sheson Posted September 3, 2024 Author Posted September 3, 2024 10 hours ago, brelyn96 said: Thank you for all these links, sorry I didn't do this initially. https://drive.google.com/drive/folders/1BDaUGPr7t9_-z1XxFTUQIrJANWayCdus?usp=drive_link -log and debug log along with a screenshot of the road in xedit. Also there is a screenshot of my LOD install order as I probably f'd something up there. Problem still happens when using tll in console Things I've done since to troubleshoot: Reinstall terrain parallax blending, blended roads, tomato's landscapes. Reinstalled Vanilla Landscape corrections and ran xLODGen as suggested in the steps for that mod. You upload the TexGen log and debug log instead of the DynDOLOD log and debug log. The xEdit screenshot still has folded elements. Unfold them as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots to make sure they contain the same values etc. in the overwrite as in the source. It looks like the only difference is the Has Distant LOD flag, which typically does not cause such visual issues. Full models are not affected by LOD, so turning LOD off with tll not having an effect is expected. Test if the problem goes away with DynDOLOD output disabled as explained https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If you change the load order after generating LOD, check the base record again. If there are discrepancies because additional plugins make changes to the base record used by the reference but are overwritten/reverted by DynDOLOD plugins, generate new LOD from scratch, or manually forward the changes with xEdit. Generating terrain LOD with xLODGen is not going to affect objects (references that can be clicked with a form id, like roads for example) or terrain in the active cells.
ck1007197714 Posted September 3, 2024 Posted September 3, 2024 (edited) 生成后使用版本 180 加载游戏保存文件 CTD Crash_2024_9_4_5-42-10.txt Edited September 3, 2024 by ck1007197714
sheson Posted September 4, 2024 Author Posted September 4, 2024 6 hours ago, ck1007197714 said: 生成后使用版本 180 加载游戏保存文件 CTD Crash_2024_9_4_5-42-10.txt 215.84 kB · 2 downloads Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug to upload when making posts. Upload c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\skse64.log Consider installing crash logger, disable crash logging in .Net Script Framework and upload that crash log. Just because DynDOLOD is in the load order or happens to be listed in a world or cell record does not mean it caused the crash. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting The crash may be related to 0x000D9394, a record that is not being touched by any DynDOLOD plugin. Or it may be related to some kind of problem with loading or processing the SKSE cosave data. Test with a new game. In case of updating make sure to follow https://dyndolod.info/Help/Clean-Save
Wolfpack49 Posted September 5, 2024 Posted September 5, 2024 (edited) HI all, I've been running the latest Lodgen (118) and Dyndolod (180) and both Lodgen and Texgen ran fine, but I am getting a hang when running Dyndolod at the following line: Waiting for LODGenx64Win.exe generating object LOD for Tamriel AUT. Dyndolod_logs.zip DynDOLOD_settings..zip I thought it might be due to running seasons, but I let it run overnight and it didn't progress past this line. I do have Open Cities and this run is for the first pass with OCS disabled. Thanks for any suggestions and all the effort over the years on Dyndolod! Edited September 5, 2024 by Wolfpack49
sheson Posted September 5, 2024 Author Posted September 5, 2024 1 hour ago, Wolfpack49 said: HI all, I've been running the latest Lodgen (118) and Dyndolod (180) and both Lodgen and Texgen ran fine, but I am getting a hang when running Dyndolod at the following line: Waiting for LODGenx64Win.exe generating object LOD for Tamriel AUT. Dyndolod_logs.zip DynDOLOD_settings..zip I thought it might be due to running seasons, but I let it run overnight and it didn't progress past this line. I do have Open Cities and this run is for the first pass with OCS disabled. Thanks for any suggestions and all the effort over the years on Dyndolod! There might be a problem with (old?) LODGen log files being blocked by other processes, which could be "hidden" LODGenx64Win.exe from an former unsucessful session which are only shown in task manager for example. [38:36] <Error: LODGenx64Win.exe failed to generate object LOD for arnimaDUPLICATE003. Can not delete E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt> Since it saysWaiting for LODGenx64Win.exe generating object LOD for Tamriel AUT, check E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_Tamriel_AUT_log.txt is accessible. I suggest to restart Windows, delete the log folder to hopefully clear that up. Each LODGenx64Win.exe that is being started has a command prompt window to which it writes its log messages. You should be able to bring them up from the taskbar to see what they currently do. The ones for Tamriel can take a while. Also see https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory as they might be relevant.
Jayombi Posted September 5, 2024 Posted September 5, 2024 Okay, Went away tried numerous things still my crows in Skyrim VR are broken some how so coming back to hopefully help with the right logs and provide enough information to work out why my crows have disappeared... MOD : Flying Crows SSE https://www.nexusmods.com/skyrimspecialedition/mods/49270?tab=description LOGS : https://ufile.io/f/t289u TexGen Log Papyrus Log TexGen Debug Log Problem : The issue is that after running DynDolod 3 I am able to see crows in child cells (Whiterun, Windhelm, etc) but are unable to see any that are placed in the parent cell, or "Tamriel" worldspace. Was using both mods for a long time all fine and all. Then one update or such after, they vanished and its been like that up to present day. I have tried changing options but to no avail... All my files are up to date (to my knowledge) and just to verify I play Skyrim VR. Kind regards.
sheson Posted September 5, 2024 Author Posted September 5, 2024 47 minutes ago, Jayombi said: Okay, Went away tried numerous things still my crows in Skyrim VR are broken some how so coming back to hopefully help with the right logs and provide enough information to work out why my crows have disappeared... MOD : Flying Crows SSE https://www.nexusmods.com/skyrimspecialedition/mods/49270?tab=description LOGS : https://ufile.io/f/t289u TexGen Log Papyrus Log TexGen Debug Log Problem : The issue is that after running DynDolod 3 I am able to see crows in child cells (Whiterun, Windhelm, etc) but are unable to see any that are placed in the parent cell, or "Tamriel" worldspace. Was using both mods for a long time all fine and all. Then one update or such after, they vanished and its been like that up to present day. I have tried changing options but to no avail... All my files are up to date (to my knowledge) and just to verify I play Skyrim VR. Kind regards. Provide a useful screenshot of a crow reference that show without DynDOLOD output enabled but not with it enabled with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
Jayombi Posted September 5, 2024 Posted September 5, 2024 (edited) 20 minutes ago, sheson said: Provide a useful screenshot of a crow reference that show without DynDOLOD output enabled but not with it enabled with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Dyndolod ON https://postimg.cc/gallery/PwHjcG8 When ON, nothing in the sky and no Crow Sounds... Dyndolod OFF https://postimg.cc/gallery/MMB8WKb When OFF the crows return and there corresponding sound FX can be heard. Edited September 5, 2024 by Jayombi
sheson Posted September 5, 2024 Author Posted September 5, 2024 14 minutes ago, Jayombi said: Dyndolod ON https://postimg.cc/gallery/PwHjcG8 When ON, nothing in the sky and no Crow Sounds... Dyndolod OFF https://postimg.cc/gallery/MMB8WKb When OFF the crows return and there corresponding sound FX can be heard. With DynDOLOD disabled, open console and click the crows to get their reference form ID. Best with More Informative Console.
Jayombi Posted September 5, 2024 Posted September 5, 2024 5 minutes ago, sheson said: With DynDOLOD disabled, open console and click the crows to get their reference form ID. Best with More Informative Console. Was tricky, VR informative Console isn't as friendly but I finally got one.. https://postimg.cc/wRKm1Bv9
Wolfpack49 Posted September 5, 2024 Posted September 5, 2024 6 hours ago, sheson said: There might be a problem with (old?) LODGen log files being blocked by other processes, which could be "hidden" LODGenx64Win.exe from an former unsucessful session which are only shown in task manager for example. [38:36] <Error: LODGenx64Win.exe failed to generate object LOD for arnimaDUPLICATE003. Can not delete E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_arnimaDUPLICATE003_log.txt> Since it saysWaiting for LODGenx64Win.exe generating object LOD for Tamriel AUT, check E:\Skyrim Tools\DynDOLOD_300_A180\Logs\LODGen_SSE_Tamriel_AUT_log.txt is accessible. I suggest to restart Windows, delete the log folder to hopefully clear that up. Each LODGenx64Win.exe that is being started has a command prompt window to which it writes its log messages. You should be able to bring them up from the taskbar to see what they currently do. The ones for Tamriel can take a while. Also see https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory as they might be relevant. Thanks Sheson -- rebooting and clearing out the old log files did the trick. It did take awhile to get to the AUT step, but I could see the SUM and SPR windows processing from the taskbar, and it completed in just a couple hours. LOL! Thanks again.
JelloMold Posted September 6, 2024 Posted September 6, 2024 I'm having a very specific issue where TexGen is not finding ONE texture. treepineforestbarkcompsnow_p.dss I'm unsure if this is the correct place to ask this, but I've tried redownloading the resource files and looked for mods to compensate missing texture files. This one eludes me still.
sheson Posted September 6, 2024 Author Posted September 6, 2024 17 minutes ago, JelloMold said: I'm having a very specific issue where TexGen is not finding ONE texture. treepineforestbarkcompsnow_p.dss I'm unsure if this is the correct place to ask this, but I've tried redownloading the resource files and looked for mods to compensate missing texture files. This one eludes me still. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and debug log to upload when making posts. See https://dyndolod.info/Messages/File-Not-Found-Textures treepineforestbarkcompsnow_p.dss looks like a typo, it probably should be treepineforestbarkcompsnow_p.dds
Gamma_Metroid Posted September 7, 2024 Posted September 7, 2024 I have an object that uses a vanilla mesh (dungeons\dwemer\platforms\dweplatmid01.nif) with a Texture Set. DynDOLOD's LOD model uses a rendered LOD texture, which (unless I am missing something) does not automatically get retextured by running TexGen or during LOD Generation. What is the best way to make sure the LOD model has the correct texture? Do I need to create an alternate rendered object texture?
sheson Posted September 7, 2024 Author Posted September 7, 2024 1 hour ago, Gamma_Metroid said: I have an object that uses a vanilla mesh (dungeons\dwemer\platforms\dweplatmid01.nif) with a Texture Set. DynDOLOD's LOD model uses a rendered LOD texture, which (unless I am missing something) does not automatically get retextured by running TexGen or during LOD Generation. What is the best way to make sure the LOD model has the correct texture? Do I need to create an alternate rendered object texture? Make a copy of the special render NIF from ..\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\LOD\*lod.NIF to ..\Data\DynDOLOD\Render\Objects\LOD\Customlod.NIF The \Skyrim\ folder is optional if the NIF resides in the data folder. Make sure to use a somewhat unique filename. For example include (an abbreviation) of the mod name for example. Modify the custom NIF, and update the texture until it renders what you need. Use Preview in TexGen to check it is found and looks as desired. Run TexGen to generate the rendered object LOD textures in the TexGen output folder as ..\Textures\LOD\Customlod.dds Make a copy of the LOD model(s) and change its filename to the editor ID of the base record that defines the texture replacement(s). For example, the vanilla base record 0061925 has alternate texture. The base records Editor ID is "DirtCliffsCornerIn01PineForest03" DynDOLOD will check if there are LOD models like DirtCliffsCornerIn01PineForest03_lod_0.nif in the load order and use it instead of the default dirtcliffscornerin01_lod_0.nif. Update the new LOD model to use the rendered texture created above. You can search the DynDOLOD_SSE_Debug_log.txt for message like [BuildBaseRecords] <Debug: Looking for ... by searching for the base record form ID to see what LOD model filenames it is looking for. You can check the DynDOLOD_SSE_Object_Report.txt what LOD model where found/used by a base record. If something does not work as explained/expected let me know.
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