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Posted
1 hour ago, Archcadia said:

I am using the version of Texconv that came with DynDOLOD though. And the DynDOLOD folder is in an almost empty internal drive (E:\)

From your DynDOLOD log:
External: E:\DynDOLOD\Edit Scripts\Texconvx64.exe, Version: n/a, Date: 2021-11-10 14:31:26

The Texconvx64.exe shipping with DynDOLOD 3 Alpha 182 reports as 
External: G:\Skyrim\DynDOLOD3\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2024-09-04 02:00:00

The Texconvx64.exe shipping with DynDOLOD does not print a list of command line arguments when it is started with "wrong" arguments it does not support.

Posted
3 minutes ago, sheson said:

From your DynDOLOD log:
External: E:\DynDOLOD\Edit Scripts\Texconvx64.exe, Version: n/a, Date: 2021-11-10 14:31:26

The Texconvx64.exe shipping with DynDOLOD 3 Alpha 182 reports as 
External: G:\Skyrim\DynDOLOD3\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2024-09-04 02:00:00

The Texconvx64.exe shipping with DynDOLOD does not print a list of command line argument when it is started with "wrong" arguments it does not support.

Hmmm, could that be an issue starting it through MO then? I do have to say I click on launch and just let the program run without any external interference from my end, from the provided documentation it seems complex enough already without me messing around with additional command line arguments.

I will also redownload DynDOLOD and start the process again from scratch.

Posted
Quote

Hmmm, could that be an issue starting it through MO then? I do have to say I click on launch and just let the program run without any external interference from my end, from the provided documentation it seems complex enough already without me messing around with additional command line arguments.

I will also redownload DynDOLOD and start the process again from scratch.

This either happened because the DynDOLOD 3 Alpha 182 download archive was not unpacked into a new and empty folder as explained by the installation instructions or the Texconvx64.exe was replaced afterwards. The date of the wrong Texconv64.exe indicates it is from an old version of xEdit. None of the programs or tools like MO2 or DynDOLOD can cause that.

DynDOLOD requires rudimentary Windows, files and folder knowledge. Just following the clear and simple installation and generation instructions verbatim avoids many of the common mistakes novice users make. I suggest to learn the basics of modding by following a modding guide.

Delete the DynDOLOD folder. Create a new one, which ensure that it is empty, then unpacking the download archive into that new and empty folder will ensure that only the correct version of all files from the download archive are installed. Do not not move, copy or replace any of the files afterwards. There is no need to do anything else.

Posted

Hi, I've gone through learning how to use xlodgen, texgen and dyndolod and am very happy with the results, except for 1 tree that is very blocky at a distance.
The tree is: TreePineForest05.nif
It's being changed by the Blubbos Synergy Trees mod.
It looks like this up close:
com-oculus-vrshell-20241123-231953.jpg
And here's what it looks like from a distance (the brown blocky one):
com-oculus-vrshell-20241123-232014.jpg

My DynDOLOD log files are here:
https://ufile.io/f/7v33b

Unfortunately I can't click on the tree to get the reference because in my Skyrim VR the object I'm looking at/clicking on doesn't line up with what is selected but I know the tree name and the mod that's affecting it. If you absolutely need the reference I'll see if I can get someone else to try it and get it.

How do I fix it? Every other tree appears to be fine.

Posted
1 hour ago, Peanut said:

Hi, I've gone through learning how to use xlodgen, texgen and dyndolod and am very happy with the results, except for 1 tree that is very blocky at a distance.
The tree is: TreePineForest05.nif
It's being changed by the Blubbos Synergy Trees mod.
It looks like this up close:
com-oculus-vrshell-20241123-231953.jpg
And here's what it looks like from a distance (the brown blocky one):
com-oculus-vrshell-20241123-232014.jpg

My DynDOLOD log files are here:
https://ufile.io/f/7v33b

Unfortunately I can't click on the tree to get the reference because in my Skyrim VR the object I'm looking at/clicking on doesn't line up with what is selected but I know the tree name and the mod that's affecting it. If you absolutely need the reference I'll see if I can get someone else to try it and get it.

How do I fix it? Every other tree appears to be fine.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with more informative console or provider the reference form ID and base record form ID, so we do not troubleshoot blindly. If clicking an object selects a different object in front of it, use the mouse wheel to cycle through objects or type disable in console to remove the unwanted objects and then click the desired object again. Also make a close up screenshot of the LOD model as explained, so there is no confusion which tree LOD model we are supposed to look at.

Provide a link to where the mentioned "Blubbos Synergy Trees mod" can be downloaded.

You can see in the DynDOLOD log that there are bad 3D tree LOD models assets that have different textures to their CRC32 matching full models, for example:

Warning: Textures do not match for "Scene Root:0": textures\architecture\farmhouse\ivy01.dds in treepineforest05.nif -> textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds in treepineforest05_7e87919dpassthru_lod.nif for Blubbo Synergy Trees - Quality.esp TreePineForest05 [TREE:00051126]

If 3D tree LOD models define a full texture for a shape name, it should match the full texture of the full model for the same shape name. Frankly, based on all the other error and warning messages, the tree mod is a mess that needs fixing.

Posted

I'm having a problem with blue LODs in some areas.  Having looked through previous posts, it seems these are generally tied to specific mods but pulling up the references in xEdit, it seems that these are only referenced by Skyrim.esm and USSEP so I'm not sure how to move forward.  I'm attaching a link with all the relevant files (I hope).  I'm providing screen shots and truncated log files... any help would be greatly appreciated.  https://ufile.io/f/pufct

Posted

As the title says, using DynDOLOD renders the game unplayable because the game freezes soon after loading in. I know it's DynDOLOD because the freeze disappears when I disable the .esm and .esp. The relevant crash log can be found here. The DynDOLOD logs are too large to paste, with the debug log being 118Mb.

Posted
10 hours ago, BrotherShamus said:

I'm having a problem with blue LODs in some areas.  Having looked through previous posts, it seems these are generally tied to specific mods but pulling up the references in xEdit, it seems that these are only referenced by Skyrim.esm and USSEP so I'm not sure how to move forward.  I'm attaching a link with all the relevant files (I hope).  I'm providing screen shots and truncated log files... any help would be greatly appreciated.  https://ufile.io/f/pufct

Those buildings are most likely not LOD but full models. Test if they remain after disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If they are full models the problem has nothing to with LOD or DynDOLOD. This is probably because of invalid shader settings, missing textures, related to parallax etc.

Posted
5 hours ago, NoCleverness said:

As the title says, using DynDOLOD renders the game unplayable because the game freezes soon after loading in. I know it's DynDOLOD because the freeze disappears when I disable the .esm and .esp. The relevant crash log can be found here. The DynDOLOD logs are too large to paste, with the debug log being 118Mb.

Moved to the DynDOLOD 3 Alpha thread. read the first posts and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service to upload large log files when making posts.

The papyrus log is not a crash log. However, the log messages from the script engine can still help determine issues.

The messages seem to indicate that you may be using the wrong version of DynDOLOD papyrus scripts for the save, maybe removed DynDOLOD DLL or replaced the DynDOLDO output without doing a clean save. See https://dyndolod.info/Help/Clean-Save and https://dyndolod.info/Updating

Posted
8 hours ago, sheson said:

Those buildings are most likely not LOD but full models. Test if they remain after disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

If they are full models the problem has nothing to with LOD or DynDOLOD. This is probably because of invalid shader settings, missing textures, related to parallax etc.

Using the tll console command, the issue is still present.  I had read in a previous post that this may have something to do with a missing 'p' texture.  Since this is a problem that seems to affect objects that are unrelated (farm house and rock clusters under certain trees), I'm going to guess that this is a problem with another mod that somehow affected LOD generation and not with Dyndolod itself?  I'm going to investigate how to find specific textures in Vortex as looking in xEdit didn't really help... I'll post back here when I find a solution in case someone in the future has a similar issue.  Thanks again for your help.

ScreenShot66.png

Posted (edited)

@sheson Sorry about that, I'll zip the appropriate logs and send them. I also did the clean install, but in-game throws up an error saying it can't load NG_Worlds.txt, and I don't know what that means.

Edited by NoCleverness
Tried to quote, but forum wouldn't let me.
Posted
13 minutes ago, NoCleverness said:

Sorry about that, I'll zip the appropriate logs and send them. I also did the clean install, but in-game throws up an error saying it can't load NG_Worlds.txt, and I don't know what that means.

The papyrus log shows that this is not a clean update. The save was not cleaned as explained in https://dyndolod.info/Help/Clean-Save.

The message can't load DynDOLOD_NG_Worlds.txt means, that you changed the load order after generating LOD by installing DynDOLOD DLL NG and Scripts after generating the LOD patch.

Read and follow https://dyndolod.info/Installation-Instructions, which explains to install DynDOLOD DLL NG and Scripts before generating LOD.
Pay attention to the explanations in https://dyndolod.info/Generation-Instructions#Prerequisites how to clean and error check the load order before generating LOD.

Make a clean save.
Generate the LOD patch for the current load order and install it.
Then start the game and test everything works for a new game / coc riverwood.
Then the clean save made in an interior should load without an error shown in the game or in the papyrus logs.

Posted
2 hours ago, sheson said:

The papyrus log shows that this is not a clean update. The save was not cleaned as explained in https://dyndolod.info/Help/Clean-Save.

The message can't load DynDOLOD_NG_Worlds.txt means, that you changed the load order after generating LOD by installing DynDOLOD DLL NG and Scripts after generating the LOD patch.

Read and follow https://dyndolod.info/Installation-Instructions, which explains to install DynDOLOD DLL NG and Scripts before generating LOD.
Pay attention to the explanations in https://dyndolod.info/Generation-Instructions#Prerequisites how to clean and error check the load order before generating LOD.

Make a clean save.
Generate the LOD patch for the current load order and install it.
Then start the game and test everything works for a new game / coc riverwood.
Then the clean save made in an interior should load without an error shown in the game or in the papyrus logs.

I re-tried making a clean save, and I think I found the problem. For some reason, MCM won't let me disable DynDOLOD. The option is greyed out, and I can't click it.

Posted
53 minutes ago, NoCleverness said:

I re-tried making a clean save, and I think I found the problem. For some reason, MCM won't let me disable DynDOLOD. The option is greyed out, and I can't click it.

If it is greyed there is no dynamic LOD for the location and DynDOLOD is not active. If it is not active, it does not to be deactivated anymore.

See https://dyndolod.info/Help/Clean-Save
1. Deactivate DynDOLOD from the DynDOLOD SkyUI MCM if available. Wait for the deactivation message.
...
3. Check the DynDOLOD SkyUI MCM that DynDOLOD is still deactivated if available or use the wait menu to wait 24 game hours.
...
If for any reason the first four steps are not possible, remove the DynDOLOD output as per step 5, load whatever save should be cleaned and go into an interior and then continue with step 7.

Simply proceed with the steps as explained to make a clean save.

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