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Posted

I am trying to use TexGen on a Fallout 4 OG install and I keep getting the following error:

[Window Title]
TexGen

[Main Instruction]
Error: Error making current context: The handle is invalid.

[Content]


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.

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

I ran it three times just to make sure the same error came up and it is the same every time. I followed the link in the pop-up but couldn't find anything on the page that would help me. There was no bugreport.txt generated.

Any help would be appreciated.

Posted
2 hours ago, AWThorn said:

I am trying to use TexGen on a Fallout 4 OG install and I keep getting the following error:

[Window Title]
TexGen

[Main Instruction]
Error: Error making current context: The handle is invalid.

[Content]


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.

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

I ran it three times just to make sure the same error came up and it is the same every time. I followed the link in the pop-up but couldn't find anything on the page that would help me. There was no bugreport.txt generated.

Any help would be appreciated.

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

Make sure the dedicated graphics card is the main one and that it supports OpenGL 3.0 or higher.

Posted (edited)

the test version seems to have fixed the random grass generation although t_tall_grass02 seems to always be tagged as false

as for raising the alpha threshold, it seems that reducing the alpha threshold to 55 instead of 110 completely halts dyndolod's process.

https://limewire.com/d/rtB3r#cCEfi6RJoW

Logs1 is the logs of the generation before halving the alpha threshold and Logs 2 is after

Also just to confirm we're on the same page, this is the value you're asking me to adjust right?

NifSkope_BJ5x7iYbqE.png

Edited by mostwanted11
Posted
1 hour ago, mostwanted11 said:

the test version seems to have fixed the random grass generation although t_tall_grass02 seems to always be tagged as false

as for raising the alpha threshold, it seems that reducing the alpha threshold to 55 instead of 110 completely halts dyndolod's process.

https://limewire.com/d/rtB3r#cCEfi6RJoW

Logs1 is the logs of the generation before halving the alpha threshold and Logs 2 is after

Also just to confirm we're on the same page, this is the value you're asking me to adjust right?

NifSkope_BJ5x7iYbqE.png

Set UseMipmapsComplexGrass 1 in E:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if the grass LOD billboard is created then and if that is the case, verify the billboard textures look OK.

There is no need to rerun TexGen when changing the alpha threshold in LOD models as only DynDOLOD reads those.
The debug log shows file/path not found errors. It looks like LOD meshes filenames might be found initially in the folder scan but then the files "go away" in the meantime when trying to load them, so it might UAV, antivir or MO2 VFS related. Check the MO2 log for hints Reboot/restart to clear temporary file access issues.

Yes, the NifSkope screenshot shows the alpha threshold value to change, however the file errors ended the process long before any alpha channel adjustments could be made.

Posted (edited)
8 hours ago, sheson said:

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

Make sure the dedicated graphics card is the main one and that it supports OpenGL 3.0 or higher.

Log files are here: https://limewire.com/d/Eg7U4#r9v5kNOZvR

My graphics card is an AMD Radeon R9 380. It uses OpenGL API Version 4.6.

I ran through all the troubleshooting steps I could think of and found some dirty plugins I had missed before but no other issues and I get the same error.

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

Set UseMipmapsComplexGrass 1 in E:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if the grass LOD billboard is created then and if that is the case, verify the billboard textures look OK.

There is no need to rerun TexGen when changing the alpha threshold in LOD models as only DynDOLOD reads those.
The debug log shows file/path not found errors. It looks like LOD meshes filenames might be found initially in the folder scan but then the files "go away" in the meantime when trying to load them, so it might UAV, antivir or MO2 VFS related. Check the MO2 log for hints Reboot/restart to clear temporary file access issues.

Yes, the NifSkope screenshot shows the alpha threshold value to change, however the file errors ended the process long before any alpha channel adjustments could be made.

No visible difference. Trees are: Treepineforest01, Treepineforest02, Treepineforest03, Treepineforest04, Treepineforest05

Maybe this is as good as it gets even if it's unsatisfactory?

https://limewire.com/d/BiZvs#ox2IAAcOPN

The TexGen tweak worked and the texture is fine, thanks.

Photos_ijCPpGfWGE.png

Photos_LJ00d9AzjB.png

Edited by mostwanted11
Posted
2 hours ago, AWThorn said:

Log files are here: https://limewire.com/d/Eg7U4#r9v5kNOZvR

My graphics card is an AMD Radeon R9 380. It uses OpenGL API Version 4.6.

I ran through all the troubleshooting steps I could think of and found some dirty plugins I had missed before but no other issues and I get the same error.

Get the test version of TexGen from https://dyndolod.info/Downloads/Test-Versions and try again.
If there is still a problem, add GLDebug=1 under [TexGen] in E:\_Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_FO4.ini and run again and upload those logs.

  • +1 1
Posted
10 hours ago, sheson said:

Get the test version of TexGen from https://dyndolod.info/Downloads/Test-Versions and try again.
If there is still a problem, add GLDebug=1 under [TexGen] in E:\_Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_FO4.ini and run again and upload those logs.

Same Error. Log files are here: https://limewire.com/d/vANY5#OXCGtKhaQ5

Decided to try Alpha 194 and it worked for me. Let me know if you need any more info to help figure out the issue with Alpha 196.

Posted
13 hours ago, AWThorn said:

Same Error. Log files are here: https://limewire.com/d/vANY5#OXCGtKhaQ5

Decided to try Alpha 194 and it worked for me. Let me know if you need any more info to help figure out the issue with Alpha 196.

I uploaded a new test version. Run it and then upload the new log and debug log.

No log or debug log for the successful run were uploaded.

Posted (edited)

I have a blue roof lod problem for solitude, below I'll send screenshot links :
Screen-Shot1.png

Screen-Shot3.png

 

is this because how dyndolod make lod textures out of PBR textures ? what is the best solution for this ? 

here I send some info from my current load order :
-----------------------------

DynDOLOD Resources 3 SE
ERM - Enhanced Rocks and Mountains - DynDOLOD Add-On
...
Pfuscher textures (normal & parallax)
faultier PBR textures
...
pgpatcher output (is overriding some files in dyndolod resources)
-----------------------------

another thing that worth mentioning is that only textures from pfuscher is overriding `
DynDOLOD Resources 3 SE`

I did also turned off everything (dyndolod, texgen , ..., pgpatcher, CS) to make sure problem is not from textures, here is the pic:

Screen-Shot4.png

Edited by AMK
added some more info
Posted
1 hour ago, AMK said:

I have a blue roof lod problem for solitude, below I'll send screenshot links :
Screen-Shot1.png

Screen-Shot3.png

 

is this because how dyndolod make lod textures out of PBR textures ? what is the best solution for this ? 

here I send some info from my current load order :
-----------------------------

DynDOLOD Resources 3 SE
ERM - Enhanced Rocks and Mountains - DynDOLOD Add-On
...
Pfuscher textures (normal & parallax)
faultier PBR textures
...
pgpatcher output (is overriding some files in dyndolod resources)
-----------------------------

another thing that worth mentioning is that only textures from pfuscher is overriding `
DynDOLOD Resources 3 SE`

I did also turned off everything (dyndolod, texgen , ..., pgpatcher, CS) to make sure problem is not from textures, here is the pic:

Screen-Shot4.png

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

Make a useful screenshot with more informative console of the close up version of the palace and also a close up of the far away static LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and properly test if the issue is related to DynDOLOD, e.g. test how things look without DynDOLOD output but with CS and PGPatcher output.

Report which particular files in DynDOLOD Resources are overwritten.

See https://dyndolod.info/Mods/Community-Shaders

Posted (edited)
1 hour ago, sheson said:

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

Make a useful screenshot with more informative console of the close up version of the palace and also a close up of the far away static LOD as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and properly test if the issue is related to DynDOLOD, e.g. test how things look without DynDOLOD output but with CS and PGPatcher output.

Report which particular files in DynDOLOD Resources are overwritten.

See https://dyndolod.info/Mods/Community-Shaders

Sry for bad posting, I tried to collect everything you requested and as mentioned here https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs but i don't know if it's ok or not but packed everything from logs and captures into one zip and upload it in google drive, here is the link :
https://drive.google.com/file/d/1ZVW-an0Lx6Nyu4lQzrdzTmr1qKF3ZgRa/view

file 
contains:
-6 screenshots (3 lod distances) (and the ones after turning off/on cs,pg,dyndolod)

-2 concise screenshots of what is overriden by pgpatcher in resources 3 SE

-all available log files (without papyrous)

 

if something is lacking or I've forgotten something pls tell.

 

dyndolod(off)-cs,pg(on) --- OK
dyndolod-off-only-OK.png

dyndolod(on)-cs,pg(on) --- BAD

dyndolod-cs-pg-on-bad.png

Edited by AMK
Posted

Can you please clarify to me the difference between BB5 and BB6 grass billboards? I know BB5 is supposed to intersect 4 planes, so how many is BB6? And why is it that BB6 reacts much more naturally to lighting as opposed to BB5? I've tried numerous tweaks to BB5 and it always either reacted too much or too little during a certain time of day be it morning or night or 2PM. My first attempt with BB6 was a complete success however.

Posted
30 minutes ago, mostwanted11 said:

Can you please clarify to me the difference between BB5 and BB6 grass billboards? I know BB5 is supposed to intersect 4 planes, so how many is BB6? And why is it that BB6 reacts much more naturally to lighting as opposed to BB5? I've tried numerous tweaks to BB5 and it always either reacted too much or too little during a certain time of day be it morning or night or 2PM. My first attempt with BB6 was a complete success however.

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 so I can verify  what NIF the GrassBillboard# settings are defining. No screenshots were provided.

Read the explanations in the DynDOLOD_SSE.ini above the GrassBillboard# settings.
By default, GrassBillboard6 sets DynDOLOD_flat_4x2alt3_lod.nif. The filename still says 4x2, which means 4 planes with 2 triangles each.
alt3 = softlight/backlight using diffuse - for shader development - do not use
The shader settings are typically not supported by object LOD and usually end showing the sky background instead of diffuse textures.

https://dyndolod.info/Help/Grass-LOD#Settings
When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value.

Posted
1 hour ago, AMK said:

Sry for bad posting, I tried to collect everything you requested and as mentioned here https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs but i don't know if it's ok or not but packed everything from logs and captures into one zip and upload it in google drive, here is the link :
https://drive.google.com/file/d/1ZVW-an0Lx6Nyu4lQzrdzTmr1qKF3ZgRa/view

file 
contains:
-6 screenshots (3 lod distances) (and the ones after turning off/on cs,pg,dyndolod)

-2 concise screenshots of what is overriden by pgpatcher in resources 3 SE

-all available log files (without papyrous)

if something is lacking or I've forgotten something pls tell.

dyndolod(off)-cs,pg(on) --- OK
dyndolod-off-only-OK.png

dyndolod(on)-cs,pg(on) --- BAD

dyndolod-cs-pg-on-bad.png

Did you verify that the far away screenshots show object LOD by toggling it off/on with tll in console? https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots explains to use tfc to get closer to the object LOD.

In MO2 right window Data tab, check which mod ..\Meshes\architecture\solitude\sbluepalace_lod.nif comes from.
It should be from DynDOLOD Resources SE. It seems the NIF was modified, try restoring it from the download archive. Then just start the game and check if that makes a difference. Report results.

If that does not make a difference, check/report in MO2 right window Data tab that ..\textures\lod\SLOD02.dds is from TexGen output. If it is, upload that file. 

 

I suggest to try to fix or remove the broken plugin DepthsOfSkyrim.esp. See https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

 

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