jepster Posted January 4 Posted January 4 7 hours ago, leostevano said: I keep getting this error when I try to run the new version. My driver is up to date and I have all the requirements. Here's the logs : https://ufile.io/k1a3lyy4 I am getting the same error. Not sure if it is related to GPU manufacturer, but it is AMD with latest drivers. Disabled Anti-Virus also tried in Admin-mode, but no success. As Leo already shared logs, not sure if more is of any help. If so, please let me know and I will get it together
sheson Posted January 4 Author Posted January 4 8 minutes ago, jepster said: I am getting the same error. Not sure if it is related to GPU manufacturer, but it is AMD with latest drivers. Disabled Anti-Virus also tried in Admin-mode, but no success. As Leo already shared logs, not sure if more is of any help. If so, please let me know and I will get it together 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. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Before making "me too" posts, read the posts and answers to see if a similar problem was already sufficiently reported and/or an issue was already solved. If the answers or solutions do not seem to apply or do not have the desired result, report the problem or ask for help for an issue with the logs and information as explained below. Always provide logs. "Me too" posts without required logs and information might be ignored or removed. Click on the Click on this link for additional explanations and help for this message of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Exceptions and scroll to the OpenGL section: This can be also a bug with the tools encountering unexpected situations. Add GLDebug=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI and make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum. Delete old logs. Add GLDebug=1 to the DynDOLOD_SSE.ini, then run again and upload new log, debug and bugreport.txt please.
beefstuscemi Posted January 4 Posted January 4 Hello, After upgrading to alpha-197 (by deleting the old dyndolod folder and replacing it with the one in the zip) I have consistently been getting the following error: [Window Title] DynDOLOD [Main Instruction] Error: Expected value but found "]" (5, 4) [Content] Click on this link for additional explanations and help for this message https://dyndolod.info/Messages/Exceptions 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 Just to be sure I updated the VC redistributable (AiO from techpowerup if that matters) and my graphics driver to no avail. I have never had issues with any dyndolod version prior to alpha-197. TexGen ran fine. Dyndolod is not installed in any protected/game folders per the instructions. Dyndolod_SSE_log.txt: https://zerobin.net/?527285db5b84f426#rB5VpFq0W68qaWXg19+hKBG2cCLTofVNlpg+rK1DCKY= Dyndolod_SSE_debug_log.txt: https://zerobin.net/?2342cf1e6282de41#Ux0YKkNLzXBWOnJnLJBYHWMbnVRa8fzG5xu1aQgiZxg=
sheson Posted January 4 Author Posted January 4 On 1/4/2026 at 1:03 PM, beefstuscemi said: Hello, After upgrading to alpha-197 (by deleting the old dyndolod folder and replacing it with the one in the zip) I have consistently been getting the following error: Just to be sure I updated the VC redistributable (AiO from techpowerup if that matters) and my graphics driver to no avail. I have never had issues with any dyndolod version prior to alpha-197. TexGen ran fine. Dyndolod is not installed in any protected/game folders per the instructions. Dyndolod_SSE_log.txt: https://zerobin.net/?527285db5b84f426#rB5VpFq0W68qaWXg19+hKBG2cCLTofVNlpg+rK1DCKY= Dyndolod_SSE_debug_log.txt: https://zerobin.net/?2342cf1e6282de41#Ux0YKkNLzXBWOnJnLJBYHWMbnVRa8fzG5xu1aQgiZxg= Is there no bugreport.txt? See first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Check that F:\games\steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\FireHurtsRE\Solitude Braziers.json is a valid json file. For example with https://jsonlint.com/ It seems to have an extraneous comma at the end of the second entry. In notepad it should look like this instead: { "Solitude Braziers.esp": [ { "id" : 2048, "offset" : [0, 0, 60], "bounds" : [30, 30, 30], "angle" : [0, 0, 0], "type" : 0}, { "id" : 2050, "offset" : [0, 0, 25], "bounds" : [50, 50, 50], "angle" : [0, 0, 0], "type" : 0} ] }
Phlunder Posted January 4 Posted January 4 Quote DynDOLOD.exe - improve automatic assignments of h/l LOD meshes to higher LOD levels Nice! So should meshes named for example mountainpeak01_lod_1h.nif be automatically picked up now? Or is there another logic behind it?
sheson Posted January 4 Author Posted January 4 15 minutes ago, Phlunder said: Nice! So should meshes named for example mountainpeak01_lod_1h.nif be automatically picked up now? Or is there another logic behind it? If the base record defines a *[l|h].nif (or whatever other indicators make it select those versions) it is supposed to use *_[0|1|2|3|4][l|h].nif now instead of just using *_0[h|l].nif as it did before. Verify and report if something does not work as expected. 1
solcosine3 Posted January 4 Posted January 4 On 1/1/2026 at 4:16 AM, sheson said: So, the issue exists in the cgid files. Assuming NGIO still uses the unchanged native routines in the game code to generate grass, the first thing to check would be the object bounds of the involved grass records. The problem was exactly what you said. Thank you!
sheson Posted January 4 Author Posted January 4 6 minutes ago, solcosine3 said: The problem was exactly what you said. Thank you! Thanks for letting us know!
dnmt Posted January 4 Posted January 4 6 hours ago, sheson said: Moved to the DynDOLOD 3 Alpha thread. Click on the Click on this link for additional explanations and help for this message of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Exceptions and scroll to the OpenGL section: This can be also a bug with the tools encountering unexpected situations. Add GLDebug=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI and make a report with the log, debug log and bugreport.txt as explained on the official DynDOLOD support forum. Delete old logs. Add GLDebug=1 to D:\Modding Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, then run again and upload new log, debug and bugreport.txt please. The process ran without error when I added in the GLDebug=1 line. I now have a completed DynDOLOD output, but no debug or bugreport log. Is there another log I can upload or is my problem solved?
sheson Posted January 4 Author Posted January 4 10 minutes ago, dnmt said: The process ran without error when I added in the GLDebug=1 line. I now have a completed DynDOLOD output, but no debug or bugreport log. Is there another log I can upload or is my problem solved? https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The log and debug log are saved when the program shuts down. Do not interrupt the shut down process so it can write the log files. While the new log is appended to older logs, the debug log is replaced every time. Keep a copy somewhere else for future references if required. Upload the DynDOLOD log and debug log from the log folder as explained.
beefstuscemi Posted January 4 Posted January 4 2 hours ago, sheson said: Is there no bugreport.txt? See first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Check that F:\games\steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\FireHurtsRE\Solitude Braziers.json is a valid json file. For example with https://jsonlint.com/ It seems to have an extraneous comma at the end of the second entry. It should look like { "Solitude Braziers.esp": [ { "id" : 2048, "offset" : [0, 0, 60], "bounds" : [30, 30, 30], "angle" : [0, 0, 0], "type" : 0}, { "id" : 2050, "offset" : [0, 0, 25], "bounds" : [50, 50, 50], "angle" : [0, 0, 0], "type" : 0} ] } There was a bug report, forgot to pot it, sorry: https://zerobin.net/?20de8bf9c585af5b#AkKp8ivBv5ZCsJZRdBu/5KaRsmI4kEBstfZZUJZNGlg= It however seems you were right about Solitude Braziers.json, after disabling the mod in MO2, Dyndolod launched succesfully. Thank you for the help!
sheson Posted January 4 Author Posted January 4 2 minutes ago, beefstuscemi said: There was a bug report, forgot to pot it, sorry: https://zerobin.net/?20de8bf9c585af5b#AkKp8ivBv5ZCsJZRdBu/5KaRsmI4kEBstfZZUJZNGlg= It however seems you were right about Solitude Braziers.json, after disabling the mod in MO2, Dyndolod launched succesfully. Thank you for the help! Disabling a mod is a troubleshooting step and not fixing the invalid *.JSON file. I suggest to simply fix the *.JSON file (with notepad for example) and remove the comma, so that the file validates and the mod works as expected.
dnmt Posted January 4 Posted January 4 1 hour ago, sheson said: https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The log and debug log are saved when the program shuts down. Do not interrupt the shut down process so it can write the log files. While the new log is appended to older logs, the debug log is replaced every time. Keep a copy somewhere else for future references if required. Upload the DynDOLOD log and debug log from the log folder as explained. debug: https://drive.google.com/file/d/1wTtsddvtBSKsGLS-7dm_3V4RfAIj5qoa/view?usp=sharing log: https://drive.google.com/file/d/1Yognlv-So93GK3txm5YXif5432VPDjix/view?usp=sharing
jepster Posted January 4 Posted January 4 This is interesting now. Without GLDebug=1 set I get an OpenGL error: Error: OpenGL: Der Vorgang ist ungültig. from TwbRender.LoadTexture for 866B60BE while processing 866B60BE (4) while processing textures\terrain\lodgen\gildergreen is really thicc hd - seasons.esp\wrtempletree02summer_00000802_1.dds With GLDebug=1 set I get a different error: Error: Not enough space to fit all tree LOD billboards onto a 8192 x 4096 atlas. Resize some tree LOD billboards or lower max tile size for tree LOD billboards. I tried both at least three times and it is always the same. So somehow weird but deterministic. Uploaded logs here: https://ufile.io/f/1kz4g
sheson Posted January 4 Author Posted January 4 1 hour ago, jepster said: This is interesting now. Without GLDebug=1 set I get an OpenGL error: Error: OpenGL: Der Vorgang ist ungültig. from TwbRender.LoadTexture for 866B60BE while processing 866B60BE (4) while processing textures\terrain\lodgen\gildergreen is really thicc hd - seasons.esp\wrtempletree02summer_00000802_1.dds With GLDebug=1 set I get a different error: Error: Not enough space to fit all tree LOD billboards onto a 8192 x 4096 atlas. Resize some tree LOD billboards or lower max tile size for tree LOD billboards. I tried both at least three times and it is always the same. So somehow weird but deterministic. Uploaded logs here: https://ufile.io/f/1kz4g Click on the link Click on this link for additional explanations and help for this message about billboards not fitting as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Help/Texture-Resolution: The maximum possible resolution of textures generated by DynDOLOD can be set by changing the setting MaxTextureSize at the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini. Typically the size of textures added to the object LOD atlas textures or tree LOD atlas textures should be controlled in the advanced mode. Standard tree LOD only supports a single tree LOD atlas texture per worldspace and a maximum of 256 billboards. In case there is not enough space for all the tree LOD billboard textures to fit onto the tree LOD texture atlas, resize some tree LOD billboards (use lower settings in TexGen) or lower the max tile size billboard in the advanced mode. Alternatively use ultra tree LOD. I suggest to not change the stitched/object and max billboard size to insane values and instead leave the defaults of 256, 256 and 1024 based on the screen resolution of 1080. Maybe increase one step. There is typically no use for 4k LOD textures/billboards. That is just a waste of VRAM. Having to create several object LOD atlas textures means more draw calls.
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