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Posted
  On 9/25/2021 at 3:17 PM, Jayombi said:

North Of Skyrim near Solitude.

Screen-Shot341.png

Screen-Shot343.png

Noticing some water LOD is absent detail and can at certain angles look like large empty box like areas when looking north out to the SEA of Ghosts.

Swim closer it disappears so local textures and meshes seem okay.

Wondered if you had any ideas what would cause this. Another mod editing the same cells maybe ? 

 

Also I tried the glow windows etc. option during process for a change but get over lap window textures.

Options used :

Screenshot-2.png

 

 

Specific example at Solitude - Blue Palace

Screen-Shot344.png

Screen-Shot345.png

Windows are like this when DynDOLOD.ESP is enabled. Some as seen in the picture above have this window texture over the top of the original Rustic Window Texture.

Thanks.

Expand  

From the DynDOLOD FAQ

Q: Game: Rectangular holes in LOD 

A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. Either use xLODGen or DynDOLOD to update the data. See the 'TVDT - Occlusion Data' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html and https://stepmodifications.org/forum/topic/14250-skyrim-tvdt-occlusion-culling-data/

 

Read the DynDOLOD FAQ answers for Q: Game: Out of place objects / floating objects / flickering full models 

Read the first post what log files to upload when making posts. 

You will need to look up the references of the LOD windows in xEdit to check their EditorID to know for which plugin/form id they were added. Then check which plugin was the last to modify the source reference and its base record.

Posted

Hello.
The "SHESON_DynDOLOD_LODObject.pex" script generates a ctd when exiting dungeons.
Can you tell me what may be the cause of this?
At worst, can I delete it?
Thank you for your attention.

 

Posted
  On 9/26/2021 at 9:18 PM, 1erCru said:

It wasnt as simple as turning off windows defender. Had to exclude TEXGEN manually in Windows Security settings. 

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Which is exactly what people will learn when searching the forums for "cannot find the path specified"

It's as easy as falling off a log ;)

Posted
  On 9/27/2021 at 12:27 PM, lareri said:

Hello.
The "SHESON_DynDOLOD_LODObject.pex" script generates a ctd when exiting dungeons.
Can you tell me what may be the cause of this?
At worst, can I delete it?
Thank you for your attention.

Expand  

I can guarantee that the script does not cause CTD.

Zero information was provided.

Posted (edited)

I got a problem with DynDOLODx64. After running TexGenx64 (which created textures inside my specified TexGen Output folder), copying the TexGen Output folder to MO2/mods/ and activating the mod inside MO2, DynDOLODx64 does not find these textures. It stops with the message "No TexGen output detected. Consider generating updated object LOD textures with TexGen first."

https://paste.ee/p/PUp2c

It seems that TexGenx64 stopped correctly with the exit dialog. I reviewed my RAM usage while TexGenx64 ran and it raised up to 97% in about 2 minutes when it finished.

Edited by plgdctr
Posted (edited)
  On 9/27/2021 at 1:26 PM, sheson said:

I can guarantee that the script does not cause CTD.

Zero information was provided.

Expand  

Thank you for your quick reply.
I did dozens of tests, when I deactivate this script I do not have the systematic cdt at the exit of the dungeon "camp of the dormant courtyard"
I have a geforce RTX 3080 and an i7-7700k processor

loadorder.txtFetching info...

plugins.txtFetching info...

modlist.txtFetching info...

Edited by lareri
Posted
  On 9/27/2021 at 2:03 PM, plgdctr said:

I got a problem with DynDOLODx64. After running TexGenx64 (which created textures inside my specified TexGen Output folder), copying the TexGen Output folder to MO2/mods/ and activating the mod inside MO2, DynDOLODx64 does not find these textures. It stops with the message "No TexGen output detected. Consider generating updated object LOD textures with TexGen first."

https://paste.ee/p/PUp2c

It seems that TexGenx64 stopped correctly with the exit dialog. I reviewed my RAM usage while TexGenx64 ran and it raised up to 97% in about 2 minutes when it finished.

Expand  

Post the TexGen log and debug log.

  On 9/27/2021 at 2:11 PM, lareri said:

Thank you for your quick reply.
I did dozens of tests, when I deactivate this script I do not have the systematic cdt at the exit of the dungeon "camp of the dormant courtyard"
I have a geforce RTX 3080 and an i7-7700k processor

loadorder.txt 15.2 kB · 1 download

plugins.txt 15.68 kB · 0 downloads

Expand  

Read the first post what log files to upload when making posts.

Read the DynDOLOD FAQ: Game: ILS or CTD.

Read DynDOLOD-README.txt as also suggested by the FAQ how to troubleshoot CTD.

Upload the .Net Framework crash log if further help with it is required.

The most likely cause is an invalid mesh or texture from a third party mod.

Posted
  On 9/27/2021 at 2:22 PM, sheson said:

Well, as you can see yourself TexGen does not end with the message "TexGen completed successfully" as explained in the included manual.

Very unusual that it ends silently in the middle of things. Is there no bugreport.txt?

Expand  

Oh yes, it is. Didn't see it cause it was in the directory above.

https://paste.ee/p/9KMQ9

Posted
  On 9/27/2021 at 2:15 PM, sheson said:

Read the first post what log files to upload when making posts.

Read the DynDOLOD FAQ: Game: ILS or CTD.

Read DynDOLOD-README.txt as also suggested by the FAQ how to troubleshoot CTD.

Upload the .Net Framework crash log if further help with it is required.

The most likely cause is an invalid mesh or texture from a third party mod.

Expand  

Ok thank you for your patience.
Here is the "NetScriptFramework" file

Maybe you can tell me which mod is causing my problem.

Crash_2021_9_27_16-40-22.txtFetching info...

Posted
  On 9/27/2021 at 2:31 PM, lareri said:

Ok thank you for your patience.
Here is the "NetScriptFramework" file

Crash_2021_9_27_16-40-22.txt 61.62 kB · 0 downloads

Expand  

Read the first post what log files to upload when making posts.

in addition to the log files also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt

Follow the instructions in the read me to write debug messages to the papyrus and then post the papyrus log.

There is a problem with srg_treepineforest05_01617CAEpassthru_lod.nif. The file is most likely fine by itself. The problem is, that it shouldn't be used directly where it could ever be enabled/disabled by dynamic LOD scripts.

Posted
  On 9/27/2021 at 2:30 PM, plgdctr said:

Oh yes, it is. Didn't see it cause it was in the directory above.

https://paste.ee/p/9KMQ9

Expand  

Somehow the OpenGL render crashes in some ATI driver DLL it seems without returning an error back to TexGen.

Remove C:\Lexy's LotDB\DynDOLOD Special Edition\Edit Scripts\DynDOLOD\Render\Objects\lod\rtbuildingslod01.nif from the folder, see if it runs through then or the next/another NIF has problems too.

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