pentapox Posted July 25, 2023 Posted July 25, 2023 10 minutes ago, sheson said: Great. I wonder if there is anything different with this version of https://mega.nz/file/gMoD3Cwa#E-sZiAi_dbdzzXNhGJBuQRcQslsPSkCcmfCTx5LNA6M Remove or set TexconvAdapterIndex=0. Download and replace ..\DynDOLOD\Edit Scripts\Texconvx64.exe, run TexGen. If the same problem happens, just set TexconvAdapterIndex=-1 again to disable GPU usage. You probably want to add the line under [DynDOLOD] in DynDOLOD_SSE.ini as well in case DynDOLOD stops waiting for Texconv forever as well. Using the texconv file you've given me with texconvadapterindex=0 has caused my dyndolod to report error C0000005 when running dyndolod, referencing the exe. https://ufile.io/jngm3y2w
sheson Posted July 26, 2023 Author Posted July 26, 2023 9 hours ago, pentapox said: Using the texconv file you've given me with texconvadapterindex=0 has caused my dyndolod to report error C0000005 when running dyndolod, referencing the exe. https://ufile.io/jngm3y2w Does this also happen when you run that version from a command prompt? Unlike the official version, it should simply return nothing when started without arguments. Check the windows event log for related entries and copy/paste them.
ibirdr Posted July 26, 2023 Posted July 26, 2023 I started having this error trying to use texgen from MO2.. before today it had never happened, I tried to find a solution but nothing. please help
z929669 Posted July 26, 2023 Posted July 26, 2023 28 minutes ago, ibirdr said: I started having this error trying to use texgen from MO2.. before today it had never happened, I tried to find a solution but nothing. please help When you invoke TexGen from MO2 and the TexGen window is shown, set the path to D:\DynDOLOD\TexGen_Output Did you bother clicking the link in the error message?
sheson Posted July 26, 2023 Author Posted July 26, 2023 12 hours ago, ibirdr said: I started having this error trying to use texgen from MO2.. before today it had never happened, I tried to find a solution but nothing. please help Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs As explained on the first post, if the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text. Installation path not allowed If you set any command line arguments, copy and paste them as well. It looks like you set the data folder to D:\DynDOLOD\ and that it also contains a data folder, which is not part of the DynDOLOD Standalone download archive. Typically the data folder should be discovered automatically via the registry entry. https://dyndolod.info/Messages/Windows-Registry-Key If using command line arguments the -d command line needs to point to game data folder. https://dyndolod.info/Help/Command-Line-Argument https://dyndolod.info/Installation-Instructions
Guest Posted July 26, 2023 Posted July 26, 2023 (edited) need help re: the Shrine of Azura. The statue appears correctly in LOD from a distance, and appears correctly on the world map (using ACMOS). However approaching the statue causes it to disappear entirely. it never shows up no matter how close I get. typing prid 00033DCB and recycleactor causes the statue to appear for a split second before it disappears again. This happens on a new game. also lod was generated with Large Reference Bug workarounds enabled I'm using a file on this page to replace the vanilla statue (normal size, not the 3x version). Here is what's shown in xEdit and the rule. Edited July 26, 2023 by dragsville
ibirdr Posted July 26, 2023 Posted July 26, 2023 5 hours ago, z929669 said: When you invoke TexGen from MO2 and the TexGen window is shown, set the path to D:\DynDOLOD\TexGen_Output Did you bother clicking the link in the error message? the window wasn't showing at all, but i wrote the path you gived me on the registry editor and it showed up. after that i wrote again the game path and it worked. thanks 1
sheson Posted July 27, 2023 Author Posted July 27, 2023 7 hours ago, dragsville said: need help re: the Shrine of Azura. The statue appears correctly in LOD from a distance, and appears correctly on the world map (using ACMOS). However approaching the statue causes it to disappear entirely. it never shows up no matter how close I get. typing prid 00033DCB and recycleactor causes the statue to appear for a split second before it disappears again. This happens on a new game. also lod was generated with Large Reference Bug workarounds enabled I'm using a file on this page to replace the vanilla statue (normal size, not the 3x version). Here is what's shown in xEdit and the rule. Read the first post which log and debug log to upload when making posts. Also post the papyrus logs as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs / https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing
Tourist Posted July 27, 2023 Posted July 27, 2023 I don't know where i should post this, so i'll start here. After running the instructions here https://www.reddit.com/r/skyrimmods/comments/xg1g30/simple_guide_for_installing_seasons_of_skyrim/?q=lodgen%20options&type=comment i started a new game via Skyrim Unbound and my start point was the Frozen Hearth in Winterhold. I stepped oustside, and this is summer in Winterhold:
sheson Posted July 27, 2023 Author Posted July 27, 2023 3 hours ago, Tourist said: I don't know where i should post this, so i'll start here. After running the instructions here https://www.reddit.com/r/skyrimmods/comments/xg1g30/simple_guide_for_installing_seasons_of_skyrim/?q=lodgen%20options&type=comment i started a new game via Skyrim Unbound and my start point was the Frozen Hearth in Winterhold. I stepped oustside, and this is summer in Winterhold: Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The screenshots seem to stuff in the active cells. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots To determine if something is LOD, toggle LOD on/off with tll in console. Why do you believe either screenshot shows something that has anything to do with DynDOLOD? What rudimentary troubleshooting have to done so far? The first screenshot might be full model grass missing textures. DynDOLOD does not change the seasons or full model/textures. Most likely both things happen with no DynDOLOD output. Follow, read https://dyndolod.info/Installation-Instructions, https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Help/Seasons
Tourist Posted July 27, 2023 Posted July 27, 2023 (edited) My troubleshooting has been before following the guide, it all looks fine. After following the guide, you can see that the snow has been removed from the ground, but the weather is still snowy and some of the grass has the purple texture. Removing the Seasons of Skyrim SKSE and the other mods listed in the tutorial has everything working again. So my limited troubleshooting skills point to something having gone awry with my efforts to get this working. I am hoping to get guidance about where to go next. I did say, in the very first sentence that i did not where to start posting for help, so if there is a forum better suited, please point me in that direction. I have posted on the Seasons of Skyrim SKSE Nexus page, but have received no reply as yet. EDIT: tll made no changes to the purple grass. Edited July 27, 2023 by Tourist
sheson Posted July 27, 2023 Author Posted July 27, 2023 18 minutes ago, Tourist said: My troubleshooting has been before following the guide, it all looks fine. After following the guide, you can see that the snow has been removed from the ground, but the weather is still snowy and some of the grass has the purple texture. Removing the Seasons of Skyrim SKSE and the other mods listed in the tutorial has everything working again. So my limited troubleshooting skills point to something having gone awry with my efforts to get this working. I am hoping to get guidance about where to go next. I did say, in the very first sentence that i did not where to start posting for help, so if there is a forum better suited, please point me in that direction. I have posted on the Seasons of Skyrim SKSE Nexus page, but have received no reply as yet. This is the official DynDOLOD support forum. This is about helping/generating/developing xLODGen/DynDOLOD, the tools to generate LOD. I do/can not provide generic modding support or support for 3rd party guides. I suggest to ask the author of a guide in case of problems unrelated to LOD. Check the comments/forums of a mod or may be ask on a generic modding forum or discord. I am not able to recommend one specifically. If you are on reddit already, read the posting rules and then make one specific and detailed help post per problem.
heheloveer Posted July 29, 2023 Posted July 29, 2023 On 7/16/2023 at 5:27 PM, sheson said: https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots If making general screenshots of areas or worldspaces, provide information like the worldspace name and the cell coordinates. The DynDOLOD SkyUI MCM - You Are Here page provides the current cell coordinates of the player. Make sure terrain LOD meshes were generated with restored data xLODGen Resource - SSE Terrain Tamriel and that the geenrated LOD is active when generating occlusion. If that was the case, see https://dyndolod.info/Help/Occlusion-Data#Optional-Configuration For the settings below, edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].ini: OcclusionHeight - the algorithm uses the highest point of the heightmap or object LOD between two samples points. Since the player itself could be standing on the highest point, this can add a bit of additional height if required. There is no need to change the height unless holes can still be seen in the distance from a vantage point. Maybe try with 50 or 100. It could also help to recalculate the MHDT data of the cell with CK. The game uses that data to know when to not disable LOD in the distance. Updates from two weeks later. They claimed that the phenomenon could be observed from alongside the northeastern coastline so probably not limited to one cell, and I don't think they could realistically just recalculate the MHDT data of one cell to solve the problem. They also tried adjusting OcclusionHeight as per your suggestion but it didn't seem to work. Weird thing is that just now they reported they created a brand new instance without any mods installed (alongside a modded one, of course) but they saw the same problem in this new instance. I'll try to get more information on this. https://anonfiles.com/y815U742z6/video_0716_mp4 Also, a video they recorded two weeks ago showing the problem. I'm no expert but it didn't seem very height-oriented.
sheson Posted July 29, 2023 Author Posted July 29, 2023 2 hours ago, heheloveer said: Updates from two weeks later. They claimed that the phenomenon could be observed from alongside the northeastern coastline so probably not limited to one cell, and I don't think they could realistically just recalculate the MHDT data of one cell to solve the problem. They also tried adjusting OcclusionHeight as per your suggestion but it didn't seem to work. Weird thing is that just now they reported they created a brand new instance without any mods installed (alongside a modded one, of course) but they saw the same problem in this new instance. I'll try to get more information on this. Provide the new logs for any new generation for which issues are reported. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots If making general screenshots of areas or worldspaces, provide information like the worldspace name and the cell coordinates. The DynDOLOD SkyUI MCM - You Are Here page provides the current cell coordinates of the player. "alongside the northeastern coastline" does not tell me the coordinates or form id of an effected cell. Make sure terrain LOD meshes were generated with restored data xLODGen Resource - SSE Terrain Tamriel and that the generated LOD is active when generating occlusion. Report back on every verification step or suggestion if it has been done or is the case or not. I assume "a brand new instance without any mods installed" means just the vanilla game. Does this mean the problem looks the same for the vanilla game and with Occlusion.esp generated normally or with additional height for the vanilla game? Make sure Occlusion.esp has been in fact generated for the same load order (no old files in MO2 Overwrite) and that no other plugin overwrites the cell records it contains. Provide screenshots of the DynDOLOD SkyUI MCM pages "Settings".
FinalCraneFall Posted July 31, 2023 Posted July 31, 2023 On 7/17/2023 at 8:14 AM, sheson said: 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? Root block is BSTriShape in meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif Northern Roads.esp COTN_BridgeWoodSmallEnd01 [STAT:6D07A148] This is in DynDOLOD_Summary_RootBlock. I misunderstood. These 2 are the bugged bridges. They cannot be selected by console like landscape. The warning in the log was wrong, it was causing by me trying to fix in a weird way, which doesn't work anyway. This is the SSE_log. The Debug_log is too big to be posted. https://discord.com/channels/471930020454072348/483468767829950464/1135623693624688783
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now