z929669 Posted November 22, 2022 Posted November 22, 2022 I got the OpenGL error running TexGen. Logs attached. No bugreport. I use AMD, so I will check my drivers next, but they have been same drivers for months now and no issues previously. Logs.7z Looks like I do have a driver issue maybe caused by Windows updates. I'm removing/reinstalling latest recommended AMD drivers now.
sheson Posted November 22, 2022 Author Posted November 22, 2022 48 minutes ago, jiggajigga82 said: Not entirely sure if this is the right place to ask, but is there a specific script that's used in DynDOLOD to detect mesh root blocks being NiNodes? I'd like to root them out in xEdit if they're a proven cause of CTDs. DynDOLOD is all compiled code, so no pas scripts. Just use the list from the summary.
jiggajigga82 Posted November 22, 2022 Posted November 22, 2022 2 minutes ago, sheson said: DynDOLOD is all compiled code, so no pas scripts. Just use the list from the summary. Alright, because I've found some that didn't show up in the summary. Does that mean I shouldn't be concerned with them?
sheson Posted November 22, 2022 Author Posted November 22, 2022 1 minute ago, jiggajigga82 said: Alright, because I've found some that didn't show up in the summary. Does that mean I shouldn't be concerned with them? Depends on the type of NIF and how it it used. You do not need to worry about any that are not reported. https://dyndolod.info/Messages/Root-Block
z929669 Posted November 22, 2022 Posted November 22, 2022 I can confirm that AMD Adrenaline 22.5.1 drivers resolved the issue. For kicks, I first factory reset my display drivers and tried AMD Adrenaline 22.11.1, and this indeed caused the OpenGL issue, so I can confirm that as well interestingly, TexGen processing of my same Step LO has increased approx. 4x from last version I used (alpha 98 and many previous versions). It used to reliably take 1:40-1:50, and now its upwards of 5 minutes processing. Generating billboards processing increased by a significant amount, but Creating textures portion at the end was the brunt of the increase. FYI: logs from the successful run for direct compare to my last if interesting. Logs.7z
jiggajigga82 Posted November 22, 2022 Posted November 22, 2022 7 minutes ago, sheson said: Depends on the type of NIF and how it it used. You do not need to worry about any that are not reported. https://dyndolod.info/Messages/Root-Block Perfect, thanks!
MisterMorden Posted November 22, 2022 Posted November 22, 2022 2 hours ago, sheson said: "LOD associated ini" does tell us which INI setting you are talking about. I can only hope it doesn't mean INI settings for static object LOD under TerrainManager, since they are obviously irrelevant. What I meant was ini values with LOD in the names. I didn't mess with anything under [TerrainManager], but I did try increasing fLightLODMaxStartFade, fLightLODStartFade, fLODFadeOutMultItems, fLODFadeOutMultObjects, fLODFadeOutMultSkyCell (although I didn't hold out much hope with these). I wouldn't push my fBlockLevel0, 1 & Maximum past where I have them now (75000, 165000 & 335000 respectively).
z929669 Posted November 22, 2022 Posted November 22, 2022 DynDOLOD "ErrorSelectingRenderedContent" The associated help for this message does not address this one. Logs PS: LODGen process continued on in the background, so I killed it myself.
DoubleYou Posted November 23, 2022 Posted November 23, 2022 7 hours ago, MisterMorden said: What I meant was ini values with LOD in the names. I didn't mess with anything under [TerrainManager], but I did try increasing fLightLODMaxStartFade, fLightLODStartFade, fLODFadeOutMultItems, fLODFadeOutMultObjects, fLODFadeOutMultSkyCell (although I didn't hold out much hope with these). I wouldn't push my fBlockLevel0, 1 & Maximum past where I have them now (75000, 165000 & 335000 respectively). The giant campfire models from Embers XD appear to have the EnvMap_Light_Fade flag on them, so ensure that you have the associated fade settings high enough to be visible from far away. Skyrim.ini [LightingShader] fEnvmapLODFadeEnd=1.0000 fEnvmapLODFadeStart=1.0000 BethINI also provides this tweak as a part of its presets.
MisterMorden Posted November 23, 2022 Posted November 23, 2022 (edited) 1 hour ago, DoubleYou said: The giant campfire models from Embers XD appear to have the EnvMap_Light_Fade flag on them, so ensure that you have the associated fade settings high enough to be visible from far away. Skyrim.ini [LightingShader] fEnvmapLODFadeEnd=1.0000 fEnvmapLODFadeStart=1.0000 BethINI also provides this tweak as a part of its presets. Ah, ok thank you DY I will check that. edit - No, they were already set there. Edited November 23, 2022 by MisterMorden
kookok Posted November 23, 2022 Posted November 23, 2022 (edited) Hello, I am fairly new to modding, and installed a couple of mods and read somewhere that I need to generate LODs for things to "display properly". So with that, I've gone ahead and followed basic tutorials on how to use DyndoLOD 3. At the first step (TexGen), no errors or warnings of any kind, but when I start to do DyndoLOD, I get these warnings. Things I've read on the website is untranslatable for me, since it only explains things about references, but it doesn't actually tell me what is going to happen in the game (missing textures, crashes, etc.) Here's my errors: https://paste.ee/p/Jxspy Basically, I'm humbly asking for a layman's explanation of what's going to happen to my game if I ignore those errors and proceed to playing, rather than telling me the technical details on why this is happening. I have close to 0 knowledge using SSEdit, and I have very limited knowledge as far as load orders would go. I did order it to the best of my abilities, but I am unsure if that has anything to do with the warnings I see when I use DyndoLOD. Would also love some advice on what I can do to fix these errors! Thank you in advance for any help. Edited November 23, 2022 by kookok Added dyndolod tag.
sheson Posted November 23, 2022 Author Posted November 23, 2022 47 minutes ago, kookok said: Hello, I am fairly new to modding, and installed a couple of mods and read somewhere that I need to generate LODs for things to "display properly". So with that, I've gone ahead and followed basic tutorials on how to use DyndoLOD 3. At the first step (TexGen), no errors or warnings of any kind, but when I start to do DyndoLOD, I get these warnings. Things I've read on the website is untranslatable for me, since it only explains things about references, but it doesn't actually tell me what is going to happen in the game (missing textures, crashes, etc.) Here's my errors: https://paste.ee/p/Jxspy Basically, I'm humbly asking for a layman's explanation of what's going to happen to my game if I ignore those errors and proceed to playing, rather than telling me the technical details on why this is happening. I have close to 0 knowledge using SSEdit, and I have very limited knowledge as far as load orders would go. I did order it to the best of my abilities, but I am unsure if that has anything to do with the warnings I see when I use DyndoLOD. Would also love some advice on what I can do to fix these errors! Thank you in advance for any help. Moved to the DynDOLOD 3 Alpha thread. Read the first post. See this existing answer https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-106/?do=findComment&comment=265482. It is unclear what warning or error message about problems in the load the order you need further help for in addition to the existing explanations. Always use the latest version. Do not install the game into special folders like Program Files x86 to avoid issues with Windows UAC, antivir etc.
sheson Posted November 23, 2022 Author Posted November 23, 2022 11 hours ago, z929669 said: DynDOLOD "ErrorSelectingRenderedContent" The associated help for this message does not address this one. Logs PS: LODGen process continued on in the background, so I killed it myself. Is this repeatable? If so, does adding TextureCache=100 below [DynDOLOD] to DynDOLOD_SSE.INI change anything?
MisterMorden Posted November 25, 2022 Posted November 25, 2022 Ok sheson, I finally was able to get my latest logs (106 alpha, no bugreport generated). This was with the none, none, none, none, far full, unchanged mesh rule for giant campfires. The other reference dropdown options didn't resolve the issue of the no flaming lod. I have also included a link to some screenshots I took of walking through the issue. I'm also currently in talks with the author of embers xd to see if it may be a mod issue. I hope this information redeems my speculative past posts somewhat, lol. logs: https://ufile.io/f/8qbp2 pics: https://imgur.com/a/TSzVR6d Thanks again for your help!
sheson Posted November 25, 2022 Author Posted November 25, 2022 3 hours ago, MisterMorden said: Ok sheson, I finally was able to get my latest logs (106 alpha, no bugreport generated). This was with the none, none, none, none, far full, unchanged mesh rule for giant campfires. The other reference dropdown options didn't resolve the issue of the no flaming lod. I have also included a link to some screenshots I took of walking through the issue. I'm also currently in talks with the author of embers xd to see if it may be a mod issue. I hope this information redeems my speculative past posts somewhat, lol. logs: https://ufile.io/f/8qbp2 pics: https://imgur.com/a/TSzVR6d Thanks again for your help! All further away fires look the same to me regardless of the original reference/base record in Skyrim.esm or the ones copied to DynDOLOD plugins. As I already said, it probably has to do with the how the NIF is made and corresponding INI settings. Particles count, decal fade maybe. Since just flying away with tlc from the fire just changed by the mod has the same effect, there is nothing any DynDOLOD setting can do about it.
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