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Posted
  On 8/7/2023 at 1:50 PM, DWM19 said:

Double clicking on the first entry under 'Referenced By (15)' for xx03AB36, the editor ID is skyrimesm_0EF933_BlackreachElevatorMzinchaleftUpper_Tamriel_DynDOLOD_OBJECT under DynDOLOD.esp.

Double clicking on the first entry under 'Referenced By (22)' for xx03AB34, the editor ID is skyrimesm_0EF92E_BlackreachQEMzinchaleftClosed_Tamriel_DynDOLOD_OBJECT under DynDOLOD.esp.

Other plugins mentioned in the 'referenced by' list for both entries are: Dragonborn.esm, CompanionArissa.esm, Wyrmstooth.esp.

I hope this is the right information you were seeking.

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That was the right information. Thanks.

Update the DynDOLOD DLL NG and Scripts to Alpha-8 and it should work without CTD now. 

Posted (edited)
  On 8/7/2023 at 6:26 AM, sheson said:

@Jadeath @PurpleYellowRosa @MisterMorden

Check if this test versions runs through https://mega.nz/file/YIpnyJ4I#CiKiAQirG2Ix1UCHnfPjIUbDeS7Lee5aeyKGTkCSK-Q

Test if Alpha-131 fixed the issue.

Upload new logs either way.

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Still no good, but this time I got an access violation instead of range check error. Here's the logs:

https://ufile.io/n539187c

Edited by PurpleYellowRosa
Posted

Thank you for the huge update Sheson! I personally am not able to test it at the moment but the Child/Parent worldspace copy feature is definitely a game changer. I want to ask though, with this feature enabled, can we still make Markarth use Tamriel LOD Data to get better graphics, or is this edit completely redundant now?

Posted
  On 8/8/2023 at 3:13 AM, heheloveer said:

Thank you for the huge update Sheson! I personally am not able to test it at the moment but the Child/Parent worldspace copy feature is definitely a game changer. I want to ask though, with this feature enabled, can we still make Markarth use Tamriel LOD Data to get better graphics, or is this edit completely redundant now?

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Copying references that have LOD in Tamriel to the Markarth worldspace (with is disabled by default) does not change anything about the castrated data / non existing LOD in it. LOD for Markarth will also not take copied reference from parent to child worldspace into account.

So for best possible visuals past the walls, you'll want to set the flag to use Tamriel for LOD with a plugin and set ScanParent=1 in DynDOLOD_SSE_childworld_MarkarthWorld.ini before generating LOD.

  • Thanks 1
Posted
  On 8/8/2023 at 6:10 AM, sheson said:

Copying references that have LOD in Tamriel to the Markarth worldspace (with is disabled by default) does not change anything about the castrated data / non existing LOD in it. LOD for Markarth will also not take copied reference from parent to child worldspace into account.

So for best possible visuals past the walls, you'll want to set the flag to use Tamriel for LOD with a plugin and set ScanParent=1 in DynDOLOD_SSE_childworld_MarkarthWorld.ini before generating LOD.

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So the edit is still useful. Thanks for the explanation!

Posted
  On 8/8/2023 at 5:03 AM, MisterMorden said:

New version woyked for me too!  Logs offered up in tribute (no bugreport generated): https://ufile.io/f/r7c6d

Going to bed now but will check on the goodies tomorrow...thanks again, sheson!

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Great.

You might want to create a LOD model for florajuniper01.nif.
Meshes\plants\florajuniper01.nif used 982 times, ~ 2480.92 MB

This looks like the full model filesize for it is 2.5MB alone? Is that correct? The vanilla version is like 50kB. 

  • Thanks 1
Posted

I've been following the STEP guide for Skyrim SE, and DynDOLOD seems to get stuck generating for Solstheim whenever I try to process all of the worldspaces together (it gets as far as generating the texture atlas for DynDOLOD_DLC2SolstheimWorld_Glow.dds and then just sits there, seemingly indefinitely).

In an attempt to get around this, I ran the program with every worldspace ticked except DLC2SolstheimWorld and it completed as expected, moved the output into the prepared mod folder, and then tried again with only DLC2SolstheimWorld ticked and it succeeded this time. Now I have two sets of output files, and I'm wondering how I should go about merging them, if that's the appropriate thing to do here.

Any guidance is appreciated!

Posted
  On 8/8/2023 at 10:47 AM, NeedsMoreBirds said:

I've been following the STEP guide for Skyrim SE, and DynDOLOD seems to get stuck generating for Solstheim whenever I try to process all of the worldspaces together (it gets as far as generating the texture atlas for DynDOLOD_DLC2SolstheimWorld_Glow.dds and then just sits there, seemingly indefinitely).

In an attempt to get around this, I ran the program with every worldspace ticked except DLC2SolstheimWorld and it completed as expected, moved the output into the prepared mod folder, and then tried again with only DLC2SolstheimWorld ticked and it succeeded this time. Now I have two sets of output files, and I'm wondering how I should go about merging them, if that's the appropriate thing to do here.

Any guidance is appreciated!

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

If you want to report/trouble shoot the original problem, then check if there are texconv processes in task manager that DynDOLOD might waiting for. If you kill them tehn DynDOLOD should stop with an appropriate error message. In any case, upload the mentioned logs, which are saved when DynDOLOD shuts down normal via the X top right or Exit prompt buttons.

If you want to add LOD for worldspaces to existing output, then the existing output needs to be installed and activated in the load order first. DynDOLOD will load the existing plugins, so they can be updated and the new output merged with the old output. https://dyndolod.info/Updating

Posted

Thankyou for the fast response! I ran the program again and it crashed after a while, but didn't produce a debug log, so I've attached the whole logs folder with output from only this session as well as the most recent log from the Windows event viewer.

MO2 says that texconv.exe is still running, but I can't find it in the task manager in order to kill the process.

Logs.7zFetching info... WindowsEventViewerLog_DynDOLODcrash.txtFetching info...

Posted
  On 8/8/2023 at 11:37 AM, NeedsMoreBirds said:

Thankyou for the fast response! I ran the program again and it crashed after a while, but didn't produce a debug log, so I've attached the whole logs folder with output from only this session as well as the most recent log from the Windows event viewer.

MO2 says that texconv.exe is still running, but I can't find it in the task manager in order to kill the process.

Logs.7z 285.44 kB · 0 downloads WindowsEventViewerLog_DynDOLODcrash.txt 1.32 kB · 0 downloads

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The stalled texconv processs might only be visible if enabling to see all process and/or after unfolding child process of TexGen/DynDOLOD.

Is there a bugreport.txt in the same folder as the DynDOLODx64.exe?

The log and debug are probably not saved because the programs is terminated by the OS or manually, so it can not go through its own crash handler / shutdown procedures.

Make sure UAC, antivir are not interring with any of the executables, including ..\DynDOLOD\Edit Scripts\Texconvx64.exe
Make sure graphics the latest graphics drivers without crapware are installed or terminate the crapware before running the tools. Especially if using AMD.

Add LockTexonv=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to see if it makes a difference.

If it still stalls, check for that Texconv in task manager in order to kill it to see if it allows DynDOLOD to write logs.

Either way let me know the outcome.

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