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Posted
11 hours ago, sheson said:

The logs show DynDOLOD being loaded and then no LOD being generated. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to upload a meaningful LOD generation session - that would be the generating LOD with the LOD models included in the mod.& Also upload H:\GamesDowload\Skyrim SE Mods\_DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

The mod upload date is newer than DynDOLOD Standalone and more importantly DynDOLOD Resources SE, so there no specific LOD models for the mod yet. However, there should be some kind of LOD for the waterfalls with the LOD models shipping with the mod.

My bad, after generating LODs, I launched DynDOLOD to check the options only, I didn’t think that the logs were being rewritten.

Anyway, if I disable Particle Waterfalls before creating LODs, the waterfall LODs will work fine. But then I'll have to disable PGPatcher_Output, but you don't recommend doing this (https://dyndolod.info/Mods/Community-Shaders#PBR).

 

Here are the logs with LODs from Particle Waterfalls:
file:///H:/GamesDowload/Skyrim%20SE%20Mods/_DynDOLOD/Logs/DynDOLOD_SSE_Debug_log.txt
file:///H:/GamesDowload/Skyrim%20SE%20Mods/_DynDOLOD/Logs/DynDOLOD_SSE_log.txt
file:///H:/GamesDowload/Skyrim%20SE%20Mods/_DynDOLOD/Logs/DynDOLOD_SSE_Object_Report.txt

Some waterfalls have working dynamic LODs, but some waterfalls work strangely, dynamic LODs are visible only at a short distance from the player, about a few cells after the LOD border, static LODs are activated further.

Posted
1 hour ago, zloineil said:

My bad, after generating LODs, I launched DynDOLOD to check the options only, I didn’t think that the logs were being rewritten.

Anyway, if I disable Particle Waterfalls before creating LODs, the waterfall LODs will work fine. But then I'll have to disable PGPatcher_Output, but you don't recommend doing this (https://dyndolod.info/Mods/Community-Shaders#PBR).

 

Here are the logs with LODs from Particle Waterfalls:
file:///H:/GamesDowload/Skyrim%20SE%20Mods/_DynDOLOD/Logs/DynDOLOD_SSE_Debug_log.txt
file:///H:/GamesDowload/Skyrim%20SE%20Mods/_DynDOLOD/Logs/DynDOLOD_SSE_log.txt
file:///H:/GamesDowload/Skyrim%20SE%20Mods/_DynDOLOD/Logs/DynDOLOD_SSE_Object_Report.txt

Some waterfalls have working dynamic LODs, but some waterfalls work strangely, dynamic LODs are visible only at a short distance from the player, about a few cells after the LOD border, static LODs are activated further.

I can not access files on your computer. You will have to upload them as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Posted

I use vanilla grass with the latest community shader and its grass lighting plugin but without complex grass textures. I generated grass lod with default texgen color setting and I found out in game the lod color is too dark or full grass is too bright with CS so I toned down the grass brightness in CS to 0.5. However, no matter what I tried, the brightness of lod and full grass will mismatch with transition of weathers or time of day. Is it true that we can't get a perfectly matched grass lod on all conditions with community shaders because of the shader changes?

Posted
56 minutes ago, captainlei1993 said:

I use vanilla grass with the latest community shader and its grass lighting plugin but without complex grass textures. I generated grass lod with default texgen color setting and I found out in game the lod color is too dark or full grass is too bright with CS so I toned down the grass brightness in CS to 0.5. However, no matter what I tried, the brightness of lod and full grass will mismatch with transition of weathers or time of day. Is it true that we can't get a perfectly matched grass lod on all conditions with community shaders because of the shader changes?

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 post.

Provide useful screenshots showing the issue / settings in game at different times of day for the same clear weather.

https://dyndolod.info/Official-DynDOLOD-Support-Forum
|Report the actual problem or error message without making unverified assumptions or asking leading questions. Read the explanations and tips below, especially about what information and logs to provide and how.

See https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards and related https://dyndolod.info/Help/Grass-LOD#Settings
Using a different NIF with other normal vectors, shader and backlight and settings might be able to help.

For grass LOD to match full grass at all times/weather you should avoid using shader settings or features that are not equally applied to both full grass and object LOD and vary for different times of days/weather.

Posted

hello!

keep running into a stream read / data error running texgen that I've never encountered. didn't touch my load order for several months and came back and am just straight up not having a good time despite having no issues previously so i'm just very confused. guidance on how to self-address in the future would be great. zip of debug and other logs here: https://www.mediafire.com/file/c8tan8kzvv78v1o/TexGen_SSE_Logs.zip/file

Thanks!

Posted
21 hours ago, chlorophyllia said:

hello!

keep running into a stream read / data error running texgen that I've never encountered. didn't touch my load order for several months and came back and am just straight up not having a good time despite having no issues previously so i'm just very confused. guidance on how to self-address in the future would be great. zip of debug and other logs here: https://www.mediafire.com/file/c8tan8kzvv78v1o/TexGen_SSE_Logs.zip/file

Thanks!

Is there no bugreport.txt? See first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

The error might indicate a problem with unstable system, like overclocking, bad memory timings or maybe issue reading data from disk. It is probably from decompressing BSA.

[00:00] xEdit Background Loader: [ccbgssse012-hrsarmrstl.bsa] Could not be loaded. <Error: [Exception] Unknown archive format>

Something happened to that BSA. It should not have that error.

[00:17] xEdit Background Loader: Error: unknown record type 
[00:17] xEdit Background Loader: Skipped Load: Duplicate FormID [00000000] in file [42] VisualAnimatedEnchants2023.esp

[00:07] xEdit Background Loader: Error: unknown record type 
[00:07] xEdit Background Loader: Skipped Load: Duplicate FormID [00000000] in file [0D] cceejsse005-cave.esm

Those are worrying too. The first plugin was just removed in later tries. The second changed CRC. Did you modify it and then restore it?

Posted (edited)
5 hours ago, sheson said:

Is there no bugreport.txt? See first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

The error might indicate a problem with unstable system, like overclocking, bad memory timings or maybe issue reading data from disk. It is probably from decompressing BSA.

[00:00] xEdit Background Loader: [ccbgssse012-hrsarmrstl.bsa] Could not be loaded. <Error: [Exception] Unknown archive format>

Something happened to that BSA. It should not have that error.

[00:17] xEdit Background Loader: Error: unknown record type 
[00:17] xEdit Background Loader: Skipped Load: Duplicate FormID [00000000] in file [42] VisualAnimatedEnchants2023.esp

[00:07] xEdit Background Loader: Error: unknown record type 
[00:07] xEdit Background Loader: Skipped Load: Duplicate FormID [00000000] in file [0D] cceejsse005-cave.esm

Those are worrying too. The first plugin was just removed in later tries. The second changed CRC. Did you modify it and then restore it?

thanks for the reply! new logs with bug report this time: https://www.mediafire.com/file/b58g42cpbl6d0dl/TexGen+Logs+and+Bug+Rep.zip/file

the only modification of the CC content i did was the cleaning in the step guide. i ran into this same error earlier with some Bruma files and redownloaded any/all texture mods for that suite and it resolved the issue. i was going to try that here but can't really tell where that seruinslod is coming from. i haven't ran any BSA extraction tools or anything like that if that's what you're talking about with decompression.

otherwise, unless something has gone drastically wrong with my windows install that i'm unaware of, my system should be stable. don't mess with overclocking or memory timings either.

Edited by chlorophyllia
add'l info.
Posted
10 hours ago, chlorophyllia said:

thanks for the reply! new logs with bug report this time: https://www.mediafire.com/file/b58g42cpbl6d0dl/TexGen+Logs+and+Bug+Rep.zip/file

the only modification of the CC content i did was the cleaning in the step guide. i ran into this same error earlier with some Bruma files and redownloaded any/all texture mods for that suite and it resolved the issue. i was going to try that here but can't really tell where that seruinslod is coming from. i haven't ran any BSA extraction tools or anything like that if that's what you're talking about with decompression.

otherwise, unless something has gone drastically wrong with my windows install that i'm unaware of, my system should be stable. don't mess with overclocking or memory timings either.

This happens when the xEdit code tries to read/decompress a texture from a BSA.

What did you do to fix the problem with ccbgssse012-hrsarmrstl.bsa?
Cleaning should not cause such errors in plugins.

TexGen is trying to load textures\dlc01\architecture\snowelfruins\SERuinsMarble01.dds, which by default exists in Skyrim - Textures3.bsa
Check in MO2 right window Data tab. Enable archives parsing in Settings/Workarounds.

Load the load order with xEdit, start the Asset Browser with CTRL+F3, enter SERuinsMarble01.dds, note the listed Containers and double click the listed file to open it with the program associated with *.dds files or right click save as from. If several containers are listed, the first one is the "winning" one. This using the same xEdit code. if there is an issue with the BSA, the problem should be 100% repeatable. If there is an instability it might probably work since now there is no heavy usage.

Systems can be unstable out of the box because of not being setup properly or become unstable after time because of cooling issues due to dust, loose cables etc. Test general system stability with prime95 and OCCT.

Report results.

Posted (edited)
16 hours ago, sheson said:

This happens when the xEdit code tries to read/decompress a texture from a BSA.

What did you do to fix the problem with ccbgssse012-hrsarmrstl.bsa?
Cleaning should not cause such errors in plugins.

TexGen is trying to load textures\dlc01\architecture\snowelfruins\SERuinsMarble01.dds, which by default exists in Skyrim - Textures3.bsa
Check in MO2 right window Data tab. Enable archives parsing in Settings/Workarounds.

Load the load order with xEdit, start the Asset Browser with CTRL+F3, enter SERuinsMarble01.dds, note the listed Containers and double click the listed file to open it with the program associated with *.dds files or right click save as from. If several containers are listed, the first one is the "winning" one. This using the same xEdit code. if there is an issue with the BSA, the problem should be 100% repeatable. If there is an instability it might probably work since now there is no heavy usage.

Systems can be unstable out of the box because of not being setup properly or become unstable after time because of cooling issues due to dust, loose cables etc. Test general system stability with prime95 and OCCT.

Report results.

For the horse armor bsa, nothing beyond trying to auth files and making sure the creation is downloaded. 

Tried the asset browser method you mentioned. Trying to open the dds file as mentioned yields a stream read error, unless I click on a non-winning dds file first, then it'll open.

Will report back on the stress tests. Running prime95 currently. 

Edit: Prime95 results after running for 6 hrs: https://www.mediafire.com/file/vvpmne4u0p4xkhl/results.txt/file

Edited by chlorophyllia
Posted
13 hours ago, chlorophyllia said:

For the horse armor bsa, nothing beyond trying to auth files and making sure the creation is downloaded. 

Tried the asset browser method you mentioned. Trying to open the dds file as mentioned yields a stream read error, unless I click on a non-winning dds file first, then it'll open.

Will report back on the stress tests. Running prime95 currently. 

Edit: Prime95 results after running for 6 hrs: https://www.mediafire.com/file/vvpmne4u0p4xkhl/results.txt/file

As I mentioned, if the problem is 100% repeatable with xEdit Asset Browser, then there is an issue with the BSA.

Curiously you did not report the winning Container name or the entire list of the Containers and also no mod. If opening from a loosing BSA (which should include vanilla Skyrim - Textures3.BSA) works, it also indicates an issue with the winning container.

Reacquire/Redownload/Reinstall the broken BSA or mod that contains it. if the issue persists, report and link to the mod.

Posted

I have no idea what happened but the log says there was "Access violation at address 0000000000E8A8E6 in module 'DynDOLODx64.exe' (offset D9A8E6). Read of address 0000000000000000" Then it says this over and over again: Error: One or more errors occurred Access violation at address 0000000000E8A8E6 in module 'DynDOLODx64.exe' (offset D9A8E6). Read of address 0000000000000000 Access violation at address 0000000000E8A8E6 in module 'DynDOLODx64.exe' (offset D9A8E6). I posted the end of the log if anyone wants to take a look. DynDOLOD still generated an output but im not sure if its complete. I did not zip the output.

Posted
21 minutes ago, wskytngo said:

I have no idea what happened but the log says there was "Access violation at address 0000000000E8A8E6 in module 'DynDOLODx64.exe' (offset D9A8E6). Read of address 0000000000000000" Then it says this over and over again: Error: One or more errors occurred Access violation at address 0000000000E8A8E6 in module 'DynDOLODx64.exe' (offset D9A8E6). Read of address 0000000000000000 Access violation at address 0000000000E8A8E6 in module 'DynDOLODx64.exe' (offset D9A8E6). I posted the end of the log if anyone wants to take a look. DynDOLOD still generated an output but im not sure if its complete. I did not zip the output.

Do not include logs as text, upload the files instead. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts.

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

Posted (edited)
5 hours ago, sheson said:

As I mentioned, if the problem is 100% repeatable with xEdit Asset Browser, then there is an issue with the BSA.

Curiously you did not report the winning Container name or the entire list of the Containers and also no mod. If opening from a loosing BSA (which should include vanilla Skyrim - Textures3.BSA) works, it also indicates an issue with the winning container.

Reacquire/Redownload/Reinstall the broken BSA or mod that contains it. if the issue persists, report and link to the mod.

My bad! Thought I had mentioned it. If I understand you correctly the winning container is base Skyrim. Screen recording of containers in xedit here: https://www.mediafire.com/file/u19xw1k1p6b8qpe/Container+Stream+Error.mp4/file. I've tried re-installing Skyrim and also USSEP. Still having the issue. Appreciate the help so far!

Edited by chlorophyllia
Posted
56 minutes ago, chlorophyllia said:

My bad! Thought I had mentioned it. If I understand you correctly the winning container is base Skyrim. Screen recording of containers in xedit here: https://www.mediafire.com/file/u19xw1k1p6b8qpe/Container+Stream+Error.mp4/file. I've tried re-installing Skyrim and also USSEP. Still having the issue. Appreciate the help so far!

Instead of posting lengthy videos that shows unrelated stuff, write in text what you see and what happens:

We are only interested in one file: texture textures\dlc01\architecture\snowelfruins\SERuinsMarble01.dds.
It seems the Asset Browser reports two Containers: Data, Skyrim - Textures3.BSA.
Data means loose file. What happens if you double click it or select right click open or save as from Data? I assume that is when xEdit shows the Stream read error?
If you right click open or save as from Skyrim Textures3.BSA that works?

Which mod does MO2 report in the right window Data tab report for the loose textures\dlc01\architecture\snowelfruins\SERuinsMarble01.dds?
What happens if you right click open the found file in MO2 right window Data tab?
What happens if you select open with VFS?
It both cases it should open whatever program is associated with *.dds files.

Posted (edited)
38 minutes ago, sheson said:

Instead of posting lengthy videos that shows unrelated stuff, write in text what you see and what happens:

We are only interested in one file: texture textures\dlc01\architecture\snowelfruins\SERuinsMarble01.dds.
It seems the Asset Browser reports two Containers: Data, Skyrim - Textures3.BSA.
Data means loose file. What happens if you double click it or select right click open or save as from Data? I assume that is when xEdit shows the Stream read error?
If you right click open or save as from Skyrim Textures3.BSA that works?

Which mod does MO2 report in the right window Data tab report for the loose textures\dlc01\architecture\snowelfruins\SERuinsMarble01.dds?
What happens if you right click open the found file in MO2 right window Data tab?
What happens if you select open with VFS?
It both cases it should open whatever program is associated with *.dds files.

hey! sorry, i thought that would be best but will stick to describing. any right click action on the file in the winning container leads to the stream read error. the MO2 tab pulls Skyrim Realistic Overhaul.

trying to open via right click open and open with vfs yields:

"[2025-12-08 14:23:46.295 E] failed to invoke 'open C:/Users/USERNAME/AppData/Local/ModOrganizer/Skyrim Special Edition/mods/Skyrim_Realistic_Overhaul/textures/dlc01/architecture/snowelfruins/seruinsmarble01.dds': Noapplicationisassociatedwiththespecifiedfileforthisoperation. (0x483)" and

"[2025-12-08 14:24:00.256 E] failed to invoke 'open C:/Users/USERNAME/AppData/Local/ModOrganizer/Skyrim Special Edition/mods/Skyrim_Realistic_Overhaul/textures/dlc01/architecture/snowelfruins/seruinsmarble01.dds': Noapplicationisassociatedwiththespecifiedfileforthisoperation. (0x483)"

in the explorer folder, every other file has a preview but this does not, if that means anything.

Edited by chlorophyllia

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