LoveCter Posted September 29 Posted September 29 (edited) Should I reinstall the whole game? Here is the log: https://limewire.com/d/UOjFC#pBB35Qftmo So here is the thing, I have just installed a modern replacer for billboard on discord and the TexGen works again. I think it replaces the missing texture with it's own texture. Still not the vanilla billboard tho. Thanks again Edited September 29 by LoveCter
DarthVitrial Posted September 29 Posted September 29 (edited) Question, after running texgen for my tree meshes, the resulting textures, are, to quote the Sniff log, "Not a power of 2." textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest04_0036ed36_2_n.dds Texture size 76x256 is not power of 2 textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest05_0036ed37.dds Texture size 80x256 is not power of 2 textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest05_0036ed37_1.dds Texture size 76x256 is not power of 2 textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest05_0036ed37_1_n.dds Texture size 76x256 is not power of 2 Etc. Is this an issue? I've attached my tree meshes, most of the generated textures, and the TexGen logs. Using the latest version of TexGen. trees.7z Generated Textures.7z Logs.7z Edited September 29 by DarthVitrial
joebob1800 Posted September 29 Posted September 29 [Main Instruction] Error: Item not found while processing Skyrim.esm [REFR:000871D5] (Places MountainCliff04 [STAT:00027D1D] in HHpathShrine03b [CELL:000097A2] (in Tamriel "Skyrim" [WRLD:0000003C] at 16,-16)) what dose this mean i need help please first time doing lods
sheson Posted September 30 Author Posted September 30 On 9/29/2025 at 4:24 PM, LoveCter said: Should I reinstall the whole game? Here is the log: https://limewire.com/d/UOjFC#pBB35Qftmo So here is the thing, I have just installed a modern replacer for billboard on discord and the TexGen works again. I think it replaces the missing texture with it's own texture. Still not the vanilla billboard tho. Thanks again Run this test veision https://dyndolod.info/Downloads/Test-Versions Upload new log, debug log and bugreport.txt if it exists. Provide the name/link of replacer mod. Avoiding the cause of an error is not the same as fixing issue, though. So we want to see this through until it works as it should no matter what.
sheson Posted September 30 Author Posted September 30 11 hours ago, DarthVitrial said: Question, after running texgen for my tree meshes, the resulting textures, are, to quote the Sniff log, "Not a power of 2." textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest04_0036ed36_2_n.dds Texture size 76x256 is not power of 2 textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest05_0036ed37.dds Texture size 80x256 is not power of 2 textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest05_0036ed37_1.dds Texture size 76x256 is not power of 2 textures\terrain\lodgen\dv02hotm.esm\dv02treepineforest05_0036ed37_1_n.dds Texture size 76x256 is not power of 2 Etc. Is this an issue? I've attached my tree meshes, most of the generated textures, and the TexGen logs. Using the latest version of TexGen. trees.7z 2.91 MB · 1 download Generated Textures.7z 429.95 kB · 1 download Logs.7z 179.17 kB · 1 download https://dyndolod.info/Messages/Texture-Resolution If a texture with an unsupported resolution is used directly it can cause CTD or performance issues. It depends on the used compression format and the exact situation the texture is used in. A texture that is added to a texture atlas can technically use any resolution, since the atlas texture resolution meats the requirement. Tree/grass LOD billboards are typically never used directly. https://dyndolod.info/Official-DynDOLOD-Support-Forum Report the actual problem or error message There are no related error or warning messages in the provided TexGen log. No problems with the game were mentioned. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://stepmodifications.org/forum/search/?&q="power of 2"
sheson Posted September 30 Author Posted September 30 8 hours ago, joebob1800 said: [Main Instruction] Error: Item not found while processing Skyrim.esm [REFR:000871D5] (Places MountainCliff04 [STAT:00027D1D] in HHpathShrine03b [CELL:000097A2] (in Tamriel "Skyrim" [WRLD:0000003C] at 16,-16)) what dose this mean i need help please first time doing lods Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload when making posts. The message should have a link Click on this link for additional explanations and help for this message that should open https://dyndolod.info/Messages/Exceptions as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages. Scroll down to Item not found Always use the latest version of DynDOLOD/TexGen as explained above. This is a bug with the tools encountering unexpected situations. Make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum.
LoveCter Posted September 30 Posted September 30 Here is the texture replacer: https://drive.google.com/file/d/1jKHUVC5k_Z_v0zuXenUy9Ce5tryHUpPi/view?usp=sharing From discord: https://discord.gg/qjFpbavvfZ (in old-mod section) Log from TexGen: https://limewire.com/d/tv2SJ#emwVMXX0JH
sheson Posted September 30 Author Posted September 30 2 hours ago, LoveCter said: Here is the texture replacer: https://drive.google.com/file/d/1jKHUVC5k_Z_v0zuXenUy9Ce5tryHUpPi/view?usp=sharing From discord: https://discord.gg/qjFpbavvfZ (in old-mod section) Log from TexGen: https://limewire.com/d/tv2SJ#emwVMXX0JH Looks like it went through without any errors doing the replacement of textures\setdressing\signage\billboardslrgmiltongeneralhospital_n.dds with textures\shared\flatflat_n.dds and created Textures\LOD\SetDressing\Signage\BillboardsLrgMiltonGeneralHospital_n.dds as designed. There is no *_n.dds textures in the replacer archive frpm the google drive and also no config files for TexGen, so it should not really have an effect either way.
Sarenima Posted October 1 Posted October 1 Hello, first, I just wanna say that Dyndolod has made Skyrim into an absolute masterpiece, thank you so much for all your amazing work! 💖 My issue is, I am encountering an issue with waterwheels where they are invisible until I get very close, then they suddenly pop in! How can I fix this?
z929669 Posted October 1 Posted October 1 59 minutes ago, Sarenima said: Hello, first, I just wanna say that Dyndolod has made Skyrim into an absolute masterpiece, thank you so much for all your amazing work! 💖 My issue is, I am encountering an issue with waterwheels where they are invisible until I get very close, then they suddenly pop in! How can I fix this? Be certain you have all of the correct versions and resources installed and that this is what you also used to generate LOD. If you are using DynDOLOD DLL, be sure it's the correct and latest version. Then if you still have issues, please post logs.
sheson Posted October 1 Author Posted October 1 4 hours ago, Sarenima said: Hello, first, I just wanna say that Dyndolod has made Skyrim into an absolute masterpiece, thank you so much for all your amazing work! 💖 My issue is, I am encountering an issue with waterwheels where they are invisible until I get very close, then they suddenly pop in! How can I fix this? Moved to the DynDOLOD 3 Alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.
Gamma_Metroid Posted October 2 Posted October 2 I have a question about the terrain underside mesh. For Skywind, we plan to include lighting changes in our base game which will require the terrain underside mesh. How should we set it up so that it doesn't cause problems when users run DynDOLOD on their end? If we include the underside MSTT with the typical EditorID and nif name, will DynDOLOD know to override it rather than create a new ref? Or will there be two conflicting underside meshes? Also, is it necessary to include some form of the object enabler script? I don't fully understand the purpose of that script, since I don't see why the MSTT would need to be disabled when the player is in other worldspaces. Can I just remove the script and the initially disabled flag? I know the website documentation says not to include any DynDOLOD scripts when distributing the mod.
sheson Posted October 2 Author Posted October 2 4 hours ago, Gamma_Metroid said: I have a question about the terrain underside mesh. For Skywind, we plan to include lighting changes in our base game which will require the terrain underside mesh. How should we set it up so that it doesn't cause problems when users run DynDOLOD on their end? If we include the underside MSTT with the typical EditorID and nif name, will DynDOLOD know to override it rather than create a new ref? Or will there be two conflicting underside meshes? Also, is it necessary to include some form of the object enabler script? I don't fully understand the purpose of that script, since I don't see why the MSTT would need to be disabled when the player is in other worldspaces. Can I just remove the script and the initially disabled flag? I know the website documentation says not to include any DynDOLOD scripts when distributing the mod. Right now DynDOLOD would not know how to update that, so currently the best method would be to move the references, base records and form lists into a separate plugin that can be disabled/removed. Once you made such a plugin and send it to me, I can use it to test updating the DynDOLOD patcher so it reuses the records and overwrites things if required. Once that works, it should also work if the records exist in other plugins, like the main plugin. The underside mesh should not show in child worldspaces that share the SkyCell but do not use the parent world space for LOD so that it does not become visible because the matching terrain LOD to cover it up is not loaded. MarkarthWorld for example. The script accomplishes that. That script can be included in BSAs that are loaded via INI or ESMs.
Gamma_Metroid Posted October 2 Posted October 2 1 hour ago, sheson said: Right now DynDOLOD would not know how to update that, so currently the best method would be to move the references, base records and form lists into a separate plugin that can be disabled/removed. Once you made such a plugin and send it to me, I can use it to test updating the DynDOLOD patcher so it reuses the records and overwrites things if required. Once that works, it should also work if the records exist in other plugins, like the main plugin. The underside mesh should not show in child worldspaces that share the SkyCell but do not use the parent world space for LOD so that it does not become visible because the matching terrain LOD to cover it up is not loaded. MarkarthWorld for example. The script accomplishes that. That script can be included in BSAs that are loaded via INI or ESMs. This is the plugin I am using. I just took the form list, base record, and reference from the DynDOLOD generated plugin. underside.esp
aazz Posted October 4 Posted October 4 DynDOLOD Access violation at address 0000000001855732 in module 'DynDOLODx64.exe' (offset F65732). Read of address 0000000000000000 while processing Update.esm [REFR:010012AD] (Places TreeFloraMountainFlower02Purple "e"¤ê½f" [TREE:000B91F8] in WhiterunWind District02 [CELL:0001A27B] (in WhiterunWorld "i™"I'IŠ ëΫ" [WRLD:0001A26F] at 5,-1)) Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. Hello. I keep getting this error. What could be the problem? https://mega.nz/file/7EQFkYhT#x4ScbwEA5YwSt4gsqATyI8r8i9OMf3yUtlsOwkBgO2c I've attached the log here. Thank you as always.
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