSE_ModelsUsed_Tamriel.txt , DynDOLOD_SSE_TexturesUsed_Tamriel.txt

Screen_1 , Screen_2 , Mod_list_1.txt .

Video: .

This test version of DynDOLOD should fix it https://mega.nz/file/ddg12IZS#YVylaDyEVJq5j6a4UXdZuYKv7cyz1BMyADibeHhR_jM
Loading existing installed output/plugins and then just updating Tamriel object LOD and then overwriting old output with the new output might work. Otherwise generate from scratch.

Posted

I just downloaded the latest version of DynDOLOD according to the Skyrim SE Nexus page. I was having no trouble with the version I was using before this until it suddenly told me that I can't use it because it's apparently out of date. Now it's giving me a Range Check Error. The solution given for the range check error is to use the latest version of DynDOLOD, but using the latest version of DynDOLOD is what resulted in this error in the first place.
 
DynDOLOD log: https://controlc.com/36490ba0

DynDOLOD debug log: https://controlc.com/9a4fc3b6

Posted
5 minutes ago, MightyMurderMittens said:

I just downloaded the latest version of DynDOLOD according to the Skyrim SE Nexus page. I was having no trouble with the version I was using before this until it suddenly told me that I can't use it because it's apparently out of date. Now it's giving me a Range Check Error. The solution given for the range check error is to use the latest version of DynDOLOD, but using the latest version of DynDOLOD is what resulted in this error in the first place.
 
DynDOLOD log: https://controlc.com/36490ba0

DynDOLOD debug log: https://controlc.com/9a4fc3b6

Moved to the DynDOLOD 3 alpha thread.

See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which bugreport.txt to also upload when making posts.

https://dyndolod.info/Messages/Exceptions#Range-check-error
Always use the latest version of DynDOLOD/TexGen as explained above.
Check the messages log for errors and warnings leading up to this error.
This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.

Nothing in the provided logs gives a hint yet. The bugreport.txt should help with further troubleshooting.
The worldspace bounds messages for WTT and its patches are expected for the mod and not a problem.

Posted
4 minutes ago, MightyMurderMittens said:

That error is gone, process completes now. Thank you.

Thanks for letting us know.

Posted

Hi. Sorry if this has been posted before but it's hard to search this forum as it makes me wait 15 seconds between each search :P

For me I cannot get TexGenx64 to run as it always hangs at "gathering base records for billboards" OR game: skyrim SE. No output logs are made by texgen or dyndolod. (I checked everywhere, including skyrim folder & DynDOLOD/Logs)

I've waited for over 30 minutes and the window is completely frozen.

yBVI8Odn_o.png
 

This is the log from the terminal: 

https://hastebin.com/share/secuwobexo.ruby

This does seem like a Wine issue so perhaps the authors here aren't obliged to help or "fix" anything (if it even is an issue with dyndolod) but it would be much appreciated and I'm willing to do some debugging if needed. I've searched far and wide on the internet before posting here and made sure I have dependencies, both native & on windows, that might be related to the issue but there's always the chance I might be missing something. I don't get errors like this with any other skyrim standalone mod such as bodyslide or pandora behavior engine and opengl games work fine. 

I've also tried without any mods enabled and outside MO2. Same issue.

Posted (edited)
On 9/28/2018 at 10:53 PM, sheson said:

Yes. I am kind of waiting to see if there are reports about side effects I did not notice so far. None of the others worldspace have sooo many that I noticed them causing such problems yet.

 

Have a look at DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_dreamborneislandsesp_aaaSunchamberWORLD.patch. Just copy and paste a line and update the form id for a reference in the other worldspaces that use one of the two updated meshes. I can explain in more detail if you have specific questions.

Sorry for digging out this very old thread, but I have found nothing about this topic at all. It took a long time to break it down.

1) There are Errors like 

Error: Root block is in Meshes\effects\fxcreekflatlong01_nobsorderednode.nif DynDOLOD.esm FXCreekFlatLong01_NoBSOrderedNode [MSTT:BA001006]

Full log entry:

[1:03:15] [aaaSunchamberWORLD] Creating texture atlas D:\Modding\tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_aaaSunchamberWORLD_Glow.dds 1024 x 512
[1:03:58] [aaaSunchamberWORLD] Generating tree LOD
[1:03:58] [aaaSunchamberWORLD] Generating dynamic LOD
[1:03:58] <Error: Root block is in Meshes\effects\fxcreekflatlong01_nobsorderednode.nif DynDOLOD.esm FXCreekFlatLong01_NoBSOrderedNode [MSTT:BA001006]>
[1:03:58] <Error: Root block is in Meshes\effects\fxwaterfallthin2048x512_nobsorderednode.nif DynDOLOD.esp FXWaterfallThin2048x512_NoBSOrderedNode [MSTT:BB001007]>

which I found weird. Why does DynDOLOD have errors on it's own resources?

2) These are effect meshes. There seems to be no way to directly create plugin patches for them (I found no way in xEdit).

Since I use Natural Waterfalls and Realistic Water Two mods, some issues that exists (or did exists) in the correspondent vanilla meshes are fixed.

Possible solutions:
- I could force using the original meshes by deleting the rules. This looks odd to me.
- Alternatively I could create a "meshes only" patch from the above mods, but I would then not be able to publish such a patch.

Any other suggestion?
Edited by ssuamier1

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