facebutt92 Posted August 23, 2022 Posted August 23, 2022 1 hour ago, sheson said: Starting the programs directly works? In that case, if MO2 does not start a program, then you need to check the entries for it in the settings for the executable dropdown are correct, check the MO2 logs for hints and use the MO2 comments/discord for help. Make sure absolutely nothing is installed in special Windows folders, that UAC, antivir etc. are not preventing access, etc. The MO2 discord has newer dev versions, for example MO2 2.4.5 Alpha 3 or MO2 2.5.0 Alpha 3 (only works on Windows 10 and up). Okay so I tried the different versions of MO2 and they still didn't work. I don't think there's anything wrong with MO2 because starting the program directly works, but the versions that aren't x64 works when starting through MO2.
sheson Posted August 23, 2022 Author Posted August 23, 2022 37 minutes ago, facebutt92 said: Okay so I tried the different versions of MO2 and they still didn't work. I don't think there's anything wrong with MO2 because starting the program directly works, but the versions that aren't x64 works when starting through MO2. If the programs can be started directly, but MO2 does not start them, then there is something going with MO2 or the setup or it is prevented by the OS, antivir etc.. Its log may contain clues.
facebutt92 Posted August 23, 2022 Posted August 23, 2022 34 minutes ago, sheson said: If the programs can be started directly, but MO2 does not start them, then there is something going with MO2 / its setup. Its log may contain clues. Sadly, the logs don't even show any clue of it not launching. I may have to reinstall MO2 and make the instance again.
sheson Posted August 23, 2022 Author Posted August 23, 2022 33 minutes ago, facebutt92 said: Sadly, the logs don't even show any clue of it not launching. I may have to reinstall MO2 and make the instance again. Let me point out that you are only posting a story without any actual information. It seems you have a problem with MO2 and not TexGen or DynDOLOD. I suggest to seek help for MO2 in its comments/discord.
facebutt92 Posted August 23, 2022 Posted August 23, 2022 41 minutes ago, sheson said: Let me point out that you are only posting a story without any actual information. It seems you have a problem with MO2 and not TexGen or DynDOLOD. I suggest to seek help for MO2 in its comments/discord. I know, I wish I could give any actual information. It's just not giving me any actual information no matter how much I try to go through the logs or error messages. I already posted my issues on the discord server to see if anyone will respond.
sheson Posted August 23, 2022 Author Posted August 23, 2022 1 hour ago, facebutt92 said: I know, I wish I could give any actual information. It's just not giving me any actual information no matter how much I try to go through the logs or error messages. I already posted my issues on the discord server to see if anyone will respond. What error messages? You could provide information where everything (MO2, the game, the tools) is installed, upload a screenshot of the executable settings, copy and paste the relevant content of the fully enabled debug log of MO2, upload the log and debug log of TexGen and/or DynDOLOD x64 version when started directly.
Soulmancer Posted August 24, 2022 Posted August 24, 2022 (edited) This is weird. I just updated to Happy Little Trees 3D LOD - Quality 2.02 to match the new Happy Trees 2.02 ... Previously I was using the performance LOD version for older Happy Trees 1.0+ and didn't encounter this issue. My pine trees haven't turned out properly; they appear to be partially invisible? Not something I ever encountered with the previous version performance mode. https://imgur.com/a/yi4OrFl These are my options when I created the texgen and dyndolod http://icecream.me/uploads/f9acf4671faad3bd802512c8aca88480.png http://icecream.me/uploads/3717d70a991d61aa1647c61cd740adbf.png EDIT: I tried the performance version and didn't experience the same issue; only seems to happen with the quality version. Edited August 24, 2022 by Soulmancer
sheson Posted August 24, 2022 Author Posted August 24, 2022 4 hours ago, Soulmancer said: This is weird. I just updated to Happy Little Trees 3D LOD - Quality 2.02 to match the new Happy Trees 2.02 ... Previously I was using the performance LOD version for older Happy Trees 1.0+ and didn't encounter this issue. My pine trees haven't turned out properly; they appear to be partially invisible? Not something I ever encountered with the previous version performance mode. https://imgur.com/a/yi4OrFl These are my options when I created the texgen and dyndolod http://icecream.me/uploads/f9acf4671faad3bd802512c8aca88480.png http://icecream.me/uploads/3717d70a991d61aa1647c61cd740adbf.png EDIT: I tried the performance version and didn't experience the same issue; only seems to happen with the quality version. Read the first post which log and debug logs to upload when making posts. If a texture with alpha channel thins out the further away it is, then it is typically because the mipmaps were created without alpha-to-coverage. This typically means the full texture is used directly and not from the object LOD atlas. Which typically happens because UV coordinates are outside 0.0 and 1.0.
Althamiere Posted August 24, 2022 Posted August 24, 2022 so i just got error from generating TexGen for Dyndolod i dont know what happen and probably someone here could help me. im really grateful for that
mattski123 Posted August 24, 2022 Posted August 24, 2022 (edited) Hey, can something like Street Cleaning - City FPS Helper's No Grass feature be included in DynDOLOD's output? Here's how it looks: Also I got this edit when checking for errors: [13:11] Checking for Errors in [CE] DynDOLOD.esp [13:19] RiftenWorld "Riften" [WRLD:00016BB4] [13:19] WRLD \ NAM3 - LOD Water Type -> Found a NULL reference, expected: WATR Also, when running through Sniff I got this Error: "DynDOLOD Resources SE\Meshes\DynDOLOD\lod\effects\fxwaterfallbodytall_1B8F2ED5_dyndolod_lod.nif: '-INF' is not a valid floating point value. What does this mean? Edited August 24, 2022 by mattski123 adding details
sheson Posted August 24, 2022 Author Posted August 24, 2022 1 hour ago, mattski123 said: Hey, can something like Street Cleaning - City FPS Helper's No Grass feature be included in DynDOLOD's output? Here's how it looks: Add a new text file like MyPatches_Tamriel.patch to the (virtual) ..\Data\DynDOLOD\ folder. *_Tamriel.patch files are processed when LOD for the worldspce Tamriel is generated. The child worldspace RfitenWorld is part of Tamriel. Add a line like below to the file to create an overwrite for the worldspace record in the DynDOLOD.esp and to set the No Grass flag. overwrite2esp=skyrim.esm;00016BB4,DATA\No Grass=1 Next time LOD is generated for Tamriel, DynDOLOD.esp should contain the desired change. 1 hour ago, mattski123 said: Also I got this edit when checking for errors: [13:11] Checking for Errors in [CE] DynDOLOD.esp [13:19] RiftenWorld "Riften" [WRLD:00016BB4] [13:19] WRLD \ NAM3 - LOD Water Type -> Found a NULL reference, expected: WATR Read the first post which log and debug log to upload when making posts. As explained before, the DynDOLOD plugins are crated by copying the winning records from the plugins in the load order before the DynDOLOD plugins. If you check the worldspace record, you will notice than none of the vanilla plugins set the LOD water record - which probably means the child worldspace uses the record defined on the parent worldspace Tamriel. Not setting the record and setting it to NULL are probably two different things. Check which plugin set the record to NULL and fix it in there. As explained at https://dyndolod.info/Generation-Instructions#Prerequisites, the load order should be checked for errors before running TexGen and DynDOLOD. The error and plugin should have shown up and fixed before.
z929669 Posted August 24, 2022 Posted August 24, 2022 5 hours ago, Althamiere said: so i just got error from generating TexGen for Dyndolod i dont know what happen and probably someone here could help me. im really grateful for that Did you click the link in that error? Search MO data tab for this file. Probably provided by your water mod (e.g., RWT).
KaktuZHD Posted August 25, 2022 Posted August 25, 2022 (edited) Hi Guys! When I am trying to generate LOD's with this settings . It's fully freezes at the moment when generating LOD for Falskaar . My CPU 100% load and the program just fully lagged, only the way - restart the computer. If I will put tree LOD level 4 to billboard 4 all will be ok and it will finish generating. My PC specs: core i7-9700k 16 gb ram and RTX 3060 TI How can I fix this problem? Edited August 25, 2022 by KaktuZHD
sheson Posted August 25, 2022 Author Posted August 25, 2022 2 hours ago, KaktuZHD said: Hi Guys! When I am trying to generate LOD's with this settings . It's fully freezes at the moment when generating LOD for Falskaar . My CPU 100% load and the program just fully lagged, only the way - restart the computer. If I will put tree LOD level 4 to billboard 4 all will be ok and it will finish generating. My PC specs: core i7-9700k 16 gb ram and RTX 3060 TI How can I fix this problem? Next time try to start start the task manager and check memory usage. Do not kill DynDOLOD or reset the PC just let it runs and do its thing. Add realtimelog=1 under [DynDOLOD] in..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini in case you decide to prematurely kill the main process or reset the PC, which prevents saving the log file otherwise. Upload all files from the log folder. No information what the processes were currently doing at the time you decided to restart your PC. No information about the load order was provided. Since it works when not setting 3D tree LOD models for LOD level 4, you probably set fall back to full model trees or installed a tree mod that uses no optimized (full) 3D tree LOD models. Read all answers for High memory usage / Out of memory at https://dyndolod.info/FAQ
z929669 Posted August 25, 2022 Posted August 25, 2022 @sheson I looked through the doc but didn't find any reference for the following settings. I'm hoping you can enlighten me. ; 0 = no mipmaps, 1 = texconv, 2 = internally ObjectLODGenerateMipMaps=2 TreeLODGenerateMipMaps=2 ; Texconv mipmap alpha coverage AlphaCoverage=0.85 ; Internal mipmap alpha factor AlphaFactor=0.25 I have discovered that AlphaFactor affects mipmapping of tree branch textures with lower values yielding thinner branches and more transparency. (FYI, I think cutting the default 0.25 in half yields better results with EVT and Aspens Ablaze ultra LOD). Changing TreeLODGenerateMipMaps doesn't seem to affect ultra LOD trees, and neither does AlphaCoverage when changing TreeLODGenerateMipMaps=1. Questions: Are either of ObjectLODGenerateMipMaps or TreeLODGenerateMipMaps settings tied to either of AlphaCoverage or AlphaFactor settings? Could you provide brief descriptions of these settings and the context to which each applies? (I have largely discovered this myself for AlphaFactor, but not the others)
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