sheson Posted October 11, 2023 Author Posted October 11, 2023 35 minutes ago, Mousetick said: Copied full res texture to textures/landscape/trees/x/treepineforestbranchcomp.dds. Edited texture sets in full model meshes to use new path. Edited texture sets in 3D LOD model meshes to use new path. Added CRC32 to name of 3D LOD model meshes. This made no difference. Not combined: mipmaps in atlas OK. Combined: mipmaps in atlas wrong. In both cases, the mipmap for that texture has changed position within the atlas. But that's it. I uploaded new logs and assets used to https://drive.google.com/file/d/1S7ng4FbmbdWhMct4hTV4Moin7EGLGAGD/view. Thanks. Check if DynDOLOD 3 Alpha-155 fixes that.
elwood612 Posted October 11, 2023 Posted October 11, 2023 Ok, thank you very much. Attached is the latest log, although I have re-run Dyndolod several times recently to try and fix this. Not sure how relevant it will be. The debug log is 127MB and too big even for pastebin, let me know if that's an issue. Also apologies for posting in the wrong place. Gotta say, your response time is unbelievable lol. To be clear, the issue is that the windmill disappears when I get close. Therefore, in the previous screenshots, one of them was taken before the LOD had faded away, and one after. Those screenshots were taken like 2 seconds apart, same load order. I did try a new game, and lo and behold, you were right - the issue is fixed. So something probably went wrong with my clean save procedure (I've done it a bunch though!). Question: when disabling Dyndolod in the MCM, then closing the MCM, am I supposed to get a notification in the top left, or a message box popup? I could have sworn it used to be the latter, but I only got the former when I made the latest clean save. Attached is also a screenshot of the console and the windmill in question. This was taken on the new save, so of course no issues. This screenshot was impossible to take on my current save, since the building disappears. Thanks! DynDOLOD_SSE_log.txt
sheson Posted October 11, 2023 Author Posted October 11, 2023 9 minutes ago, elwood612 said: Ok, thank you very much. Attached is the latest log, although I have re-run Dyndolod several times recently to try and fix this. Not sure how relevant it will be. The debug log is 127MB and too big even for pastebin, let me know if that's an issue. Also apologies for posting in the wrong place. Gotta say, your response time is unbelievable lol. To be clear, the issue is that the windmill disappears when I get close. Therefore, in the previous screenshots, one of them was taken before the LOD had faded away, and one after. Those screenshots were taken like 2 seconds apart, same load order. I did try a new game, and lo and behold, you were right - the issue is fixed. So something probably went wrong with my clean save procedure (I've done it a bunch though!). Question: when disabling Dyndolod in the MCM, then closing the MCM, am I supposed to get a notification in the top left, or a message box popup? I could have sworn it used to be the latter, but I only got the former when I made the latest clean save. Attached is also a screenshot of the console and the windmill in question. This was taken on the new save, so of course no issues. This screenshot was impossible to take on my current save, since the building disappears. Thanks! DynDOLOD_SSE_log.txt 592.69 kB · 0 downloads Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log files to a file service. There is no deactivation/activation notification anymore with the large references workarounds.
elwood612 Posted October 11, 2023 Posted October 11, 2023 Ok, thank you. Apologies again, I missed the line about uploading the zip file. Here is the zipped up Logs folder (again, Dyndolod has been run several times since the output I'm currently using was generated): https://ufile.io/wcwb0fhe I went ahead and found the windmill object in my current save using the `prid` command. It was in fact disabled (see attached screenshot, top left). So a temp fix for my current save is just to enable that object and keep playing. However, I would like to understand what happened there if possible.
sheson Posted October 11, 2023 Author Posted October 11, 2023 15 minutes ago, elwood612 said: Ok, thank you. Apologies again, I missed the line about uploading the zip file. Here is the zipped up Logs folder (again, Dyndolod has been run several times since the output I'm currently using was generated): https://ufile.io/wcwb0fhe I went ahead and found the windmill object in my current save using the `prid` command. It was in fact disabled (see attached screenshot, top left). So a temp fix for my current save is just to enable that object and keep playing. However, I would like to understand what happened there if possible. Based on the the current information something probably happened to the SKSE co-save. If things looks correct without DynDOLOD output enabled, a clean save should reset things in the normal and the SKSE co-save.
Mousetick Posted October 11, 2023 Posted October 11, 2023 1 hour ago, sheson said: Check if DynDOLOD 3 Alpha-155 fixes that. Atlas mipmaps look ok now when combining worldspaces with 3a155. Thanks.
sheson Posted October 11, 2023 Author Posted October 11, 2023 31 minutes ago, Mousetick said: Atlas mipmaps look ok now when combining worldspaces with 3a155. Thanks. Great! Thanks for letting us know.
elwood612 Posted October 11, 2023 Posted October 11, 2023 (edited) Hmm ok, makes sense. I don't think the Fallrim Resaver touches the SKSE co-save, does it? I definitely cleaned unattached instances after uninstalling Dyndolod for the clean save. The thing is, the clean save doesn't work, the windmill still disappears. I finally found it in SSEEdit (it was hiding in the persistent cell data), and the only thing overwriting it is Lux Orbis (just overwriting emittance data, nothing else). I'm not sure why Dyndolod being loaded or not should affect it at all if Dyndolod doesn't overwrite it. I guess maybe a rogue script or something. EDIT: it's the Lux Orbis ESM that's overwriting it. Anyway, thanks for your help! Edited October 11, 2023 by elwood612
Swoop Posted October 11, 2023 Posted October 11, 2023 6 hours ago, sheson said: https://dyndolod.info/Messages/File-Not-Found-Textures The texture can not be found. The message states a fact. The mentioned texture can not be found in the load order. There is no problem with DynDOLOD, it is working as designed and reports a problem in the load order. The message tells you which NIF and base record requires the texture. Unless the base record defines alternate textures (which Stretched Snow Begone.esp does not do after doing a quick check with xEdit, some base records are still vanilla also), the culprit is the mod that contains the mentioned NIFs, which you can easily find out with MO2 right window data tab. BTW it is easier to use xEdit Asset Browser (CTRL+F3) and/or enable MO2 archives parsing to check contents of BSA files. Thx for the reply. I posted your reply in the bug section of Stretched Snow Begone to which the author replied: "Thank you for sharing Sheson's reply here because now I'll know what to say if someone else has this problem in the future. Hopefully Sheson's advice will help you to fix your problem. " So in order to learn something from this; It is very likely that I don't understand what's going on here, but here's how I understand it: Dyndolod detected that there a some textures missing that the NIFs referenced in Stretched Snow Begone.esp relies on (or self reports that it relies on). These textures are in deed not present (I checked for some of them). Could it be that a) The NIFs don't really need them and it's just some leftover information or similar or b) the resulting in game visual is not the intended visual?
Gerkesiz Posted October 11, 2023 Posted October 11, 2023 (edited) First of all, thank you for the mod. I installed xLODGen, TexGen and DynDOLOD by looking at the information on mode site and a few videos When I run xLODGen->TexGen and finally DynDOLOD, DynDOLOD gives the error "Tamriel lod terrain broken". According to the warning, it was because I used Oscape's LOD, but I did not install anything related to Oscape. Could another mod be causing this? I just disable few location mods like "Hidden Hideouts SE" and "Convenient Bridges SE" but still same result. And separately, when I install the "xLODGen Resource - SSE Terrain Tamriel" mod, DynDOLOD asks me to uninstall it. Is this normal ? DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt Edited October 11, 2023 by Gerkesiz
Charolas Posted October 11, 2023 Posted October 11, 2023 Hi Sheson, I'm having a weird issue with my LODs, they are pure black, both trees and rocks, I'm sending a screenshot here to show you how it is, I used TFC 1 camera command to get close to them to take this screenshot, they are just pure black. Screenshot: https://imgur.com/a/53D5IT4 Logs Requested: https://ufile.io/f/h98wc If you need more info on this, I'll be glad to provide it so we can fix it, although it might be something that I did and I'm not aware of what it is, any insight is helpful. Thank you for being so supportive to everyone!
2PHAZT Posted October 12, 2023 Posted October 12, 2023 (edited) Hi Sheson, just out of curiosity: how are tree large references handled exactly? Does any tree become a large reference? Which models then are used? What is the expected performance impact? Actually I use ultra trees with billboards 4,4,1,6. Edited October 12, 2023 by 2PHAZT
Gerkesiz Posted October 12, 2023 Posted October 12, 2023 (edited) @sheson Solved problem. The error was not caused by the program but by my incomplete/incorrect reading. I got the "Broken Tamriel Terrain LOD" error because I ran xLODGen without activating Tamriel Extended. I apologize for making unnecessary comments. Edited October 12, 2023 by Gerkesiz
sheson Posted October 12, 2023 Author Posted October 12, 2023 10 hours ago, Swoop said: Thx for the reply. I posted your reply in the bug section of Stretched Snow Begone to which the author replied: "Thank you for sharing Sheson's reply here because now I'll know what to say if someone else has this problem in the future. Hopefully Sheson's advice will help you to fix your problem. " So in order to learn something from this; It is very likely that I don't understand what's going on here, but here's how I understand it: Dyndolod detected that there a some textures missing that the NIFs referenced in Stretched Snow Begone.esp relies on (or self reports that it relies on). These textures are in deed not present (I checked for some of them). Could it be that a) The NIFs don't really need them and it's just some leftover information or similar or b) the resulting in game visual is not the intended visual? As explained Stretched Snow Begone has nothing to do with this and the culprit is the mod that contains the mentioned NIFs, which you can easily find out with MO2 right window data tab. A NIF defining a texture means that the NIF needs the texture. https://dyndolod.info/Messages/File-Not-Found-Textures.
sheson Posted October 12, 2023 Author Posted October 12, 2023 7 hours ago, Charolas said: Hi Sheson, I'm having a weird issue with my LODs, they are pure black, both trees and rocks, I'm sending a screenshot here to show you how it is, I used TFC 1 camera command to get close to them to take this screenshot, they are just pure black. Screenshot: https://imgur.com/a/53D5IT4 Logs Requested: https://ufile.io/f/h98wc If you need more info on this, I'll be glad to provide it so we can fix it, although it might be something that I did and I'm not aware of what it is, any insight is helpful. Thank you for being so supportive to everyone! Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to also make useful screenshots of a full model with more informative console. One of the trees for example. This can be a sign of low VRAM. This could be because the object LOD atlas ..\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds does not belong to the object LOD ..\Meshes\Terrain\Tamriel\Objects\*.BTO Make sure the installed output is complete (contains both) and not being overwritten. Use the DynDOLOD SkyUI MCM You Are Here to find out which BTO is used to find out which textures the black parts are using. It might not necessarily be the object LOD texture atlas. Verify the used textures are not black. Verify the shapes do not set black vertex colors. If more specific instructions are needed, let me know and upload the BTO file.
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