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Posted
29 minutes ago, sheson said:

Just deleting the billboards from all third party mods in ..Data\Textures\LODGen\*.* and only keeping the ones generated by TexGen should be enough.

I'll keep that in mind for the future.

Posted (edited)

Thanks z929669 and sheson 

Thanks too PRieST I got the grass fixes done.

I did read through the guides, luckily I had a 1.5 back of SE, it was a little work putting in some of the needed things from 1.5 into MO2 to get it working, and getting the No Grass in Objects to make the grass cache, but I succeeded.

I thought it wasn't going to work creating the grass cache, because it never gave the popup saying it was done, instead I ended up getting a spinning mouse cursor when it was done, but in the .NET Script Framework logs it said it succeeded creating the grass cache, and I did the Grass fix on them too.

WOW talk about some work, now xLODGen, TexGen all good, and  DynDOLOD 3 showed the Grass Lod options.

I've attached a screen shot showing I got the Grass LOD, and a screen shot in Whiterun showing how it's looking.

Can't wait to get a Nvidia 3060 and 2K monitor.. LOL :P

Game is running nice too! :)

BIG THANKS GUYS!

P.S. I'll keep it on topic next time for the DynDOLOD here. :)

MyDnyDOLOD3.jpg

Whiterun.jpg

Edited by mooit
Posted
13 hours ago, DarthVitrial said:

You have the .Net event log for that with the trace?

Can you generate without Season Aspen Trees to rule out that there is a problem with the assets? I am pretty sure they are not the problem since I have no issues despite the 3D tree LOD models containing orphaned blocks and left over collision. That's all ignored anyways.

Posted

hi, getting the same error everytime I run texgen:
 

[Window Title]
TexGen

[Main Instruction]
Texconv error 80070026.

[Content]
textures\architecture\whiterun\WRPlasterDecals.dds

"D:\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\crich\AppData\Local\Temp\TexGen_SSE" "C:\Users\crich\AppData\Local\Temp\TexGen_SSE\8F62B2D7BEF24ACFB52500424C11AD7E.dds"

Click on this link for additional explanations and help for this message

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard


I tried looking up the error code, but did not find that specific error code in the dyndolod/texgen documentation (currently running latest).

Windows has that specific error code, and I tried deleting temp folder, disabling antivirus, running sfc, and rebooting, with no luck.

Ideas/suggestions?

TexGen_SSE_log.txt

Posted
1 hour ago, fractalbase said:

hi, getting the same error everytime I run texgen:
 

[Window Title]
TexGen

[Main Instruction]
Texconv error 80070026.

[Content]
textures\architecture\whiterun\WRPlasterDecals.dds

"D:\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\crich\AppData\Local\Temp\TexGen_SSE" "C:\Users\crich\AppData\Local\Temp\TexGen_SSE\8F62B2D7BEF24ACFB52500424C11AD7E.dds"

Click on this link for additional explanations and help for this message

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard


I tried looking up the error code, but did not find that specific error code in the dyndolod/texgen documentation (currently running latest).

Windows has that specific error code, and I tried deleting temp folder, disabling antivirus, running sfc, and rebooting, with no luck.

Ideas/suggestions?

TexGen_SSE_log.txt 1.53 MB · 0 downloads

Read the first post which log, debug log and bugreport.txt if it exists to upload.

The mentioned textures\architecture\whiterun\WRPlasterDecals.dds is most likely corrupt. The obvious thing to check would be trying to load the texture in an image viewer to see if it works. MO2 has one build in. if the textures is in an BSA file, use xEdit Assets Browser which is started with CTRL+F3 to open it via double click or to extract it.

Posted
2 hours ago, sheson said:

Read the first post which log, debug log and bugreport.txt if it exists to upload.

The mentioned textures\architecture\whiterun\WRPlasterDecals.dds is most likely corrupt. The obvious thing to check would be trying to load the texture in an image viewer to see if it works. MO2 has one build in. if the textures is in an BSA file, use xEdit Assets Browser which is started with CTRL+F3 to open it via double click or to extract it.

included is the debug log; there was no bugreport.txt.

attempting to open the particular file in paint.net revealed that the file is corrupt.

TexGen_SSE_Debug_log.7z

Posted
11 hours ago, sheson said:

You have the .Net event log for that with the trace?

Can you generate without Season Aspen Trees to rule out that there is a problem with the assets? I am pretty sure they are not the problem since I have no issues despite the 3D tree LOD models containing orphaned blocks and left over collision. That's all ignored anyways.

Application: LODGenx64.exe


Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
   at LODGenerator.Geometry.RemoveDuplicate(Boolean)
   at LODGenerator.LODApp.RemoveUnseenFaces(LODGenerator.QuadDesc, LODGenerator.ShapeDesc)
   at LODGenerator.LODApp.TransformShape(LODGenerator.QuadDesc, LODGenerator.StaticDesc, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.Common.Matrix44, Single, Int32)
   at LODGenerator.LODApp.IterateNodes(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32, LODGenerator.NiFile, LODGenerator.NifMain.NiNode, LODGenerator.Common.Matrix44, Single, Int32 ByRef)
   at LODGenerator.LODApp.ParseNif(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32)
   at LODGenerator.LODApp+<>c__DisplayClass84_0.<DoLOD>b__0(Int32)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task)
   at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object)
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
   at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean)
   at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.For(Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>)
   at LODGenerator.LODApp.DoLOD(LODGenerator.QuadDesc, Boolean)
   at LODGenerator.LODApp.<GenerateLOD>b__85_0(LODGenerator.QuadDesc)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass31_0`2[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForEachWorker>b__0(Int32)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task)
   at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object)
   at System.Threading.Tasks.Task.Execute()
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
   at System.Threading.ThreadPoolWorkQueue.Dispatch()




I'll try it without when I get some time

Posted
On 4/20/2022 at 1:41 AM, sheson said:

DynDOLODGrassMode 1/2 are fixed distance settings. 1 is the uGridsToLoad 5 x 5 cells around the player. 2 is whatever the uLargeRefLODGridSize setting is.

It should not change how full grass fades in or out.

I had incorrectly configured Ini's. I went and removed grass fade from bethIni following this guide https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide. Do you know if I need to precache grass again every time I change the ini settings within Bethini? Or do I just need to regen dyndolod to have the proper ini's apply? Thanks. 

Posted
5 hours ago, NBBEAST said:

I had incorrectly configured Ini's. I went and removed grass fade from bethIni following this guide https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide. Do you know if I need to precache grass again every time I change the ini settings within Bethini? Or do I just need to regen dyndolod to have the proper ini's apply? Thanks. 

The grass cache stores the model, position, rotation, scale, brightness of each grass placement. 

https://www.nexusmods.com/skyrimspecialedition/mods/42161
"IMPORTANT: If you change anything about your mods or grass related settings you need to delete every file in that directory so that grass can be generated again, or you will not see any changes or even have bugs like floating grass (if terrain is changed) or grass in objects (if object placement is changed). If you only change drawing distance it's not required to delete cache files."

If you change INI settings that affects density it needs to be updated.

Posted (edited)

Hi,

I have a small issue when using DynDOLOD 3.0 Alpha 88 + DynDOLOD Resources 3.0 Alpha-24 with Enderal VR.  Everything mostly works but I use Embers XD, and DynDOLOD seems to add logs to my Embers campfires.  The standard campfires show up when I first load into a campsite and then once DynDOLOD is initialized, large logs seemingly load in as LODs.  The problem goes away if I revert way back to Alpha 65.  Is this normal behavior in Alpha 88?  And if so, is there a way to force DynDOLOD to not alter the Embers XD campfires?  I have attached my log files (DynDOLOD_ENDERALSE_log.txt & DynDOLOD_ENDERALSE_Debug_log.txt) below.  Thanks!  

Campfires before DynDOLOD loads: https://ibb.co/GJs2Yxs
Campfires after DynDOLOD loads: https://ibb.co/F4vqN0P

https://ufile.io/f/wjsuj

Edited by Ashok0
Posted
2 hours ago, Ashok0 said:

Hi,

I have a small issue when using DynDOLOD 3.0 Alpha 88 + DynDOLOD Resources 3.0 Alpha-24 with Enderal VR.  Everything mostly works but I use Embers XD, and DynDOLOD seems to add logs to my Embers campfires.  The standard campfires show up when I first load into a campsite and then once DynDOLOD is initialized, large logs seemingly load in as LODs.  The problem goes away if I revert way back to Alpha 65.  Is this normal behavior in Alpha 88?  And if so, is there a way to force DynDOLOD to not alter the Embers XD campfires?  I have attached my log files (DynDOLOD_ENDERALSE_log.txt & DynDOLOD_ENDERALSE_Debug_log.txt) below.  Thanks!  

Campfires before DynDOLOD loads: https://ibb.co/GJs2Yxs
Campfires after DynDOLOD loads: https://ibb.co/F4vqN0P

https://ufile.io/f/wjsuj

Pay attention to error and warning message and read their explanations in the summary. Address the serious errors instead of ignoring them.
You need to make sure that plugins/mods which are made for Skyrim are made compatible with Enderal. Clean plugins that delete references. Do not install the game into special Windows folders like Programs Files x86 to avoid permission issues because of UAC, antivir etc.

The screenshots do not show any form ids / more informative console information.

Embers XD.esp is not part of the load order while the LOD mod is being generated. Do not temporarily disable plugins to ignore error messages. Leave such plugins disabled permanently or fix the errors.

Why do you believe that it is DynDOLOD that changes the full models of fires in the active cells?

Posted

Hi There, 

Firstly wanted to say, thank you for your amazing hard work and dedication on this software. I have been using it a while now, and can not imagine my Skyrim SE without it. 

I am having an issue with Alpha 88. I have an access violation:
Access violation at address 000000000120E735 in module 'DynDOLODx64.exe'. Read of address 0000000000000000
bugreport.txtLogs.7zError: Access violation at address 000000000120E735 in module 'DynDOLODx64.exe'. Read of address 0000000000000000.

Now, to be clear, it worked 100% the first 4 times I ran it. I ran it again, because I missed some 2d Billboards in my MO2 load order, which cause things to look weird.  Now, I am having this error.

I have re-installed .net, I have moved the Dyndolod folder and the output folders.  I really am stuck here. Is there anything I can try?

I have Windows Sercurity switched off, (Real time protection and all the other toggles are off as well.) I am not using another antivirus. I am on Windows 11 x64.

OS Name    Microsoft Windows 11 Pro
Version    10.0.22000 Build 22000
Processor    12th Gen Intel(R) Core(TM) i7-12700K, 3610 Mhz, 12 Core(s), 20 Logical Processor(s)
BaseBoard Product    ROG MAXIMUS Z690 HERO
Installed Physical Memory (RAM)    32,0 GB
Page File Space    18,0 GB
 

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