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Posted

Question:

I know that 3D trees require modified static based upon the full model with matching CRC in the file name of the static, so any changes to the base model will 'break' pairing with the 3D static. The same is not true for billboards created by TexGen though, correct? Those match on the plugin formID, right?

So if I have a mod with a custom tree with matching 3D static (obviously referenced by the mod's plugin) and I alter the base model for that tree without updating the corresponding static, DynDOLOD won't generate the corresponding 3D tree. However, TexGen 3 will still generate Billboard1/2 for the base model, and DynDOLOD will use those ... ?

Posted
59 minutes ago, z929669 said:

Question:

I know that 3D trees require modified static based upon the full model with matching CRC in the file name of the static, so any changes to the base model will 'break' pairing with the 3D static. The same is not true for billboards created by TexGen though, correct? Those match on the plugin formID, right?

So if I have a mod with a custom tree with matching 3D static (obviously referenced by the mod's plugin) and I alter the base model for that tree without updating the corresponding static, DynDOLOD won't generate the corresponding 3D tree. However, TexGen 3 will still generate Billboard1/2 for the base model, and DynDOLOD will use those ... ?

TexGen generates billboards for "trees" for the current load order. See ..\DynDOLOD\docs\help\TexGen.html which explains what the criteria for a "tree" is in order for a billboard to be automatically created. Of course it creates billboards with the correct path and filename convention that is expected by xLODGen/DynDOLOD tree LOD generation, which has not changed since its inception.

If users follow the instructions and run TexGen before DynDOLOD and install its output overwriting everything we can be reasonable sure the billboards are the correct ones for the tree at that time using the old system. In addition, DynDOLOD checks the full model and textures have the same CRC32 as they did when TexGen generated the billboards and prints warning messages in case they don't match anymore because the load order changed after generating the TexGen output.

  • Thanks 1
Posted

I have been getting this error about half the time I run DynDOLOD lately. No additional info though so hoping you have a clue. A couple of other users have reported this error and no further error info in the logs indicated:

[43:59] <Error: LODGenx64.exe failed to generate object LOD for Tamriel. LODGenx64.exe returned E0434352. Check C:\Modding\Tools\DynDOLOD-3.00\Logs\LODGen_SSE_Tamriel_log.txt>

Logs.7z

EDIT: Seems to happen mostly(only?) when including grass LODGen ... so longer or more intensive DynDLOLOD runs seem to produce this.

Posted
1 hour ago, z929669 said:

I have been getting this error about half the time I run DynDOLOD lately. No additional info though so hoping you have a clue. A couple of other users have reported this error and no further error info in the logs indicated:


[43:59] <Error: LODGenx64.exe failed to generate object LOD for Tamriel. LODGenx64.exe returned E0434352. Check C:\Modding\Tools\DynDOLOD-3.00\Logs\LODGen_SSE_Tamriel_log.txt>

Logs.7z 3.32 MB · 0 downloads

EDIT: Seems to happen mostly(only?) when including grass LODGen ... so longer or more intensive DynDLOLOD runs seem to produce this.

Start DynDOLOD in expert mode and execute LODGen for Tamriel. Bring the LODGen command prompt to the front to see if it prints more details to the console.
If that does not give more detail , check the Windows event viewer for additional messages from the .NET Runtime

Posted
36 minutes ago, sheson said:

Start DynDOLOD in expert mode and execute LODGen for Tamriel. Bring the LODGen command prompt to the front to see if it prints more details to the console.
If that does not give more detail , check the Windows event viewer for additional messages from the .NET Runtime

From the Event Viewer:

Spoiler

 

Log Name:      Application
Source:        .NET Runtime
Date:          4/27/2021 2:06:46 PM
Event ID:      1026
Task Category: None
Level:         Error
Keywords:      Classic
User:          N/A
Description:
Application: LODGenx64.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.ArgumentOutOfRangeException
   at System.ThrowHelper.ThrowArgumentOutOfRangeException(System.ExceptionArgument, System.ExceptionResource)
   at System.Collections.Generic.List`1[[LODGenerator.GIDFile+GrassPlacement, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null]].RemoveAt(Int32)
   at LODGenerator.GIDFile.ToStatics(System.String, Boolean, Single, LODGenerator.LogFile, Boolean)
   at LODGenerator.LODApp.DoLOD(LODGenerator.QuadDesc, Boolean)
   at LODGenerator.LODApp+<>c__DisplayClass82_1.<GenerateLOD>b__0()
   at System.Threading.Tasks.Task.Execute()

Exception Info: System.AggregateException
   at System.Threading.Tasks.Task.WaitAll(System.Threading.Tasks.Task[], Int32, System.Threading.CancellationToken)
   at LODGenerator.LODApp.GenerateLOD(System.Collections.Generic.List`1<LODGenerator.StaticDesc>)
   at LODGeneratorCMD.Program.Main(System.String[])

 

--------------

Spoiler

Log Name:      Application
Source:        Application Error
Date:          4/27/2021 2:06:47 PM
Event ID:      1000
Task Category: (100)
Level:         Error
Keywords:      Classic
User:          N/A
Description:
Faulting application name: LODGenx64.exe, version: 3.0.0.0, time stamp: 0x6054b603
Faulting module name: KERNELBASE.dll, version: 10.0.19041.906, time stamp: 0x2f2f77bf
Exception code: 0xe0434352
Fault offset: 0x0000000000034b59
Faulting process id: 0x22db8
Faulting application start time: 0x01d73b9443749cb3
Faulting application path: C:\Modding\Tools\DynDOLOD-3.00\Edit Scripts\LODGenx64.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 1850ccb8-ad54-437a-8fbe-d0e2d792da4c
Faulting package full name:
Faulting package-relative application ID:


 

Posted
8 hours ago, z929669 said:

From the Event Viewer:
 

Is that reproducible when executing LODGen in expert mode? If it happens to run through on second try, its fine for now

Posted
7 hours ago, sheson said:

Is that reproducible when executing LODGen in expert mode? If it happens to run through on second try, its fine for now

It occurs about half the time in expert mode with increasing chances for longer runs (generating dynamic LOD, ultra).

Same two errors repeated in tandem several times over the past few days, so reproducible. Never any error output to terminal that I can see. LODGenx64.exe just quits and xEdit window remains open with error message.

Posted
14 minutes ago, z929669 said:

It occurs about half the time in expert mode with increasing chances for longer runs (generating dynamic LOD, ultra).

Same two errors repeated in tandem several times over the past few days, so reproducible. Never any error output to terminal that I can see. LODGenx64.exe just quits and xEdit window remains open with error message.

See if this version of LODGenx64.exe fixes it for good

https://mega.nz/file/ABZkQBrR#vkmRuZyY3cJS5IZJsJ3_yRUi42ndrGq4W0e20EWNaf4

  • Thanks 1
Posted

Hey all, 

I've been trying to generate grass in my lods and failing for a few days now. I was wondering if any of you would be willing to help me troubleshoot?

I've been following the original posts step by step as best as I can. I'm kind of at a loss. I changed the two values in the dyndolod ini, and the 1 value in the grasscontrol ini. The texgen previewer is showing me grasses. First I successfully cache the grass in MO2 and send it a new mod, setting it to ignore missing data. Then I run texgen, followed by dyndolod, setting dyn to generate Object lods + Ultra. I put dyndolod .esm at top and .esp at bottom. My grass still looks like this: https://imgur.com/jKZB921

If any of you could spare a few minutes, I would really appreciate any help at all at this point. Thanks!

Posted
On 4/28/2021 at 4:49 PM, RogueRim said:

Hey all, 

I've been trying to generate grass in my lods and failing for a few days now. I was wondering if any of you would be willing to help me troubleshoot?

I've been following the original posts step by step as best as I can. I'm kind of at a loss. I changed the two values in the dyndolod ini, and the 1 value in the grasscontrol ini. The texgen previewer is showing me grasses. First I successfully cache the grass in MO2 and send it a new mod, setting it to ignore missing data. Then I run texgen, followed by dyndolod, setting dyn to generate Object lods + Ultra. I put dyndolod .esm at top and .esp at bottom. My grass still looks like this: https://imgur.com/jKZB921

If any of you could spare a few minutes, I would really appreciate any help at all at this point. Thanks!

Check the troubleshooting section of the second post.

Check in MO2 right data tab there are ..\Grass\Tamriel*.cgid files

Make sure TexGen is generating billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt

Check the grass billboards in the TexGen output  show something and are no fully transparent

Check the DynDOLOD debug log ..\DynDOLOD\Logs\DynDOLOD_SSE_Debug_log.txt contains <Notice: [Tamriel] Gathering grass data for object LOD>

Check the DynDOLOD log ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt that there we no errors in the LODGen log or check the LODGen log ..\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt directly that its last line is Code: 0

Check the object LOD atlas ..\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds contains some of the grass billboards generated by TexGen

Check the export file ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt has GrassMap=..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt. Check that GrassDensity is not 0. If it is very low grass may be very thin to non existined.

Check that ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt contains a few lines with grass billboard texture names and paths in it

Open ..\DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects\Tamriel.4.0.0.bto and check visually if there is grass LOD in there. The many tiny X will be obvious.

If you can't find a BTO with patches of grass, set expert=1 and verbose=1 in the DynDOLOD.INI and start DynDOLOD in expert mode, select worldspace and click Execute LODGen. Once its done, you can check the LODGen log for lines like Found z grass placements for LOD level 4 coord [x, y] . Check the BTO for the mentioned coordinates.

Posted (edited)

Wow! Thanks to the man himself. I've gone through the list and I have some clues I think, though I don't know how to interpret them.  

1 hour ago, sheson said:

Check in MO2 right data tab there are ..\Grass\Tamriel*.cgid files - CHECK

Make sure TexGen is generating billboards for grasses by checking its log ..\DynDOLOD\Logs\TexGen_SSE_log.txt - CHECK
"Creating billboard C:\Modding\DynDOLOD\TexGen_Output\textures\terrain\lodgen\tamrielicgrass.esp\tg_fall_grass03_0000085a with Meshes\landscape\grass\tg_fall_grass03.nif TamrielicGrass.esp tg_fall_grass03 [GRAS:FE02385A]"

Check the grass billboards in the TexGen output  show something and are no fully transparent - CHECK

Check the DynDOLOD debug log ..\DynDOLOD\Logs\DynDOLOD_SSE_Debug_log.txt contains <Notice: [Tamriel] Gathering grass data for object LOD> It does NOT contain this line.

Check the DynDOLOD log ..\DynDOLOD\Logs\DynDOLOD_SSE_log.txt that there we no errors in the LODGen log or check the LODGen log ..\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt directly that its last line is Code: 0 - CHECK

Check the object LOD atlas ..\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds contains some of the grass billboards generated by TexGen It does NOT contain any grass.

Check the export file ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt has GrassMap=..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt - CHECK

Check that ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt contains a few lines with grass billboard texture names and paths in it - CHECK

Open ..\DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects\Tamriel.4.0.0.bto and check visually if there is grass LOD in there. The many tiny X will be obvious. To be honest, I have no idea how to open a bto file. I ended up downloading a program called DAZ stuido based on a google search, but that's not working.

Edited by RogueRim
Posted
25 minutes ago, RogueRim said:

Wow! Thanks to the man himself. I've gone through the list and I have some clues I think, though I don't know how to interpret them.  

..\DynDOLOD\Logs\DynDOLOD_SSE_Debug_log.txt not containing a line with "Gathering grass data for object LOD" means Grass=1 is not set in the DynDOLOD INI.
Set Grass=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Make sure there is no extraneous spaces or other characters.
That also explains that there are no grass billboards.

Does the ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt have the same/similar time stamp as the other files in the folder?

BTOs are just NIF files and can be opened with NifSkope.

Posted

Since this same exact question was created by same exact member in two different forums, i propose to use only one of them (this one).

My response to same question:

Logs were also posted over there, but they don't have any useful info AFAIK

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