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Posted
11 hours ago, DarthVitrial said:

Question, after running texgen for my tree meshes, the resulting textures, are, to quote the Sniff log, "Not a power of 2."


textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest04_0036ed36_2_n.dds
    Texture size 76x256 is not power of 2

textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest05_0036ed37.dds
    Texture size 80x256 is not power of 2

textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest05_0036ed37_1.dds
    Texture size 76x256 is not power of 2

textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest05_0036ed37_1_n.dds
    Texture size 76x256 is not power of 2
Etc. 
Is this an issue?
I've attached my tree meshes, most of the generated textures, and the TexGen logs.
Using the latest version of  TexGen.

trees.7z 2.91 MB · 1 download Generated Textures.7z 429.95 kB · 1 download Logs.7z 179.17 kB · 1 download

https://dyndolod.info/Messages/Texture-Resolution
If a texture with an unsupported resolution is used directly it can cause CTD or performance issues. It depends on the used compression format and the exact situation the texture is used in.
A texture that is added to a texture atlas can technically use any resolution, since the atlas texture resolution meats the requirement. Tree/grass LOD billboards are typically never used directly.


https://dyndolod.info/Official-DynDOLOD-Support-Forum
Report the actual problem or error message 
There are no related error or warning messages in the provided TexGen log. No problems with the game were mentioned.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search
https://stepmodifications.org/forum/search/?&q="power of 2"

Posted
8 hours ago, joebob1800 said:

[Main Instruction]
Error: Item not found while processing Skyrim.esm [REFR:000871D5] (Places MountainCliff04 [STAT:00027D1D] in HHpathShrine03b [CELL:000097A2] (in Tamriel "Skyrim" [WRLD:0000003C] at 16,-16))

what dose this mean i need help please first time doing lods

Moved to the DynDOLOD 3 Alpha thread.

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

The message should have a link Click on this link for additional explanations and help for this message that should open https://dyndolod.info/Messages/Exceptions as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages.

Scroll down to
Item not found
Always use the latest version of DynDOLOD/TexGen as explained above.
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
.

Posted
2 hours ago, LoveCter said:

Looks like it went through without any errors doing the replacement of textures\setdressing\signage\billboardslrgmiltongeneralhospital_n.dds with textures\shared\flatflat_n.dds and created Textures\LOD\SetDressing\Signage\BillboardsLrgMiltonGeneralHospital_n.dds as designed.

There is no *_n.dds textures in the replacer archive frpm the google drive and also no config files for TexGen, so it should not really have an effect either way.

Posted

Hello, first, I just wanna say that Dyndolod has made Skyrim into an absolute masterpiece, thank you so much for all your amazing work! 💖 My issue is, I am encountering an issue with waterwheels where they are invisible until I get very close, then they suddenly pop in! How can I fix this?

Posted
59 minutes ago, Sarenima said:

Hello, first, I just wanna say that Dyndolod has made Skyrim into an absolute masterpiece, thank you so much for all your amazing work! 💖 My issue is, I am encountering an issue with waterwheels where they are invisible until I get very close, then they suddenly pop in! How can I fix this?

Be certain you have all of the correct versions and resources installed and that this is what you also used to generate LOD. If you are using DynDOLOD DLL, be sure it's the correct and latest version. Then if you still have issues, please post logs.

Posted
4 hours ago, Sarenima said:

Hello, first, I just wanna say that Dyndolod has made Skyrim into an absolute masterpiece, thank you so much for all your amazing work! 💖 My issue is, I am encountering an issue with waterwheels where they are invisible until I get very close, then they suddenly pop in! How can I fix this?

Moved to the DynDOLOD 3 Alpha thread.

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.

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

Posted

I have a question about the terrain underside mesh. For Skywind, we plan to include lighting changes in our base game which will require the terrain underside mesh. How should we set it up so that it doesn't cause problems when users run DynDOLOD on their end? If we include the underside MSTT with the typical EditorID and nif name, will DynDOLOD know to override it rather than create a new ref? Or will there be two conflicting underside meshes?

Also, is it necessary to include some form of the object enabler script? I don't fully understand the purpose of that script, since I don't see why the MSTT would need to be disabled when the player is in other worldspaces. Can I just remove the script and the initially disabled flag? I know the website documentation says not to include any DynDOLOD scripts when distributing the mod.

Posted
4 hours ago, Gamma_Metroid said:

I have a question about the terrain underside mesh. For Skywind, we plan to include lighting changes in our base game which will require the terrain underside mesh. How should we set it up so that it doesn't cause problems when users run DynDOLOD on their end? If we include the underside MSTT with the typical EditorID and nif name, will DynDOLOD know to override it rather than create a new ref? Or will there be two conflicting underside meshes?

Also, is it necessary to include some form of the object enabler script? I don't fully understand the purpose of that script, since I don't see why the MSTT would need to be disabled when the player is in other worldspaces. Can I just remove the script and the initially disabled flag? I know the website documentation says not to include any DynDOLOD scripts when distributing the mod.

Right now DynDOLOD would not know how to update that, so currently the best method would be to move the references, base records and form lists into a separate plugin that can be disabled/removed.

Once you made such a plugin and send it to me, I can use it to test updating the DynDOLOD patcher so it reuses the records and overwrites things if required. Once that works, it should also work if the records exist in other plugins, like the main plugin.

The underside mesh should not show in child worldspaces that share the SkyCell but do not use the parent world space for LOD so that it does not become visible because the matching terrain LOD to cover it up is not loaded. MarkarthWorld for example. The script accomplishes that. That script can be included in BSAs that are loaded via INI or ESMs.

Posted
1 hour ago, sheson said:

Right now DynDOLOD would not know how to update that, so currently the best method would be to move the references, base records and form lists into a separate plugin that can be disabled/removed.

Once you made such a plugin and send it to me, I can use it to test updating the DynDOLOD patcher so it reuses the records and overwrites things if required. Once that works, it should also work if the records exist in other plugins, like the main plugin.

The underside mesh should not show in child worldspaces that share the SkyCell but do not use the parent world space for LOD so that it does not become visible because the matching terrain LOD to cover it up is not loaded. MarkarthWorld for example. The script accomplishes that. That script can be included in BSAs that are loaded via INI or ESMs.

This is the plugin I am using. I just took the form list, base record, and reference from the DynDOLOD generated plugin.

underside.esp

Posted

DynDOLOD

Access violation at address 0000000001855732 in module 'DynDOLODx64.exe' (offset F65732).

Read of address 0000000000000000 while processing Update.esm [REFR:010012AD] (Places TreeFloraMountainFlower02Purple "e"¤ê½f" [TREE:000B91F8] in WhiterunWind District02 [CELL:0001A27B] (in WhiterunWorld "i™"I'IŠ ëΫ" [WRLD:0001A26F] at 5,-1))

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.
 

 

Hello. I keep getting this error. What could be the problem?

https://mega.nz/file/7EQFkYhT#x4ScbwEA5YwSt4gsqATyI8r8i9OMf3yUtlsOwkBgO2c

I've attached the log here. Thank you as always.

Posted
On 10/2/2025 at 8:30 AM, Gamma_Metroid said:

This is the plugin I am using. I just took the form list, base record, and reference from the DynDOLOD generated plugin.

underside.esp 1.11 kB · 1 download

Get the latest test version of DynDOLOD from https://dyndolod.info/Downloads/Test-Versions

Generate underside as usual for the first time and add the base records, form lists and references to your master plugin. This necessary because the EditorIDs of those records changed going forward to include the term _DynDOLOD_ to properly identify these records.

Then it should be possible to generate a LOD patch with DynDOLOD as usual. If the Underside option is checked, the records will be overwritten only if there are any changes to them. There should be no new duplicate records created. The mesh will always be generated.

Posted
11 hours ago, aazz said:

DynDOLOD

Access violation at address 0000000001855732 in module 'DynDOLODx64.exe' (offset F65732).

Read of address 0000000000000000 while processing Update.esm [REFR:010012AD] (Places TreeFloraMountainFlower02Purple "e"¤ê½f" [TREE:000B91F8] in WhiterunWind District02 [CELL:0001A27B] (in WhiterunWorld "i™"I'IŠ ëΫ" [WRLD:0001A26F] at 5,-1))

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.
 

 

Hello. I keep getting this error. What could be the problem?

https://mega.nz/file/7EQFkYhT#x4ScbwEA5YwSt4gsqATyI8r8i9OMf3yUtlsOwkBgO2c

I've attached the log here. Thank you as always.

Check if the test version of DynDOLOD from https://dyndolod.info/Downloads/Test-Versions runs through.

Upload new logs if issue persists.

Posted

Thank you for your continued support.

https://mega.nz/file/eRZAzRoR#GhNwKFl8udBKR_OPu6mu-ed_uQI9OfR4FBdzWEWjo00

 

LODGenx64Win.exe failed to generate object LOD for one or more worlds.

Check for error messages in the listed LODGen log(s)

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

 

When I remove the "-memory" argument, I get this error

As far as I remember, if there is no error indicated in the LODGen log, I think it is a memory issue. So I think I added "-memory".

I scanned my PC with prime95 and OCCT, but nothing abnormal was found.

What else should I look into??

Posted
15 minutes ago, aazz said:

Thank you for your continued support.

https://mega.nz/file/eRZAzRoR#GhNwKFl8udBKR_OPu6mu-ed_uQI9OfR4FBdzWEWjo00

 

LODGenx64Win.exe failed to generate object LOD for one or more worlds.

Check for error messages in the listed LODGen log(s)

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

 

When I remove the "-memory" argument, I get this error

As far as I remember, if there is no error indicated in the LODGen log, I think it is a memory issue. So I think I added "-memory".

I scanned my PC with prime95 and OCCT, but nothing abnormal was found.

What else should I look into??

The DynDOLOD log reports deleted references. The reported plugins need to be cleaned. Read https://dyndolod.info/Messages/Deleted-Reference.

The DynDOLOD log reports references attached to wrong cells. The plugins need to be fixed with an xEdit scripts. Read https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell.

As explained in https://dyndolod.info/Help/LODGen C0000005 can be a sign of hardware issues or high memory usage.

High main memory usage and the memory usage of individual (sub) process can be checked with the Windows task manager for example.

The -memory argument for TexGen/DynDOLOD only makes sense if the OS runs out of main memory because TexGenx64.exe or DynDOLODx64.exe use a lot.

https://dyndolod.info/Help/LODGen#Out-of-Memory, especially:
Let Windows handle virtual memory automatically.

It seems you exited or stopped DynDOLOD manually.

I suggest to do this:
Do not check Occlusion, since it will fail if there are xLODGen errors. However, the DynDOLOD patch plugins, SKSE data and textures are typically generated fine if only xLODGen fails and Occlusion was not selected. Keep an eye on memory usage with Window task manager. If you notice lots of xLODGen process running at the same time, consider change the MaxLODGen as explained in https://dyndolod.info/Help/LODGen#Out-of-Memory.

If there are still xLODGen errors next run, do this to try to generate each failed worldspace one by one or in small batches - from https://dyndolod.info/Help/LODGen:
To restart LODGen generation for a worldspace in case there is no LODGen_[GAME MODE]_[WORLDSPACE]_log.txt or it does not contain a useful error message, start DynDOLOD in expert mode, select the desired worldspace and click Execute LODGen. Bring the LODGen command prompt window to the front to see if it prints more details to the console. If that does not give more detail, check the Windows Event Viewer for additional messages from the .Net Framework or the .NET Desktop Runtime.

If xLODGen fails then, rename ..\DynDOLOD\Edit Scripts\LODGenx64Win.exe to LODGenx64Win.bak, so it will use LODGenx64.exe next start up, then try above steps again.

If you can generate object LOD meshes for all failed worldspaces like this you will end up and have successfully generated the DynDOLOD plugins, SKSE and textures, you should have a complete LOD patch output that you can install and for which you can generate Occlusion separately by only checking the Occlusion checkbox in advance mode. https://dyndolod.info/Help/Occlusion-Data#Generation

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