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Posted (edited)
4 hours ago, sheson said:

Yes any texture in the last 2 or so seconds that has [TwbRender.LoadTexture] <Debug: Loading ... Not necessarily the last one, as things are multi-threaded and all parallel processes write to the log at the same. In this case textures\architecture\solitude\SStoneBase01.dds is also of interest. 
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and add RenderTexturesSingleThread=1 under [TexGen] might help to have a clearer log - but might also make it so that the problem does not occur. See what happens if you do that.

If a file does not exist as loose file but only in BSAs, you can use the xEdit Asset Browser that is started with CTRL+F3 after loading the entire load order into xEdit. After enterting part of a filename into the filter field, the first mentioned container (BSA) for a file is the winning one. Data means loose file.

This should be the log from a single threaded run. For better or worse, no change with only single threaded, it's still exiting early with no other logs being generated. I don't really have a good understanding of where to go next from here.

Whoops, I had run with only having RenderThreads=1, not actually RenderTexturesSingleThread=1. With that additional flag, it looks like it's going to succeed (still running but it's already gotten past the prior error point). I'll upload the logs from this run once they finish and I wake up.

Also that is a really cool feature, thanks for the tip! I see that the textures\architecture\solitude\sstonebase01.dds winner is from loose files. It has, in order: Data, Enhanced Solitude SSE.bsa, Skyrim - Textures1.bsa.

Edited by Onyx
Posted

Hello, Sheson! Thanks for your constant updates.

Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?

Posted
45 minutes ago, adelinadragonborn said:

Hello, Sheson! Thanks for your constant updates.

Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD ...

https://dyndolod.info/Help/xLODGen

Posted
11 hours ago, sheson said:

Yes any texture in the last 2 or so seconds that has [TwbRender.LoadTexture] <Debug: Loading ... Not necessarily the last one, as things are multi-threaded and all parallel processes write to the log at the same. In this case textures\architecture\solitude\SStoneBase01.dds is also of interest. 
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and add RenderTexturesSingleThread=1 under [TexGen] might help to have a clearer log - but might also make it so that the problem does not occur. See what happens if you do that.

If a file does not exist as loose file but only in BSAs, you can use the xEdit Asset Browser that is started with CTRL+F3 after loading the entire load order into xEdit. After enterting part of a filename into the filter field, the first mentioned container (BSA) for a file is the winning one. Data means loose file.

OK, with RenderTexturesSingleThread=1 the run succeeded. I've attached all 3 logs that came from this run. Should I just keep that flag in my config and consider this issue solved? DynDOLOD was also able to complete successfully (albeit not free of warnings or errors).

TexGen_SSE_singlethreaded_logs.7z

Posted
1 hour ago, Onyx said:

OK, with RenderTexturesSingleThread=1 the run succeeded. I've attached all 3 logs that came from this run. Should I just keep that flag in my config and consider this issue solved? DynDOLOD was also able to complete successfully (albeit not free of warnings or errors).

TexGen_SSE_singlethreaded_logs.7z 522.79 kB · 0 downloads

Thanks for the logs. Yes, it is OK, since we now know that none of the textures are cause of the exception in the nvoglv64.dll that can be avoided by not using multiple render contexts, which is a workable option for now.

Posted
39 minutes ago, backwords said:

Hello im new to Dyndolod lod generating. While generating lod it showed some errors. ill post them here. I don't know if i sohould be concerned.

https://paste.ee/p/3bxCO Large Reference Bugs

https://paste.ee/p/5a5MS Outdated Billboards

https://paste.ee/p/jnkxq Textures Do Not Match

Moved to the DynDOLOD 3 alpha thread. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

Read the explanations for messages https://dyndolod.info/Messages, what they mean, their severity and if/what to do about them.

https://dyndolod.info/Messages/Large-Reference-Bugs and https://dyndolod.info/Help/Large-References
https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32. Really follow the generation instruction https://dyndolod.info/Generation-Instructions
https://dyndolod.info/Messages/Textures-Do-Not-Match

If further explanations for a particular log message is required, provide the logs and ask a specific question.

Posted (edited)

I have a problem, I tried to install this mod with a tutorial video, however my game still looks like this: 

image.thumb.png.5e751083d5994c097398959fe144b900.png My textgen went without problems but my Dyndolod show a lot of warnings, Here is the full log:

DyndologLog.rar

Edited by MrXCh1k1X
Posted
8 hours ago, MrXCh1k1X said:

I have a problem, I tried to install this mod with a tutorial video, however my game still looks like this: 

image.thumb.png.5e751083d5994c097398959fe144b900.png My textgen went without problems but my Dyndolod show a lot of warnings, Here is the full log:

DyndologLog.rar 149.84 kB · 1 download

Read the first post with entire log from the last LOD generation sesssion(s) and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

What does "this" mean in particular? The screenshot seems to show vanilla object and terrain LOD and maybe pre-generated tree LOD from another mod.

If you have problems with third party guides ask their author for help.

See https://dyndolod.info/Generation-Instructions how to generate and to install the output - in particular how the generated output need to overwrite everything. Pay attention to the Prerequisites and how to use xLODGen to generate terrain LOD. https://dyndolod.info/Help/xLODGen

Warning and error messages, there severity and if/what to do about them are explained at https://dyndolod.info/Messages and in the https://dyndolod.info/Help/Summary-Of-Messages.

If you have a questions about a particular message, ask a specific question.

Posted

I just switched to SR Exterior Cities. Is this the correct line? Without "x" this line works perfectly and detected my SREX, but with the "x" it did not disable Objects and Trees and the result is so bad.
 
WarnModFileName=xSR Exterior Cities;SR-Exterior-Cities
 

Posted
13 minutes ago, FinalCraneFall said:

I just switched to SR Exterior Cities. Is this the correct line? Without "x" this line works perfectly and detected my SREX, but with the "x" it did not disable Objects and Trees and the result is so bad.
 
WarnModFileName=xSR Exterior Cities;SR-Exterior-Cities
 

Correct. ATM for SR Exterior Cities you have to manually make sure object and tree LOD are not checked when doing the second run for dynamic LOD only.

Posted
6 minutes ago, sheson said:

Correct. ATM for SR Exterior Cities you have to manually make sure object and tree LOD are not checked when doing the second run for dynamic LOD only.

While the result is so wrong. It did not have Occlusion, and my eFPS patch stopped working after, and also causes CTD.
 
I wanna double check: I only run Objects and Trees in the 1st run, then DELETE the plugins and do the 2nd run right?

Posted
On 4/12/2023 at 6:35 PM, FinalCraneFall said:

While the result is so wrong. It did not have Occlusion, and my eFPS patch stopped working after, and also causes CTD.
 
I wanna double check: I only run Objects and Trees in the 1st run, then DELETE the plugins and do the 2nd run right?

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If you want to generate LOD Occlusion, check the options accordingly. https://dyndolod.info/Help/Occlusion-Data#Generation and https://dyndolod.info/Help/Advanced-Mode#Occlusion-Data

Why do you believe DynDOLOD affects eFPS or patches for it? Occlusion planes are typically ignored for LOD generation. Occlusion planes are something very different to LOD occlusion.

Why do you believe DynDOLOD has anything to do with the CTD? Does the crash log point to it in any way? Upload it as well if help is required. Also see https://dyndolod.info/FAQ "ILS or CTD"

As explained at https://dyndolod.info/Mods/Open-Exterior-Cities, the first run is to generate tree and object LOD only. Any plugins should be discarded. The second run is to generate dynamic LOD and the optional Occlusion. Any new files on meshes/textures should be discarded. Occlusion can also be generated separately afterwards.

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