sheson Posted February 21, 2023 Author Posted February 21, 2023 58 minutes ago, PhxFuryKnight said: Same issue for me, once again. I have been at this all night. Attached is my current log from my last run about 30 minutes ago, as well as my DynDOLOD.esm that has been generated, and that has apparently also added DynDOLOD.esp as a master by mistake. DynDOLOD_SSE_log.7z 282.02 kB · 0 downloads DynDOLOD.esm.7z And the .esp to view, could not meet max file size, so it's on a seperate post. DynDOLOD.esp.7z As I already wrote and as explained on the first post, also upload the debug log.
PhxFuryKnight Posted February 21, 2023 Posted February 21, 2023 5 minutes ago, sheson said: As I already wrote and as explained on the first post, also upload the debug log. Sorry, here it is on this website as it is just over 7MB! https://ufile.io/vhz4uq0x
sheson Posted February 21, 2023 Author Posted February 21, 2023 27 minutes ago, CBSkyrimModding said: Thank you, will do. One more quick question: I've cleaned, sorted, and resolved all issues reported by LOOT, but the Step guide recommends using the following LOD mods: xLODGen Resource - SSE Terrain Tamriel_Extended Far Object LOD Improvement Project SSE DynDOLOD Bright Waterfall Fix for ENB Aspens Ablaze Add-On - DynDOLOD 3 Glacier LOD Meshes Just to be clear, in addition to your other instructions, you want me to disable all of these before running a clean pass of TexGen? If you are following a third party guide, you need to ask qestions about it on its forum section. https://dyndolod.info/Generation-Instructions Finalize the load order as explained in the prerequisites above. Make sure all mods, plugins and patches (that affect affect trees, grasses or any textures) are enabled and their overwrite order is sorted. Ignore wrong 3rd party advice to temporarily disable plugins, mods, meshes or textures. Such advice is categorically wrong or outdated. In case of issues, solve the cause or use appropriate rules or settings for desired results. Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice. However: https://dyndolod.info/Help/xLODGen#Requirements Remove or disable the plugin after terrain LOD generation. No harm done if loaded in-game. Typically the player can not get close to these areas. There are no effects outside the far away added cells. https://dyndolod.info/Mods/Waterfalls Bright Waterfall Fix for ENB - do not install DynDOLOD Bright LOD Waterfall Fix
heheloveer Posted February 21, 2023 Posted February 21, 2023 15 hours ago, sheson said: Read the first post which TexGen/DynDOLOD logs and debug logs to upload when making posts. What is the purpose of the post? The logs could show us facts that can be compared and what not. How do you not know which grasses should have grass LOD billboards and cross check that with the logs? As explained earlier, the Grass mapping not found messages help with that. 14 hours ago, heheloveer said: I foolishly restarted DynDOLOD, changed a setting, ran it to see whether it would magically made grass lod work again and shut down the program the moment I saw the grassless meshes coming in, which completely wiped out the previous logs. It's past 1 am where I am so it's too late to run it again, so the logs would have to wait. One thing that I noticed though: in the LODGen logs that I uploaded, the "grass mapping not found" messages got the form ID of the grasses wrong. As in, the generated billboard of a grass is named "xxxxxxx_000008xx.dds" but LODGen was seemingly seeking a file named "xxxxxxx_000000xx.dds". Hopefully this counts as relevant information. I just reran TexGen and DynDOLOD with as far as I know the same results. Here's the link to the logs: https://anonfiles.com/o8D3u2Z5y1/DynDOLOD_logs_zip The DynDOLOD debug log was extremely large but there was no fatal errors nor did the program produce a bugreport.txt.
sheson Posted February 21, 2023 Author Posted February 21, 2023 2 hours ago, WholesaleBlowdryer said: Should be these plugins https://ufile.io/4lqrqm3t DynDOLOD.esm 56 minutes ago, PhxFuryKnight said: Sorry, here it is on this website as it is just over 7MB! https://ufile.io/vhz4uq0x Thanks. This will be fixed next Alpha version.
sheson Posted February 21, 2023 Author Posted February 21, 2023 2 hours ago, heheloveer said: I just reran TexGen and DynDOLOD with as far as I know the same results. Here's the link to the logs: https://anonfiles.com/o8D3u2Z5y1/DynDOLOD_logs_zip The DynDOLOD debug log was extremely large but there was no fatal errors nor did the program produce a bugreport.txt. Yes, comparing the not found billboard filenames from the LODGen log message with the created billboard filenames from the TexGen log it is apparent that they do not match. Replace LODGenx64Win.exe with this test version https://mega.nz/file/5MAAgYrQ#ieDfR3kCL68ykFh9WNxA6rc7ERJcBxBcl8L4sqPQ0Ng and Execute LODGen in expert mode https://dyndolod.info/Help/Expert-Mode and check if it finds/uses the correct billboard filenames.
sheson Posted February 21, 2023 Author Posted February 21, 2023 4 hours ago, star_death69 said: Good Morning! So what I did do yesterday: I disabled A-XMP on my Bios. All other overclock settings were on Auto. I reran Texgen with the same old result. For fun I also tried to work with 6 render threads which threw an exception almost immediately after entering the "Create Textures" step. What mod is the Textures\cubemaps\ShinyBright_e.dds in your load order from?
star_death69 Posted February 21, 2023 Posted February 21, 2023 @sheson I've also now did another run and made sure that GPU overclocking settings were on default values, but I guess they already were before that. Logs: Logs_20230221_1245.7z
star_death69 Posted February 21, 2023 Posted February 21, 2023 8 minutes ago, sheson said: What mod is the Textures\cubemaps\ShinyBright_e.dds in your load order from? The ShinyBright_e.dds seems to be in the mods Quality CubeMaps - HD Cube Maps Optimized, HD CubeMap Collection, KDCirclets Redone by zzjay and Detailed NPCs - KD Circlets Redone for NPCs (SPID), in that order. So the last one that overrides them in MO2 is Detailed NPCs - KD Circlets Redone for NPCs (SPID).
star_death69 Posted February 21, 2023 Posted February 21, 2023 28 minutes ago, sheson said: What mod is the Textures\cubemaps\ShinyBright_e.dds in your load order from? I've disable the Last tow mods (with the circlets) and reran TexGen here are the logs: Logs_20230221_1306.7z
heheloveer Posted February 21, 2023 Posted February 21, 2023 (edited) 1 hour ago, sheson said: Yes, comparing the not found billboard filenames from the LODGen log message with the created billboard filenames from the TexGen log it is apparent that they do not match. Replace LODGenx64Win.exe with this test version https://mega.nz/file/5MAAgYrQ#ieDfR3kCL68ykFh9WNxA6rc7ERJcBxBcl8L4sqPQ0Ng and Execute LODGen in expert mode https://dyndolod.info/Help/Expert-Mode and check if it finds/uses the correct billboard filenames. With this version the grass lods are indeed found in the meshes and the file size is more or less the same with my previous working output. I didn't enable verbose this time so the logs don't contain much information, but I imagine it's working alright. Thanks for the help! Edit: just enabled verbose and generated a single LOD4 area. Sure enough there isn't any "grass mapping not found" message in the logs. Edited February 21, 2023 by heheloveer
sheson Posted February 21, 2023 Author Posted February 21, 2023 10 minutes ago, star_death69 said: I've disable the Last tow mods (with the circlets) and reran TexGen here are the logs: Logs_20230221_1306.7z Unless I am checking the wrong Circlets mods on Nexus, they do not contains the texture at the path Textures\cubemaps\ShinyBright_e.dds bit at a different path. What happens if you click "Preview" under the Rendered Object LOD Textures and look at DynDOLOD\Render\Skyrim\Objects\dlc01\lod\seruinswindowslod.nif ?
sheson Posted February 21, 2023 Author Posted February 21, 2023 19 minutes ago, heheloveer said: With this version the grass lods are indeed found in the meshes and the file size is more or less the same with my previous working output. I didn't enable verbose this time so the logs don't contain much information, but I imagine it's working alright. Thanks for the help! Edit: just enabled verbose and generated a single LOD4 area. Sure enough there isn't any "grass mapping not found" message in the logs. Thanks for letting us know.
star_death69 Posted February 21, 2023 Posted February 21, 2023 9 minutes ago, sheson said: Unless I am checking the wrong Circlets mods on Nexus, they do not contains the texture at the path Textures\cubemaps\ShinyBright_e.dds bit at a different path. What happens if you click "Preview" under the Rendered Object LOD Textures and look at DynDOLOD\Render\Skyrim\Objects\dlc01\lod\seruinswindowslod.nif ? That is true, they seem to be under a different path. These are the logs if I disable all for mods: Logs_20230221_1318.7z If I preview the seruinswindowslod.nif, they look like that: On the first glance they do not look wrong to me.
sheson Posted February 21, 2023 Author Posted February 21, 2023 23 minutes ago, star_death69 said: That is true, they seem to be under a different path. These are the logs if I disable all for mods: Logs_20230221_1318.7z If I preview the seruinswindowslod.nif, they look like that: On the first glance they do not look wrong to me. See what happens with this test version https://mega.nz/file/sQBEQYiA#4x0xGGPisn1rLJNaiHV005p9qWbGl2ZyuXIFSto-P_Q
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