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Posted
13 hours ago, stairstepartifact said:

Hi. Sorry if this has been posted before but it's hard to search this forum as it makes me wait 15 seconds between each search :P

For me I cannot get TexGenx64 to run as it always hangs at "gathering base records for billboards" OR game: skyrim SE. No output logs are made by texgen or dyndolod. (I checked everywhere, including skyrim folder & DynDOLOD/Logs)

I've waited for over 30 minutes and the window is completely frozen.

yBVI8Odn_o.png
 

This is the log from the terminal: 

https://hastebin.com/share/secuwobexo.ruby

This does seem like a Wine issue so perhaps the authors here aren't obliged to help or "fix" anything (if it even is an issue with dyndolod) but it would be much appreciated and I'm willing to do some debugging if needed. I've searched far and wide on the internet before posting here and made sure I have dependencies, both native & on windows, that might be related to the issue but there's always the chance I might be missing something. I don't get errors like this with any other skyrim standalone mod such as bodyslide or pandora behavior engine and opengl games work fine. 

I've also tried without any mods enabled and outside MO2. Same issue.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the realtime log in case the tools are prematurely terminated and can not write the normal log and debug log.

Could be related to https://stepmodifications.org/forum/topic/21027-texgendyndolod-out-of-graphics-memory-linux/page/2/#findComment-287422, then maybe https://stepmodifications.org/forum/topic/21129-opengl-invalid-value-from-twbrenderloadglmultiimage

 

Posted
6 hours ago, ssuamier1 said:

Sorry for digging out this very old thread, but I have found nothing about this topic at all. It took a long time to break it down.

1) There are Errors like 

Error: Root block is in Meshes\effects\fxcreekflatlong01_nobsorderednode.nif DynDOLOD.esm FXCreekFlatLong01_NoBSOrderedNode [MSTT:BA001006]

Full log entry:

[1:03:15] [aaaSunchamberWORLD] Creating texture atlas D:\Modding\tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_aaaSunchamberWORLD_Glow.dds 1024 x 512
[1:03:58] [aaaSunchamberWORLD] Generating tree LOD
[1:03:58] [aaaSunchamberWORLD] Generating dynamic LOD
[1:03:58] <Error: Root block is in Meshes\effects\fxcreekflatlong01_nobsorderednode.nif DynDOLOD.esm FXCreekFlatLong01_NoBSOrderedNode [MSTT:BA001006]>
[1:03:58] <Error: Root block is in Meshes\effects\fxwaterfallthin2048x512_nobsorderednode.nif DynDOLOD.esp FXWaterfallThin2048x512_NoBSOrderedNode [MSTT:BB001007]>

which I found weird. Why does DynDOLOD have errors on it's own resources?

2) These are effect meshes. There seems to be no way to directly create plugin patches for them (I found no way in xEdit).

Since I use Natural Waterfalls and Realistic Water Two mods, some issues that exists (or did exists) in the correspondent vanilla meshes are fixed.

Possible solutions:
- I could force using the original meshes by deleting the rules. This looks odd to me.
- Alternatively I could create a "meshes only" patch from the above mods, but I would then not be able to publish such a patch.

Any other suggestion?

This is the DynDOLOD 2.x thread. I believe you are using DynDOLOD 3?

In either case upload the entire DynDOLOD log and not just a few lines. In case of DynDOLOD 3 also uplaod the debug log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

The provided error message seens to report the rootblock name to be empty, which might indicate a problem with accessing or reading the files. Verify in MO2 right window data tab that the NIFs are actually from DynDOLOD Resources and check their root node with NifSkope. The meshes in DynDOLOD Resources have BSFadeNode root nodes and should be fine.

See https://dyndolod.info/Mods/Waterfalls

  • Like 1
Posted
2 hours ago, sheson said:

This is the DynDOLOD 2.x thread. I believe you are using DynDOLOD 3?

In either case upload the entire DynDOLOD log and not just a few lines. In case of DynDOLOD 3 also uplaod the debug log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

The provided error message seens to report the rootblock name to be empty, which might indicate a problem with accessing or reading the files. Verify in MO2 right window data tab that the NIFs are actually from DynDOLOD Resources and check their root node with NifSkope. The meshes in DynDOLOD Resources have BSFadeNode root nodes and should be fine.

See https://dyndolod.info/Mods/Waterfalls

So I double checked in MO2 (with BSA archive checker enabled): There is only one of those two nif files.
And the message indicates not that it is a "NiNode" but it is an unknown node.
Which is not correct, since NifSkope shows it is a BSFadeNode (but I checked with the unofficial Nifskope 2.0 dev 11, your mileage may vary).

Here are the full Logs:
https://pastebin.pl/view/770f561d

Debug Log was too big, so I uploaded a 7zip file:
https://www.mediafire.com/file/ajn4irb9yvfh10y

Both outside and inside MO2 the file date of both nifs is Sep 11 2023.

Sorry, I was not aware, that the Dreamborne aaaSunchamberWorld patch was added in DynDOLOD 2.x as the file date is 2024.

In nifskope I couldn't find differences in the header between nifs in RWT2 and those from DynDOLOD ressources.

Posted
9 hours ago, ssuamier1 said:

So I double checked in MO2 (with BSA archive checker enabled): There is only one of those two nif files.
And the message indicates not that it is a "NiNode" but it is an unknown node.
Which is not correct, since NifSkope shows it is a BSFadeNode (but I checked with the unofficial Nifskope 2.0 dev 11, your mileage may vary).

Here are the full Logs:
https://pastebin.pl/view/770f561d

Debug Log was too big, so I uploaded a 7zip file:
https://www.mediafire.com/file/ajn4irb9yvfh10y

Both outside and inside MO2 the file date of both nifs is Sep 11 2023.

Sorry, I was not aware, that the Dreamborne aaaSunchamberWorld patch was added in DynDOLOD 2.x as the file date is 2024.

In nifskope I couldn't find differences in the header between nifs in RWT2 and those from DynDOLOD ressources.

Upload D:\Modding\tools\DynDOLOD\Logs\LODGen_SSE_RigmorRoscrea_log.txt.

DynDOLOD Resources contains 3 NIF files in that effects folder. Install the DynDOLOD Resources properly and ensure the NIFs are winning any conflict. MO2 should obviously properly report the contents of that folder/find all those 3 files. Typically DynDOLOD would report missing resources files at startup or there should be file not found messages later in the log.

The block types (e.g. strings of their names) are read from the header of the same NIF. The root block being an empty string might be a problem with reading the NIF from disk/ through the vfs. If the NIF file seems fine when loading directly in NifSkope, close all NifSkopes, then run Explore Virtual Folder from the MO2 drop down, navigate to D:\SteamLibrary\steamapps\common\Skyrim Special Edition\data\Meshes\effects\ and double click the NIF to open it in NifSkope through the vfs.
You can also try using xEdit Asset Browser started with CTRL+F3 and then filter by a NIF filename and double clicking the shown NIF file to open it through the vfs.
Could be antivirus interfering, though that seems very specific if it only affects those files and nothing else.

I am more worried about this error message:
Error assigning to [ \ [BA] DynDOLOD.esm \ [4] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [3] GRUP Exterior Cell Block -1, 0 \ [1] GRUP Exterior Cell Sub-Block -2, 2 \ [2] [CELL:000092BB] \ [9] XCWT - Water] from [ \ [09] LegacyoftheDragonborn.esm \ [41] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [11] GRUP Exterior Cell Block -1, 0 \ [8] GRUP Exterior Cell Sub-Block -2, 2 \ [4] [CELL:000092BB] \ [9] XCWT - Water]: [Exception] Load order FileID [01] can not be mapped to file FileID for file "DynDOLOD.esm"

What version of LegacyoftheDragonborn.esm do you use? What are the last plugins to overwrite the worldspace 0000003C and cell record 000092BB? Are they error free?

You want to sort out the conflict of the mineorescript if you want CCO it to work as intended.

Posted (edited)
22 hours ago, sheson said:

https://pastebin.com/EYxjx6ts

Unfortunately LoadGLCompressed=0, MaxRenderResolution=4096 & lowering MaxMultiSamples did not let me get to configuration screen.

My system:

Debian 13 Linux 6.12.41+deb13-amd64

16GB Ram

AMD RX 9060 XT 8GB 

Ryzen 5 5600

Mesa 25.0.7

Edited by stairstepartifact
Posted
3 hours ago, stairstepartifact said:

https://pastebin.com/EYxjx6ts

Unfortunately LoadGLCompressed=0, MaxRenderResolution=4096 & lowering MaxMultiSamples did not let me get to configuration screen.

My system:

Debian 13 Linux 6.12.41+deb13-amd64

16GB Ram

AMD RX 9060 XT 8GB 

Ryzen 5 5600

Mesa 25.0.7

The first post I linked says:
... only set MaxRenderResolution=4096 to work around the recent Nvidia Linux drivers to consume all main memory.
This only makes sense to do, if all memory is actually consumed at start up. That can be checked with system tools/monitors installed with the OS.

Read the second thread I linked. Run and upload logs from the test version from this post https://stepmodifications.org/forum/topic/21129-opengl-invalid-value-from-twbrenderloadglmultiimage/page/2/#findComment-287412

 

Posted
9 hours ago, sheson said:

Upload D:\Modding\tools\DynDOLOD\Logs\LODGen_SSE_RigmorRoscrea_log.txt.

DynDOLOD Resources contains 3 NIF files in that effects folder. Install the DynDOLOD Resources properly and ensure the NIFs are winning any conflict. MO2 should obviously properly report the contents of that folder/find all those 3 files. Typically DynDOLOD would report missing resources files at startup or there should be file not found messages later in the log.

The block types (e.g. strings of their names) are read from the header of the same NIF. The root block being an empty string might be a problem with reading the NIF from disk/ through the vfs. If the NIF file seems fine when loading directly in NifSkope, close all NifSkopes, then run Explore Virtual Folder from the MO2 drop down, navigate to D:\SteamLibrary\steamapps\common\Skyrim Special Edition\data\Meshes\effects\ and double click the NIF to open it in NifSkope through the vfs.
You can also try using xEdit Asset Browser started with CTRL+F3 and then filter by a NIF filename and double clicking the shown NIF file to open it through the vfs.
Could be antivirus interfering, though that seems very specific if it only affects those files and nothing else.

I am more worried about this error message:
Error assigning to [ \ [BA] DynDOLOD.esm \ [4] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [3] GRUP Exterior Cell Block -1, 0 \ [1] GRUP Exterior Cell Sub-Block -2, 2 \ [2] [CELL:000092BB] \ [9] XCWT - Water] from [ \ [09] LegacyoftheDragonborn.esm \ [41] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [11] GRUP Exterior Cell Block -1, 0 \ [8] GRUP Exterior Cell Sub-Block -2, 2 \ [4] [CELL:000092BB] \ [9] XCWT - Water]: [Exception] Load order FileID [01] can not be mapped to file FileID for file "DynDOLOD.esm"

What version of LegacyoftheDragonborn.esm do you use? What are the last plugins to overwrite the worldspace 0000003C and cell record 000092BB? Are they error free?

You want to sort out the conflict of the mineorescript if you want CCO it to work as intended.

(Maybe not so) Quick answers: 

1) Rigmor
I have not fully checked all errors of the DynDOLOD run, but I already saw that Rigmor Roscrea for some reason seemed to be ended too early (that is what I see in the log.. the 16 / 32 have not been generated, but it was still reported as success.. so not sure what went wrong here.

I have done an isolated check of that Rigmor's Roscrea (only that worldspace nothing else, but this time it run fine)
https://pastebin.pl/view/ff9bc779
I have compared the above to the cut off log. The only difference is that the original is cut off at line 173. 

2) LoTD: Latest Version 5, I stick to it, since I planned to finish my modlist, but then changes to Community Shaders came inbetween as well as several other changes (like simplifying combat mods) came inbetween - as well as too many mod updates...

3) mineorescript I put the one from go to bed patches to "hidden", but I thought they are the same. 
    Found this soul gem, seems the scripts needed to be "merged" after all https://www.nexusmods.com/skyrimspecialedition/mods/73168 (GTB+USSEP+CCO)

Meanwhile cleaning the modlist.. that's a lot mods with deleted references. Thank you for the support!

Posted (edited)
7 hours ago, sheson said:

The first post I linked says:
... only set MaxRenderResolution=4096 to work around the recent Nvidia Linux drivers to consume all main memory.
This only makes sense to do, if all memory is actually consumed at start up. That can be checked with system tools/monitors installed with the OS.

Read the second thread I linked. Run and upload logs from the test version from this post https://stepmodifications.org/forum/topic/21129-opengl-invalid-value-from-twbrenderloadglmultiimage/page/2/#findComment-287412

 

This version works completely! Process completed successfully. No INI tweaks required. Thank you :)

Edited by stairstepartifact
Posted (edited)
On 9/4/2025 at 12:08 AM, sheson said:

I am more worried about this error message:
Error assigning to [ \ [BA] DynDOLOD.esm \ [4] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [3] GRUP Exterior Cell Block -1, 0 \ [1] GRUP Exterior Cell Sub-Block -2, 2 \ [2] [CELL:000092BB] \ [9] XCWT - Water] from [ \ [09] LegacyoftheDragonborn.esm \ [41] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [11] GRUP Exterior Cell Block -1, 0 \ [8] GRUP Exterior Cell Sub-Block -2, 2 \ [4] [CELL:000092BB] \ [9] XCWT - Water]: [Exception] Load order FileID [01] can not be mapped to file FileID for file "DynDOLOD.esm"

What version of LegacyoftheDragonborn.esm do you use? What are the last plugins to overwrite the worldspace 0000003C and cell record 000092BB? Are they error free?

The last plugin to overwrite that cell is RealisticWaterTwo.esp (XCWT DefaultWaterFlowBlend).
Before that I have ESDTerrainPatch.esp and before that a LOTDv5 Patch for Enhanced Solitude (XCWT RiverWaterFlow).
Summary: From undefined (Skyrim / TheMarshlands over RiverWaterFlow to DefaultWaterFlowBlend.

I quickly looked into the cell too. Some Initially Disabled Objects / Ships (ESD), Landscape (Layers) changes (ESD Terrain) and Navmesh Geometry changes (DBM Patch ESD). No errors from SSEEdit.

Edited by ssuamier1
Posted

Hello dear folks here, I have a problem, I followed the STEP-Guide with ENB and everything is working apparently, apart from the Grass LODs in the whiterun tundra, and some other regions which use the Tundragrass in Tamriel. I looked through Forums here and on Nexusmods, tried different settings, even asked Chatgpt in my despair in the end, tried more different settings, hoping it would be an easy fix. But when I look down from High Hrothgar it allways looks like this

https://imgur.com/a/FbvDFLX

And it is also visible everywhere I have a good look around here. This weird glow is also in the other regions which use these LODs but not so pronounced as here.

The last DynDOLOD run took 11 hours and 37 minutes and is about 27 Gb big. I also upload the DynDOLOD_SSE_log and the TexGen_SSE_log

https://www.mediafire.com/file/j2jge1x47pv4q7f/DynDOLOD_SSE_log.txt/file

https://www.mediafire.com/file/jx4e6y021h7k6ao/TexGen_SSE_log.txt/file

I hope I did everything correctly, otherwise please be patient with me, this is my first time I want to successfully use this Tool and I spend now nearly 3 weekends trying to figure this out on my own and I am at a loss. Also I am neither a native speaker nor someone with programming experience, I roughly know how to use SSEEdit and MO 2 but not much more.

Posted
9 hours ago, ssuamier1 said:

The last plugin to overwrite that cell is RealisticWaterTwo.esp (XCWT DefaultWaterFlowBlend).
Before that I have ESDTerrainPatch.esp and before that a LOTDv5 Patch for Enhanced Solitude (XCWT RiverWaterFlow).
Summary: From undefined (Skyrim / TheMarshlands over RiverWaterFlow to DefaultWaterFlowBlend.

I quickly looked into the cell too. Some Initially Disabled Objects / Ships (ESD), Landscape (Layers) changes (ESD Terrain) and Navmesh Geometry changes (DBM Patch ESD). No errors from SSEEdit.

Report if you have a plugin changing position of xx13DD6F in LegacyoftheDragonborn.esm?

Posted
49 minutes ago, Sundayay said:

Hello dear folks here, I have a problem, I followed the STEP-Guide with ENB and everything is working apparently, apart from the Grass LODs in the whiterun tundra, and some other regions which use the Tundragrass in Tamriel. I looked through Forums here and on Nexusmods, tried different settings, even asked Chatgpt in my despair in the end, tried more different settings, hoping it would be an easy fix. But when I look down from High Hrothgar it allways looks like this

https://imgur.com/a/FbvDFLX

And it is also visible everywhere I have a good look around here. This weird glow is also in the other regions which use these LODs but not so pronounced as here.

The last DynDOLOD run took 11 hours and 37 minutes and is about 27 Gb big. I also upload the DynDOLOD_SSE_log and the TexGen_SSE_log

https://www.mediafire.com/file/j2jge1x47pv4q7f/DynDOLOD_SSE_log.txt/file

https://www.mediafire.com/file/jx4e6y021h7k6ao/TexGen_SSE_log.txt/file

I hope I did everything correctly, otherwise please be patient with me, this is my first time I want to successfully use this Tool and I spend now nearly 3 weekends trying to figure this out on my own and I am at a loss. Also I am neither a native speaker nor someone with programming experience, I roughly know how to use SSEEdit and MO 2 but not much more.

Moved to DynDOLOD support. Please provide your debug log for analysis. It should only take an hour or two to generate the LOD patch.

From the screenshots, it looks like you are using ENB + Complex Grass. You can test with updated TexGen and DynDOLOD settings from our 2.4 guide (in development).

Posted
50 minutes ago, Sundayay said:

See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size in particular:
It is normal for ultra tree LOD with 3D tree LOD models to take longer. Especially if the 3D tree LOD models are complex (large file size). Use or create optimized 3D tree LOD models or use tree LOD billboards instead. Do not use complex models for ultra tree LOD.
Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_ModelsUsed_[WORLDSPACE].txt for a list of meshes and their total contribution to the object LOD meshes file sizes. If the total file size for an object exceeds hundreds of MBs, consider creating an optimized LOD model.

The DynDOLOD log reports at 2:15 and 4:54 not very well optimized 3D tree "LOD" models that generate several GBs of LOD meshes. Use billboards or a better optimized 3D tree LOD models (which might mean a different tree mod).

It is normal that Grass LOD generation takes considerable longer. The more grass placements (mods, game INI, data in the grass cache) and the higher the density setting the longer it will take and the larger the output will be. Grass LOD for complex grass may take even longer. The larger the grass cache, the larger the generated object LOD and the longer it takes.

The grass LOD density was set to a 100%. Consider lower settings. Like 33 for example. See https://dyndolod.info/Help/Grass-LOD#Settings
Change the Density dropdown to a lower value in the advanced mode of DynDOLOD under the Grass LOD checkbox to thin out grass LOD for better performance. Note that HD grass LOD billboards for ENB complex grass use double the triangles, so in case performance is of concern, use half the density, 50% or less.
In case the grass pre-cache was generated with SuperDenseGrass/Super-dense-grass = True, expect really long object LOD generation times. Lower the density to 33% or less.

In regards to brightness see:
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.
When using complex grass and the side facing away from the light direction is too dark it can be brightened with the backlightmask. In the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini set ComplexGrassBillboard=5 and set ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value.

If you follow a guide like STEP, their settings should work for their exact setup. The complex grass brightness settings still seem default. If you deviate, you can try to find relevant hints/discussion on the mods pages and test different settings.

See https://dyndolod.info/Help/Grass-LOD#Updating how to test different settings more quickly.

Posted

Yes, I cranked up the settings in hope it would solve the Whiterun Tundra issue seen in the screenshot. Is that look actually normal that it looks like this. I started with the exact settings from the STEP-Guide and than started trying out different settings. At first it was only around 40 - 50 minutes and the output was around 14.6 Gb. Thank you for the fast replies. I am very sorry, as I said, I am new to using DynDOLOD.

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