guncai Posted November 10, 2024 Posted November 10, 2024 16 minutes ago, sheson said: Also upload E:\DynDOLOD\Logs\DynDOLOD_TES5_Object_Report.txt and DynDOLOD_TES5_Tree_Report.txt Double check there really is no debug log for TexGen. There seem to be mods/plugins that were made for Skyrim SE like Unofficial Skyrim Special Edition Patch.esp. You expect this game to work without crashes or other problems? Narrow down the problem to a single object LOD BTO using binary search: Hide half of the BTO files in ..\Meshes\Terrain\Tamriel\Objects\ If the issue goes away restore the hidden files and hide the other half. Repeat until only one or a couple BTO having the error remain. Check the BTO in NifSkope and/or upload it so we can try to identify what that huge object might be. Could be a bad 3rd party LOD assets or super large billboard dimensions from wrong object bounds. Make sure that there are no 3rd party billboards installed and that all billboards are generated by TexGen. Unofficial Skyrim Special Edition Patch.esp is the pre-installed plugin with all content removed.All SE plugins have been edited for LE.I will follow the prompts to find the problem. DynDOLOD_TES5_Object_Report:https://ufile.io/xu7nncdk DynDOLOD_TES5_Tree_Export.txt
guncai Posted November 10, 2024 Posted November 10, 2024 (edited) 5 hours ago, guncai said: Unofficial Skyrim Special Edition Patch.esp is the pre-installed plugin with all content removed.All SE plugins have been edited for LE.I will follow the prompts to find the problem. DynDOLOD_TES5_Object_Report:https://ufile.io/xu7nncdk DynDOLOD_TES5_Tree_Export.txt 75.57 kB · 1 download Find a samplehttps://ufile.io/mr9xcdo2Tamriel.16.-16.-32.bto Edited November 10, 2024 by guncai
sheson Posted November 10, 2024 Author Posted November 10, 2024 1 hour ago, guncai said: Find a samplehttps://ufile.io/mr9xcdo2Tamriel.16.-16.-32.bto As suspected, the BTO contains a really huge billboard. You seem to have a bad tree mod that contains billboard textures and tree base records with bad object bounds. Remove all old logs in the Logs folder. Remove/deactivate old TexGen output. Then remove/hide all 3rd party billboards from the load order still supplied by any other mod. The billboards are typically ..\Textures\Terrain\LODGen\ folder. You can use MO2 right window Ddata tab to find all mods containing files in that folder. Then run TexGen to generate all object LOD textures and billboards as usual. Close it normally so it has time to save the log and debug log in case we need it later. Then install the TexGen output, generate LOD with DynDOLOD as usual. If problem still shows, upload new TexGen and DynDOLOD logs and debug logs For reference see: https://dyndolod.info/Generation-Instructions#Prerequisites Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*. See https://dyndolod.info/Help/Object-Bounds You could try checking the object bounds of all tree base records in the load order in xEdit to find the culprit. The numbers should typically be less than 3000 units or so. The wrong ones look like the are in the 100000s. You could then use the CK to fix the bounds as explained in the linked page.
guncai Posted November 11, 2024 Posted November 11, 2024 11 hours ago, sheson said: 正如怀疑的那样,BTO 包含一个非常巨大的广告牌。你似乎有一个坏的树 mod,其中包含公告牌纹理和具有错误对象边界的树基记录。 删除 Logs 文件夹中的所有旧日志。 删除/停用旧的 TexGen 输出。 然后从加载顺序中删除/隐藏所有第三方广告牌,仍然由任何其他 mod 提供。广告牌通常是..\Textures\Terrain\LODGen\ 文件夹中。您可以使用 MO2 右窗口 Ddata 选项卡来查找该文件夹中包含文件的所有 mod。 然后像往常一样运行 TexGen 以生成所有对象 LOD 纹理和公告牌。正常关闭它,以便它有时间保存日志和调试日志,以备将来需要时使用。 然后安装 TexGen 输出,像往常一样使用 DynDOLOD 生成 LOD。 如果问题仍然存在,请上传新的 TexGen 和 DynDOLOD 日志和调试日志 有关参考,请参阅: https:// dyndolod.info/Generation-Instructions#先决条件 不要安装任何第三方树 LOD 广告牌。使用 TexGen 生成所有所需的 LOD 公告板。 https:// dyndolod.info/Help/Tree-Grass-LOD-Billboards 所有LOD广告牌文件都在..\Textures\Terrain\LODGen\*.*. 参见 https:// dyndolod.info/Help/Object-Bounds 您可以尝试在 xEdit 中检查加载顺序中所有树基记录的对象边界,以找到罪魁祸首。这些数字通常应小于 3000 个单位左右。错误的看起来像 100000 年代。然后,您可以使用 CK 来修复边界,如链接页面中所述。 Thank you so much.
1erCru Posted November 15, 2024 Posted November 15, 2024 If I install Dyndolod and choose the option to display grass outside whiterun , but later decide I dont want the grass to render around whiterun while Im inside the city, do I need to rerun dyndolod or can I manually delete these grass files somewhere in the dyndolod or textgen folders
sheson Posted November 16, 2024 Author Posted November 16, 2024 12 hours ago, 1erCru said: If I install Dyndolod and choose the option to display grass outside whiterun , but later decide I dont want the grass to render around whiterun while Im inside the city, do I need to rerun dyndolod or can I manually delete these grass files somewhere in the dyndolod or textgen folders Use xEdit to set the DATA - Flags \ No Grass on the worldspace record 0001A26F WhiterunWorld in the winning plugin to disable grass. 1
mooit Posted November 18, 2024 Posted November 18, 2024 (edited) Hi, Something I've been meaning to ask... I've noticed when I run TexGen as an example back to back several times, on the same exact setup, with no changes to my load order or the mods installed, and no changes to TexGen, when it has completed and says; Waiting for Texconv to convert textures The numbers always changes like; Waiting for Texconv to convert 8 textures Waiting for Texconv to convert 2 textures Waiting for Texconv to convert 4 textures Waiting for Texconv to convert 12 textures I don't understand why this change in converting textures, why aren't the numbers constently the same, if there aren't any changes being made on a setup, or any of the settings? THANKS Edited November 18, 2024 by mooit
sheson Posted November 18, 2024 Author Posted November 18, 2024 6 hours ago, mooit said: Hi, Something I've been meaning to ask... I've noticed when I run TexGen as an example back to back several times, on the same exact setup, with no changes to my load order or the mods installed, and no changes to TexGen, when it has completed and says; Waiting for Texconv to convert textures The numbers always changes like; Waiting for Texconv to convert 8 textures Waiting for Texconv to convert 2 textures Waiting for Texconv to convert 4 textures Waiting for Texconv to convert 12 textures I don't understand why this change in converting textures, why aren't the numbers constently the same, if there aren't any changes being made on a setup, or any of the settings? THANKS TexGen is a multithreaded program running on a multitasking OS. The order of things are not guarantied. How long something takes depends on the OS scheduling, other processes, available resources etc. 1
Soothsayerman Posted November 18, 2024 Posted November 18, 2024 What setting do I need to adjust to fix the trees that are just blobs in the background behind the house? I didn't have any problem with installation or anything and it seems to work very smoothly but I am not sure how to actually change the visuals such as this. Thanks!
sheson Posted November 18, 2024 Author Posted November 18, 2024 28 minutes ago, Soothsayerman said: What setting do I need to adjust to fix the trees that are just blobs in the background behind the house? I didn't have any problem with installation or anything and it seems to work very smoothly but I am not sure how to actually change the visuals such as this. Thanks! Read the first post and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/FAQ#Billboard-tree-LOD-textures-cut-off-mid-way The tree texture atlas like ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds does not belong to the generated tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.* Verify that the tree texture atlas ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds and the tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten.
CrKhan09 Posted November 19, 2024 Posted November 19, 2024 Hi, I am getting a range check error when trying to run Dyndolod. Here are my log files: https://ufile.io/f/yki41 Before the problem occurred, I ran TexGen with HD grass for the first time. TexGen completed successfully, but Dyndolod is getting hung up on an item that it has never had a problem with before.
sheson Posted November 19, 2024 Author Posted November 19, 2024 2 hours ago, CrKhan09 said: Hi, I am getting a range check error when trying to run Dyndolod. Here are my log files: https://ufile.io/f/yki41 Before the problem occurred, I ran TexGen with HD grass for the first time. TexGen completed successfully, but Dyndolod is getting hung up on an item that it has never had a problem with before. Note the warning messages "Property not found" in the mineorescript.pex, for example: Property not found resourcecountgv_cco in scripts\mineorescript.pex SIC Property not found resourcecounttotalgv_cco in scripts\mineorescript.pex Property not found strikesbeforecollectiongv_cco in scripts\mineorescript.pex Property not found attackstrikesbeforecollectiongv_cco in scripts\mineorescript.pex https://dyndolod.info/Messages/Property-Not-Found-In-Scripts This can happen in case scripts are updated or being overwritten. It can be a sign of load order conflicts of two mods requiring different versions of a script or of a mod author not properly error checking and cleaning up after making changes. The mineorescript.pex script shipping with Complete Crafting Overhaul Remastered contains the properties. That means the script is being overwritten by another mod. You want to fix that. Double check and fix similar conflicts for other reported scripts well. Upload new log, debug log and bugreport.txt if issue persists after sorting out the load order.
Archcadia Posted November 23, 2024 Posted November 23, 2024 Was trying to generate some DynDOLod files for my SSE, though when it gets to the "creating texture atlas for tamriel" section, it just throws me that error. I have the C++ Redistributable files downloaded and installed (both x86 and x64 just in case), windows defender real-time protection is temporarily disabled when trying to run DynDOLod. I'm running the x64 applications through Mod Organiser. https://paste.ee/p/RsskD Debug_Log: https://ufile.io/6a7sgset Any help would be greatly appreciated.
sheson Posted November 23, 2024 Author Posted November 23, 2024 1 hour ago, Archcadia said: Was trying to generate some DynDOLod files for my SSE, though when it gets to the "creating texture atlas for tamriel" section, it just throws me that error. I have the C++ Redistributable files downloaded and installed (both x86 and x64 just in case), windows defender real-time protection is temporarily disabled when trying to run DynDOLod. I'm running the x64 applications through Mod Organiser. https://paste.ee/p/RsskD Debug_Log: https://ufile.io/6a7sgset Any help would be greatly appreciated. https://dyndolod.info/Help/Texconv DynDOLOD includes a customized version of Texconv to convert different texture formats. Do not replace Texconv with other versions. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games. https://dyndolod.info/Updating
Archcadia Posted November 23, 2024 Posted November 23, 2024 I am using the version of Texconv that came with DynDOLOD though. And the DynDOLOD folder is in an almost empty internal drive (E:\)
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