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Posted
28 minutes ago, Soothsayerman said:

What setting do I need to adjust to fix the trees that are just blobs in the background behind the house? 

I didn't have any problem with installation or anything and it seems to work very smoothly but I am not sure how to actually change the visuals such as this. Thanks!

enb2024_11_17_14_47_26.jpg

Read the first post and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts.

See https://dyndolod.info/FAQ#Billboard-tree-LOD-textures-cut-off-mid-way
The tree texture atlas like ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds does not belong to the generated tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.*
Verify that the tree texture atlas ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds and the tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten.

Posted

Hi, I am getting a range check error when trying to run Dyndolod. Here are my log files: https://ufile.io/f/yki41

Before the problem occurred, I ran TexGen with HD grass for the first time. TexGen completed successfully, but Dyndolod is getting hung up on an item that it has never had a problem with before.

Posted
2 hours ago, CrKhan09 said:

Hi, I am getting a range check error when trying to run Dyndolod. Here are my log files: https://ufile.io/f/yki41

Before the problem occurred, I ran TexGen with HD grass for the first time. TexGen completed successfully, but Dyndolod is getting hung up on an item that it has never had a problem with before.

Note the warning messages "Property not found" in the mineorescript.pex, for example:
Property not found resourcecountgv_cco in scripts\mineorescript.pex SIC 
Property not found resourcecounttotalgv_cco in scripts\mineorescript.pex
Property not found strikesbeforecollectiongv_cco in scripts\mineorescript.pex
Property not found attackstrikesbeforecollectiongv_cco in scripts\mineorescript.pex

https://dyndolod.info/Messages/Property-Not-Found-In-Scripts
This can happen in case scripts are updated or being overwritten.
It can be a sign of load order conflicts of two mods requiring different versions of a script or of a mod author not properly error checking and cleaning up after making changes.

The mineorescript.pex script shipping with Complete Crafting Overhaul Remastered contains the properties. That means the script is being overwritten by another mod. You want to fix that.

Double check and fix similar conflicts for other reported scripts well.

Upload new log, debug log and bugreport.txt if issue persists after sorting out the load order.

Posted

Was trying to generate some DynDOLod files for my SSE, though when it gets to the "creating texture atlas for tamriel" section, it just throws me that error. I have the C++ Redistributable files downloaded and installed (both x86 and x64 just in case), windows defender real-time protection is temporarily disabled when trying to run DynDOLod. I'm running the x64 applications through Mod Organiser.

 

https://paste.ee/p/RsskD

Debug_Log: https://ufile.io/6a7sgset

 

Any help would be greatly appreciated.

Posted
1 hour ago, Archcadia said:

Was trying to generate some DynDOLod files for my SSE, though when it gets to the "creating texture atlas for tamriel" section, it just throws me that error. I have the C++ Redistributable files downloaded and installed (both x86 and x64 just in case), windows defender real-time protection is temporarily disabled when trying to run DynDOLod. I'm running the x64 applications through Mod Organiser.

https://paste.ee/p/RsskD

Debug_Log: https://ufile.io/6a7sgset

Any help would be greatly appreciated.

https://dyndolod.info/Help/Texconv
DynDOLOD includes a customized version of Texconv to convert different texture formats.
Do not replace Texconv with other versions.

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.

https://dyndolod.info/Updating

Posted
1 hour ago, Archcadia said:

I am using the version of Texconv that came with DynDOLOD though. And the DynDOLOD folder is in an almost empty internal drive (E:\)

From your DynDOLOD log:
External: E:\DynDOLOD\Edit Scripts\Texconvx64.exe, Version: n/a, Date: 2021-11-10 14:31:26

The Texconvx64.exe shipping with DynDOLOD 3 Alpha 182 reports as 
External: G:\Skyrim\DynDOLOD3\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2024-09-04 02:00:00

The Texconvx64.exe shipping with DynDOLOD does not print a list of command line arguments when it is started with "wrong" arguments it does not support.

Posted
3 minutes ago, sheson said:

From your DynDOLOD log:
External: E:\DynDOLOD\Edit Scripts\Texconvx64.exe, Version: n/a, Date: 2021-11-10 14:31:26

The Texconvx64.exe shipping with DynDOLOD 3 Alpha 182 reports as 
External: G:\Skyrim\DynDOLOD3\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2024-09-04 02:00:00

The Texconvx64.exe shipping with DynDOLOD does not print a list of command line argument when it is started with "wrong" arguments it does not support.

Hmmm, could that be an issue starting it through MO then? I do have to say I click on launch and just let the program run without any external interference from my end, from the provided documentation it seems complex enough already without me messing around with additional command line arguments.

I will also redownload DynDOLOD and start the process again from scratch.

Posted
Quote

Hmmm, could that be an issue starting it through MO then? I do have to say I click on launch and just let the program run without any external interference from my end, from the provided documentation it seems complex enough already without me messing around with additional command line arguments.

I will also redownload DynDOLOD and start the process again from scratch.

This either happened because the DynDOLOD 3 Alpha 182 download archive was not unpacked into a new and empty folder as explained by the installation instructions or the Texconvx64.exe was replaced afterwards. The date of the wrong Texconv64.exe indicates it is from an old version of xEdit. None of the programs or tools like MO2 or DynDOLOD can cause that.

DynDOLOD requires rudimentary Windows, files and folder knowledge. Just following the clear and simple installation and generation instructions verbatim avoids many of the common mistakes novice users make. I suggest to learn the basics of modding by following a modding guide.

Delete the DynDOLOD folder. Create a new one, which ensure that it is empty, then unpacking the download archive into that new and empty folder will ensure that only the correct version of all files from the download archive are installed. Do not not move, copy or replace any of the files afterwards. There is no need to do anything else.

Posted

I'm having a problem with blue LODs in some areas.  Having looked through previous posts, it seems these are generally tied to specific mods but pulling up the references in xEdit, it seems that these are only referenced by Skyrim.esm and USSEP so I'm not sure how to move forward.  I'm attaching a link with all the relevant files (I hope).  I'm providing screen shots and truncated log files... any help would be greatly appreciated.  https://ufile.io/f/pufct

Posted

As the title says, using DynDOLOD renders the game unplayable because the game freezes soon after loading in. I know it's DynDOLOD because the freeze disappears when I disable the .esm and .esp. The relevant crash log can be found here. The DynDOLOD logs are too large to paste, with the debug log being 118Mb.

Posted
10 hours ago, BrotherShamus said:

I'm having a problem with blue LODs in some areas.  Having looked through previous posts, it seems these are generally tied to specific mods but pulling up the references in xEdit, it seems that these are only referenced by Skyrim.esm and USSEP so I'm not sure how to move forward.  I'm attaching a link with all the relevant files (I hope).  I'm providing screen shots and truncated log files... any help would be greatly appreciated.  https://ufile.io/f/pufct

Those buildings are most likely not LOD but full models. Test if they remain after disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If they are full models the problem has nothing to with LOD or DynDOLOD. This is probably because of invalid shader settings, missing textures, related to parallax etc.

Posted
5 hours ago, NoCleverness said:

As the title says, using DynDOLOD renders the game unplayable because the game freezes soon after loading in. I know it's DynDOLOD because the freeze disappears when I disable the .esm and .esp. The relevant crash log can be found here. The DynDOLOD logs are too large to paste, with the debug log being 118Mb.

Moved to the DynDOLOD 3 Alpha thread. read the first posts and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service to upload large log files when making posts.

The papyrus log is not a crash log. However, the log messages from the script engine can still help determine issues.

The messages seem to indicate that you may be using the wrong version of DynDOLOD papyrus scripts for the save, maybe removed DynDOLOD DLL or replaced the DynDOLDO output without doing a clean save. See https://dyndolod.info/Help/Clean-Save and https://dyndolod.info/Updating

Posted
8 hours ago, sheson said:

Those buildings are most likely not LOD but full models. Test if they remain after disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If they are full models the problem has nothing to with LOD or DynDOLOD. This is probably because of invalid shader settings, missing textures, related to parallax etc.

Using the tll console command, the issue is still present.  I had read in a previous post that this may have something to do with a missing 'p' texture.  Since this is a problem that seems to affect objects that are unrelated (farm house and rock clusters under certain trees), I'm going to guess that this is a problem with another mod that somehow affected LOD generation and not with Dyndolod itself?  I'm going to investigate how to find specific textures in Vortex as looking in xEdit didn't really help... I'll post back here when I find a solution in case someone in the future has a similar issue.  Thanks again for your help.

ScreenShot66.png

Posted (edited)

@sheson Sorry about that, I'll zip the appropriate logs and send them. I also did the clean install, but in-game throws up an error saying it can't load NG_Worlds.txt, and I don't know what that means.

Edited by NoCleverness
Tried to quote, but forum wouldn't let me.

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