sheson Posted March 22, 2024 Author Posted March 22, 2024 10 minutes ago, DarkladyLexy said: Hey, Sheson have a bit of an issue that we can't get to the bottom of. With Blended Roads Redone SE v2.1 installed, I am getting missing road textures on the Map, but with v1.5.1, I am not. I have spoken to Dave, and he can't figure out why. I have done some testing with Dave, and the textures only go missing once DynDOLOD is active. DynDOLOD_SSE_log.txt 1.95 MB · 0 downloads TexGen_SSE_log.txt 350.84 kB · 0 downloads See first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire debug log to also upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a corresponding full model with more informative console in addition to screenshots from the map showing the "missing road textures on the map" Also upload..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt There does not seem to be a file not found message for road textures in the logs. The problems only happens for LOD 16 (default for the map)? LOD 4 and 8 have no missing purple textures? The mod does not seem to have LOD assets. I assume the full model/textures are working and have no missing textures. Problems with LOD should be reported here so to not annoy unrelated/innocent mod authors that are not supposed to troubleshoot issues/problems with LOD/DynDOLOD 3 Alpha.
DarkladyLexy Posted March 22, 2024 Posted March 22, 2024 11 minutes ago, sheson said: See first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire debug log to also upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of a corresponding full model with more informative console in addition to screenshots from the map showing the "missing road textures on the map" Also upload..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt There does not seem to be a file not found message for road textures in the logs. The problems only happens for LOD 16 (default for the map)? LOD 4 and 8 have no missing purple textures? The mod does not seem to have LOD assets. I assume the full model/textures are working and have no missing textures. Problems with LOD should be reported here so to not annoy unrelated/innocent mod authors that are not supposed to troubleshoot issues/problems with LOD/DynDOLOD 3 Alpha. the missing textures are on the map so LOD32 I would guess Here is the DynDOLOD_SSE_Object_Report log https://drive.google.com/file/d/1z5AIeTJ2RujWO0GC7drtX4bkwhHepuw_/view?usp=sharing
sheson Posted March 22, 2024 Author Posted March 22, 2024 9 minutes ago, DarkladyLexy said: the missing textures are on the map so LOD32 I would guess Here is the DynDOLOD_SSE_Object_Report log https://drive.google.com/file/d/1z5AIeTJ2RujWO0GC7drtX4bkwhHepuw_/view?usp=sharing Upload the TexGen and DynDOLOD debug log as requested. Provide screenshot of of a corresponding full model (or provide the base record form ID) in addition to screenshots from the map as requested. By default the map uses LOD level 16 and not 32.
DarkladyLexy Posted March 22, 2024 Posted March 22, 2024 25 minutes ago, DarkladyLexy said: the missing textures are on the map so LOD32 I would guess Here is the DynDOLOD_SSE_Object_Report log https://drive.google.com/file/d/1z5AIeTJ2RujWO0GC7drtX4bkwhHepuw_/view?usp=sharing here are all the logs https://drive.google.com/file/d/1lPAhhDRZxgOZDE-EzWt5bdr05N3Tm9i3/view?usp=sharing
sheson Posted March 22, 2024 Author Posted March 22, 2024 17 minutes ago, DarkladyLexy said: here are all the logs https://drive.google.com/file/d/1lPAhhDRZxgOZDE-EzWt5bdr05N3Tm9i3/view?usp=sharing Please upload Tamriel.32.32.-32.bto and Tamriel.8.40.-16.bto from the Meshes\Terrain\Tamriel\ DynDOLOD output folder. Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt
DarkladyLexy Posted March 22, 2024 Posted March 22, 2024 12 minutes ago, sheson said: Please upload Tamriel.32.32.-32.bto and Tamriel.8.40.-16.bto from the Meshes\Terrain\Tamriel\ DynDOLOD output folder. Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt Here you go https://drive.google.com/file/d/1xfuwkQFbEkY7nrQIR4bU5nDHluUybwJE/view?usp=sharing
sheson Posted March 22, 2024 Author Posted March 22, 2024 1 hour ago, DarkladyLexy said: Here you go https://drive.google.com/file/d/1xfuwkQFbEkY7nrQIR4bU5nDHluUybwJE/view?usp=sharing Please upload textures\dyndolod\lod\dyndolod_tamriel.dds from the DynDOLOD output folder.
DarkladyLexy Posted March 22, 2024 Posted March 22, 2024 23 minutes ago, sheson said: Please upload textures\dyndolod\lod\dyndolod_tamriel.dds from the DynDOLOD output folder. as requested,here it is: https://drive.google.com/file/d/16dyzDAzTzXcNIaKwJt47otgTbJHJ1u_7/view?usp=sharing
sheson Posted March 22, 2024 Author Posted March 22, 2024 1 hour ago, DarkladyLexy said: as requested,here it is: https://drive.google.com/file/d/16dyzDAzTzXcNIaKwJt47otgTbJHJ1u_7/view?usp=sharing So one part of the problem is that there are full models being used for object LOD that have a shader where there is a normal map assigned to the diffuse slot - which is fine for the full model. So what we are seeing is not a missing texture but a normal map texture. Those textures are usually part of a NiBillboardNode, which means those shouldn't be party of object LOD meshes anyways. The second part of the problem is that for some reason the atlas block fill assigns two textures to the same position, a road texture and that normal map texture. That causes some roads to have that wrong texture instead. I hope to have that bug fixed some time tomorrow.
sheson Posted March 23, 2024 Author Posted March 23, 2024 16 hours ago, DarkladyLexy said: as requested,here it is: https://drive.google.com/file/d/16dyzDAzTzXcNIaKwJt47otgTbJHJ1u_7/view?usp=sharing Generate LOD for Tamriel with this test version https://mega.nz/file/wFpwAbjS#oWGCgvj1eSFnpC3g0uFrufxRi7alMQKlK7rx7YKzOGw It should fix the two textures wrongly using the same position on the atlas and thus the roads on the map should have their correct textures. Please upload new DynDOLOD debug regardless of outcome.
DarkladyLexy Posted March 23, 2024 Posted March 23, 2024 44 minutes ago, sheson said: Generate LOD for Tamriel with this test version https://mega.nz/file/wFpwAbjS#oWGCgvj1eSFnpC3g0uFrufxRi7alMQKlK7rx7YKzOGw It should fix the two textures wrongly using the same position on the atlas and thus the roads on the map should have their correct textures. Please upload new DynDOLOD debug regardless of outcome. As requested, I reran Tamriel Worldscape, and it looks like the issue has been fixed. But here are the updated logs you wanted anyway. https://drive.google.com/file/d/1j9kt9C8Sdd4GoXFlYCscY5eEull3UJWA/view?usp=sharing
skyrimfreak360 Posted March 23, 2024 Posted March 23, 2024 Hi Sheson, so thankfully I've got my DynDOLOD and all that in working order, but if I were to say, make a bashed patch, would I do this before generating xLODGen and after SSELODGen? And I recently downloaded Synthesis Patcher as I hear the great things it can do. This is the order that comes to vision: SSELODGen > Wrye Bash > xLODGen > TexGen > DynDOLOD > Synthesis I might also get a word from that Discord community behind Synthesis. I got the ingame map of Skyrim produced by A Clear Map of Skyrim and Other Worlds working, I just need trees to appear on the map but I forgot how it was done... there's some tweaking that you can do about it in xLODGen to make that happen I believe? Although I got my map working, the outside edges of it has some gaps so I would need SSE Terrain Tamriel on during SSELODGen's generation and then disable afterwards. I also tried getting Solstheim to appear close to Skyrim with Worldspace Transition Tweaks but to no avail, I'll have to try all of this another time and with more knowledge ingrained in me. If there's a guide for me to follow with the proper order on using the modding tools that'd be great!! Mod Tools in Order.zip
sheson Posted March 23, 2024 Author Posted March 23, 2024 2 hours ago, skyrimfreak360 said: Hi Sheson, so thankfully I've got my DynDOLOD and all that in working order, but if I were to say, make a bashed patch, would I do this before generating xLODGen and after SSELODGen? And I recently downloaded Synthesis Patcher as I hear the great things it can do. This is the order that comes to vision: SSELODGen > Wrye Bash > xLODGen > TexGen > DynDOLOD > Synthesis I might also get a word from that Discord community behind Synthesis. I got the ingame map of Skyrim produced by A Clear Map of Skyrim and Other Worlds working, I just need trees to appear on the map but I forgot how it was done... there's some tweaking that you can do about it in xLODGen to make that happen I believe? Although I got my map working, the outside edges of it has some gaps so I would need SSE Terrain Tamriel on during SSELODGen's generation and then disable afterwards. I also tried getting Solstheim to appear close to Skyrim with Worldspace Transition Tweaks but to no avail, I'll have to try all of this another time and with more knowledge ingrained in me. If there's a guide for me to follow with the proper order on using the modding tools that'd be great!! Do not write messages into text files and then upload them as zip. Instead write the message directly into the text field of the forum. I edited your post an added the message. Read the instructions, for example: https://dyndolod.info/Generation-Instructions#Prerequisites Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean [..] Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD. Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, [..] The plugin and asset load order should be "final". All patches should be created. LOD should be generated last. The order is xLODGen, TexGen, DynDOLOD obviously. See https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map and https://dyndolod.info/Mods/Maps-And-Map-Mods xLODGen is used to generate terrain LOD. See https://dyndolod.info/Generation-Instructions#Prerequisites and https://dyndolod.info/Help/xLODGen#Requirements Terrain LOD is generated from the data found in the game plugins. For memory and performance reasons Bethesda removed landscape information from the Skyim.esm which were restored from the vanilla terrain LOD meshes in the xLODGen Resource mods below. The DynDOLOD manual explains the use of DynDOLOD, TexGen and xLODGen to some extent. It is not a modding guide. Make sure to read the description/instructions of third party mods/tools. Consider following a modding guide like STEP from start to finish once to properly learn how to mod. For how to ask questions/what logs to provide when asking specific questions about problems related to the use of the tools and to LOD generation, see the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum
aragonit Posted March 23, 2024 Posted March 23, 2024 When I'm trying to enter Avanchnzel I get a CTD. Unhandled native exception occurred at 0x7FF7C10CB3F9 (SkyrimSE.exe+9FB3F9) on thread 84416! FrameworkName: NetScriptFramework FrameworkVersion: 15 FrameworkArchitecture: x64 GameLibrary: SkyrimSE GameLibraryVersion: 18 ApplicationName: SkyrimSE.exe ApplicationVersion: 1.5.97.0 VersionInfo: Successfully loaded Time: 23 Mar 2024 21:14:24.307 Possible relevant objects (5) { [ 6] TESObjectSTAT(FormId: 291FBE52, File: `Dwarfsphere.esp`) [ 6] TESObjectREFR(FormId: 29247F34, File: `DynDOLOD.esp <- Dwarfsphere.esp`, BaseForm: TESObjectSTAT(FormId: 291FBE52, File: `Dwarfsphere.esp`)) [ 307] BSFadeNode(Name: `DweSphereCenturionPort01`) [ 409] Script(FormId: FF03FB63) [ 414] TESObjectCELL(Name: AvanchnzelExterior03, FormId: 000098E9, File: `Occlusion.esp <- DynDOLOD.esp <- DwarfsphereImprovedPatch.esp <- Lux Via - plugin.esp <- DynDOLOD.esm <- Lux Via.esp <- Dwarfsphere.esp <- MajesticMountains_Moss.esp <- Treescale.esm <- Unofficial Skyrim Special Edition Patch.esp <- Update.esm <- Skyrim.esm`) } So I disabled DynDolod.esp and Occlusion.esp, started the game (I saved before trying to enter) and everything is working perfectly fine. The crashlog is uploaded. Crash_2024_3_23_21-14-24.txt
Jonado Posted March 24, 2024 Posted March 24, 2024 On 3/19/2024 at 1:01 PM, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Post a useful screenshot of the full model(s) with more informative console and of the LOD model(s) as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt https://dyndolod.info/Mods/Open-Exterior-Cities All the logs are here, just as they were before: https://www.dropbox.com/scl/fi/ef90b9t3zloufid6620xn/Logs.7z?rlkey=nnt7uh9ohtanmkzlqktnsttdx&dl=0. I have added the object report log to the zip file too now. I can see if I can upload some screenshots later, but it at least affects the reference 0xC938~Open Cities Skyrim.esp and all objects with FormID 000801ED.
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