Jump to content

Recommended Posts

Posted

Hello,

I confirm the same critical error as follows:

Error processing Meshes\effects\fxwaterfallbodytall.nif: '-INF' is not a valid floating point value Skyrim.esm FXWaterfallBodyTall [MSTT:0001AC8D]

Posted
On 10/5/2021 at 12:59 AM, 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

The mentioned NIF has problems.

Check if it loads in NifSkope.

Let me know which mod the file is from.

On 10/5/2021 at 8:09 AM, DarkladyLexy said:

[Window Title]
DynDOLOD

[Main Instruction]
Error processing Meshes\architecture\whiterun\wrscaffold\wrscafguardtowerlarge01.nif: '-INF' is not a valid floating point value Skyrim.esm WRScafGuardTowerLarge01 [STAT:000684EB]

[Exit DynDOLOD]

[Footer]
DynDOLOD FAQ | Support Forum | Copy message to clipboard

bugreport.txt 44 kB · 1 download

DynDOLOD_SSE_log.txt 106.93 kB · 1 download

The mentioned NIF has problems.

Check if it loads in NifSkope.

Let me know which mod the file is from.

On 10/5/2021 at 2:48 AM, hitmantb said:

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]

Read the first post what log files to upload when making posts.

On 10/5/2021 at 3:59 AM, SadWarlock said:

[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?

Read the first post what log files to upload when making posts.

On 10/5/2021 at 10:09 AM, miceZipper said:

Hello,

I confirm the same critical error as follows:

Error processing Meshes\effects\fxwaterfallbodytall.nif: '-INF' is not a valid floating point value Skyrim.esm FXWaterfallBodyTall [MSTT:0001AC8D]

 

DynDOLOD_SSE_Debug_log.7z 669.27 kB · 0 downloads

bugreport.txt 50.88 kB · 0 downloads

Check if it loads in NifSkope.

Let me know which mod the file is from.

Posted
19 minutes ago, sheson said:

Check if it loads in NifSkope.

Let me know which mod the file is from.

image.thumb.png.1338849db1adaf818705dd53ca9ed6a6.png - NIfSkope

Water for ENB.esp (Water for ENB-37061-1-35-1617097254)

Posted
59 minutes ago, miceZipper said:

image.thumb.png.1338849db1adaf818705dd53ca9ed6a6.png - NIfSkope

Water for ENB.esp (Water for ENB-37061-1-35-1617097254)

Thanks. I can replicate. Will be fixed next version.

Edit: Fixed in DynDOLOD 3.0 Alpha-46

Posted

I am also having the same issue as @miceZipper said above, but with Legacy of the Dragonborn.esm when trying to generate LOD with the latest DynDOLOD Alpha 45 build. Here's the Error Message:

[Window Title]
DynDOLOD

[Main Instruction]
Error processing Meshes\architecture\whiterun\wrbuildings\wrguardhouse01.nif: '-INF' is not a valid floating point value LegacyoftheDragonborn.esm WRGuardHouse01WWW [STAT:071219B1]

[Exit DynDOLOD]

[Footer]
DynDOLOD FAQ | Support Forum | Copy message to clipboard

Posted
16 minutes ago, DerpyBun said:

I am also having the same issue as @miceZipper said above, but with Legacy of the Dragonborn.esm when trying to generate LOD with the latest DynDOLOD Alpha 45 build. Here's the Error Message:

[Window Title]
DynDOLOD

[Main Instruction]
Error processing Meshes\architecture\whiterun\wrbuildings\wrguardhouse01.nif: '-INF' is not a valid floating point value LegacyoftheDragonborn.esm WRGuardHouse01WWW [STAT:071219B1]

[Exit DynDOLOD]

[Footer]
DynDOLOD FAQ | Support Forum | Copy message to clipboard

Read the first post which log file to upload when making posts.

Posted
16 minutes ago, DerpyBun said:

1.png

It is very unlikely that vanilla meshes have infinite UV values. If that is what you are trying to show. No text explanations what we are supposed to be looking at were provided.

Posted (edited)
1 hour ago, sheson said:

Thanks. This is fixed in DynDOLOD 3.0 Alpha-46

Thank you, by the way. I have generated the billboards for objects & tree LODs prior to making this report using the TexGen from DynDOLOD 3.0 Alpha-45 build without any errors.

Do I need to re-generate a new batch with the current Alpha-46 build or I can just continue using the current batch without problem?

Edited by DerpyBun
Posted
19 minutes ago, DerpyBun said:

Thank you, by the way. I have generated the billboards for objects & tree LODs prior to making this report using the DynDOLOD 3.0 Alpha-45 build without any errors.

Do I need to re-generate a new batch with the current Alpha-46 build or I can just continue using it without problem?

Check the change log what was updated between versions. If TexGen is not mentioned, then there is no change how it generates LOD assets.

As explained in the manual, DynDOLOD will print log messages if full models/textures used for billboard generation changed. If you see messages like "Billboard for model * does not contain texture" or "Billboard for model * has different CRC32", then you should run TexGen to generate up-to-date billboards.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.