sheson Posted August 7, 2024 Author Posted August 7, 2024 1 hour ago, Antylar said: I get a virus warning when I try to download the latest version (176) from nexus. Any chance to fix this or is it a necessary script? I never had this problem with dyndolod before. WHAT is it that is warning? What do you expect us to do about IT? Why Do you believe this a problem with DynDOLOD and not a problem with IT? See https://dyndolod.info/FAQ#Virus Nexus automatically scans every upload. Look for the green/blue circle checkmark for each file on the files tab. Check with https://www.virustotal.com to rule out false positives. A false positive is when the majority of tests do not find anything wrong. If the majority of tests from VirusTotal report the file(s) are clean, then the reports are false positives.
Antylar Posted August 7, 2024 Posted August 7, 2024 (edited) Sorry if this question was asked before but virustotal also says the file has dangerous contents, specifically a trojan software. I am guessing this is stil ok? I am very cautios because I am relatively new to modding and did not have this before but checking earlier versions of my dyndolod downloads all versions have this trojan software in it so I am guessing it is harmless Edited August 7, 2024 by Antylar
sheson Posted August 7, 2024 Author Posted August 7, 2024 5 minutes ago, Antylar said: Sorry if this question was asked before but virustotal also says the file has dangerous contents, specifically a trojan software. I am guessing this is stil ok? How many of the over 60 tests reported a problem? If the majority of tests from VirusTotal report the file(s) are clean, then the reports are false positives. There is no trojan software in DynDOLOD.
Antylar Posted August 7, 2024 Posted August 7, 2024 Ahh now I am understanding how this works. Sorry sheson for the inconvenience, I really love your work.
tropez92 Posted August 9, 2024 Posted August 9, 2024 hi sheson, i kept getting consistent and repeatable crashes when trying to go to Ivarstead. the crashes only stopped after i disabled dyndolod. i understand this might be a problem unique to my load order and there are lots of variables that contribute to crashes. if you have the time, please take a look at the SKSE crashlog, and dyndolod logs that i have provided here. maybe there is a bug in the latest release or it was a user error by me during generation. thanks for your good work. Dyndolod Logs - Google Drive
sheson Posted August 9, 2024 Author Posted August 9, 2024 26 minutes ago, tropez92 said: hi sheson, i kept getting consistent and repeatable crashes when trying to go to Ivarstead. the crashes only stopped after i disabled dyndolod. i understand this might be a problem unique to my load order and there are lots of variables that contribute to crashes. if you have the time, please take a look at the SKSE crashlog, and dyndolod logs that i have provided here. maybe there is a bug in the latest release or it was a user error by me during generation. thanks for your good work. Dyndolod Logs - Google Drive Ignore CLA. It is full of nonsense. The crash at address SkyrimSE.exe+0D6DDDA is known since years to be either a problem with virtual memory/page file or with the reported texture Directory Name: "data\TEXTURES\Plants\" File Name: "fallforestshrub01.dds" Prefix: "C:\01. Games\Eldergleam\Game Root\" If the reported texture is always the same, it is most likely the reason (corrupt, unsupported compression format, not power of 2 or multiple of 4). If it changes or no texture is listed with the same crash address, make sure the OS handles virtual memory/page file and that the the system doe snot run out of video memory / VRAM. Another suggestion might be to manually set virtual memory / page file to a specific setting, in that case I would suggest to not go over the amount of physical memory initially.
RYTY Posted August 9, 2024 Posted August 9, 2024 hello i've recently tried to get dyndolod again after a failed attempt from a few months back and now im getting a weird error [Window Title] DynDOLOD [Main Instruction] Error: Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 8941) strange thing is i don't even have a E drive so this error makes no sense... anyone know what it means?
sheson Posted August 9, 2024 Author Posted August 9, 2024 30 minutes ago, RYTY said: hello i've recently tried to get dyndolod again after a failed attempt from a few months back and now im getting a weird error [Window Title] DynDOLOD [Main Instruction] Error: Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 8941) strange thing is i don't even have a E drive so this error makes no sense... anyone know what it means? 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 (if it exists) to upload. Did the message not have a link Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/Exceptions as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages? Assertion failure Always use the latest version of DynDOLOD/TexGen as explained above. If the assertion failure is a 100% repeatable, it might be caused by a broken plugin. Clean and error check the load order with xEdit before generating LOD as explained above. If the assertion failure is not 100% repeatable or no error can be found in plugins, it could be 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.
Gamma_Metroid Posted August 9, 2024 Posted August 9, 2024 Hi Sheson, I have an LOD model with vertex colors that are not being carried over into the generated LOD. I have included some log files as well as the LOD model itself and a quad of the generated LOD so you can see the result: https://ufile.io/n4yy7pab The base formID is 05101261, and an example ref is 050A0357. The corresponding shapes in the generated LOD file are blocks 158 and 164. Is there something I am missing or is this a bug?
BuddyKidd Posted August 9, 2024 Posted August 9, 2024 I am getting this error which I don't know how to fix: [Window Title] DynDOLOD [Main Instruction] Error: [FE0676D1] <Error: Could not be resolved 2 >Material. [Content] 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. [OK] [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard Here are my logs: https://www.dropbox.com/scl/fi/mosla8knxioyg11j85q7l/bugreport.txt?rlkey=5y26qpsrgh2cy2rker77opyhc&st=4yfp8opu&dl=0 https://www.dropbox.com/scl/fi/huuarmtk2q3zxay7ldmbc/DynDOLOD_SSE_log.txt?rlkey=mdsb01lcch1ryutooclia4bua&st=f18aclkh&dl=0 https://www.dropbox.com/scl/fi/iwilbra7kb3vet5dlaxny/DynDOLOD_SSE_Debug_log.txt?rlkey=5sd9l0xzyowcweyh4k4s6839u&st=dyi6wqsv&dl=0
z929669 Posted August 10, 2024 Posted August 10, 2024 Looks like the OP still refers to Alpha 176, and I'm not seeing the 177 changelog. Maybe you are still working on the doc update piece, but thought I'd let you know. The Mega source references 177, and the executable looks right.
sheson Posted August 10, 2024 Author Posted August 10, 2024 5 hours ago, Gamma_Metroid said: Hi Sheson, I have an LOD model with vertex colors that are not being carried over into the generated LOD. I have included some log files as well as the LOD model itself and a quad of the generated LOD so you can see the result: https://ufile.io/n4yy7pab The base formID is 05101261, and an example ref is 050A0357. The corresponding shapes in the generated LOD file are blocks 158 and 164. Is there something I am missing or is this a bug? The vertex colors of rocktundraland01_lod_1.nif you uploaded are all white, which is the same as not having vertex colors. This means they might be optimized away sometimes - (depends on other assets it is merged with). Keep at least one color channel per shape <= 0.9. Is there a reason you are changing the vertex colors too and not just the alpha presumably because of the custom shader cover you are doing? We might want to use a method of uniquely naming these custom LOD assets so it doesn't end up in overwriting lots of DynDOLOD Resources having filename collisions.
sheson Posted August 10, 2024 Author Posted August 10, 2024 5 hours ago, BuddyKidd said: I am getting this error which I don't know how to fix: [Window Title] DynDOLOD [Main Instruction] Error: [FE0676D1] <Error: Could not be resolved 2 >Material. [Content] 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. [OK] [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard Here are my logs: https://www.dropbox.com/scl/fi/mosla8knxioyg11j85q7l/bugreport.txt?rlkey=5y26qpsrgh2cy2rker77opyhc&st=4yfp8opu&dl=0 https://www.dropbox.com/scl/fi/huuarmtk2q3zxay7ldmbc/DynDOLOD_SSE_log.txt?rlkey=mdsb01lcch1ryutooclia4bua&st=f18aclkh&dl=0 https://www.dropbox.com/scl/fi/iwilbra7kb3vet5dlaxny/DynDOLOD_SSE_Debug_log.txt?rlkey=5sd9l0xzyowcweyh4k4s6839u&st=dyi6wqsv&dl=0 It seems like you flagged plugins as light plugins without compacting them first. For example: SMIM-SE-Merged-All.esp Farmhouse Chimneys patches Merged.esp Cathedral Weathers.esp See https://dyndolod.info/Messages/Invalid-Object-ID Restore the broken plugins with valid ones.
sheson Posted August 10, 2024 Author Posted August 10, 2024 4 hours ago, z929669 said: Looks like the OP still refers to Alpha 176, and I'm not seeing the 177 changelog. Maybe you are still working on the doc update piece, but thought I'd let you know. The Mega source references 177, and the executable looks right. Fixed the first post. If you do not see the new changelog, clear the browsers cache. 1
Gamma_Metroid Posted August 10, 2024 Posted August 10, 2024 51 minutes ago, sheson said: The vertex colors of rocktundraland01_lod_1.nif you uploaded are all white, which is the same as not having vertex colors. This means they might be optimized away sometimes - (depends on other assets it is merged with). Keep at least one color channel per shape <= 0.9. Is there a reason you are changing the vertex colors too and not just the alpha presumably because of the custom shader cover you are doing? We might want to use a method of uniquely naming these custom LOD assets so it doesn't end up in overwriting lots of DynDOLOD Resources having filename collisions. Ah! I haven't even realized I set the vertex colors to all white. That explains that! Filename collisions are a concern I have wondered about. Generally I try to keep the filename and path as close as possible between the full model and LOD model. Is there any existing convention for when a single full model requires two different LOD models due to the directional shader?
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