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Posted
11 hours ago, sheson said:

正如怀疑的那样,BTO 包含一个非常巨大的广告牌。你似乎有一个坏的树 mod,其中包含公告牌纹理和具有错误对象边界的树基记录。

删除 Logs 文件夹中的所有旧日志。
删除/停用旧的 TexGen 输出。
然后从加载顺序中删除/隐藏所有第三方广告牌,仍然由任何其他 mod 提供。广告牌通常是..\Textures\Terrain\LODGen\ 文件夹中。您可以使用 MO2 右窗口 Ddata 选项卡来查找该文件夹中包含文件的所有 mod。
然后像往常一样运行 TexGen 以生成所有对象 LOD 纹理和公告牌。正常关闭它,以便它有时间保存日志和调试日志,以备将来需要时使用。
然后安装 TexGen 输出,像往常一样使用 DynDOLOD 生成 LOD
如果问题仍然存在,请上传新的 TexGen 和 DynDOLOD 日志和调试日志

有关参考,请参阅:

https:// dyndolod.info/Generation-Instructions#先决条件
不要安装任何第三方树 LOD 广告牌。使用 TexGen 生成所有所需的 LOD 公告板。

https:// dyndolod.info/Help/Tree-Grass-LOD-Billboards
所有LOD广告牌文件都在..\Textures\Terrain\LODGen\*.*.

参见 https:// dyndolod.info/Help/Object-Bounds
您可以尝试在 xEdit 中检查加载顺序中所有树基记录的对象边界,以找到罪魁祸首。这些数字通常应小于 3000 个单位左右。错误的看起来像 100000 年代。然后,您可以使用 CK 来修复边界,如链接页面中所述。

Thank you so much.

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Posted

Hi sheson,

I am trying really hard to understand the error messages and make fixes where I can, but I keep getting error messages and I am really lost. I've cleaned plugins with xedit, I've double-checked requirements, everything is up-to-date (as far as I'm aware...). 

https://ufile.io/fuy92bc4 (I hope I did that right). 

Let me know if I'm missing any logs. Appreciate the help.

Posted
3 hours ago, ImReadyToBingo said:

Hi sheson,

I am trying really hard to understand the error messages and make fixes where I can, but I keep getting error messages and I am really lost. I've cleaned plugins with xedit, I've double-checked requirements, everything is up-to-date (as far as I'm aware...). 

https://ufile.io/fuy92bc4 (I hope I did that right). 

Let me know if I'm missing any logs. Appreciate the help.

The DynDOLOD log shows that the last session generated the LOD patch sucessfully.

You did not say which of the two error messages you are referring and did not ask a specific questions what you need further help with beyond the given explanations and solutions.

<Error: Invalid script scripts\cwhcm_setchangeonquestprog_03.pex>
See https://dyndolod.info/Messages/Invalid-Script

<Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:1E32C9F3] (places CWIStrotiTelescope [STAT:1E0428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)>
See https://dyndolod.info/Messages/File-Not-Found-Scripts

Ask specific questions if further help is needed.

Posted
Quote

The DynDOLOD log shows that the last session generated the LOD patch sucessfully.

You did not say which of the two error messages you are referring and did not ask a specific questions what you need further help with beyond the given explanations and solutions.

You’re absolutely right, apologies.

My main concern is with Textures do not match – this is overwhelmingly for my landscape mod Atlantean Landscapes. Example Warning: Textures do not match for "MountainTrim01:4": textures\landscape\blend\snow01.dds in mountaintrim01.nif -> textures\landscape\dirt02.dds in mountaintrim01_lod_0.nif for Atlantean Landscape.esp ALSand_MountainTrim01CoastBeach01 [STAT:FE167845]. I have the latest DynDOLOD Resources. I checked the DynDOLOD Model Library, and the mod is not listed. I have placed the mod in the load order where the mod author instructs. Additionally, someone else reported under “bugs” very similar DynDOLOD error messages that I received, and the mod author told them that it was a problem with either how they installed the mod or a load order issue.

I worry that a landscape mod has so many error messages.

Posted
2 hours ago, ImReadyToBingo said:

You’re absolutely right, apologies.

My main concern is with Textures do not match – this is overwhelmingly for my landscape mod Atlantean Landscapes. Example Warning: Textures do not match for "MountainTrim01:4": textures\landscape\blend\snow01.dds in mountaintrim01.nif -> textures\landscape\dirt02.dds in mountaintrim01_lod_0.nif for Atlantean Landscape.esp ALSand_MountainTrim01CoastBeach01 [STAT:FE167845]. I have the latest DynDOLOD Resources. I checked the DynDOLOD Model Library, and the mod is not listed. I have placed the mod in the load order where the mod author instructs. Additionally, someone else reported under “bugs” very similar DynDOLOD error messages that I received, and the mod author told them that it was a problem with either how they installed the mod or a load order issue.

I worry that a landscape mod has so many error messages.

The message "Textures do not match" is warning message.

See https://dyndolod.info/Messages/Textures-Do-Not-Match:
There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models.
If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason.
If this is reported for LOD models included in latest version of DynDOLOD Resources and because the full model has been replaced by a mod, check the log for messages about LOD textures being created on-demand for the reported full texture or if the texture was part of the TexGen generation. Check if the LOD representation for the full model has matching textures to the full model in the game.

The mod/install options install full meshes that have different texture paths to the vanilla full meshes among other changes.
The found LOD meshes (from DynDOLOD Resources) were made to match the vanilla full meshes. The warning message notes the change/difference.

The log also shows that Majestic Mountains is installed, so we might assume you used a corresponding option in the installation option of the mod.
See https://dyndolod.info/Mods/Majestic-Mountains and make sure to install its LOD resources if you did.

However, it is possible that the warning message still shows. In that case the last paragraph from https://dyndolod.info/Messages/Textures-Do-Not-Match still applies even though you are using 3rd party LOD resources from MM:
If this is reported for LOD models included in latest version of DynDOLOD Resources and because the full model has been replaced by a mod, check the log for messages about LOD textures being created on-demand for the reported full texture or if the texture was part of the TexGen generation. Check if the LOD representation for the full model has matching textures to the full model in the game. In case there are visual discrepancies, make a post on the official DynDOLOD support forum to request updated LOD models for the mod. In addition to the usual logs, provide the name and link of the mod and install options if applicable.

If there are visual issues it could be because the Atlanteen Landscape mod makes a common mistake of reusing existing filenames in different subfolders for different variants of assets instead of unique filenames like Bethesda does. This creates problems with automatic processes, like automatically replacing LOD textures on the fly.

Posted

If I install Dyndolod and choose the option to display grass outside whiterun , but later decide I dont want the grass to render around whiterun while Im inside the city, do I need to rerun dyndolod or can I manually delete these grass files somewhere in the dyndolod or textgen folders

Posted
12 hours ago, 1erCru said:

If I install Dyndolod and choose the option to display grass outside whiterun , but later decide I dont want the grass to render around whiterun while Im inside the city, do I need to rerun dyndolod or can I manually delete these grass files somewhere in the dyndolod or textgen folders

Use xEdit to set the DATA - Flags \ No Grass on the worldspace record 0001A26F WhiterunWorld in the winning plugin to disable grass.

  • Thanks 1
Posted (edited)

Hi,

Something I've been meaning to ask...

I've noticed when I run TexGen as an example back to back several times, on the same exact setup, with no changes to my load order or the mods installed, and no changes to TexGen, when it has completed and says; Waiting for Texconv to convert textures

The numbers always changes like;

Waiting for Texconv to convert 8 textures
Waiting for Texconv to convert 2 textures
Waiting for Texconv to convert 4 textures
Waiting for Texconv to convert 12 textures

I don't understand why this change in converting textures, why aren't the numbers constently the same, if there aren't any changes being made on a setup, or any of the settings?

THANKS

Edited by mooit
Posted
6 hours ago, mooit said:

Hi,

Something I've been meaning to ask...

I've noticed when I run TexGen as an example back to back several times, on the same exact setup, with no changes to my load order or the mods installed, and no changes to TexGen, when it has completed and says; Waiting for Texconv to convert textures

The numbers always changes like;

Waiting for Texconv to convert 8 textures
Waiting for Texconv to convert 2 textures
Waiting for Texconv to convert 4 textures
Waiting for Texconv to convert 12 textures

I don't understand why this change in converting textures, why aren't the numbers constently the same, if there aren't any changes being made on a setup, or any of the settings?

THANKS

TexGen is a multithreaded program running on a multitasking OS. The order of things are not guarantied. How long something takes depends on the OS scheduling, other processes, available resources etc.

  • Like 1
Posted

What setting do I need to adjust to fix the trees that are just blobs in the background behind the house? 

I didn't have any problem with installation or anything and it seems to work very smoothly but I am not sure how to actually change the visuals such as this. Thanks!

enb2024_11_17_14_47_26.jpg

Posted
28 minutes ago, Soothsayerman said:

What setting do I need to adjust to fix the trees that are just blobs in the background behind the house? 

I didn't have any problem with installation or anything and it seems to work very smoothly but I am not sure how to actually change the visuals such as this. Thanks!

enb2024_11_17_14_47_26.jpg

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

See https://dyndolod.info/FAQ#Billboard-tree-LOD-textures-cut-off-mid-way
The tree texture atlas like ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds does not belong to the generated tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.*
Verify that the tree texture atlas ..\Textures\Terrain\[WORLDSPACE]\Trees\[WORLDSPACE]TreeLod.dds and the tree LOD in ..\Meshes\Terrain\[WORLDSPACE]\Trees\*.* are the ones from the DynDOLOD output folder and from the same LOD generation process and none of the files are overwritten.

Posted

Hi, I am getting a range check error when trying to run Dyndolod. Here are my log files: https://ufile.io/f/yki41

Before the problem occurred, I ran TexGen with HD grass for the first time. TexGen completed successfully, but Dyndolod is getting hung up on an item that it has never had a problem with before.

Posted
2 hours ago, CrKhan09 said:

Hi, I am getting a range check error when trying to run Dyndolod. Here are my log files: https://ufile.io/f/yki41

Before the problem occurred, I ran TexGen with HD grass for the first time. TexGen completed successfully, but Dyndolod is getting hung up on an item that it has never had a problem with before.

Note the warning messages "Property not found" in the mineorescript.pex, for example:
Property not found resourcecountgv_cco in scripts\mineorescript.pex SIC 
Property not found resourcecounttotalgv_cco in scripts\mineorescript.pex
Property not found strikesbeforecollectiongv_cco in scripts\mineorescript.pex
Property not found attackstrikesbeforecollectiongv_cco in scripts\mineorescript.pex

https://dyndolod.info/Messages/Property-Not-Found-In-Scripts
This can happen in case scripts are updated or being overwritten.
It can be a sign of load order conflicts of two mods requiring different versions of a script or of a mod author not properly error checking and cleaning up after making changes.

The mineorescript.pex script shipping with Complete Crafting Overhaul Remastered contains the properties. That means the script is being overwritten by another mod. You want to fix that.

Double check and fix similar conflicts for other reported scripts well.

Upload new log, debug log and bugreport.txt if issue persists after sorting out the load order.

Posted

Was trying to generate some DynDOLod files for my SSE, though when it gets to the "creating texture atlas for tamriel" section, it just throws me that error. I have the C++ Redistributable files downloaded and installed (both x86 and x64 just in case), windows defender real-time protection is temporarily disabled when trying to run DynDOLod. I'm running the x64 applications through Mod Organiser.

 

https://paste.ee/p/RsskD

Debug_Log: https://ufile.io/6a7sgset

 

Any help would be greatly appreciated.

Posted
1 hour ago, Archcadia said:

Was trying to generate some DynDOLod files for my SSE, though when it gets to the "creating texture atlas for tamriel" section, it just throws me that error. I have the C++ Redistributable files downloaded and installed (both x86 and x64 just in case), windows defender real-time protection is temporarily disabled when trying to run DynDOLod. I'm running the x64 applications through Mod Organiser.

https://paste.ee/p/RsskD

Debug_Log: https://ufile.io/6a7sgset

Any help would be greatly appreciated.

https://dyndolod.info/Help/Texconv
DynDOLOD includes a customized version of Texconv to convert different texture formats.
Do not replace Texconv with other versions.

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games.

https://dyndolod.info/Updating

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