Vernon Posted March 17, 2022 Posted March 17, 2022 On 3/17/2022 at 7:22 AM, sheson said: See the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post. Post the log and debug log as explained on the first post. Expand bug report https://paste.ee/p/4Z8lU pastebin crashes when I wanna paste the debug log so heres the first and last part of it https://pastebin.com/qNrey8sy I was using the newest available version of DynDOLOD
sheson Posted March 17, 2022 Author Posted March 17, 2022 On 3/17/2022 at 9:38 AM, Vernon said: bug report https://paste.ee/p/4Z8lU pastebin crashes when I wanna paste the debug log so heres the first and last part of it https://pastebin.com/qNrey8sy I was using the newest available version of DynDOLOD Expand Zip the log and debug log and upload them to a file service as explained on the first post.
Vernon Posted March 17, 2022 Posted March 17, 2022 On 3/17/2022 at 9:53 AM, sheson said: Zip the log and debug log and upload them to a file service as explained on the first post. Expand Okay I dealt with the issue but now I CTD whenever I start a new game or load tamriel worldspace. With every other worldspace with DynDOLOD on for them loads fine and I can see the world map, but it always CTD's whenever I am in the tamriel worldspace or any of its interiors the logs zipped and uploaded via on wetransfer https://we.tl/t-HQ90JqTX1T
sheson Posted March 17, 2022 Author Posted March 17, 2022 On 3/17/2022 at 10:46 AM, Vernon said: Okay I dealt with the issue but now I CTD whenever I start a new game or load tamriel worldspace. With every other worldspace with DynDOLOD on for them loads fine and I can see the world map, but it always CTD's whenever I am in the tamriel worldspace or any of its interiors the logs zipped and uploaded via on wetransfer https://we.tl/t-HQ90JqTX1T Expand What does that mean you dealt with the issue? You can not fix problems in the code. Please upload the log and debug matching the bugreport.txt uploaded earlier or provide information how to reproduce the error. Always use the latest version. Pay attention to all log message and the summary. Especially the ones about "Texture resolution ... not a power of 2". From the log: <Warning: Texture resolution 256x171 not a power of 2 Texture textures\rbroriksteadtextures\planks_lod.dds Used by meshes\rbroriksteadmeshes\woodentowerrorikstead03lod.nif RedBag's Rorikstead.esp 000WoodenTowerRBRorikstead [STAT:460012CE]> It's known since a long time. See bug reports/comments on mod page.
Vernon Posted March 17, 2022 Posted March 17, 2022 On 3/17/2022 at 11:00 AM, sheson said: What does that mean you dealt with the issue? You can not fix problems in the code. Please upload the log and debug matching the bugreport.txt uploaded earlier or provide information how to reproduce the error. Always use the latest version. Pay attention to all log message and the summary. Especially the ones about "Texture resolution ... not a power of 2". From the log: <Warning: Texture resolution 256x171 not a power of 2 Texture textures\rbroriksteadtextures\planks_lod.dds Used by meshes\rbroriksteadmeshes\woodentowerrorikstead03lod.nif RedBag's Rorikstead.esp 000WoodenTowerRBRorikstead [STAT:460012CE]> It's known since a long time. See bug reports/comments on mod page. Expand For the item not found error - https://we.tl/t-USzNxRCrRf
sheson Posted March 17, 2022 Author Posted March 17, 2022 On 3/17/2022 at 4:03 PM, Vernon said: For the item not found error - https://we.tl/t-USzNxRCrRf Expand Thanks! It seems the item not found is caused because a mesh is missing. [20:06] <Warning: File not found Meshes\effects\elfx\mountains\elfxmountainpeak02.nif Skyrim.esm MountainPeak02_Blackreach [STAT:000487E7]> You may want to reinstall Enhanced Lights and FX. Next version should not fail with an item not found error and only print the warning message and continue.
TechAngel85 Posted March 17, 2022 Posted March 17, 2022 @sheson Could you add the calmwater.dds to your ignore list for this warning? [00:00] Gathering LOD assets [00:10] Processing patches [00:16] Processing 20425 base records for 2990 object LOD and 253 dynamic LOD models [00:22] <Warning: Filename textures\water\calmwater.dds does not adhere to file naming conventions. Used by Meshes\effects\fxcreekflatlarge.nif Skyrim.esm FXCreekFlatLarge [MSTT:0009D45F]> It follows the same naming scheme used by the game for the water normals (not using '_n'), which aren't reported so I assume there is an ignore list somewhere. We simply carried this naming scheme forward to our new texture for RWT.
sheson Posted March 17, 2022 Author Posted March 17, 2022 On 3/17/2022 at 5:17 PM, TechAngel85 said: @sheson Could you add the calmwater.dds to your ignore list for this warning? [00:00] Gathering LOD assets [00:10] Processing patches [00:16] Processing 20425 base records for 2990 object LOD and 253 dynamic LOD models [00:22] <Warning: Filename textures\water\calmwater.dds does not adhere to file naming conventions. Used by Meshes\effects\fxcreekflatlarge.nif Skyrim.esm FXCreekFlatLarge [MSTT:0009D45F]> It follows the same naming scheme used by the game for the water normals (not using '_n'), which aren't reported so I assume there is an ignore list somewhere. We simply carried this naming scheme forward to our new texture for RWT. Expand The vanilla fxcreekflatlarge.nif defines textures\effects\FXwaterTile02_n.dds for that shape which happens to follow the naming convention? Can you provide an example of a vanilla normal map texture used by a vanilla NIF that does not end in *_n.dds?
TechAngel85 Posted March 17, 2022 Posted March 17, 2022 On 3/17/2022 at 5:25 PM, sheson said: The vanilla fxcreekflatlarge.nif defines textures\effects\FXwaterTile02_n.dds for that shape which happens to follow the naming convention? Can you provide an example of a vanilla normal map texture that do not end in *_n.dds? Expand Yeah, we changed it. Calm water texture is also used for the marshes, ponds, interior waters....lots and lots of places. water.7z These couple water textures are the only ones that I know of that don't follow the '_n' rules for some reason.
sheson Posted March 17, 2022 Author Posted March 17, 2022 On 3/17/2022 at 5:32 PM, TechAngel85 said: Yeah, we changed it. Calm water texture is also used for the marshes, ponds, interior waters....lots and lots of places. water.7z Expand Calmwater.dds is not a vanilla texture? The vanilla fxcreekflatlarge.nif defines textures\effects\FXwaterTile02_n.dds for that shape which happens to follow the naming convention. Can you provide an example of a vanilla NIF that defines a vanilla normal map texture that does not end in *_n.dds? At the moment the check has no exceptions for any vanilla NIF / normal map textures other than grass NIF. Since the grass shader does not use/support the normalmap textures, the normalmap texture file name is irrelevant. All other vanilla NIFs/normal map textures that are being checked follow the naming convention. So atm I have no evidence or example for why/how to add an exception. Edit: Is this a water noise layer1/2/3 texture that you also repurposed to be used in NIFs?
Vernon Posted March 17, 2022 Posted March 17, 2022 On 3/17/2022 at 5:06 PM, sheson said: Thanks! It seems the item not found is caused because a mesh is missing. [20:06] <Warning: File not found Meshes\effects\elfx\mountains\elfxmountainpeak02.nif Skyrim.esm MountainPeak02_Blackreach [STAT:000487E7]> You may want to reinstall Enhanced Lights and FX. Next version should not fail with an item not found error and only print the warning message and continue. Expand Reinstalled ELFX and the warning still appears
TechAngel85 Posted March 17, 2022 Posted March 17, 2022 On 3/17/2022 at 5:46 PM, sheson said: Calmwater.dds is not a vanilla texture? The vanilla fxcreekflatlarge.nif defines textures\effects\FXwaterTile02_n.dds for that shape which happens to follow the naming convention. Can you provide an example of a vanilla NIF that defines a vanilla normal map texture that does not end in *_n.dds? At the moment the check has no exceptions for any vanilla NIF / normal map textures other than grass NIF. Since the grass shader does not use/support the normalmap textures, the normalmap texture file name is irrelevant. All other vanilla NIFs/normal map textures that are being checked follow the naming convention. So atm I have no evidence or example for why/how to add an exception. Edit: Is this a water noise layer1/2/3 texture that you also repurposed to be used in NIFs? Expand Calmwater.dds is from Realistic Water Two and it is a noise level that been placed on the mesh to replace the vanilla normal. SparrowPrince created all the meshes and they've been working well so far. I don't know of mesh of the top of my head, no. The warnings presents a bit of false perception and has caused one user to ask about it already. I was wondering if you could ignore it, else I expect that is not the last we'll hear of it from users. I suppose I can duplicate the texture to add the '_n' and update the meshes to simply get rid of the warning, but that would be the only reason I'm doing it...to stop DynDOLOD warning about it.
PRieST Posted March 17, 2022 Posted March 17, 2022 (edited) On 3/17/2022 at 6:03 PM, Vernon said: Reinstalled ELFX and the warning still appears Expand I just checked ELFX online. And downloaded the file myself. You should definitely redownload ELFX or install it correctly as the file is present in the archive. Edited March 17, 2022 by PRieST
sheson Posted March 17, 2022 Author Posted March 17, 2022 On 3/17/2022 at 6:03 PM, Vernon said: Reinstalled ELFX and the warning still appears Expand The warning means the file does not exist at the shown path in the data folder, which it should after the mod was installed and activated. Sometimes download archives are not complete and there is no error message while unpacking.
sheson Posted March 17, 2022 Author Posted March 17, 2022 On 3/17/2022 at 6:15 PM, TechAngel85 said: Calmwater.dds is from Realistic Water Two and it is a noise level that been placed on the mesh to replace the vanilla normal. SparrowPrince created all the meshes and they've been working well so far. I don't know of mesh of the top of my head, no. The warnings presents a bit of false perception and has caused one user to ask about it already. I was wondering if you could ignore it, else I expect that is not the last we'll hear of it from users. I suppose I can duplicate the texture to add the '_n' and update the meshes to simply get rid of the warning, but that would be the only reason I'm doing it...to stop DynDOLOD warning about it. Expand I need some kind of a generic rule why this normal map is OK to not follow the file naming convention. If the texture filename is defined on a record that implies it is a normal map then that could be a way to do that.
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