SamuelBrzo Posted March 14, 2022 Posted March 14, 2022 3 hours ago, sheson said: There seems to be a problem with the graphics card. Update to latest drivers. Disable overclocking if used. Maybe disable power saving. There probably is an Windows event log entry from the graphics driver that might shed more light on the cause. After reviewing the windows event log it appears there was a problem with the integrated graphics however reinstalling the drivers did not have an affect on the outcome so I believe the problem may be with the driver itself. I did try your second suggested solution to set the ini's MaxTextureSize to 8192 and it managed to resolve the issue. 4 hours ago, sheson said: What settings did you use when generating textures with TexGen? What max texture size settings did you use in DynDOLOD? For further information, When running TexGen, both rendedered and stitched object LODs are set to 1024. Tree/Grass LOD billboards are at 11.0 units per pixel with the texture size min/max being 32/1024. All settings for Tree/Grass/Default under billboards are set to default as are the texture compression formats. The max texture size LOD for DynDOLOD is 1024 and max texture size full is 256. Thank you for your help
z929669 Posted March 14, 2022 Posted March 14, 2022 34 minutes ago, sheson said: That's a bug. Can you check if this also happens with the LODGen.exe from xLODGen terrain LOD beta 90? TexGen does not generate _3.dds billboards. It generate 2 billboards, a front view _1.dds and a 90 degree side view _2.dds if HD billboards is selected. LODGenx64 from xLODGen 90 also references *_3.dds and BTO is missing those Tamriel.4.0.8.bto
sheson Posted March 15, 2022 Author Posted March 15, 2022 9 hours ago, SamuelBrzo said: After reviewing the windows event log it appears there was a problem with the integrated graphics however reinstalling the drivers did not have an affect on the outcome so I believe the problem may be with the driver itself. I did try your second suggested solution to set the ini's MaxTextureSize to 8192 and it managed to resolve the issue. For further information, When running TexGen, both rendedered and stitched object LODs are set to 1024. Tree/Grass LOD billboards are at 11.0 units per pixel with the texture size min/max being 32/1024. All settings for Tree/Grass/Default under billboards are set to default as are the texture compression formats. The max texture size LOD for DynDOLOD is 1024 and max texture size full is 256. Thank you for your help Unless you play Skyrim on a vertical 4k monitor setting such resolutions for the texture does not make much sense. See https://dyndolod.info/Help/Texture-Resolution If the system also has a dedicated graphics card, make it the primary/default one.
sheson Posted March 15, 2022 Author Posted March 15, 2022 12 hours ago, z929669 said: LODGenx64 from xLODGen 90 also references *_3.dds and BTO is missing those Tamriel.4.0.8.bto 784.68 kB · 0 downloads This version should work as expected. 1
TechAngel85 Posted March 15, 2022 Posted March 15, 2022 8 hours ago, sheson said: This version should work as expected. Just reporting in that this fixed the issue. Thanks!
Vernon Posted March 17, 2022 Posted March 17, 2022 It finishes every LODGenx64.exe generetaed object succesfully and then it just pops up "Item not found" [Main Instruction] Error: Item not found. bugreport.txt
sheson Posted March 17, 2022 Author Posted March 17, 2022 39 minutes ago, Vernon said: It finishes every LODGenx64.exe generetaed object succesfully and then it just pops up "Item not found" [Main Instruction] Error: Item not found. bugreport.txt 33.56 kB · 1 download See the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post. Post the log and debug log as explained on the first post.
Vernon Posted March 17, 2022 Posted March 17, 2022 2 hours ago, sheson said: See the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post. Post the log and debug log as explained on the first post. bug report https://paste.ee/p/4Z8lU pastebin crashes when I wanna paste the debug log so heres the first and last part of it https://pastebin.com/qNrey8sy I was using the newest available version of DynDOLOD
sheson Posted March 17, 2022 Author Posted March 17, 2022 25 minutes ago, Vernon said: bug report https://paste.ee/p/4Z8lU pastebin crashes when I wanna paste the debug log so heres the first and last part of it https://pastebin.com/qNrey8sy I was using the newest available version of DynDOLOD Zip the log and debug log and upload them to a file service as explained on the first post.
Vernon Posted March 17, 2022 Posted March 17, 2022 59 minutes ago, sheson said: Zip the log and debug log and upload them to a file service as explained on the first post. Okay I dealt with the issue but now I CTD whenever I start a new game or load tamriel worldspace. With every other worldspace with DynDOLOD on for them loads fine and I can see the world map, but it always CTD's whenever I am in the tamriel worldspace or any of its interiors the logs zipped and uploaded via on wetransfer https://we.tl/t-HQ90JqTX1T
sheson Posted March 17, 2022 Author Posted March 17, 2022 1 hour ago, Vernon said: Okay I dealt with the issue but now I CTD whenever I start a new game or load tamriel worldspace. With every other worldspace with DynDOLOD on for them loads fine and I can see the world map, but it always CTD's whenever I am in the tamriel worldspace or any of its interiors the logs zipped and uploaded via on wetransfer https://we.tl/t-HQ90JqTX1T What does that mean you dealt with the issue? You can not fix problems in the code. Please upload the log and debug matching the bugreport.txt uploaded earlier or provide information how to reproduce the error. Always use the latest version. Pay attention to all log message and the summary. Especially the ones about "Texture resolution ... not a power of 2". From the log: <Warning: Texture resolution 256x171 not a power of 2 Texture textures\rbroriksteadtextures\planks_lod.dds Used by meshes\rbroriksteadmeshes\woodentowerrorikstead03lod.nif RedBag's Rorikstead.esp 000WoodenTowerRBRorikstead [STAT:460012CE]> It's known since a long time. See bug reports/comments on mod page.
Vernon Posted March 17, 2022 Posted March 17, 2022 5 hours ago, sheson said: What does that mean you dealt with the issue? You can not fix problems in the code. Please upload the log and debug matching the bugreport.txt uploaded earlier or provide information how to reproduce the error. Always use the latest version. Pay attention to all log message and the summary. Especially the ones about "Texture resolution ... not a power of 2". From the log: <Warning: Texture resolution 256x171 not a power of 2 Texture textures\rbroriksteadtextures\planks_lod.dds Used by meshes\rbroriksteadmeshes\woodentowerrorikstead03lod.nif RedBag's Rorikstead.esp 000WoodenTowerRBRorikstead [STAT:460012CE]> It's known since a long time. See bug reports/comments on mod page. For the item not found error - https://we.tl/t-USzNxRCrRf
sheson Posted March 17, 2022 Author Posted March 17, 2022 1 hour ago, Vernon said: For the item not found error - https://we.tl/t-USzNxRCrRf Thanks! It seems the item not found is caused because a mesh is missing. [20:06] <Warning: File not found Meshes\effects\elfx\mountains\elfxmountainpeak02.nif Skyrim.esm MountainPeak02_Blackreach [STAT:000487E7]> You may want to reinstall Enhanced Lights and FX. Next version should not fail with an item not found error and only print the warning message and continue.
TechAngel85 Posted March 17, 2022 Posted March 17, 2022 @sheson Could you add the calmwater.dds to your ignore list for this warning? [00:00] Gathering LOD assets [00:10] Processing patches [00:16] Processing 20425 base records for 2990 object LOD and 253 dynamic LOD models [00:22] <Warning: Filename textures\water\calmwater.dds does not adhere to file naming conventions. Used by Meshes\effects\fxcreekflatlarge.nif Skyrim.esm FXCreekFlatLarge [MSTT:0009D45F]> It follows the same naming scheme used by the game for the water normals (not using '_n'), which aren't reported so I assume there is an ignore list somewhere. We simply carried this naming scheme forward to our new texture for RWT.
sheson Posted March 17, 2022 Author Posted March 17, 2022 21 minutes ago, TechAngel85 said: @sheson Could you add the calmwater.dds to your ignore list for this warning? [00:00] Gathering LOD assets [00:10] Processing patches [00:16] Processing 20425 base records for 2990 object LOD and 253 dynamic LOD models [00:22] <Warning: Filename textures\water\calmwater.dds does not adhere to file naming conventions. Used by Meshes\effects\fxcreekflatlarge.nif Skyrim.esm FXCreekFlatLarge [MSTT:0009D45F]> It follows the same naming scheme used by the game for the water normals (not using '_n'), which aren't reported so I assume there is an ignore list somewhere. We simply carried this naming scheme forward to our new texture for RWT. The vanilla fxcreekflatlarge.nif defines textures\effects\FXwaterTile02_n.dds for that shape which happens to follow the naming convention? Can you provide an example of a vanilla normal map texture used by a vanilla NIF that does not end in *_n.dds?
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