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Posted
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?

Posted
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.

Posted
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!

Posted
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.

Posted
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

Posted

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

Posted
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.

Posted

I see that this issue has been reported by other users, but I'm also having trouble:

OpenGL: invalid operation from TwbRender.LoadTexture for 6742CE5A while processing 6742CE5A (4).

I have ensured several times that I am using the latest DynDOLOD version, resources, and DLL. Using AMD Adrenalin 25.12.1 drivers, and even did a clean re-install of said drivers.

TexGen seems to run just fine and never reports any exception -- it's when I run DynDOLOD.exe that I receive the exception. It's *always* for a different texture each time; doesn't matter which mods I have enabled.

Bug report attached. Thanks so much for your hard work!

Bug Report

Debug logs are massive, as you might expect. Links here:

https://www.mediafire.com/file/lzw839a92kuz0y4/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/rbnxp9pjqydodx3/TexGen_SSE_Debug_log.txt/file

Posted
7 hours ago, sheson said:

The drive link is asking for a login. Provide a working link for the DynDOLOD debug log.

Do not install DynDOLOD over older versions.

See https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games.

See https://dyndolod.info/Updating

See answers for https://dyndolod.info/FAQ#Entire-LOD-missing.
Start with checking object LOD distances in https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings and since you are using ACMOS, make sure you checked the Level32 checkbox in the advanced mode. See https://dyndolod.info/Help/Advanced-Mode

Hello sheshon,

Thanks for your reply. I saw the warning from Dyndolod about old installation files so I had deleted all of it and pasted the new ver in, I guess it still shows in the log files. Yes, there was nothing on the minimap as well. No trees, no building like how it should be. I have changed the Google Drive access, and I will rerun DyndoLod tonight after work with "Level 32" checked. 

Posted
41 minutes ago, Carmen_san_diego said:

I see that this issue has been reported by other users, but I'm also having trouble:

OpenGL: invalid operation from TwbRender.LoadTexture for 6742CE5A while processing 6742CE5A (4).

I have ensured several times that I am using the latest DynDOLOD version, resources, and DLL. Using AMD Adrenalin 25.12.1 drivers, and even did a clean re-install of said drivers.

TexGen seems to run just fine and never reports any exception -- it's when I run DynDOLOD.exe that I receive the exception. It's *always* for a different texture each time; doesn't matter which mods I have enabled.

Bug report attached. Thanks so much for your hard work!

Bug Report

Debug logs are massive, as you might expect. Links here:

https://www.mediafire.com/file/lzw839a92kuz0y4/DynDOLOD_SSE_Debug_log.txt/file

https://www.mediafire.com/file/rbnxp9pjqydodx3/TexGen_SSE_Debug_log.txt/file

See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which normal log of DynDOLOD to also upload when making posts.

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 (if it exists) please.

Posted
22 minutes ago, Sham111111 said:

Hello sheshon,

Thanks for your reply. I saw the warning from Dyndolod about old installation files so I had deleted all of it and pasted the new ver in, I guess it still shows in the log files. Yes, there was nothing on the minimap as well. No trees, no building like how it should be. I have changed the Google Drive access, and I will rerun DyndoLod tonight after work with "Level 32" checked. 

The debug log shows that Level32 was not set. If you installed ACMOS with the uLockedObjectMapLOD=32 INI setting option, that might be the reason.
For quick test, you could change  the INI setting back to 16. If that make object LOD appear again, then generate new output with the Level32 checkbox checked.

Posted

I am currently using Community Shaders with Grass Lighting installed so that I can adjust the amount of Subsurface Scattering and the brightness.  The brightness setting can make the full grass look brighter or darker compared to the billboards, but I can adjust the brightness of the billboard grass in TexGen.  What I'm having trouble with is adjusting the billboards to match the full grass when having Subsurface Scattering settings that's different than 0%.  I'm trying to make it work with 50%, but it makes the billboard grass facing away from the sun too dark (or the grass facing towards the sun too bright).  I tried setting ComplexGrassBillboard=5 and ComplexGrassBacklightMask=25, but those settings seem to make no difference.  I'm using vanilla grass (without the complex grass mod for it) and forcing TexGen to generate complex billboard textures for it by setting ForceComplexGrass=2.  Is there any way I can adjust the Subsurface Scattering amount that's used during billboard texture generation?  And if that's not possible, I'd appreciate any explanation as to why ComplexGrassBillboard=5 and ComplexGrassBacklightMask=25 settings seem to have no effect.

log and image files

facing west, 0% SSS
https://www.dropbox.com/scl/fi/vu4a2wwtt6pozcv86lmk7/west_0-SSS.png?rlkey=btpxuvcegxy5k06kles4hfe04&st=fl3x5c9q&dl=0

facing west, 50% SSS
https://www.dropbox.com/scl/fi/smip20i7mgfgruq9ck4ko/west_50-SSS.png?rlkey=0vew21zgfilpdmrkyouieih30&st=e3kflzpa&dl=0

facing west, 0% SSS (ComplexGrassBillboard=5 and ComplexGrassBacklightMask=25)
https://www.dropbox.com/scl/fi/77kq5h7xynh8j2vlngfri/west_0-SSS.png?rlkey=i2uedck0ipuowx9qjcygrwlji&st=bn88jjmi&dl=0

facing west, 50% SSS (ComplexGrassBillboard=5 and ComplexGrassBacklightMask=25)
https://www.dropbox.com/scl/fi/8m8o23hqzsgrrxiuyu7qf/west_50-SSS.png?rlkey=7tdgvzmv6hqctrz7vo2u03vxd&st=47i5r5i8&dl=0

 

Posted
2 hours ago, ikonomov said:

I am currently using Community Shaders with Grass Lighting installed so that I can adjust the amount of Subsurface Scattering and the brightness.  The brightness setting can make the full grass look brighter or darker compared to the billboards, but I can adjust the brightness of the billboard grass in TexGen.  What I'm having trouble with is adjusting the billboards to match the full grass when having Subsurface Scattering settings that's different than 0%.  I'm trying to make it work with 50%, but it makes the billboard grass facing away from the sun too dark (or the grass facing towards the sun too bright).  I tried setting ComplexGrassBillboard=5 and ComplexGrassBacklightMask=25, but those settings seem to make no difference.  I'm using vanilla grass (without the complex grass mod for it) and forcing TexGen to generate complex billboard textures for it by setting ForceComplexGrass=2.  Is there any way I can adjust the Subsurface Scattering amount that's used during billboard texture generation?  And if that's not possible, I'd appreciate any explanation as to why ComplexGrassBillboard=5 and ComplexGrassBacklightMask=25 settings seem to have no effect.

log and image files

facing west, 0% SSS
https://www.dropbox.com/scl/fi/vu4a2wwtt6pozcv86lmk7/west_0-SSS.png?rlkey=btpxuvcegxy5k06kles4hfe04&st=fl3x5c9q&dl=0

facing west, 50% SSS
https://www.dropbox.com/scl/fi/smip20i7mgfgruq9ck4ko/west_50-SSS.png?rlkey=0vew21zgfilpdmrkyouieih30&st=e3kflzpa&dl=0

facing west, 0% SSS (ComplexGrassBillboard=5 and ComplexGrassBacklightMask=25)
https://www.dropbox.com/scl/fi/77kq5h7xynh8j2vlngfri/west_0-SSS.png?rlkey=i2uedck0ipuowx9qjcygrwlji&st=bn88jjmi&dl=0

facing west, 50% SSS (ComplexGrassBillboard=5 and ComplexGrassBacklightMask=25)
https://www.dropbox.com/scl/fi/8m8o23hqzsgrrxiuyu7qf/west_50-SSS.png?rlkey=7tdgvzmv6hqctrz7vo2u03vxd&st=47i5r5i8&dl=0

Check one of the generated BTOs, like Tamriel.4.8.0.bto in NifSkope. Select a grass LOD block and check its BSLightingShaderProperty sets Shader Flag 2 Back_Lighting. Check that its BSShaderTextureSet defines 3 textures, with the second to last (8th with array index 7) sets textures\DynDOLOD\maps\gray_25.dds.
Check that textures\DynDOLOD\maps\gray_25.dds exists in the DynDOLOD output.

If all that is the case, you could test if changing that texture to textures\white.dds makes a noticeable difference for that grass block in the game. If not, test in the game without CS to verify it works as expected with the default shader.

You could use https://www.nexusmods.com/skyrimspecialedition/mods/68640 so the generated normal maps have a bit more definition.

Posted
14 hours ago, sheson said:

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.

What confuses me is that with the previous version I have been fine with my insane settings :biggrin: I am always taking screenshots of the settings so I can compare in detail:

image.thumb.png.0042f826fb937fcc6c6ddf3339753bed.png

Even tried lowering them to 2k without success / same error.

The reason why I am going to such values is that I play in VR with a resolution of 2160x2160 per eye. With the screen much closer to the eyes it really makes a difference. Not a huge one, but more of a difference than say 4k cutlery

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