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I'm running on macOS through wine. My mod list is pretty much pristine and done. ParallaxGen works perfectly, Pandora works perfectly. TexGen my 5th attempt in 10 years of modding skyrim still refuses to work under wine. It reports missing textures:
 

Error: File not found textures\dlc02\architecture\edgetrim\WoodEdgeTrim01_p.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\treepineforestbroken06_09e933e6_trunk.nif
Error: File not found textures\landscape\trees\TreePineForestBarkCompSnow_p.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\treepineforestbroken06_09e933e6_trunk.nif
Error: File not found textures\landscape\trees\TreePineForestBarkComp_N.dds. Used by C:\DynDOLOD\Edit Scripts\dyndolod\render\skyrim\billboards\dyndolod\lod\trees\sbt\treepineforest01_38f280b7_trunk.nif


But the textures ARE in their respective BSAs. They're just named all lowercase and it's the reason textgen refuses to generate billboards.

I don't even expect any help here. Just maybe put into your readme or instructions or somewhere that DYNDOLOD DOESN'T WORK UNDER WINE.
 

11 answers to this question

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  • 0
Posted
24 minutes ago, soberowy said:

I'm running on macOS through wine. My mod list is pretty much pristine and done. ParallaxGen works perfectly, Pandora works perfectly. TexGen my 5th attempt in 10 years of modding skyrim still refuses to work under wine. It reports missing textures:
 

Error: File not found textures\dlc02\architecture\edgetrim\WoodEdgeTrim01_p.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\treepineforestbroken06_09e933e6_trunk.nif
Error: File not found textures\landscape\trees\TreePineForestBarkCompSnow_p.dds. Used by dyndolod\render\billboards\dyndolod\lod\trees\treepineforestbroken06_09e933e6_trunk.nif
Error: File not found textures\landscape\trees\TreePineForestBarkComp_N.dds. Used by C:\DynDOLOD\Edit Scripts\dyndolod\render\skyrim\billboards\dyndolod\lod\trees\sbt\treepineforest01_38f280b7_trunk.nif


But the textures ARE in their respective BSAs. They're just named all lowercase and it's the reason textgen refuses to generate billboards.

I don't even expect any help here. Just maybe put into your readme or instructions or somewhere that DYNDOLOD DOESN'T WORK UNDER WINE.
 

DynDOLOD works fine under Wine. If a windows program does not work under Wine, it is a Wine / OS problem.
Windows does not have case sensitive filenames. You will have lots of issues like this if the used filesystem is case sensitive. You need to solve this on the "OS" level, for example by using/mounting a case insensitive file system / folder etc.

  • 0
Posted
5 minutes ago, sheson said:

DynDOLOD works fine under Wine. If a windows program does not work under Wine, it is a Wine / OS problem.
Windows does not have case sensitive filenames. You will have lots of issues like this if the used filesystem is case sensitive. You need to solve this on the "OS" level, for example by using/mounting a case insensitive file system / folder etc.

So why does Pandora or Nemesis or ParallaxGen or Loot or literally any other tool work but not TexGen? This is the only modding tool that I have NEVER managed to run despite countless efforts.

  • 0
Posted
13 minutes ago, soberowy said:

So why does Pandora or Nemesis or ParallaxGen or Loot or literally any other tool work but not TexGen? This is the only modding tool that I have NEVER managed to run despite countless efforts.

The tools works perfectly fine as expected. DynDOLOD is a modified xLODGen which is a tool mode of xEdit. DynDOLOD uses the xEdit file and BSA functions.

The tool gets the file paths from the shown NIFs. The tool then queries the OS if the file paths exists in the load order. The OS reports to the tools that the file paths do not exist. That message from the OS is reported. If the file path actually exists, then fix the OS "lying" about it to the tool.

The case of file paths in the BSAs is irrelevant.

  • 0
Posted
8 minutes ago, sheson said:

The tools works perfectly fine as expected. DynDOLOD is a modified xLODGen which is a tool mode of xEdit. DynDOLOD uses the xEdit file and BSA functions.

The tool gets the file paths from the shown NIFs. The tool then queries the OS if the file paths exists in the load order. The OS reports to the tools that the file paths do not exist. That message from the OS is reported. If the file path actually exists, then fix the OS "lying" about it to the tool.

The case of file paths in the BSAs is irrelevant.

OS isn't lying. The file is there. My drive is formatted with case insensitive file system and literally everything other than TexGen works. Fix your broken code. You've made 3 versions of this garbage and it never worked properly.

  • 0
Posted
33 minutes ago, soberowy said:

If TexGen is just modified xEdit then why does SSEdit work but TexGen not?

Moved to a seperate thread.

xEdit, xLODGen, and TexGen and DynDOLOD in particular is used by millions of people in the past 10 years and part of many modding guides and mod lists for years.

These tools are constantly worked on and developed. TexGen and DynDOLOD are an ALPHA test for users to test and report problems.

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

File not found problems are typically factual errors. See https://dyndolod.info/Messages/File-Not-Found-Textures

  • 0
Posted
23 minutes ago, soberowy said:

Sorry for calling your program garbage. That was uncalled for. Here are the logs:

bugreport.txt
TexGen_SSE_log.txt

 

Debug had to do in two halves:
https://pastebin.com/3QZDLmXH
https://pastebin.com/Ys7zyffw

And the file is there. This is a screenshot from SSEEdit asset browser

Screenshot 2024-10-09 at 21.30.26.png

Open the load order in xEdit, open the Asset Browser with CTRL+F3, enter TreePineForestBarkCompSnow_p.dds into the filter and let me know which container(s) are listed for it.
Repeat for WoodEdgeTrim01_p.dds

The file not found errors won't matter much though, unless you can fix whatever is going on with the Texconv and DirectX and then TexGen having issues with creating the OpenGL renderer.

  • 0
Posted

The Parallax version of Assorted Mesh Fixes causes this. If you have it replace the 

treepineforestbroken06_09e933e6_trunk.nif

mesh that comes with it with the one from the non-parallax version. 

  • 0
Posted
2 hours ago, Majorpluto said:

The Parallax version of Assorted Mesh Fixes causes this. If you have it replace the 

treepineforestbroken06_09e933e6_trunk.nif

mesh that comes with it with the one from the non-parallax version. 

OP reported "the textures ARE in their respective BSA".

I suggest to report a mod having missing assets depending on their version or install options to author of the mod so they can fix it.

OPs primary problem is not really missing textures.

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