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Posted
20 minutes ago, tnicko said:

Ok, I managed to download nifskope here and open the nif in question.  Now, I have VERY little knowledge on this subject...but looking at the BSShader Texture Set under the 2nd of the 3 BSTriShape headers in the left window, there are 3 lines for textures (instead of 2 lines like under the other BSTriShape Shader Texture Sets) and the third line only has "textures\" like in the dyndolod warning, not a full path.  Could this be the issue?  Screenshot attached.

Screenshot 2021-10-21 072101.png

YES, this is the issue and explains the empty texture path in the error. I will reply on the Nexus topic, but I essentially need to fix this in the mod. In the meantime, you can resolve this as follows:

  1. Double-click on the third texture row and clear that partial path
  2. Save the model
  3. Get the CRC32 from this model (right click the NIF and you should see a CRC option if you have 7z installed)
  4. Go into the mod and update the CRC in the file names for this treefile names:
    • DynDOLOD/Render/../
    • meshes/DynDOLOD/../
  5. Save each LOD model
  6. Regenerate using DynDOLOD, and the error should be gone.
Posted (edited)
24 minutes ago, z929669 said:

YES, this is the issue and explains the empty texture path in the error. I will reply on the Nexus topic, but I essentially need to fix this in the mod. In the meantime, you can resolve this as follows:

  1. Double-click on the third texture row and clear that partial path
  2. Save the model
  3. Get the CRC32 from this model (right click the NIF and you should see a CRC option if you have 7z installed)
  4. Go into the mod and update the CRC in the file names for this treefile names:
    • DynDOLOD/Render/../
    • meshes/DynDOLOD/../
  5. Save each LOD model
  6. Regenerate using DynDOLOD, and the error should be gone.

Ah, ok awesome!  There is a similar issue with other nifs as well (SRG_treepineforestdeadsnow04 & 05) I believe...although they're not throwing an error for some reason.

Edited by tnicko
Posted
33 minutes ago, tnicko said:

Ah, ok awesome!  There is a similar issue with other nifs as well (SRG_treepineforestdeadsnow04 & 05) I believe...although they're not throwing an error for some reason.

I will look at those as well. It could be that this particular partial path has a space after the slash or something, whereas the others don't. There must be some difference that causes DynDOLOD to throw the error in one case but not the others. Maybe it's a trunk vs crown ... I can't tell from the texture names or the NifSkope screen. Thanks

Posted

Another query for you, Sheson: Can you think of a reason why I wouldn't get the warning when generating with the same settings on my laptop, even when the nifs/files are exactly the same?  Could generating with much reduced settings cause this texture to be overlooked or not needed?

Thanks again to you and also to Z for all the help and info!

Posted
28 minutes ago, tnicko said:

Another query for you, Sheson: Can you think of a reason why I wouldn't get the warning when generating with the same settings on my laptop, even when the nifs/files are exactly the same?  Could generating with much reduced settings cause this texture to be overlooked or not needed?

Thanks again to you and also to Z for all the help and info!

Settings do not change which NIF is defined by a base record or which textures paths are set in them.

If you want to know what is different, check the same NIF with NifSkope. If it shows the same incomplete path, check the mentioned base record 000EF5A4 in xEdti actually defines the same NIF.

Posted
57 minutes ago, sheson said:

Settings do not change which NIF is defined by a base record or which textures paths are set in them.

If you want to know what is different, check the same NIF with NifSkope. If it shows the same incomplete path, check the mentioned base record 000EF5A4 in xEdti actually defines the same NIF.

If tree mesh rule was set to Billboard for all levels, wouldn't that explain why the same error wouldn't appear?

Posted
17 minutes ago, z929669 said:

If tree mesh rule was set to Billboard for all levels, wouldn't that explain why the same error wouldn't appear?

It is a full model which are defined by base records.

Posted (edited)

Ok, now getting a very similar error in the same place using Myrkvior.  However this nif that it points to doesn't have any "textures\" only fields as the one from EVT did.*

<Warning: File not found textures\. Used by Meshes\landscape\trees\sfotreepineforest04.nif The Flora of Skyrim Trees SSE.esp TreePineForest04 [TREE:0004FBB0]>

SSE Logs/Debug files

https://ufile.io/f/ys7qk

Edit...wrong nif posted...will be back...

*Edit 2...AH HA!  It does have a "textures\" blank field!  I  would guess with all the testing these mods go through it's never been a visible in game issue? 

 

 

Screenshot 2021-10-21 094708.png

Edited by tnicko
strikethrough wrong info and correct myself.
Posted
26 minutes ago, tnicko said:

Ok, now getting a very similar error in the same place using Myrkvior.  However this nif that it points to doesn't have any "textures\" only fields as the one from EVT did.*

<Warning: File not found textures\. Used by Meshes\landscape\trees\sfotreepineforest04.nif The Flora of Skyrim Trees SSE.esp TreePineForest04 [TREE:0004FBB0]>

SSE Logs/Debug files

https://ufile.io/f/ys7qk

Edit...wrong nif posted...will be back...

*Edit 2...AH HA!  It does have a "textures\" blank field!  I  would guess with all the testing these mods go through it's never been a visible in game issue? 

 

 

Screenshot 2021-10-21 094708.png

The  mentioned was NIF is parsed for textures. If a texture-set entry does not have an empty string it is checked if it can be found in the load order. If it doesn't, the found string is printed as file not found.

Really. No magic. No randomess about it. It is as simple and straight forward as that. As I mentioned before it could be an invisible character.

Edit: The texture missing can mean the visuals are not what were intended. In case  the shader settings (soft or rim light) expect a third texture. Otherwise it is just harmless.

Posted
17 minutes ago, sheson said:

The  mentioned was NIF is parsed for textures. If a texture-set entry does not have an empty string it is checked if it can be found in the load order. If it doesn't, the found string is printed as file not found.

Really. No magic. No randomess about it. It is as simple and straight forward as that.

Makes sense that it would inform you of any issues found, I was just imagining that it probably isn't a visually noticeable thing if some folks hadn't picked it up in testing their mods yet. 

Posted
19 minutes ago, tnicko said:

Makes sense that it would inform you of any issues found, I was just imagining that it probably isn't a visually noticeable thing if some folks hadn't picked it up in testing their mods yet. 

It's just a warning message that the texture wasn't found. In the case of an invalid texture path for a texture that doesn't apply (should be a blank path), then the warning can be ignored by the user. The mod author should still correct it. In the case of these errors, it's the mod author of the tree mod that should fix the paths in the base models. Then the LOD models also would need to be updated.

For your Myrkvior warning, are you using kojak747's LOD models or the add-on DynDOLOD 3 LOD models?

Posted (edited)
21 minutes ago, z929669 said:

For your Myrkvior warning, are you using kojak747's LOD models or the add-on DynDOLOD 3 LOD models?

The Dyndolod 3 ones from the StepModifications uploader, not Kojak747's

Edit- and this may be dumb or go without saying, but the model nif missing the path is from Kojak747's original mod not the lod (again probably obvious).

Edited by tnicko
Posted
37 minutes ago, tnicko said:

The Dyndolod 3 ones from the StepModifications uploader, not Kojak747's

Edit- and this may be dumb or go without saying, but the model nif missing the path is from Kojak747's original mod not the lod (again probably obvious).

Thanks. I will ask kojak to fix that tree and check for others

Posted
1 hour ago, z929669 said:

Thanks. I will ask kojak to fix that tree and check for others

Thank you for your work and support on this issue!  And thanks to Sheson for the help and insight as well!

Posted

 I was generating Dyndolod and I got this error:
 

Quote

> [20:43] [ArnimaVoid] Generating object LOD
> [20:43] Creating G:\Games\DynDOLOD\DynDOLOD 3.00-32382-Alpha-53-1634812868\DynDOLOD\DynDOLOD_Output\textures\lod\eyebrownbloodshotlod.dds
> [20:47] Item not found
> Item not found
> Error: Item not found.

 

The error message popup told me to report it here, I have no idea what this eye lod is. Sorry if I made any mistakes in my post, this is my first time posting on this website

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