manguz Posted October 3, 2021 Posted October 3, 2021 16 hours ago, manguz said: Hi Sheson, all was fine for some time then Texgen failed on me with this error [12:44] Can not copy resource textures\architecture\whiterun\wrcitywall02_n.dds to D:\SKYRIM TOOLS\DynDOLOD-Standalone.3.00-Alpha-44\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\darthwayne\castle\stonewall_n.dds Impossibile trovare il percorso specificato impossible find specified path I really don't know from where this called texture comes textures\darthwayne\castle\stonewall_n.dds , I don't have it it doesn't belong to my load order (seems coming from this https://www.nexusmods.com/skyrim/mods/71234?tab=description I know nothing about this mod Any clues? edit: I installed that mod and another error with another unknown texture Can not copy resource textures\landscape\snow01_n.dds to D:\SKYRIM TOOLS\DynDOLOD-Standalone.3.00-Alpha-44\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\landscape\snow01landscape_n.dds Impossibile trovare il percorso specificato. It seems I cant run texgen anymore, I 'm at loss Obviously was an error by my side. I fixed it by adding exceptions to Windows defender. My mistake was I moved MO folder some time ago to a faster disk and update it to a beta version in the process. MO was NOT running with administrator privileges, I forgot. This probably fixed it. Sorry for the noise
sheson Posted October 3, 2021 Author Posted October 3, 2021 2 hours ago, RulerOfWorlds said: The zoom in is just to highlight the change and see a side by side comparison, Although now that you mention it i wouldn't make much sense if it was a side by side duplicate like I thought it would be. After reading the post above mine, I turned off my ENB and noticed a lot better visuals, so thats prob the problem. My bad, I meant TexGen_SSE.ini and am refering to the "automatic tree/grass discovery - base record object bounds Sqrt((X2-X1)^2 + (Y2-Y1)^2 + (Z2-Z1)^2) >= Min[Tree|Grass]ModelVolume" reading in "DynDOLOD/docs/help/GrassLOD.html" underneath "Not all grass types have LOD / grass LOD billboards" led me there. LOD does not need to look like full model close up. It needs to somewhat match full models at the switch distance. If the color is off it is weather/ENB. Try to adjust with the brightness RGB top/bottom settings. Just make sure the all grasses have valid bound values.
Terin Posted October 3, 2021 Posted October 3, 2021 I'm hoping to figure out why DynDOLOD 3.0 won't load my custom world while the older version has no problem. It reads my custom world (see attached image) but won't list it so I can create lod (see 2nd image, Aorin should be listed at the top of the list, but it's not). I've tried everything I can think of with no luck. I've done custom lod 100's of times so I'm not new to the process, just not understanding why 3.0 won't read custom world. I have just been using the older DynDOLOD with no issues, but was hoping to play around with the grass lod option in 3.0 with my custom world. Any thoughts or suggestions would be greatly appreciated.
BrassDancer Posted October 3, 2021 Posted October 3, 2021 I can't generate a grass precache from NGIO. Supposedly the console is supposed to show the progress of this, and yet the console is empty – I am informed that this means it is not running. I have the latest versions of No Grass In Objects, MO2, DynDOLOD, etc. installed. I'm at a loss as to why the grass precaching operation refuses to even run.
sheson Posted October 3, 2021 Author Posted October 3, 2021 1 hour ago, Terin said: I'm hoping to figure out why DynDOLOD 3.0 won't load my custom world while the older version has no problem. It reads my custom world (see attached image) but won't list it so I can create lod (see 2nd image, Aorin should be listed at the top of the list, but it's not). I've tried everything I can think of with no luck. I've done custom lod 100's of times so I'm not new to the process, just not understanding why 3.0 won't read custom world. I have just been using the older DynDOLOD with no issues, but was hoping to play around with the grass lod option in 3.0 with my custom world. Any thoughts or suggestions would be greatly appreciated. Read the first post what log files to upload when making posts. Do not post screenshots of text. Worldspaces need a valid lodsettings file and fulfill a couple other criteria for being listed.
PRieST Posted October 3, 2021 Posted October 3, 2021 1 hour ago, BrassDancer said: I can't generate a grass precache from NGIO. Supposedly the console is supposed to show the progress of this, and yet the console is empty – I am informed that this means it is not running. I have the latest versions of No Grass In Objects, MO2, DynDOLOD, etc. installed. I'm at a loss as to why the grass precaching operation refuses to even run. But this has nothing todo with DynDOLOD, so you should ask your question/point out your problem on the corresponding mod site. Never the less: If your have started the 'grass cache plugin' via MO2, the game should start automatically and a messagebox should appear. If you don't click ok, but open the console first, you should be able to see the progress. If this window won't show up, you made something wrong during the installation of NGIO and the MO2 plugin.
sheson Posted October 3, 2021 Author Posted October 3, 2021 1 hour ago, BrassDancer said: I can't generate a grass precache from NGIO. Supposedly the console is supposed to show the progress of this, and yet the console is empty – I am informed that this means it is not running. I have the latest versions of No Grass In Objects, MO2, DynDOLOD, etc. installed. I'm at a loss as to why the grass precaching operation refuses to even run. This thread is for DynDOLOD 3 alpha. If you have problems with a 3rd party mod/tool like NGIO, you need to ask on its support forum. I suggest to check the ..\data\grass or its mod manager equivalent like the MO2 overwrite folder if files are being generated.
LucidAPs Posted October 4, 2021 Posted October 4, 2021 Error generating occlusion (I think) for a quest mod. https://nekobin.com/napahicami bugreport.txt
sheson Posted October 4, 2021 Author Posted October 4, 2021 59 minutes ago, LucidAPs said: Error generating occlusion (I think) for a quest mod. https://nekobin.com/napahicami bugreport.txt 109.46 kB · 0 downloads Read the first post which log files to upload when making posts. Also upload ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini The vigilant worldspaces are ignore by default for a reason. Do not expect LOD generation for mods ignoring Bethesda naming conventions to magically work.
LucidAPs Posted October 4, 2021 Posted October 4, 2021 (edited) 32 minutes ago, sheson said: Read the first post which log files to upload when making posts. https://nekobin.com/napahicami bugreport.txt https://drive.google.com/file/d/1tIix_Gml7k_0WnSahvt2AjHIZ4iskwIP/view?usp=sharing DynDOLOD_SSE_log.txt DynDOLOD_SSE_Default.ini Edited October 4, 2021 by LucidAPs
sheson Posted October 4, 2021 Author Posted October 4, 2021 27 minutes ago, LucidAPs said: https://nekobin.com/napahicami bugreport.txt 111.9 kB · 0 downloads https://drive.google.com/file/d/1tIix_Gml7k_0WnSahvt2AjHIZ4iskwIP/view?usp=sharing DynDOLOD_SSE_log.txt 1.21 MB · 2 downloads DynDOLOD_SSE_Default.ini 24.28 kB · 0 downloads Do not change DynDOLOD_SSE_worldspace_ignore.txt and/or do not select any worldspaces from Vigilant. It is not supported atm. 1
phoenixfabricio Posted October 4, 2021 Posted October 4, 2021 The newest version is causing this error: Error processing Meshes\architecture\whiterun\wrscaffold\wrscafguardtowerlarge01.nif: '-INF' is not a valid floating point value Skyrim.esm WRScafGuardTowerLarge01 [STAT:000684EB] This mesh is from the mod High Fantasy Whiterun . With alpha 0.44 was working fine but not now. bugreport.txt DynDOLOD_SSE_log.txt
markdf Posted October 5, 2021 Posted October 5, 2021 1 hour ago, phoenixfabricio said: The newest version is causing this error: Error processing Meshes\architecture\whiterun\wrscaffold\wrscafguardtowerlarge01.nif: '-INF' is not a valid floating point value Skyrim.esm WRScafGuardTowerLarge01 [STAT:000684EB] This mesh is from the mod High Fantasy Whiterun . With alpha 0.44 was working fine but not now. bugreport.txt 30.71 kB · 0 downloads DynDOLOD_SSE_log.txt 132.63 kB · 0 downloads I'm getting this error message too, with that same mesh but from SMIM.
hitmantb Posted October 5, 2021 Posted October 5, 2021 Same exact error here: [00:18] Error processing Meshes\architecture\whiterun\wrscaffold\wrscafguardtowerlarge01.nif: '-INF' is not a valid floating point value Skyrim.esm WRScafGuardTowerLarge01 [STAT:000684EB]
SadWarlock Posted October 5, 2021 Posted October 5, 2021 [Window Title] DynDOLOD [Main Instruction] Error processing Meshes\effects\fxwaterfallbodytall.nif: '-INF' is not a valid floating point value Skyrim.esm FXWaterfallBodyTall_static [STAT:000FC85E] [Exit DynDOLOD] I'm not quite sure why this is happening. I run DynDoLod64x for about 30 seconds and I get this message. Then it forces me to exit out. Can anyone help?
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