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Posted
14 minutes ago, EvilBob773 said:

No, I can only see two files in the logs folder.

Please carefully read what I wrote ("in the same folder as the executables", e.g. DynDOLODx64.exe) and what the first post says the path (..\DynDOLOD\bugreport.txt) is supposed to be for it.

Posted
19 minutes ago, sheson said:

Thanks. Did you unpack the Standalone into a new empty folder or where there old files from an earlier version?

Edit: Remove -PseudoESL from the command line options.

ooo yes that worked, thank you very much, hope everything goes swimmingly now :fingerscrossed:!

Posted
1 hour ago, Abbot said:

Hello,

Can grass LOD be generated for Enderal Special Edition? If yes, which are the recommended settings for the grass?

From https://dyndolod.info/Help/Grass-LOD
"Grass LOD is currently only supported for Skyrim Special Edition and Enderal SE."

The defaults are the recommended settings. That does not mean they are the best for your load order and setup.

Posted

Hello,

DynDOLOD 3 α84 + Resources α22 in SSE mode

[03:11] <Error: File not found>
[03:19] <Warning: File not found textures\effects\fxwhitewater02_falls_n.dds. Used by meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Skyrim.esm FXWaterfallBodyTall_static [STAT:000FC85E]>
  • First error message is worrisome but doesn't give any details. Exactly the same message appears in Debug log, without any more context or details. However it's almost certain that it's linked to the warning after it, because resolving the issue that causes the warning also suppresses the first error. Sometimes they appear in reverse order (Warning first, Error second) which may due to multiple processes or threads writing to the same output stream, I'm guessing.
  • Second warning message is confusing and misleading. It refers to a mesh provided by DynDOLOD Resources, but the actual mesh that's the root of the issue is in meshes/effects and is meshes/effects/fxwaterfallbodytall.nif.
  • Same issue occurs with fxwaterfallbodyslope.nif, fxwaterfallbodytall.nif and fxwaterfallbodytall02.nif.

These meshes come from Water Effects Brightness and Reflection Fix - Realistic Water Two Patch. They tweak some BSShaderProperty lighting/emission/reflection parameters and are otherwise identical to the meshes of Realistic Water Two SE.

As far as I can see in NifSkope, textures\effects\fxwhitewater02_falls_n.dds is not referenced by the mesh so I don't know why DynDOLOD thinks it needs it.  textures\effects\fxwhitewater02_falls.dds is used by the mesh as the 'Source Texture' property of a BSShaderProperty.

The corresponding mesh in RWT also uses the same texture in the 'Source Texture' property of the same BSShaderProperty, but doesn't cause any trouble to DynDOLOD.

My rough guess is that the patch mod's meshes don't match any known CRC32 special cases so DynDOLOD falls back to the generic passthru_lod.nif and snafu ensues somehow.

For the time being I removed the patch mod's meshes and reverted to the original RWT meshes to suppress the error/warning messages. But I'm wondering what the results were exactly? From DynDOLOD's point of view, despite the error and warning, everything was fine and the generation process ended successfully. What should I expect in-game in regards to those dynamic waterfall lods?

Full logs at https://drive.google.com/drive/folders/1fQvv6PVQ5uC3w_lQuFlT0K29O6BkgAeO

Should be easy to reproduce if you like: install RWT then the patch mod linked above.

Thanks for your attention.

Posted
9 hours ago, Mousetick said:

Hello,

DynDOLOD 3 α84 + Resources α22 in SSE mode


[03:11] <Error: File not found>
[03:19] <Warning: File not found textures\effects\fxwhitewater02_falls_n.dds. Used by meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Skyrim.esm FXWaterfallBodyTall_static [STAT:000FC85E]>
  • First error message is worrisome but doesn't give any details. Exactly the same message appears in Debug log, without any more context or details. However it's almost certain that it's linked to the warning after it, because resolving the issue that causes the warning also suppresses the first error. Sometimes they appear in reverse order (Warning first, Error second) which may due to multiple processes or threads writing to the same output stream, I'm guessing.
  • Second warning message is confusing and misleading. It refers to a mesh provided by DynDOLOD Resources, but the actual mesh that's the root of the issue is in meshes/effects and is meshes/effects/fxwaterfallbodytall.nif.
  • Same issue occurs with fxwaterfallbodyslope.nif, fxwaterfallbodytall.nif and fxwaterfallbodytall02.nif.

These meshes come from Water Effects Brightness and Reflection Fix - Realistic Water Two Patch. They tweak some BSShaderProperty lighting/emission/reflection parameters and are otherwise identical to the meshes of Realistic Water Two SE.

As far as I can see in NifSkope, textures\effects\fxwhitewater02_falls_n.dds is not referenced by the mesh so I don't know why DynDOLOD thinks it needs it.  textures\effects\fxwhitewater02_falls.dds is used by the mesh as the 'Source Texture' property of a BSShaderProperty.

The corresponding mesh in RWT also uses the same texture in the 'Source Texture' property of the same BSShaderProperty, but doesn't cause any trouble to DynDOLOD.

My rough guess is that the patch mod's meshes don't match any known CRC32 special cases so DynDOLOD falls back to the generic passthru_lod.nif and snafu ensues somehow.

For the time being I removed the patch mod's meshes and reverted to the original RWT meshes to suppress the error/warning messages. But I'm wondering what the results were exactly? From DynDOLOD's point of view, despite the error and warning, everything was fine and the generation process ended successfully. What should I expect in-game in regards to those dynamic waterfall lods?

Full logs at https://drive.google.com/drive/folders/1fQvv6PVQ5uC3w_lQuFlT0K29O6BkgAeO

Should be easy to reproduce if you like: install RWT then the patch mod linked above.

Thanks for your attention.

The error happens because DynDOLOD tries to automatically create new LOD textures based on the replaced full model. This fails since the (default) LOD model requires diffuse/normal map while the replaced full model uses a shader that only uses a diffuse.

See https://dyndolod.info/Mods/Waterfalls

Need to check the new mod/patch and update DynDOLOD Resources and add the mod to the that list.

This issue affects further away static object LOD for the waterfalls, so it may be not that obvious if at all.

Posted
7 hours ago, DankTemplar said:

Newest version of Dyndolod 3 alpha has solved my "out of memory issues" so far. Whatever you did Sheshon, it worked! Thanks for the update!

The promised logs and no concrete information about the what and when were provided, nothing was or could be done.

The https://dyndolod.info/Changelog explains what was fixed or changed.

Posted
1 hour ago, sheson said:

The message is verbatim reporting a problem, there is nothing misleading or confusing about it: fxwaterfallbodytallpassthru_lod.nif uses textures\effects\FXwaterTile02_n.dds, which is a vanilla texture and it seems to be missing from the data folder.

But it's not missing. It's there:

image.png

1 hour ago, sheson said:

To see which LOD models are actually used for which base record, check the ..\DynDOLOD\Log\ DynDOLOD_SSE_Object_Report.txt

Relevant excerpt:

Spoiler

FXWaterfallBodyTall [MSTT:0001AC8D] Meshes\effects\fxwaterfallbodytall.nif [CRC32:0DA88E1A] using textures\effects\fxwhitewater02_falls.dds, textures\effects\fxfluidtile01.dds, textures\effects\cloudtile.dds
	fxwaterfallbodytallpassthru_lod.nif FXWaterfallBodyTallInner01 = textures\effects\fxwatertile01.dds -> textures\effects\fxwhitewater02_falls.dds
	fxwaterfallbodytallpassthru_lod.nif FXWaterfallBodyTallFoam = textures\effects\fxwhitewater01.dds -> textures\effects\fxwhitewater02_falls.dds
	Level0: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif using textures\effects\fxwatertile01.dds, textures\effects\fxwatertile02_n.dds, textures\effects\fxwhitewater01.dds
	Level1: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif using textures\effects\fxwatertile01.dds, textures\effects\fxwatertile02_n.dds, textures\effects\fxwhitewater01.dds
	Level2: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif using textures\effects\fxwatertile01.dds, textures\effects\fxwatertile02_n.dds, textures\effects\fxwhitewater01.dds
	Dynamic: meshes\dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif using textures\effects\fxwhitewater03.dds, textures\effects\fxwatertile06_n.dds, textures\water\wenb_tint02.dds, textures\effects\fxwhitewater01.dds
	LOD4: Level0
	LOD8: Level1
	LOD16: Level2
	LOD32: Level2
FXWaterfallBodyTallnoLOD [STAT:02017F7A] Meshes\effects\fxwaterfallbodytall.nif [CRC32:0DA88E1A] using textures\effects\fxwhitewater02_falls.dds, textures\effects\fxfluidtile01.dds, textures\effects\cloudtile.dds
	fxwaterfallbodytallpassthru_lod.nif FXWaterfallBodyTallInner01 = textures\effects\fxwatertile01.dds -> textures\effects\fxwhitewater02_falls.dds
	fxwaterfallbodytallpassthru_lod.nif FXWaterfallBodyTallFoam = textures\effects\fxwhitewater01.dds -> textures\effects\fxwhitewater02_falls.dds
	Level0: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif using textures\effects\fxwatertile01.dds, textures\effects\fxwatertile02_n.dds, textures\effects\fxwhitewater01.dds
	Level1: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif using textures\effects\fxwatertile01.dds, textures\effects\fxwatertile02_n.dds, textures\effects\fxwhitewater01.dds
	Level2: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif using textures\effects\fxwatertile01.dds, textures\effects\fxwatertile02_n.dds, textures\effects\fxwhitewater01.dds
	Dynamic: meshes\dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif using textures\effects\fxwhitewater03.dds, textures\effects\fxwatertile06_n.dds, textures\water\wenb_tint02.dds, textures\effects\fxwhitewater01.dds
	LOD4: Level0
	LOD8: Level1
	LOD16: Level2
	LOD32: Level2
FXWaterfallBodyTall_static [STAT:000FC85E] Meshes\effects\fxwaterfallbodytall.nif [CRC32:0DA88E1A] using textures\effects\fxwhitewater02_falls.dds, textures\effects\fxfluidtile01.dds, textures\effects\cloudtile.dds
	fxwaterfallbodytallpassthru_lod.nif FXWaterfallBodyTallInner01 = textures\effects\fxwatertile01.dds -> textures\effects\fxwhitewater02_falls.dds
	fxwaterfallbodytallpassthru_lod.nif FXWaterfallBodyTallFoam = textures\effects\fxwhitewater01.dds -> textures\effects\fxwhitewater02_falls.dds
	Level0: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif using textures\effects\fxwatertile01.dds, textures\effects\fxwatertile02_n.dds, textures\effects\fxwhitewater01.dds
	Level1: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif using textures\effects\fxwatertile01.dds, textures\effects\fxwatertile02_n.dds, textures\effects\fxwhitewater01.dds
	Level2: meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif using textures\effects\fxwatertile01.dds, textures\effects\fxwatertile02_n.dds, textures\effects\fxwhitewater01.dds
	Dynamic: meshes\dyndolod\lod\effects\fxwaterfallbodytall_dyndolod_lod.nif using textures\effects\fxwhitewater03.dds, textures\effects\fxwatertile06_n.dds, textures\water\wenb_tint02.dds, textures\effects\fxwhitewater01.dds
	LOD4: Level0
	LOD8: Level1
	LOD16: Level2
	LOD32: Level2

 

 

1 hour ago, sheson said:

So the mod I'm using is understandably not listed there. Therefore:

  • The CRC32 (0DA88E1A) of its fxwaterfallbodytall mesh doesn't match any of the premade lod meshes in meshes/lod/waterfall from DynDOLOD Resources.
  • DynDOLOD falls back to meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif which corresponds to the vanilla model.
  • Am I correct so far?

For some reason DynDOLOD doesn't find textures\effects\fxwatertile02_n.dds even though it does exist as a loose file inside the Data folder. It can find the other textures such as fxwatertile01.dds, which sit next to it in the Data folder as shown in the screenshot above, and also used by fxwaterfallbodytallpassthru_lod.nif, just fine.

What about the "<Error: File not found>" message reported previously, you don't think it's strange/spurious?

There's something funky going on here.

Does meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif actually require the vanilla version of textures\effects\fxwatertile02_n.dds based on its CRC32 too? Does DynDOLOD actually go and fetch this texture specifically from the vanilla BSA archives? Or can it use any version present in the load order?

Posted
1 hour ago, Mousetick said:

But it's not missing. It's there:

image.png

Relevant excerpt:

  Reveal hidden contents

 

So the mod I'm using is understandably not listed there. Therefore:

  • The CRC32 (0DA88E1A) of its fxwaterfallbodytall mesh doesn't match any of the premade lod meshes in meshes/lod/waterfall from DynDOLOD Resources.
  • DynDOLOD falls back to meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif which corresponds to the vanilla model.
  • Am I correct so far?

For some reason DynDOLOD doesn't find textures\effects\fxwatertile02_n.dds even though it does exist as a loose file inside the Data folder. It can find the other textures such as fxwatertile01.dds, which sit next to it in the Data folder as shown in the screenshot above, and also used by fxwaterfallbodytallpassthru_lod.nif, just fine.

What about the "<Error: File not found>" message reported previously, you don't think it's strange/spurious?

There's something funky going on here.

Does meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif actually require the vanilla version of textures\effects\fxwatertile02_n.dds based on its CRC32 too? Does DynDOLOD actually go and fetch this texture specifically from the vanilla BSA archives? Or can it use any version present in the load order?

Please ignore my initial braindead answer I wrote before I had my first coffee and see the revised post.

I am creating new LOD models with correct CRC32 for the new patch mod right now for the next DynDOLOD Resources SE 3 version.

Posted
29 minutes ago, sheson said:

I am creating new LOD models with correct CRC32 for the new patch mod right now for the next DynDOLOD Resources SE 3 version.

That sounds great but you may want to hold off on that and wait a bit until this mod is deemed "stable". It's very new and might be subject to changes/fixes in the near future.

Anyway, it's your call but I wouldn't mind using a workaround to make the lod fallback mechanism work, if that's possible. It's ok if the lods don't match the full models for the time being for testing/evaluation purposes, as long as I'm aware of the differences. If I can just ignore the error and warning emitted by DynDOLOD and assume everything is working correctly with the fallback waterfall lod meshes, I'll go with that for now.

Thanks.

Posted
31 minutes ago, Mousetick said:

That sounds great but you may want to hold off on that and wait a bit until this mod is deemed "stable". It's very new and might be subject to changes/fixes in the near future.

Anyway, it's your call but I wouldn't mind using a workaround to make the lod fallback mechanism work, if that's possible. It's ok if the lods don't match the full models for the time being for testing/evaluation purposes, as long as I'm aware of the differences. If I can just ignore the error and warning emitted by DynDOLOD and assume everything is working correctly with the fallback waterfall lod meshes, I'll go with that for now.

Thanks.

DynDOLOD Resources SE 3 Alpha-23 has the new LOD models for the patch.

Posted
4 hours ago, sheson said:

DynDOLOD Resources SE 3 Alpha-23 has the new LOD models for the patch.

Success with Resources SE α23 and the newly added waterfall lod meshes. Thanks as always for your help and kudos for your dedication and quick turnaround.

I haven't checked the results in game yet. Will report back if I find any that could be traced back to DynDOLOD [Resources].

Out of curiosity, would you mind shedding some light on what exactly caused DynDOLOD to become schizophrenic and not to find a texture that was right under its nose, so to speak? It's fine if you don't want to elaborate, no grudges will be held against you :)

I'm probably going off assumptions that are completely wrong, so for the sake of understanding, is the CRC-less waterfall lod model (e.g. fxwaterfallbodytall_passthru_lod.nif) a fallback to vanilla lod when no matching CRC is available for the full model? Or is it something else?

If it's not designed as a fallback mechanism, and waterfall lods are only designed to work by CRC-matching them with their full models counterparts, I'd like to offer a suggestion for possible improvement that you didn't ask for and may not care about. Here it is anyway:

If a waterfall lod model (or other similar object lod model if applicable) cannot be found by matching the CRC32 of the full model, DynDOLOD should fail and issue an error message reporting the reason, such as: "Unsupported mod or unsupported version of mod for <insert full model name here>. Requires matching lod from DynDOLOD Resources. Refer to https://dyndolod.info/Mods/Waterfalls".

Thanks.

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