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Posted
  On 8/20/2021 at 5:05 PM, Oynlen said:

I see no other reason other than a limitation. perhaps its my ram or something, I only have 16gb. I have checked everything so many times.. the other thing is, it will generate not always the same vines or trees when checking the bto files,  but in game, on approach they are all there and load in only once close, just some are LOD and are visible in distance, but it has been different ones that are visible from distance on several LoDGen attempts. this is also just checking one area.

 

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There is no limitation how many shapes can be in a mesh.
Even in the case of FO3/FNV the additional shapes are still created and just a message printed. the game engine of FO3/FNV simply only shows the first shape.

If LOD for a reference does not exist in the BTO, it is because there is no LOD model assigned for it for that LOD level or the NIF does not exist. It is unlikely the tools started to randomly not work consistently for one user only.

The game can not shows things that are not in the BTO. If the LOD does not match then the BTO you are looking at has nothing to do with what you are looking at in the game.

Make sure to use latest xLODGen terrain LOD beta version available.

Otherwise try to provide a easily reproducible test case / instructions.

Posted
  On 8/20/2021 at 5:27 PM, VulKun said:

I did delete dyndolod files and reinstall..and logs are empty

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Do you mean there is no log folder or there are no files in it? There is no bugreport.txt next to where the *.exe files are?
In that case check the Windows Event log for clues.

Most likely the OS, UAC, anti vir or some such is interfering. Make sure to not unpack DynDOLOD into special Windows folders.

Posted

bto matches what is in game LOD-wise but, there is, lets say hundreds of meshes in one cell where Corvega Plant is. This is the main area I have been testing but the esp covers the entire commonwealth.

The same vine shapes cover the tower, yet only some are given LOD. Others fade in on approach. In the same esp, before the author added thousands of more vines, everything generated fine. I'm 100% on the file paths and file names etc. And all the author has done is add stuff, not remove (at least in the case of the vines)  
I know they are all still there from checking the esp and also in game, they fade in as I get close. 

Not sure how I can give you a reproducable instance, other than sending you the files I'm working on. I 100% know LODgen is solid and used it many times, its not a bug report, just a question of possible limitations. 

I'm not too versed in Computer language or educated on the basic principals of how it all works. So I cant really offer you much, other than if you are interested to test, the esp and LOD files I have created. I'd need to make sure thats ok with the mod author first though. 

Posted
  On 8/20/2021 at 6:49 PM, Oynlen said:

bto matches what is in game LOD-wise but, there is, lets say hundreds of meshes in one cell where Corvega Plant is. This is the main area I have been testing but the esp covers the entire commonwealth.

The same vine shapes cover the tower, yet only some are given LOD. Others fade in on approach. In the same esp, before the author added thousands of more vines, everything generated fine. I'm 100% on the file paths and file names etc. And all the author has done is add stuff, not remove (at least in the case of the vines)  
I know they are all still there from checking the esp and also in game, they fade in as I get close. 

Not sure how I can give you a reproducable instance, other than sending you the files I'm working on. I 100% know LODgen is solid and used it many times, its not a bug report, just a question of possible limitations. 

I'm not too versed in Computer language or educated on the basic principals of how it all works. So I cant really offer you much, other than if you are interested to test, the esp and LOD files I have created. I'd need to make sure thats ok with the mod author first though. 

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I just need instructions how to replicate a test case the minial setup/mods. FO4 + these DLCs, mod 1, mod 2, then install this plugin, install these assets etc., then generate object LOD, check *.4.x.y.BTO. Send link to private files via pm.

Posted
  On 8/20/2021 at 6:28 PM, sheson said:

Do you mean there is no log folder or there are no files in it? There is no bugreport.txt next to where the *.exe files are?
In that case check the Windows Event log for clues.

Most likely the OS, UAC, anti vir or some such is interfering. Make sure to not unpack DynDOLOD into special Windows folders.

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I did recording with texgen and you can see my last action for texgen..And  yes sorry for my english
here ss link : https://ufile.io/dbmdwez2

Posted
  On 8/20/2021 at 7:25 PM, VulKun said:

I did recording with texgen and you can see my last action for texgen..And  yes sorry for my english
here ss link : https://ufile.io/dbmdwez2

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If you require help troubleshooting, answer every direct question I am asking and follow the instructions given.

Do not post screenshots of the log/text. Post the entire log as text to pastebin or upload to a file service instead as explained in the first post.
If that is not possible and a screenshot is the only option to capture a problem, do not trim log messages.

The two log line lines in the screenshot tell us TexGen is creating two textures as it should. It is unclear what the problem or error is supposed to be.

Posted

Hey everyone, I'm probably juste being dumb but I am trying to generate grass Lod's with Verdant and I can't seem to find a way to make it work.

 I think my grass precache works as if I only load from cache with NGIO, I have some grass, but for some reason I can't see any grass Lod's in game after generation.

In the TexGen output folder, it seems that only a few grass texture are generated, am I missing something ?

I admit that my understanding of the inner workings of the mod is quite limited.

In any case, thanks for the great work and I hope I'm not bothering you for something obvious.

 

Posted
  On 8/21/2021 at 8:31 AM, Tchipsteur said:

Hey everyone, I'm probably juste being dumb but I am trying to generate grass Lod's with Verdant and I can't seem to find a way to make it work.

 I think my grass precache works as if I only load from cache with NGIO, I have some grass, but for some reason I can't see any grass Lod's in game after generation.

In the TexGen output folder, it seems that only a few grass texture are generated, am I missing something ?

I admit that my understanding of the inner workings of the mod is quite limited.

In any case, thanks for the great work and I hope I'm not bothering you for something obvious.

 

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Read the second post "Troubleshooting", the included manual and help for grass LOD generation and TexGen configuration.
It is probably because of the wrong the object bounds values in the plugin. If you searched for the mod / the problem, you will probably find posts about the mod, too.

Posted (edited)
  On 8/21/2021 at 5:14 AM, sheson said:

If you require help troubleshooting, answer every direct question I am asking and follow the instructions given.

Do not post screenshots of the log/text. Post the entire log as text to pastebin or upload to a file service instead as explained in the first post.
If that is not possible and a screenshot is the only option to capture a problem, do not trim log messages.

The two log line lines in the screenshot tell us TexGen is creating two textures as it should. It is unclear what the problem or error is supposed to be.

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Interesting but i did try 3 times and texgen is working..now i will try dyndolod

 

Edited by VulKun
Posted
  On 8/21/2021 at 12:09 PM, VulKun said:

Interesting but i did try 3 times and texgen is working..now i will try dyndolod

Dyndolod give me a error : https://paste.ee/p/i6v7D

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I suggest to troubleshoot and fix the hardware or OS issue that is preventing simple programs like TexGen to run properly.

Read the message you posted:
"Can not find file meshes\lod\nordicexterior\nortmpextplatexsmfree01_lod_0.nif"
"Make sure to install the latest/matching DynDOLOD Resources SE archive, that it downloaded/installed completely and that all the required Core Files have been installed."
"Help for this message"

Do you have a question?

Read the first post. Especially the requirements and installation instructions. Read the included manual. Start with DynDOLOD_QuickStart.html
Read the first post, especially the part that explains to click on the "Help for this message" link in case there is a message. In this case it will open..\DynDOLOD\docs\help\Resources.html with further help and instructions.

 

Posted (edited)
  On 8/21/2021 at 12:20 PM, sheson said:

Read the message you posted:
"Can not find file meshes\lod\nordicexterior\nortmpextplatexsmfree01_lod_0.nif"
"Make sure to install the latest/matching DynDOLOD Resources SE archive, that it downloaded/installed completely and that all the required Core Files have been installed."
"Help for this message"

Do you have a question?

Read the first post. Especially the requirements and installation instructions. Read the included manual. Start with DynDOLOD_QuickStart.html
Read the first post, especially the part that explains to click on the "Help for this message" link in case there is a message.

 

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There is too much errors : https://ufile.io/0r4uosd4
And closing itself 

Edited by VulKun
Posted
  On 8/21/2021 at 12:31 PM, VulKun said:

There is too much errors : https://ufile.io/0r4uosd4
And closing itself 

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Do not post screenshots of text. Read the first post what logfiles to post/upload as text when making posts.

Error messages typically start with the word "Error", have a prompt and often contain a "Help for this message" link to open a dedicated help page.
Error messages typically stop the process because errors need to be fixed.

Read the included manual. For example, ..\DynDOLOD\docs\help\LogMessages.html explains many of the notice and warning log messages.

Read the requirements and installation instructions from the first post and/or the included manual. Note how they do not contain a requirement for 3rd party billboards.
While participating in the DynDOLOD 3 alpha test, refrain form installing any 3rd party billboards included in mods. Let TexGen generate them all.

Programs do not close themselves involuntarily. They shutdown properly when they reach the end of what they are supposed to do or when the user tells them to. Otherwise a program is terminated by the OS, other processes or because of hardware issues.

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