leostevano Posted September 12, 2024 Posted September 12, 2024 6 hours ago, sheson said: Provide a useful screenshots of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots A screenshot alone does not substitute describing the issue with text. "This" is not a problem description. Do not waste time making videos of things that can be explained in a couple sentences or to provide information that a screenshot provides more easily as explained below. Nobody has time to watch minutes of shaky videos with bad lighting just to find the couple frames that have the required information. How else do you expect the glow to look? Post a screenshot without TexGen output to show the difference. Unfortunately i don't know why but my windows snippet doesn't work for me to take a screen shot with more informative console, and I still cant figure out how to fix this. With texgen output : https://postimg.cc/xq7wb3XR Without texgen output : https://postimg.cc/qz39c6nd
sheson Posted September 12, 2024 Author Posted September 12, 2024 2 hours ago, leostevano said: Unfortunately i don't know why but my windows snippet doesn't work for me to take a screen shot with more informative console, and I still cant figure out how to fix this. With texgen output : https://postimg.cc/xq7wb3XR Without texgen output : https://postimg.cc/qz39c6nd There is no need or reason to use a tool to take screenshots. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots How to take a screenshot in Skyrim. What mod/plugin overwrites the reference and/or base record? What mod replaces the used model or glow textures? Is this the only building that is affected?
leostevano Posted September 12, 2024 Posted September 12, 2024 2 minutes ago, sheson said: There is no need or reason to use a tool to take screenshots. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots How to take a screenshot in Skyrim. What mod/plugin overwrites the reference and/or base record? What mod replaces the used model or glow textures? Is this the only building that is affected? So far I've only noticed it on this glow map. Also when previewed on MO2, strangely the texgen output is brighter on the dark part compared to the original (Rustic Windows).
leostevano Posted September 12, 2024 Posted September 12, 2024 3 hours ago, sheson said: Report if a mod that replaces textures\architecture\whiterun\wrwindows01_g.dds Make sure MO2 archiving parsing is enabled. Confirm, the issue does not happen when just hiding that texture from the TexGen output while leaving the rest active. The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA.
sheson Posted September 12, 2024 Author Posted September 12, 2024 1 hour ago, leostevano said: The comparison picture I've provided is with the said glow map hidden with MO2, yes. Mods in my LO that have the texture is Skyland overwritten by Rustic Windows overwritten by texgen output. Besides them only vanilla has it inside a BSA. Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt Just running TexGen should be enough. If satisfied, for completeness also rebuild the atlas in the DynDOLOD expert mode. https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas
leostevano Posted September 12, 2024 Posted September 12, 2024 23 minutes ago, sheson said: Replace ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt Just running TexGen should be enough. If satisfied, for completeness also rebuild the atlas in the DynDOLOD expert mode. https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas Yes that fixed it, thanks sheson.
TazAlonzo Posted September 13, 2024 Posted September 13, 2024 (edited) I'm having a LOD issue related to the mod: Unmarked Locations - All In One. It's weird because TexGen nor Dyndolod through any errors while generating. But when I get in game, there's no LOD. Sorry if this is user error, I submitted a bug report on the mod and the author said to come here. You can see the issue in the attached images. Edited September 13, 2024 by TazAlonzo
sheson Posted September 13, 2024 Author Posted September 13, 2024 6 hours ago, TazAlonzo said: I'm having a LOD issue related to the mod: Unmarked Locations - All In One. It's weird because TexGen nor Dyndolod through any errors while generating. But when I get in game, there's no LOD. Sorry if this is user error, I submitted a bug report on the mod and the author said to come here. You can see the issue in the attached images. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/FAQ#Something-does-not-have-LOD For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation. If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD. Upload the mentioned DynDOLOD_SSE_Object_Report.txt as well.
TazAlonzo Posted September 13, 2024 Posted September 13, 2024 1 hour ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/FAQ#Something-does-not-have-LOD For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation. If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD. Upload the mentioned DynDOLOD_SSE_Object_Report.txt as well. Alright, here are all the logs when I reran TexGen and Dyndolod Just now: https://drive.google.com/file/d/1uQM0IwiQn_dQyQXMq_J4Y9t7Y_WctjiU/view, And here's some screenshots of the area up close and when in LOD form. One of the LOD screenshots is with Dyndolod enabled, the other, it's disabled.
sheson Posted September 13, 2024 Author Posted September 13, 2024 2 hours ago, TazAlonzo said: Alright, here are all the logs when I reran TexGen and Dyndolod Just now: https://drive.google.com/file/d/1uQM0IwiQn_dQyQXMq_J4Y9t7Y_WctjiU/view, And here's some screenshots of the area up close and when in LOD form. One of the LOD screenshots is with Dyndolod enabled, the other, it's disabled. None of the used full models have LOD models. The vanilla game does not have LOD models nor did anybody ever create any AFAIK. None of these objects are expected to have LOD representation. You will need to add mesh mask / reference rules for them if you want these objects to have LOD. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules For example, for this specific animated banner to have dynamic LOD: Mesh Mask / Reference Form ID: Unmarked Locations Pack - All In One.esp;00061846 All flags unchecked LOD 4, 8, 16, 32: None Grid: Near LOD or Far LOD Reference: Unchanged If you want all animated banners of this type to have dynamic LOD, enter CivilWarBannerImp03.nif into the Mesh Mask / Reference Form ID field instead For example, for this specific flag post to have static object LOD: Mesh Mask / Reference Form ID: Unmarked Locations Pack - All In One.esp;000523F4 All flags unchecked LOD 4: Full LOD 8: Full or None LOD 8, 16 32: None Grid: Near LOD or Far LOD Reference: Unchanged If you want all the poles to have static object LOD using their full model, enter CivilWarBanner01.nif into the Mesh Mask / Reference Form ID field instead.
QinHe12 Posted September 18, 2024 Posted September 18, 2024 Sorry, there are many things I don't understand yet. When LODGenx64 generates Tamriel lod. This error always appears, and then LODGenx64 automatically closes. LODGen_SSE_Tamriel_log https://paste.ee/p/CxeWh DynDOLOD_SSE_Debug_log https://paste.ee/p/ka6XA DynDOLOD_SSE_log https://paste.ee/p/D9tAj This is the error message of LODGenx64 https://imgur.com/RxhezTW
sheson Posted September 18, 2024 Author Posted September 18, 2024 1 hour ago, QinHe12 said: Sorry, there are many things I don't understand yet. When LODGenx64 generates Tamriel lod. This error always appears, and then LODGenx64 automatically closes. LODGen_SSE_Tamriel_log https://paste.ee/p/CxeWh DynDOLOD_SSE_Debug_log https://paste.ee/p/ka6XA DynDOLOD_SSE_log https://paste.ee/p/D9tAj This is the error message of LODGenx64 https://imgur.com/RxhezTW The DynDOLOD log and debug you uploaded both show a "DynDOLOD Resources SE version information not found. Verify correct installation" message. See https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting and https://stepmodifications.org/forum/topic/18695-dyndolod-resources-se-version-information-not-found You need to close the tool properly so it can save the new log and debug log with messages about LODGen. See https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. See https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory
Jayombi Posted September 20, 2024 Posted September 20, 2024 Curiosity Post, I am finding random moments within child cells like Solitude and Whiterun where I can go to a specific place and look in a certain direction that will being my game to a single like frame stutter mess until I turn from that direction and it goes up again. Been testing for months and thinking it goes but it comes back. If I load straight into Solitude for instance no issues, if I jump about on the map and return to Solitude go to the point where I am looking at the windmill from the Black Smith for instance the stutter returns. Now I thought I save at the point when I am witnessing this dramatic low frame situation and review the scripts. I just need clarification that these scripts are ok. https://postimg.cc/Yh8tNBkc With 18792 instances of this script existing. https://postimg.cc/qt60dtK0 Thanks always.
sheson Posted September 21, 2024 Author Posted September 21, 2024 8 hours ago, Jayombi said: Curiosity Post, I am finding random moments within child cells like Solitude and Whiterun where I can go to a specific place and look in a certain direction that will being my game to a single like frame stutter mess until I turn from that direction and it goes up again. Been testing for months and thinking it goes but it comes back. If I load straight into Solitude for instance no issues, if I jump about on the map and return to Solitude go to the point where I am looking at the windmill from the Black Smith for instance the stutter returns. Now I thought I save at the point when I am witnessing this dramatic low frame situation and review the scripts. I just need clarification that these scripts are ok. https://postimg.cc/Yh8tNBkc With 18792 instances of this script existing. https://postimg.cc/qt60dtK0 Thanks always. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. What rudimentary troubleshooting have you done to determine the problem is related to the DynDOLOD output? https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting https://dyndolod.info/FAQ#Script-instances Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active. The scripts of DynDOLOD are not at all script intensive. There are no scripts that are constantly running. It uses small highly optimized papyrus scripts for dynamic LOD, which run in parallel only when needed at the moment dynamic LOD models are enabled or disabled. Consider using the large reference bugs workarounds were all of the dynamic LOD is done in the DynDOLOD DLL NG instead of papyrus scripts.
QinHe12 Posted September 21, 2024 Posted September 21, 2024 On 9/18/2024 at 10:29 PM, sheson said: The DynDOLOD log and debug you uploaded both show a "DynDOLOD Resources SE version information not found. Verify correct installation" message. See https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting and https://stepmodifications.org/forum/topic/18695-dyndolod-resources-se-version-information-not-found You need to close the tool properly so it can save the new log and debug log with messages about LODGen. See https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. See https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory Thanks for your reply. I tried all the solutions. C0000005 80131506 If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. But in my case, LODGen will definitely appear 80131506. My RAM is 32G. The CPU is 5600, I even lowered his frequency to 4.0 But 80131506 still appears stably And LODGen often freezes and stops working. To be honest, I kind of wonder if there is something wrong with my PC, haha.
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