sheson Posted October 8, 2022 Author Posted October 8, 2022 9 minutes ago, Iams said: Thank you for the quick response and sorry for my fumbling. Here are the 2 pastees hoping that it is correct. TexGen_SSE_Debug_log.txt TexGen_SSE-log.txt Also upload the bugreport.txt as explained on the first post.
Iams Posted October 8, 2022 Posted October 8, 2022 (edited) Désolé je l'ai ajouté à mon dernier message mais je l'ai remis ici I just restarted TexGen and there is no problem... I don't understand, sorry for the inconvenience! Edited October 8, 2022 by Iams
Khare079 Posted October 8, 2022 Posted October 8, 2022 12 hours ago, sheson said: Read the first post which log and debug log to upload when making posts. Make sure the OS, UAC, anti vir or some other 3rd party crap ware is not preventing TexConv from running. Install latest Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017, 2019, and 2022 https://mega.nz/folder/JkUgRL7K#CxNfc6t08fwcUVfa4xbesQ - I don't see a bugreport.txt anywhere. I've tried repairing Microsoft Visual multiple times, allowing all the .exe through windows defender and my antivirus. Given full control to everything and run all programs as administrator and I'm still getting this error. I've never had this issue before and I'm on the same setup as when this all worked perfectly. I'm not sure what else could be stopping it from working.
Phlunder Posted October 8, 2022 Posted October 8, 2022 I have another question about the additional Enderal billboards. I realized that the only ones that made sense for billboard use are trunk01_000880fa, trunk03_00088146 and trunk05_00088148. TexGen now generates normal maps fine after I updated tangents and faced vertex normals. It all looks fine, apart from the first side view of trunk05_00088148. The preview looks ok, but the actual texture output has a transparent square in the trunk: Here are the TexGen logs.
sheson Posted October 9, 2022 Author Posted October 9, 2022 8 hours ago, Khare079 said: https://mega.nz/folder/JkUgRL7K#CxNfc6t08fwcUVfa4xbesQ - I don't see a bugreport.txt anywhere. I've tried repairing Microsoft Visual multiple times, allowing all the .exe through windows defender and my antivirus. Given full control to everything and run all programs as administrator and I'm still getting this error. I've never had this issue before and I'm on the same setup as when this all worked perfectly. I'm not sure what else could be stopping it from working. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini in notepad and add LockTexconv=1 under [DynDOLOD]. See if that makes a difference. If not, it could mean a problem with antivir or unstable CPU/memory. Disable antivir / add exception for all exe involved.
sheson Posted October 9, 2022 Author Posted October 9, 2022 15 hours ago, Phlunder said: I have another question about the additional Enderal billboards. I realized that the only ones that made sense for billboard use are trunk01_000880fa, trunk03_00088146 and trunk05_00088148. TexGen now generates normal maps fine after I updated tangents and faced vertex normals. It all looks fine, apart from the first side view of trunk05_00088148. The preview looks ok, but the actual texture output has a transparent square in the trunk: Here are the TexGen logs. Try this test version https://mega.nz/file/AIR0gJQY#2Kf-ciaOXHQyqyv_TX7cSdOXnOWTd5iRpD_ej4fvMPw, which should which that.
Phlunder Posted October 9, 2022 Posted October 9, 2022 4 hours ago, sheson said: Try this test version https://mega.nz/file/AIR0gJQY#2Kf-ciaOXHQyqyv_TX7cSdOXnOWTd5iRpD_ej4fvMPw, which should which that. Yes, using this version fixed all issues regarding these trees. Also this one below I overlooked: Left: Alpha-102 - Right: Test version Thanks again!
Blackread Posted October 9, 2022 Posted October 9, 2022 (edited) I've been having an issue with the latest Alpha 102 version where DynDOLOD will often get stuck processing references for a worldspace. It doesn't seem to be related to any particular mod, as the worldspace this happens at looks to be completely random. No matter how long I leave the program it will never proceed from that point. The Elapsed time counters at the top will also freeze, but otherwise the window remains responsive, and I can close the program normally, though if I do that there will still be a process in the background left running that I will have to kill with the taskmanager. Here are the logs for one run where this happened: https://mega.nz/file/cf1hza7Q#l31nq1otgSvNiH5IqbomBw2OszVMFU6W8bhOLFi2NOI Edited October 9, 2022 by Blackread
sheson Posted October 9, 2022 Author Posted October 9, 2022 32 minutes ago, Blackread said: I've been having an issue with the latest Alpha 102 version where DynDOLOD will often get stuck processing references for a worldspace. It doesn't seem to be related to any particular mod, as the worldspace this happens at looks to be completely random. No matter how long I leave the program it will never proceed from that point. The Elapsed time counters at the top will also freeze, but otherwise the window remains responsive, and I can close the program normally, though if I do that there will still be a process in the background left running that I will have to kill with the taskmanager. Here are the logs for one run where this happened: https://mega.nz/file/cf1hza7Q#l31nq1otgSvNiH5IqbomBw2OszVMFU6W8bhOLFi2NOI Test with this version https://mega.nz/file/xEpHmR6J#yljvdAF6QlNWd_ZcDY9kV4RJwhYSnidUYdFKgE1huOM to see if there is any difference. Add RealTimeLog=1 in the DynDOLOD.ini in case it gets stuck. Check if CPU is 0 in task manager.
Blackread Posted October 9, 2022 Posted October 9, 2022 15 minutes ago, sheson said: Test with this version https://mega.nz/file/xEpHmR6J#yljvdAF6QlNWd_ZcDY9kV4RJwhYSnidUYdFKgE1huOM to see if there is any difference. Add RealTimeLog=1 in the DynDOLOD.ini in case it gets stuck. Check if CPU is 0 in task manager. Should RealTimeLog=1 go under [frmMain] or [Init]? The test version gives an Item not found error on startup Spoiler [Window Title] DynDOLOD [Main Instruction] Error: Item not found. [Content] Click on this link for additional explanations and help for this message [OK] [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard Logs
sheson Posted October 9, 2022 Author Posted October 9, 2022 15 minutes ago, Blackread said: Should RealTimeLog=1 go under [frmMain] or [Init]? The test version gives an Item not found error on startup Hide contents [Window Title] DynDOLOD [Main Instruction] Error: Item not found. [Content] Click on this link for additional explanations and help for this message [OK] [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard Logs Try this version https://mega.nz/file/RVhn2DAD#jIZ5ezOiKl96m26leZvvydq9S0q8s85TYIfGUBnOPaA RealTimeLog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini actually.
Blackread Posted October 10, 2022 Posted October 10, 2022 (edited) 13 hours ago, sheson said: Try this version https://mega.nz/file/RVhn2DAD#jIZ5ezOiKl96m26leZvvydq9S0q8s85TYIfGUBnOPaA RealTimeLog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini actually. I did several runs with this version without getting stuck, so likely the issue was fixed, thank you. I found some large ref bugs in the area around the western watchtower. Here are a few examples: https://i.imgur.com/aEHKPMU.png ref 1a482 https://i.imgur.com/PCxDWWF.png ref 6ea15 https://i.imgur.com/itAuhLY.png ref 1a370 https://i.imgur.com/3DyFU69.png ref 1a494 https://i.imgur.com/lG6zdhJ.png ref 3abbf For some reason I couldn't find a debug log for the latest run, so here are the logs for the run before. The only difference is that I had realtimelogging active for the run these logs are from, the bugs were present in both. Papyrus logs didn't contain anything dyndolod related. Edited October 10, 2022 by Blackread
sheson Posted October 10, 2022 Author Posted October 10, 2022 20 minutes ago, Blackread said: I did several runs with this version without getting stuck, so likely the issue was fixed, thank you. I found some large ref bugs in the area around the western watchtower. Here are a few examples: https://i.imgur.com/aEHKPMU.png ref 1a482 https://i.imgur.com/PCxDWWF.png ref 6ea15 https://i.imgur.com/itAuhLY.png ref 1a370 https://i.imgur.com/3DyFU69.png ref 1a494 https://i.imgur.com/lG6zdhJ.png ref 3abbf For some reason I couldn't find a debug log for the latest run, so here are the logs for the run before. The only difference is that I had realtimelogging active for the run these logs are from, the bugs were present in both. Papyrus logs didn't contain anything dyndolod related. you made sure the go away with uLargeRefLODGridSize=5? Provide a list of all plugins overwriting their cells 000095DE, 00009A8A and 00009A6A. You will notice that those cells (coordinates) are not reported as having bugs right now.
Blackread Posted October 10, 2022 Posted October 10, 2022 23 minutes ago, sheson said: you made sure the go away with uLargeRefLODGridSize=5? Provide a list of all plugins overwriting their cells 000095DE, 00009A8A and 00009A6A. You will notice that those cells (coordinates) are not reported as having bugs right now. Yes, with uLargeRefLODGridSize=5 there are only the LOD models visible (and only one model, no z-fighting). Here are the overwrites: 000095DE: Update.esm, Unofficial Skyrim Special Edition Patch.esp, Landscape and Water Fixes.esp, Landscape Fixes For Grass Mods.esp 00009A8A: Update.esm, Unofficial Skyrim Special Edition Patch.esp, MajesticMountains_Landscape.esm, DynDOLOD.esm, Lux Orbis.esp 00009A6A: Unofficial Skyrim Special Edition Patch.esp, MajesticMountains_Landscape.esm
sheson Posted October 10, 2022 Author Posted October 10, 2022 1 hour ago, Blackread said: Yes, with uLargeRefLODGridSize=5 there are only the LOD models visible (and only one model, no z-fighting). Here are the overwrites: 000095DE: Update.esm, Unofficial Skyrim Special Edition Patch.esp, Landscape and Water Fixes.esp, Landscape Fixes For Grass Mods.esp 00009A8A: Update.esm, Unofficial Skyrim Special Edition Patch.esp, MajesticMountains_Landscape.esm, DynDOLOD.esm, Lux Orbis.esp 00009A6A: Unofficial Skyrim Special Edition Patch.esp, MajesticMountains_Landscape.esm Did you modify any of those plugins or use older version than what is currently available on Nexus?
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