sheson Posted September 25, 2021 Author Posted September 25, 2021 On 9/25/2021 at 3:17 PM, Jayombi said: North Of Skyrim near Solitude. 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 : Specific example at Solitude - Blue Palace 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.
Jayombi Posted September 25, 2021 Posted September 25, 2021 Was just eager to help and wasn't sure the same irregularities I saw was the same in the FAQ ( I had viewed it). Thanks again.
lareri Posted September 27, 2021 Posted September 27, 2021 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.
z929669 Posted September 27, 2021 Posted September 27, 2021 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. Expand 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
sheson Posted September 27, 2021 Author Posted September 27, 2021 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.
plgdctr Posted September 27, 2021 Posted September 27, 2021 (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 September 27, 2021 by plgdctr
lareri Posted September 27, 2021 Posted September 27, 2021 (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 Edited September 27, 2021 by lareri
lareri Posted September 27, 2021 Posted September 27, 2021 (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 September 27, 2021 by lareri
sheson Posted September 27, 2021 Author Posted September 27, 2021 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.
plgdctr Posted September 27, 2021 Posted September 27, 2021 On 9/27/2021 at 2:15 PM, sheson said: Post the TexGen log and debug log. Expand Both are here: https://paste.ee/p/rav6V
sheson Posted September 27, 2021 Author Posted September 27, 2021 On 9/27/2021 at 2:19 PM, plgdctr said: Both are here: https://paste.ee/p/rav6V Expand 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?
plgdctr Posted September 27, 2021 Posted September 27, 2021 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
lareri Posted September 27, 2021 Posted September 27, 2021 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...
sheson Posted September 27, 2021 Author Posted September 27, 2021 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.
sheson Posted September 27, 2021 Author Posted September 27, 2021 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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