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Posted
1 hour ago, darkrain261 said:

Hello, it's me again. I think I found the source of problem. I'm using Vortex and the newest version of it has something wrong with the variable you said "DOTNET_SYSTEM_GLOBALIZATION_INVARIANT". If I launch DynDOLOD (with original LODGenx64Win.exe - not the one you sent) through Vortex as tool then I got the problem I mentioned. However, if launch DynDOLOD directly, then it works normally.

In addition, adding the environment variableDOTNET_SYSTEM_GLOBALIZATION_INVARIANT=0 in the DynDOLOD shortcut in Vortex also solves the problem. So it's not my NET runtime but the Vortex itself causing the issue. Once again thanks for your wonderful DynDOLOD and support for players.

Thanks for this insight. This will help dealing with this error message from unsuspecting users, which will most likely be coming up for years unless Vortex is "fixed".

Posted

 

5 hours ago, sheson said:

Pay attention to log message https://dyndolod.info/Messages and the summary https://dyndolod.info/Help/Summary-Of-Messages

In this case the issue is probably caused by several plugins adding the same new cells:

[00:48] <Warning: Potentially wild edit cell JKs Skyrim.esp [CELL:27023913] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1)>
[00:48] <Warning: Potentially wild edit cell RLO - Exteriors.esp [CELL:390116D5] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1)>
See https://dyndolod.info/Messages/Potentially-Wild-Edit-Cell

[00:48] <Warning: Duplicate Cell at -1,-1 in JKs Skyrim.esp [CELL:27023913] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1) and RLO - Exteriors.esp [CELL:390116D5] (in RiftenWorld "Riften" [WRLD:00016BB4] at -1,-1)>
See https://dyndolod.info/Messages/Duplicate-Cell

Riften is not near the center of the map, so there is most likely no real reason for any plugin to add new cells at -1,-1 for it.
The cell records can/should probably be removed with xEdit for example.

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely.

https://dyndolod.info/Messages/File-Not-Found-Textures
In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS automatically. The first should be very obvious in case the generated object LOD texture or LOD billboard is used in the game and typically needs to be fixed. The flat normal map substitute means the surface of the object will be flat, which might not be a very visible problem if at all.

If the trees / billboards are not used in the game / for LOD generation, then you won't see any visual issues.

well, I've deleted cell -1,-1 and 0,1 (or another which was in specified error that broke the process) and LODs are generated successfully, but there're still those stupid lights image.thumb.png.80c68a0564d3f1c47f733e43f9ac86ae.png

Posted
16 hours ago, darikzen said:

well, I've deleted cell -1,-1 and 0,1 (or another which was in specified error that broke the process) and LODs are generated successfully, but there're still those stupid lights 

Read the first post which log and debug log to upload when making posts to accompany meaningful screenshots.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make meaningful screenshots with additional information by opening the console and clicking the object in question (best with More Informative Console installed).

Posted
19 hours ago, Blackread said:

The HearthFires building should not be there, I was straight out of the alternate start room. I ran from Honningbrew Meadery along the east side of Whiterun to the whitewatch tower, where I first noticed the misplaced building. It is fully replicable on that LOD generation (I haven't successfully completed another one yet). I hadn't altered my speed mult, it was vanilla (or very close to it at least).

Edit: Forgot to mention, nothing in Papyrus logs.

Edit2: Did another DynDOLOD run without Occlusion just to see if the HearthFires building is still there, and it looks like it is. Logs Seems it is replicable at least on this mod list. Still nothing in Papyrus logs. I'll root out the memory issues when I have the time.

Check before generating LOD if any plugin overwrites 03010F54  or the enable parent 03016DF1.

The  Lux Orbis - Master plugin.esm overwrite of 03010F54 should be fine if it is only adding the BYOHHouse3Location

If there is nothing else overwriting / patched, let me know the new form id of the LOD reference in the DynDOLOD plugin and upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel_Objects.txt from the output.

Posted
On 9/28/2022 at 2:16 PM, Glanzer said:

Well it works fine when I uncheck grass. Why would it do that if it's something about trees? Anyway, I'm sure you'll find it. :)

Test if it runs through now with Alpha-100.

Posted (edited)

Hey again, sheson...I just ran alpha 100 with the large reference bug workaround and when I went to start my game I got a message "dyndolod dll papyrus scripts are the wrong version."  However I use 1.5.97 and have been using the same scripts and dll since I've been running dyndolod 3.0.

 

Ah ok now I'm reading the effin manual I see the latest scripts are needed...trying again, sorry.

Edited by MisterMorden
Posted (edited)

When running TexGen and creating textures I'm getting the following error with Skyrim VR:

Error: File not found textures\effects\FXWhiteWater02_falls.dds.

Could be that period on the end of the filename

Edited by benhollio
Posted
2 hours ago, benhollio said:

When running TexGen and creating textures I'm getting the following error with Skyrim VR:

Error: File not found textures\effects\FXWhiteWater02_falls.dds.

Could be that period on the end of the filename

Read the first post which log and debug log to upload when making posts.

As explained, read https://dyndolod.info/Messages -> https://dyndolod.info/Messages/File-Not-Found-Textures for explanations of log messages and/or read the https://dyndolod.info/Help/Summary-Of-Messages.

It is not the period that is added at the end of a sentence. The texture is part of the core files of Realistic Water Two and is missing while the RealisticWaterTwo.esp is installed.

Posted
21 hours ago, sheson said:

Test if it runs through now with Alpha-100.

YES the LODGen is now successful for the aaChanterelle2 worldspace. HAPPY DANCE!

Posted
46 minutes ago, Glanzer said:

YES the LODGen is now successful for the aaChanterelle2 worldspace. HAPPY DANCE!

Great. Thanks for letting us know.

Posted

I am still testing, but I mostly have the configs for the vanilla stitched object LOD textures complete for Fallout 4.

However, I did notice an issue with a very popular mod in my list that causes the output to contain a bad texture. FlaconOil's Complete Retexture Project erroneously includes a few textures in sRGB instead of linear, and while it doesn't appear to cause apparent artifacts in game, it causes the generated LOD texture to be incorrect. Specifically, the textures\architecture\diamondcity\corrugatedmetal02_d.dds inside the FlaconOil - BA2 2K - Part3 file is saved as DXGI_FORMAT_BC1_UNORM_SRGB.

Perhaps a warning could be added for when an input texture is in sRGB instead of linear? Or perhaps it could convert to linear upon generation?

I will also try to reach out to the mod author so they can hopefully correct this oversight.

Included are the logs, the configs, and the output incorrect texture. https://mega.nz/file/pY4l1RLb#J3mIXjYuONKJ9zSSfVzqXNtfcaTxqWYqV6KkH9LOpZ0

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