Poncington Posted July 17, 2023 Posted July 17, 2023 On 7/15/2023 at 8:47 AM, sheson said: Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugreport.txt (if it exists) to upload when making posts. Or enable the realtime log if no logs are created and upload that as explained. By randomly removing records or deleting files the actual issues is ignored and certain LOD textures were not generated. Guessing that "something is wrong with that texture or something" is not really going to help to determine the actual cause of a problem. If you want to troubleshooting the actual issue, then do not ignore requests. No problem. I'll reinstall notwl and redo texgen so I can upload the log. https://ufile.io/ie8alzq0 https://ufile.io/v4rfayiw
sheson Posted July 17, 2023 Author Posted July 17, 2023 7 hours ago, FinalCraneFall said: Both bridges' model cannot be selected by console like I said. They behave exactly like landscape.LODGen_SSE_Tamriel_log.txt This is the log. LODGen_SSE_Tamriel_log.txt 52.47 kB · 0 downloads Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and DynDOLOD debug log to upload when making posts. From the the LODGen log you upload: meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif unexpected root node. Ignoring file. Isn't there a related message like https://dyndolod.info/Messages/Root-Block in the DynDOLOD log that I asked for ? Is it it not listed in the https://dyndolod.info/Help/Summary-Of-Messages that open at then end? Fix that LOD model with NifSkope or maybe with Cathedral Assets Optimizer in any case. You posted screenshots of the map. No close ups from the full models. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots: In that case, also walk close to an object, so its reference with the full model is loaded in order to get its form ID and provide that screenshot of the full model in addition to the screenshot of the LOD. Are you saying there are no full models you can walk close to in order to make a screenshot of them? You are not able to check / screenshot how LOD level 4 looks to see if it looks OK to see if the LOD level used for the map might just need updated mesh mask rules? You are also not able to provide the cell coordinates as alternative as explained?
sheson Posted July 17, 2023 Author Posted July 17, 2023 6 hours ago, Poncington said: No problem. I'll reinstall notwl and redo texgen so I can upload the log. https://ufile.io/ie8alzq0 https://ufile.io/v4rfayiw Didn't you say it would stop after alnus_forest_shrub01, the log shows it stopping after ulmus04_vine_003cbc18. So it now stops after having created a different billboard. The debug log shows it tries to or waits for executing texconv to convert Coldharbourtreebark01.dds (most likely from the mod Vigilant). In any case, check the task manager if there are any Texconv processes listed that TexGen might be waiting for. See i it continues with related error messages if you terminate them. See what happens if you set texture compression formats at the bottom of TexGen to A8R8G8B8 for Diffuse alpha and Normal specular and R8G8B8 for Diffuse and Normal. Report the outcome of both suggestions.
Poncington Posted July 17, 2023 Posted July 17, 2023 9 hours ago, sheson said: Didn't you say it would stop after alnus_forest_shrub01, the log shows it stopping after ulmus04_vine_003cbc18. So it now stops after having created a different billboard. The debug log shows it tries to or waits for executing texconv to convert Coldharbourtreebark01.dds (most likely from the mod Vigilant). In any case, check the task manager if there are any Texconv processes listed that TexGen might be waiting for. See i it continues with related error messages if you terminate them. See what happens if you set texture compression formats at the bottom of TexGen to A8R8G8B8 for Diffuse alpha and Normal specular and R8G8B8 for Diffuse and Normal. Report the outcome of both suggestions. Yeah I thought that was strange as well. I reinstalled nature of the wild lands to restore the file I deleted and now it's freezing on a different one like you said. As for vigilant I didn't have it installed before. Still building my load order for the next play through. I will try what you said and report.
Poncington Posted July 17, 2023 Posted July 17, 2023 9 hours ago, sheson said: Didn't you say it would stop after alnus_forest_shrub01, the log shows it stopping after ulmus04_vine_003cbc18. So it now stops after having created a different billboard. The debug log shows it tries to or waits for executing texconv to convert Coldharbourtreebark01.dds (most likely from the mod Vigilant). In any case, check the task manager if there are any Texconv processes listed that TexGen might be waiting for. See i it continues with related error messages if you terminate them. See what happens if you set texture compression formats at the bottom of TexGen to A8R8G8B8 for Diffuse alpha and Normal specular and R8G8B8 for Diffuse and Normal. Report the outcome of both suggestions. Ok I have no idea why but I tried a fresh texgen the same as before and it completed. The only difference I can think of is I started it before getting ready for work right after the first boot of the day and left the pc until it was done. Maybe using firefox to watch youtube vids interferes somehow? Not sure. I can put up the logs when I get home if it helps in some way.
sheson Posted July 17, 2023 Author Posted July 17, 2023 2 hours ago, Poncington said: Ok I have no idea why but I tried a fresh texgen the same as before and it completed. The only difference I can think of is I started it before getting ready for work right after the first boot of the day and left the pc until it was done. Maybe using firefox to watch youtube vids interferes somehow? Not sure. I can put up the logs when I get home if it helps in some way. Texconv uses the DirectCompute/GPU to compress textures. Maybe there is an issue with the software, OS, graphics driver or hardware etc. decoding video at the same time.
had Posted July 17, 2023 Posted July 17, 2023 Decided to update dydndolod, currently on a30. Deactivated mod, entered interior, resaver shows 20 active dyndolod scripts, is it intended? Should i update or something is broken?
Poncington Posted July 18, 2023 Posted July 18, 2023 6 hours ago, sheson said: Texconv uses the DirectCompute/GPU to compress textures. Maybe there is an issue with the software, OS, graphics driver or hardware etc. decoding video at the same time. Next time I'll make sure to start texgen and go for a walk.
sheson Posted July 18, 2023 Author Posted July 18, 2023 7 hours ago, had said: Decided to update dydndolod, currently on a30. Deactivated mod, entered interior, resaver shows 20 active dyndolod scripts, is it intended? Should i update or something is broken? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD logs and papyrus log to upload. See https://dyndolod.info/Updating#New-DynDOLOD-Version and follow https://dyndolod.info/Help/Clean-Save. As explained on the first post and https://dyndolod.info#DynDOLOD-3-Alpha, this is an alpha test and you should always use latest the latest version.
had Posted July 18, 2023 Posted July 18, 2023 5 hours ago, sheson said: you should always use latest Sure, whats why im updating. So it is not normal to have active scripts? So i loaded in interior, went outside, disabled, got message, waited 24 hours, saved, checked scripts with resaver, still 20 active scripts. Here are logs and save in case you want to look at scripts. https://drive.google.com/file/d/1BpuBv3JV6OTqAvq-GdBNHKU0kzSGlxDO/view?usp=drive_link I see nothing suspicious in papyrus logs. Seems like scripts are about dwemer doors. Checked my older save. Seems I had 5 instances for a time and got another 15 after entering black reach.
sheson Posted July 18, 2023 Author Posted July 18, 2023 8 hours ago, had said: Sure, whats why im updating. So it is not normal to have active scripts? So i loaded in interior, went outside, disabled, got message, waited 24 hours, saved, checked scripts with resaver, still 20 active scripts. Here are logs and save in case you want to look at scripts. https://drive.google.com/file/d/1BpuBv3JV6OTqAvq-GdBNHKU0kzSGlxDO/view?usp=drive_link I see nothing suspicious in papyrus logs. Seems like scripts are about dwemer doors. Checked my older save. Seems I had 5 instances for a time and got another 15 after entering black reach. See https://dyndolod.info/Updating#New-DynDOLOD-Version and really read and follow https://dyndolod.info/Help/Clean-Save how to make a clean save in an interior when updating. Black Reach is not an interior. Consider using DynDOLOD DLL and its scripts instead of the PapyrusUtil scripts for the new generation. https://dyndolod.info/Help/DynDOLOD-DLL
had Posted July 18, 2023 Posted July 18, 2023 2 hours ago, sheson said: Black Reach is not an interior. I know. As i said, i went through my old saves and found when more active stuck scripts appeared. 2 hours ago, sheson said: really read and follow Yeah, i did, still i dont know if it apply to updating with stuck active scripts or something is wrong. Last time i tried to clear scripts on updating i got freeze on exiting interior. So i decided to ask in advance.
sheson Posted July 19, 2023 Author Posted July 19, 2023 9 hours ago, had said: I know. As i said, i went through my old saves and found when more active stuck scripts appeared. Yeah, i did, still i dont know if it apply to updating with stuck active scripts or something is wrong. Last time i tried to clear scripts on updating i got freeze on exiting interior. So i decided to ask in advance. Everything you wrote so far does not indicate that you made a clean save without the DynDOLOD plugins in an interior as explained. https://dyndolod.info/Help/Clean-Save
had Posted July 19, 2023 Posted July 19, 2023 2 hours ago, sheson said: Everything you wrote so far does not indicate that you made a clean save without the DynDOLOD plugins in an interior as explained. https://dyndolod.info/Help/Clean-Save I have concerns about removing plugins with active scripts because i expected mcm button should stop it and because scripts considered sensitive things in community. As author of scripts, what is your opinion about it?
sheson Posted July 19, 2023 Author Posted July 19, 2023 52 minutes ago, had said: I have concerns about removing plugins with active scripts because i expected mcm button should stop it and because scripts considered sensitive things in community. As author of scripts, what is your opinion about it? The clean save instructions for updating DynDOLOD exists since 2014. A clean save is mandatory before adding new DynDOLOD output that was generated from scratch to avoid issues. Whatever scripts are active are attached to records, that will be removed and do not exist in the new DynDOLOD plugins anymore. The clean save is in part done to remove script data from the save, since it is not needed anymore. In case new different records have the same form ids as old different records, old script data would be causing problems. Not sure what "mcm button" is supposed to be but I have not experienced any problems with the DynDOLOD SkyUI MCM pages. If there was a general problem that would affect the DynDOLOD SkyUI MCM working properly after doing a clean save, there would be lots of reports about it. Making a new clean save file does not affect other saves files, so nothing is lost or permanent.
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