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Posted
8 hours ago, D1Z4STR said:

Finally got around to regenerating with the 2 meshes as requested and it made no difference when checking in game. I am just going to make this easy and regenerate LOD again sometime and remove the dynamic flag from waterfalls and change LOD levels to 'None' minus LOD 32. That will look and work better for what I am looking for since dynamic LOD is not working.

No logs or screenshots were provided for the new generation.
That is not really a satisfactory solution or seems logical.

Didn't you report that you see the animated dynamic LOD reference added by DynDOLOD plugins beyond the large reference distance in the LOD area once you if you disabled all LOD with tll?
Why would the static LOD model that should be a bit lower and smaller than the animated dynamic LOD model cover it?
If anything either only uncheck Dynamic and leave everything else as is, or just set LOD Level 4 to None and leave everything else as is.

Posted (edited)

Need some help, i've used dyndo a long time ago but ive changed my whole modlist, so i ran thru all the steps for dyndo again, but i get halfway thru texgen and it freezes. It stops every time at "Gathering base records for billboards". Even waiting up to ten minutes and it's still frozen. 

This is my texgen realtime log: https://pastebin.com/sRx3xgHP

any help is appreciated. 

edit: i see the problem is a dds file, but when i search for this file, it shows up in like 6 different mods. Not quite sure what to do.

Edited by LilSxmmy
Posted
12 hours ago, LilSxmmy said:

Need some help, i've used dyndo a long time ago but ive changed my whole modlist, so i ran thru all the steps for dyndo again, but i get halfway thru texgen and it freezes. It stops every time at "Gathering base records for billboards". Even waiting up to ten minutes and it's still frozen. 

This is my texgen realtime log: https://pastebin.com/sRx3xgHP

any help is appreciated. 

edit: i see the problem is a dds file, but when i search for this file, it shows up in like 6 different mods. Not quite sure what to do.

Upload the entire log as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.

The log shows a message window was created to show the error.

Clicking on the "Click on this link for additional explanations and help for this message" should open https://dyndolod.info/Help/Texconv:
The texture is not a valid file format or corrupted and needs to be converted or replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. If the mentioned texture is part of the DynDOLOD output, delete the entire output from former session before trying again.

Only one mod can supply the wining texture for any given unique file path.

Posted (edited)
1 hour ago, sheson said:

Upload the entire log as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.

Only one mod can supply the wining texture for any given unique file path.

https://dyndolod.info/Help/Texconv
The texture is not a valid file format or corrupted and needs to be converted or replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. If the mentioned texture is part of the DynDOLOD output, delete the entire output from former session before trying again.

that's the only log it gives me, i don't see any log other than the texgen realtime one. Also, when texgen freezes, no window pops up.

so what you're saying is tho,, since ewpshore07.dds is already in the textures in the actual game files,, i should just delete the copies coming from mods?

Edited by LilSxmmy
Posted
11 hours ago, LilSxmmy said:

that's the only log it gives me, i don't see any log other than the texgen realtime one. Also, when texgen freezes, no window pops up.

so what you're saying is tho,, since ewpshore07.dds is already in the textures in the actual game files,, i should just delete the copies coming from mods?

You did not upload the entire log starting with the line TexGen ... starting session to the end.

The log shows a message dialog was created and executed. Sometimes the OS hides new windows behind other ones despite the instruction to show it in front.

As explained, the winning version of textures\landscape\grass\ewpshore07.dds is not a valid texture. Replace it with a valid texture as explained. For example, download and install the winning mod again.

Posted

I am using 3d tree lods, Level 0, billboard4, billboard 1. I heard TreeNormalMaps=1 and TreeLODComplexAtlas=1 makes 2d lods look better.. Would my setup benefit from it even if i have 3d lods? Obviously level 8 and level 16 tree lods will be using 2d so i am wondering if it would affect it or not

Posted
1 minute ago, mostwanted11 said:

I am using 3d tree lods, Level 0, billboard4, billboard 1. I heard TreeNormalMaps=1 and TreeLODComplexAtlas=1 makes 2d lods look better.. Would my setup benefit from it even if i have 3d lods? Obviously level 8 and level 16 tree lods will be using 2d so i am wondering if it would affect it or not

https://dyndolod.info/Mods/Community-Shaders
Note that ultra tree LOD with BillboardX already utilizes HD tree LOD billboards that have normal map textures and typically has better visual results.

https://dyndolod.info/Help/Ultra-Tree-LOD#Requirements
Consider generating HD Tree LOD billboards with normal map textures for better looking tree LOD that reacts more naturally to lighting than standard tree LOD.

https://dyndolod.info/Help/Ultra-Tree-LOD#Generating
While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals.

Posted

before i try this, please pause this video at 3:18 and show me the link for that plugin... i cant find it. in this video there are 3 links.

1. the textgen and dyndolod files / the executables

2. resources

3. scripts

 

however he activates 3 mods in mo2... the link for the plugin is missing

Posted
17 minutes ago, 0wnyx said:

before i try this, please pause this video at 3:18 and show me the link for that plugin... i cant find it. in this video there are 3 links.

1. the textgen and dyndolod files / the executables

2. resources

3. scripts

 

however he activates 3 mods in mo2... the link for the plugin is missing

I am not going to watch a 3rd party video trying to find out what your problem is with it.
If you have problems following third party advice, you need to ask its author/forum etc.

I suggest to read https://dyndolod.info/Downloads for the links to all required downloads.
Then follow https://dyndolod.info/Installation-Instructions and https://dyndolod.info/Generation-Instructions and watch the embedded videos.

Posted

Dyndylod mcm tells me now to safe the game inside a cell, turn off all old dyndolod files and reload the safe with new dyndolod mod...

 

i get this:

DynDOLOD NG plugin version: 3.0.33.0 | SKSE version: 2.2.6.0 | Game version: 1-6-1170-0
DynDOLOD save/load handler installed.
DynDOLOD Papyrus functions installed.
Trampoline initialized.
DynDOLOD Patch installed.
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt
Error opening file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt

 

it seems i am unable to create output that my dyndolod setup can read

Posted
11 minutes ago, 0wnyx said:

Dyndylod mcm tells me now to safe the game inside a cell, turn off all old dyndolod files and reload the safe with new dyndolod mod...

i get this:

DynDOLOD NG plugin version: 3.0.33.0 | SKSE version: 2.2.6.0 | Game version: 1-6-1170-0
DynDOLOD save/load handler installed.
DynDOLOD Papyrus functions installed.
Trampoline initialized.
DynDOLOD Patch installed.
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt
Error opening file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt

it seems i am unable to create output that my dyndolod setup can read

No question was asked. You did not explain what it is you are doing.

See image at https://dyndolod.info/Help/Mod-Configuration-Menu-NG
The DynDOLOD MCM simply shows update instructions in the MCM right part of the Window, since they are important to remember.

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.

Posted (edited)

For what it's worth, I've had issues generating LODs too, although that was using xLODGen. Also Access Violation errors.
Stress testing using OCCT revealed instabilities in my system, and after resetting my BIOS to factory defaults I was able to generate terrain LODs.
I've now just encountered yet another Access Violation error, this time with DynDOLOD. I doubt it's a stability issue this time, since the OCCT test passed after the BIOS reset.

It's late, so I won't be investigating any further tonight, but I'll return with any updates. 

Bugreport: https://pastebin.com/NZgaTETW
Relevant bits of the pop-up dialogue:

[Main Instruction]
Access violation at address 0000000001ED0CAD in module 'DynDOLODx64.exe' (offset EF0CAD).

[Content]
Read of address 0000000000000000.
Edited by MaverickMartyn
Slight formatting fix.
Posted
3 hours ago, MaverickMartyn said:

For what it's worth, I've had issues generating LODs too, although that was using xLODGen. Also Access Violation errors.
Stress testing using OCCT revealed instabilities in my system, and after resetting my BIOS to factory defaults I was able to generate terrain LODs.
I've now just encountered yet another Access Violation error, this time with DynDOLOD. I doubt it's a stability issue this time, since the OCCT test passed after the BIOS reset.

It's late, so I won't be investigating any further tonight, but I'll return with any updates. 

Bugreport: https://pastebin.com/NZgaTETW
Relevant bits of the pop-up dialogue:

[Main Instruction]
Access violation at address 0000000001ED0CAD in module 'DynDOLODx64.exe' (offset EF0CAD).

[Content]
Read of address 0000000000000000.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload when making posts.

Posted
5 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to also upload when making posts.

Just finished running it again, with the same result. Same memory address and offset as before.
Here are all the logs. https://ufile.io/alah81mb

 

Slightly off-topic: How the fudge do you attach a file to a post here?
I see others have done so, but I can't see any option for it.

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