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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
  On 11/18/2024 at 1:36 AM, 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

Expand  

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
  On 11/18/2024 at 10:16 PM, 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

Expand  

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
  On 11/19/2024 at 5:26 PM, 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.

Expand  

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
  On 11/23/2024 at 6:02 AM, 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.

Expand  

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

Posted
  On 11/23/2024 at 1:35 PM, 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:\)

Expand  

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
  On 11/23/2024 at 2:41 PM, 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.

Expand  

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

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
  On 11/24/2024 at 8:24 PM, 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

Expand  

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.

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