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Posted
1 hour ago, sheson said:

It is possible a source texture has issues.

Do you have a mod containing textures\_resourcepack\landscape\grass\mesagrass02.dds? If so, which one or could you upload the texture?
Not quite sure if this texture is related to the issue or not, though.

Restore default TexGen_SSE.ini and run this test version https://mega.nz/file/BRYAFYgD#sk54a8RGSkX3Br0qF-qtEmLMS_XeuHOPaVwIqreFZYc

If this runs without error it is possible a generated texture / billboard looks funny. Maybe not. Might be hard to see, if at all.

I'm afraid my PC doesn't contain a single mesagrass02.dds file, searched using Everything. I brought back the original INI file, replaced the EXE with the one you provided, and it followed the same pattern, 1 minute generating, crash at a random tree or grass file, 70MB output, no error message, no log, only the bugreport file changed.

Here's a fragment from the beginning:

callstack crc      : $731e0d9d, $94169911, $5d9c0414
exception number   : 13
exception class    : EIntOverflow
exception message  : Unknown.

Posted
2 hours ago, MrPrideHyde said:

I'm afraid my PC doesn't contain a single mesagrass02.dds file, searched using Everything. I brought back the original INI file, replaced the EXE with the one you provided, and it followed the same pattern, 1 minute generating, crash at a random tree or grass file, 70MB output, no error message, no log, only the bugreport file changed.

Here's a fragment from the beginning:

callstack crc      : $731e0d9d, $94169911, $5d9c0414
exception number   : 13
exception class    : EIntOverflow
exception message  : Unknown.

No new realtime log or bugreport.txt was uploaded. Upload those entire logs.

It will be at least in _ResourcePack.bsa.
As usual, to find files in the data folder, use MO2 right window Data tab. Make sure enable the Mod column. Make sure to check Enable archives parsing under menu Tools, Workarounds tabs.

Posted
14 hours ago, sheson said:

No new realtime log or bugreport.txt was uploaded. Upload those entire logs.

It will be at least in _ResourcePack.bsa.
As usual, to find files in the data folder, use MO2 right window Data tab. Make sure enable the Mod column. Make sure to check Enable archives parsing under menu Tools, Workarounds tabs.

Sorry, tis as you said, I found _ResourcePack.bsa (classified as Creation Club: _ResourcePack), inside it: textures\_resourcepack\landscape\grass\mesagrass02.dds, I also skimmed through every other BSA file in Data, haven't found another mesagrass02.dds

Wasn't able to unpack it using BSAopt, if the file itself is still necessary, pls share the correct method to extract it

Here are the files from the most recent try (EXE version 188, default TexGen_SSE.ini except the added RealTimeLog=1): https://disk.yandex.com/d/nVZTjSahZJbnvw

Posted
3 hours ago, MrPrideHyde said:

Sorry, tis as you said, I found _ResourcePack.bsa (classified as Creation Club: _ResourcePack), inside it: textures\_resourcepack\landscape\grass\mesagrass02.dds, I also skimmed through every other BSA file in Data, haven't found another mesagrass02.dds

Wasn't able to unpack it using BSAopt, if the file itself is still necessary, pls share the correct method to extract it

Here are the files from the most recent try (EXE version 188, default TexGen_SSE.ini except the added RealTimeLog=1): https://disk.yandex.com/d/nVZTjSahZJbnvw

Using MO:

image.png

Just create a temp folder somewhere for extraction of the archive.

Posted
6 hours ago, MrPrideHyde said:

Sorry, tis as you said, I found _ResourcePack.bsa (classified as Creation Club: _ResourcePack), inside it: textures\_resourcepack\landscape\grass\mesagrass02.dds, I also skimmed through every other BSA file in Data, haven't found another mesagrass02.dds

Wasn't able to unpack it using BSAopt, if the file itself is still necessary, pls share the correct method to extract it

Here are the files from the most recent try (EXE version 188, default TexGen_SSE.ini except the added RealTimeLog=1): https://disk.yandex.com/d/nVZTjSahZJbnvw

Use xEdit Asset Browser (CTRL+F3) to extract single files from archives or maybe BSArch.

Delete all old logs and bugreport.txt. Run this test version https://mega.nz/file/gUIGkbDL#1MrXg5ErgBHhSdZkuk3CsJTWPyQCHCB_xQ_Mdc1zNp4

Upload new log(s), bugreport.

Posted
1 hour ago, sheson said:

Use xEdit Asset Browser (CTRL+F3) to extract single files from archives or maybe BSArch.

Delete all old logs and bugreport.txt. Run this test version https://mega.nz/file/gUIGkbDL#1MrXg5ErgBHhSdZkuk3CsJTWPyQCHCB_xQ_Mdc1zNp4

Upload new log(s), bugreport.

Thank the Divines and you of course! This time it succeeded, at least I hope it did, the output is 160 MB (but I chose the Zip and Exit option, inside 7-Zip it shows about 329 MB size). I should probably mention that I did add about 20 mods to my modlist, but before that I had about 600 anyway, so I hope it didn't have a major impact. The only thing I changed besides that was the EXE file. Next step is I'm going to install it and try making a DynDOLOD out of it.

Here are the log files and that one texture if they're still needed and in case I was celebrating too early: https://disk.yandex.com/d/1HQqbuB30RQkaQ

Posted
25 minutes ago, tk421storm said:

Yes! Quite repeatable, seems to die on the same two textures every time.

bug report.txt

The message EFCreateError and The system cannot find the path specified is from the OS and typically means the program was prevented from writing. Usually related to UAC or antivir etc.

Just to double check, see if the folder E:\SkyrimTools\_DynDOLOD_Output\textures\pbr\architecture\markarth\ still exists. It is created just before it tries to save a the file to it.

Posted
30 minutes ago, MrPrideHyde said:

Thank the Divines and you of course! This time it succeeded, at least I hope it did, the output is 160 MB (but I chose the Zip and Exit option, inside 7-Zip it shows about 329 MB size). I should probably mention that I did add about 20 mods to my modlist, but before that I had about 600 anyway, so I hope it didn't have a major impact. The only thing I changed besides that was the EXE file. Next step is I'm going to install it and try making a DynDOLOD out of it.

Here are the log files and that one texture if they're still needed and in case I was celebrating too early: https://disk.yandex.com/d/1HQqbuB30RQkaQ

Good. Still not sure if all rendered billboards will be OK but I wouldn't worry unless you see something weird in the game. Like bad/missing transparency for grass/tree LOD billboards.

Posted
1 hour ago, sheson said:

The message EFCreateError and The system cannot find the path specified is from the OS and typically means the program was prevented from writing. Usually related to UAC or antivir etc.

Just to double check, see if the folder E:\SkyrimTools\_DynDOLOD_Output\textures\pbr\architecture\markarth\ still exists. It is created just before it tries to save a the file to it.

thanks for your quick reply! I have the directories excluded from windows defender. I ran as administrator and ran into the same issue. I have verified that the folders (there is another error pointing to dungeons/dwemerruins) exist and are writable by me. Manually creating the folders and running the tool lead to the same basic result:

https://drive.google.com/file/d/1J_T5GDpxyMTxVzwL9wiNcl4bEvrgsvps/view?usp=sharing

I have my temp folder mapped to a separate drive in order to prevent C: from getting filled up; I wonder if it has something to do with that.

Posted
35 minutes ago, tk421storm said:

thanks for your quick reply! I have the directories excluded from windows defender. I ran as administrator and ran into the same issue. I have verified that the folders (there is another error pointing to dungeons/dwemerruins) exist and are writable by me. Manually creating the folders and running the tool lead to the same basic result:

https://drive.google.com/file/d/1J_T5GDpxyMTxVzwL9wiNcl4bEvrgsvps/view?usp=sharing

I have my temp folder mapped to a separate drive in order to prevent C: from getting filled up; I wonder if it has something to do with that.

Do you intend the underscore in DynDOLOD_Output?

Cannot create file "E:\SkyrimTools\_DynDOLOD_Output\textures\pbr\architecture\markarth\mrkrockdesigns01linear.dds".

Maybe it should be:

E:\SkyrimTools\DynDOLOD3\DynDOLOD_Output\

 

These things almost always reduce down to a simple thing.

Posted
2 hours ago, sheson said:

Good. Still not sure if all rendered billboards will be OK but I wouldn't worry unless you see something weird in the game. Like bad/missing transparency for grass/tree LOD billboards.

Hey, I'm back, DynDOLOD this time. Bugreport says Integer overflow, yet I also got an Access Violation popup window. First time in "Grass Bounds.esp", then I disabled it, ran again, similar situation. With RealTimeLog=1 it takes half an hour merely to get to the error message and generates nothing inside DynDOLOD_Output folder. Here's everything: https://disk.yandex.com/d/bb1qu-z3E3esxw

Posted
10 hours ago, tk421storm said:

thanks for your quick reply! I have the directories excluded from windows defender. I ran as administrator and ran into the same issue. I have verified that the folders (there is another error pointing to dungeons/dwemerruins) exist and are writable by me. Manually creating the folders and running the tool lead to the same basic result:

https://drive.google.com/file/d/1J_T5GDpxyMTxVzwL9wiNcl4bEvrgsvps/view?usp=sharing

I have my temp folder mapped to a separate drive in order to prevent C: from getting filled up; I wonder if it has something to do with that.

It should only have to do with the path and file reported in the error message.

Check if anything is different with this test version https://mega.nz/file/cNYgzDrb#ZRoLddzO7hzhGV9QqZAjH5NOFAzN-Csevqj9pWfLqs8
Delete old logs and upload new ones.

If the issue persists, check if disabling real time protection entirely makes a difference. Try adding exceptions for all executables Texgen, DynDOLOD, Texconv, xLODGen.

Posted
10 hours ago, MrPrideHyde said:

Hey, I'm back, DynDOLOD this time. Bugreport says Integer overflow, yet I also got an Access Violation popup window. First time in "Grass Bounds.esp", then I disabled it, ran again, similar situation. With RealTimeLog=1 it takes half an hour merely to get to the error message and generates nothing inside DynDOLOD_Output folder. Here's everything: https://disk.yandex.com/d/bb1qu-z3E3esxw

Upload Grass Bounds.esp
Check if any mods overwrite meshes\landscape\grass\FallForestGrassObj01.nif, textures\landscape\grass\FallForestGrassObj01.dds and textures\effects\HighFrequencyNormals.dds

If all of these files are from vanilla BSAs, make sure the files are from the current Skyrim Steam version and report the CRC32 of Skyrim - Textures5.bsa. You can find that out with 7zip right click context menu for example.
Otherwise report the mod(s) or upload those files.

No need to enable the realtime log if it saves the log and debug log.

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