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Posted
  On 3/15/2023 at 12:19 PM, sheson said:

This is how Windows works, in order to run a command line tool, the command line prompt cmd/conhost is spawned to run it in.

If that is the case, then something is blocking Texconvx64.exe from executing/continuing. If you kill it TexGen will most likely continue and fail with an error message.

If it is not the OS, UAC, antivir or the mod manager blocking execution, file or folder access (reboot), it could be old/outdated graphics drivers or a problem with them preventing it from continuing. Do a clean re-install of the latest official drivers (not beta or optional versions). Do not install any bloat/crapware that comes with drivers, just the drivers only.

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I updated my graphics drivers and it completed the generating process, thank you

Posted
  On 3/16/2023 at 7:34 PM, RainingTacco said:

Any good photo op comparisons with complex grass lods between 118 and 119? Worth rerunning?

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As explained on the first post, use search to find similar questions and answers or just click a couple pages back.

https://stepmodifications.org/forum/search/?&q="alpha 119"&type=forums_topic&quick=1&item=17510

Only you can compare and test changes for your custom load order and preference.

Posted

[04:09] Created a summary of log messages S:\DynDOLOD 3.00-68518-Alpha-119-1678452757\DynDOLOD\Summary\DynDOLOD_Index.html.
Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3))
Error: Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3))
User says "OK"
Can someone help?

Posted
  On 3/17/2023 at 1:56 PM, VladossX said:

[04:09] Created a summary of log messages S:\DynDOLOD 3.00-68518-Alpha-119-1678452757\DynDOLOD\Summary\DynDOLOD_Index.html.
Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3))
Error: Access violation at address 000000000040FDA5 in module 'DynDOLODx64.exe'. Read of address 0000004000000008 while processing Dawnguard.esm [REFR:0200299F] (places sc_freewallCap02 [STAT:0200F9F0] in GRUP Cell Temporary Children of SoulCairnStartAmbush [CELL:02002CFB] (in DLC01SoulCairn "Каирн Душ" [WRLD:02001408] at -4,-3))
User says "OK"
Can someone help?

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Read the first post which entire log of the meaningful session, entire debug log and bugreport.txt if it exists to upload when making posts.

Posted
  On 3/3/2023 at 8:37 AM, heheloveer said:

I made a save on the Whiterun watchtower and every time I load the save the grass lod bug appears, even if when I made the save the grass looked completely normal. As I suspected this only happened in large reference cells outside the loaded zone, since changing uLargeRefLODGridSize to 5 apparently fix this. Moving the player character to the previously affected area also makes the lod grass go away. Notice in the screenshots how not all cells are affected by this. I can't seem to find any particular pattern in affected cells either. The second screenshot shows how it looks like up close. I enabled papyrus logging and there doesn't seem to be anything related to SHESON_DynDOLOD scripts in Papyrus.0.log. Should I disable large reference bugs workarounds and regenerate DynDOLOD to see what happens?

enb2023_3_3_16_03_43.jpg

enb2023_3_3_16_05_05.jpg

enb2023_3_3_16_37_17.jpg

Papyrus.0.log 202.35 kB · 1 download

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Reported this in version 118 and after updating to version 119 it seems the large reference bugs persist in the same cells. Maybe version 119 fixed such occurrences in some other cells, I'm not sure. Also I can confirm this does not only happen in Whiterun, but in Falkreath as well, so it's pretty widespread. Logs and the files you requested last time are here: https://anonfiles.com/88s8c5fbz8/Logs_and_Stuff_rar

295090686_enb2023_3_17_22_11_07().thumb.jpg.92a9d69cbfd79cffcaefb7cbe14c9083.jpg

Also, two unrelated questions: 1) The mod Northern Roads replaced the Whiterun bridges with its own unique models. The bridges looked and worked completely fine but after generating lod with DynDOLOD I noticed the lod models of the bridges seem a little bit misplaced, as shown in the screenshots. What could have caused this and is there a fix?19545896_enb2023_3_17_22_12_02().thumb.jpg.cb3ed544eb8737eb32d2db1aed2d9663.jpg1882177676_enb2023_3_17_22_12_44().thumb.jpg.b2182fe682eb2107f5d2b68a43090d5e.jpg

2) How to make the Whiterun Temple Tree show up on the map? I use LOD Level 32 object lod for the map and tried editing the wrtempletree rule, but nothing seemed to work.

Posted

Forgive my ignorance.
But I thought that I do not care so much cairn and just removed the check mark. Without it seems to be generated smoothly

Posted
  On 3/17/2023 at 2:26 PM, VladossX said:

Forgive my ignorance.
But I thought that I do not care so much cairn and just removed the check mark. Without it seems to be generated smoothly

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You mean you decided to simply not check a worldspace in order to ignore the problem?

You are participating in an ALPHA TEST that is done specifically to find and report problems. Read the first post which log, debug log and bugreport.txt to upload, so that the issue can be troubleshooted and fixed.

Posted
  On 3/17/2023 at 2:22 PM, heheloveer said:

Reported this in version 118 and after updating to version 119 it seems the large reference bugs persist in the same cells. Maybe version 119 fixed such occurrences in some other cells, I'm not sure. Also I can confirm this does not only happen in Whiterun, but in Falkreath as well, so it's pretty widespread. Logs and the files you requested last time are here: https://anonfiles.com/88s8c5fbz8/Logs_and_Stuff_rar

295090686_enb2023_3_17_22_11_07().thumb.jpg.92a9d69cbfd79cffcaefb7cbe14c9083.jpg

Also, two unrelated questions: 1) The mod Northern Roads replaced the Whiterun bridges with its own unique models. The bridges looked and worked completely fine but after generating lod with DynDOLOD I noticed the lod models of the bridges seem a little bit misplaced, as shown in the screenshots. What could have caused this and is there a fix?19545896_enb2023_3_17_22_12_02().thumb.jpg.cb3ed544eb8737eb32d2db1aed2d9663.jpg1882177676_enb2023_3_17_22_12_44().thumb.jpg.b2182fe682eb2107f5d2b68a43090d5e.jpg

2) How to make the Whiterun Temple Tree show up on the map? I use LOD Level 32 object lod for the map and tried editing the wrtempletree rule, but nothing seemed to work.

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For the large reference issue, can you check the papyrus log if there are any problems reported by the DYNDOLOD scripts?

For the question about northern roads, a screenshot with more informative console would be helpful https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

IIRC the mod includes the LOD model for the bridge itself. If its position is off, it could be because its root node has a translation. If there are no translations, then the vertices themselves are off. The game ignores root node translation, while the CK/LODGen LOD generation does not.

Posted
  On 3/17/2023 at 2:53 PM, sheson said:

For the large reference issue, can you check the papyrus log if there are any problems reported by the DYNDOLOD scripts?

For the question about northern roads, a screenshot with more informative console would be helpful https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots.

IIRC the mod includes the LOD model for the bridge itself. If its position is off, it could be because its root node has a translation. If there are no translations, then the vertices themselves are off. The game ignores root node translation, while the CK/LODGen LOD generation does not.

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As with the last time, everything DynDOLOD related in the papyrus log seemed pretty normal.

As for the Northern Roads problem, the misplaced model is indeed a lod mesh included in the mod, and since it's an object lod and not a full model, clicking on it with the console open would not produce any results. In case it's somehow useful, screenshots of the console displaying the information about the full model:

enb2023_3_17_23_19_37.thumb.jpg.f62038a8c9fa0f23e8de7a5c26e9e991.jpgenb2023_3_17_23_20_07.thumb.jpg.c61b8de36c8b59a7802152501b315362.jpg

Note that the two bridges use the same model and the lod of both these bridges are misplaced.

The related meshes are attached here. Maybe you can see whether there are any problem with the meshes themselves.

COTN_WR_Bridge_LOD.nifFetching info... Papyrus.0.logFetching info... COTN_WR_Bridge.nifFetching info...

Posted
  On 3/17/2023 at 3:19 PM, heheloveer said:

As with the last time, everything DynDOLOD related in the papyrus log seemed pretty normal.

As for the Northern Roads problem, the misplaced model is indeed a lod mesh included in the mod, and since it's an object lod and not a full model, clicking on it with the console open would not produce any results. In case it's somehow useful, screenshots of the console displaying the information about the full model:

enb2023_3_17_23_19_37.thumb.jpg.f62038a8c9fa0f23e8de7a5c26e9e991.jpgenb2023_3_17_23_20_07.thumb.jpg.c61b8de36c8b59a7802152501b315362.jpg

Note that the two bridges use the same model and the lod of both these bridges are misplaced.

The related meshes are attached here. Maybe you can see whether there are any problem with the meshes themselves.

COTN_WR_Bridge_LOD.nif 272.23 kB · 0 downloads Papyrus.0.log 96.4 kB · 0 downloads COTN_WR_Bridge.nif 1009.81 kB · 0 downloads

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Indeed, no problems in papyrus log. I will have to look further into it.

A screenshot with more informative console, tells us the reference form id, the base record form id and the used full model. The base record form id can be used to lookup found/used the LOD models in DynDOLOD_SSE_Object_Report.txt, the actual base records in xEdit. With the full model filename we can deduct a possible LOD model filename.

As already suspected, the LOD model has a Y translation on the root BSFadeNode (so does the full model but that gets ignored by the game). Use Nifskope to set it to 0. Then Execute LODGen in expert mode. Use Specfifc Chunk if you know which specific BTOs need updating.

Posted

I don't know what kind of world space it is, but after all the generation.
I put the checkbox back on so that the error would pop up and I could send the logs.
But it just generated something without a critical stop.

Posted
  On 3/17/2023 at 3:36 PM, VladossX said:

I don't know what kind of world space it is, but after all the generation.
I put the checkbox back on so that the error would pop up and I could send the logs.
But it just generated something without a critical stop.

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Are you using the latest Alpha 119?

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