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Posted
  On 10/21/2021 at 9:08 AM, TheDude said:

OK, thanks for info! Interesting, I'll have a closer look of why theres a billboard texture instead of bark. It could actually be a previous user-error from my part since I manually replaced a low resolution bark-texture in the mod Myrklvior with a higher quality one from the mod Tree bark in High definition. I have re-installed every tree and barkmod now though and will try to do another attempt at Lod-generation with Alpha-52. To be continued...  

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The billboard for tree bark texture problem is something that seems to be that way in the download.

The HD bark texture seem to be working fine though with that odd resolution, so that is a false positive I suppose. Use Alpha 53 once its out.

Posted
  On 10/21/2021 at 9:11 AM, sheson said:

The billboard for tree bark texture problem is something that seems to be that way in the download.

The HD bark texture seem to be working fine though with that odd resolution, so that is a false positive I suppose. Use Alpha 53 once its out.

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Thanks again for your support, really appriciated! I

did another attempt with the same mods, completely re-installed on a new, cleaned game but got the same error for the bark so hopefully version 53 will solve this? 

[Window Title]
DynDOLOD

[Main Instruction]
Texture resolution 1024x6144 not a power of 2.

[Content]
Texture textures\landscape\trees\treepineforestbarkcomp3.dds

Used by Meshes\landscape\trees\sfo1treepineforestsnowheavy03.nif The Flora of Skyrim Trees SSE.esp SFO1TreePineForestSnow03 [TREE:BA000802]

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I then disable the mod https://www.nexusmods.com/skyrimspecialedition/mods/20336 and replaced the bark with this one instead https://www.nexusmods.com/skyrimspecialedition/mods/44226 but I still get this error so now I will try to remove the mod "Trees addon" as well...

 

[Window Title]
DynDOLOD

[Main Instruction]
Texture resolution 132x256 not a power of 2.

[Content]
Texture textures\landscape\trees\improvedsrg_pine04_alt.dds

Used by meshes\dyndolod\lod\trees\gkbcyrodil3_539c9cd8passthru_lod.nif Treeswinedave.esp gkbcyrodil04 "GKB Cyrodil 04" [TREE:FE0BAA52]

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Posted
  On 10/21/2021 at 9:38 AM, TheDude said:

Thanks again for your support, really appriciated! I

did another attempt with the same mods, completely re-installed on a new, cleaned game but got the same error for the bark so hopefully version 53 will solve this? 

[Window Title]
DynDOLOD

[Main Instruction]
Texture resolution 1024x6144 not a power of 2.

[Content]
Texture textures\landscape\trees\treepineforestbarkcomp3.dds

Used by Meshes\landscape\trees\sfo1treepineforestsnowheavy03.nif The Flora of Skyrim Trees SSE.esp SFO1TreePineForestSnow03 [TREE:BA000802]

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I then disable the mod https://www.nexusmods.com/skyrimspecialedition/mods/20336 and replaced the bark with this one instead https://www.nexusmods.com/skyrimspecialedition/mods/44226 but I still get this error so now I will try to remove the mod "Trees addon" as well...

 

[Window Title]
DynDOLOD

[Main Instruction]
Texture resolution 132x256 not a power of 2.

[Content]
Texture textures\landscape\trees\improvedsrg_pine04_alt.dds

Used by meshes\dyndolod\lod\trees\gkbcyrodil3_539c9cd8passthru_lod.nif Treeswinedave.esp gkbcyrodil04 "GKB Cyrodil 04" [TREE:FE0BAA52]

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Yeah the Trees addon is just a borked LOD assets in the download. That wrong texture is just how it is packaged.

Posted
  On 10/21/2021 at 9:45 AM, sheson said:

Yeah the Trees addon is just a borked LOD assets in the download. That wrong texture is just how it is packaged.

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Too bad, really like that mod... But for now I will make another attempt with just using "A little tree mod" and the complemting 3D Hybrid -models. Fingers crossed...

Posted
  On 10/21/2021 at 10:24 AM, TheDude said:

Too bad, really like that mod... But for now I will make another attempt with just using "A little tree mod" and the complemting 3D Hybrid -models. Fingers crossed...

Expand  

Alpha-53 will report the problem to the log instead.

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Posted
  On 10/21/2021 at 10:27 AM, sheson said:

Alpha-53 will report the problem to the log instead.

Expand  

OK, sounds great! Another noob-question: even if the problem from now on will only be reported to the log, do you advise on not using Trees addon anyway? Since it contains these "borked LOD-assets"? Could it give me problems later on?

Posted
  On 10/21/2021 at 10:30 AM, TheDude said:

OK, sounds great! Another noob-question: even if the problem from now on will only be reported to the log, do you advise on not using Trees addon anyway? Since it contains these "borked LOD-assets"? Could it give me problems later on?

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I would just notify the author so the mod can be updated.

Posted
  On 10/21/2021 at 5:56 AM, sheson said:

 

The NIF seems to define a texture that does not seem to be a valid filename but also not empty.

This won't affect tree LOD but the full model tree. It is possible it is not the diffuse texture and thus the missing texture is not resulting in a noticeable visual issue.

Expand  

Thanks for the reply!  Hmm, I'm trying it on another pc and not getting that warning for some reason (same EVT version, same alpha...but at a much lowered resolution and quality as its on a laptop & my home pc is at 4k).  I've tried redownloading & reinstalling but the result is the same.  So if I would have a visible issue, I'd be seeing it in the full tree model not the lod?

Posted
  On 10/21/2021 at 1:31 PM, tnicko said:

Thanks for the reply!  Hmm, I'm trying it on another pc and not getting that warning for some reason (same EVT version, same alpha...but at a much lowered resolution and quality as its on a laptop & my home pc is at 4k).  I've tried redownloading & reinstalling but the result is the same.  So if I would have a visible issue, I'd be seeing it in the full tree model not the lod?

Expand  

The message tells us the model filename:

Meshes\landscape\trees\srg_treepineforestdeadsnow02.nif

This is a full model and not a LOD model.

The obvious first thing to do is to open the mentioned NIF file in NifSkope and check the texture definitions. If it is just a space character it will take some effort to spot. But maybe it becomes obvious if either diffuse or normal slot are "empty" for a texture set.

Posted
  On 10/21/2021 at 1:40 PM, sheson said:

The message tells us the model filename:

Meshes\landscape\trees\srg_treepineforestdeadsnow02.nif

This is a full model and not a LOD model.

The obvious first thing to do is to open the mentioned NIF file in NifSkope and check the texture definitions. If it is just a space character it will take some effort to spot. But maybe it becomes obvious if either diffuse or normal slot are "empty" for a texture set.

Expand  

Ah, excellent I will examine the file in nifskope when I get home today.  Thank you, I'll let you know what I find.

Posted
  On 10/21/2021 at 10:27 AM, sheson said:

Alpha-53 will report the problem to the log instead.

Expand  

Just wanted to ask: Would it ne possible to change this via ini?

For me it's easier to see directly what's wrong, so that I have the Option to stop the Generation on point to fix the problems instead of looking at the logs afterwords.

Posted
  On 10/21/2021 at 1:50 PM, PRieST said:

Just wanted to ask: Would it ne possible to change this via ini?

For me it's easier to see directly what's wrong, so that I have the Option to stop the Generation on point to fix the problems instead of looking at the logs afterwords.

Expand  

The plan is to have a summary of certain warnings and error messages presented at the end. I will see if I can add an option to define stop conditions.

Posted (edited)
  On 10/21/2021 at 1:44 PM, tnicko said:

The obvious first thing to do is to open the mentioned NIF file in NifSkope and check the texture definitions. If it is just a space character it will take some effort to spot. But maybe it becomes obvious if either diffuse or normal slot are "empty" for a texture set.

Expand  

Ok, I managed to download nifskope here and open the nif in question.  Now, I have VERY little knowledge on this subject...but looking at the BSShader Texture Set under the 2nd of the 3 BSTriShape headers in the left window, there are 3 lines for textures (instead of 2 lines like under the other BSTriShape Shader Texture Sets) and the third line only has "textures\" like in the dyndolod warning, not a full path.  Could this be the issue?  Screenshot attached. 

Another question, this is the only nif file named in this fashion (with the capital letters in "PineForestDeadSnow"), all the others are all lower case.  Is that some sort of issue or not important at all?

Screenshot 2021-10-21 072101.png

Edited by tnicko
Posted
  On 10/21/2021 at 3:06 PM, tnicko said:

Ok, I managed to download nifskope here and open the nif in question.  Now, I have VERY little knowledge on this subject...but looking at the BSShader Texture Set under the 2nd of the 3 BSTriShape headers in the left window, there are 3 lines for textures (instead of 2 lines like under the other BSTriShape Shader Texture Sets) and the third line only has "textures\" like in the dyndolod warning, not a full path.  Could this be the issue?  Screenshot attached.

Screenshot 2021-10-21 072101.png

Expand  

YES, this is the issue and explains the empty texture path in the error. I will reply on the Nexus topic, but I essentially need to fix this in the mod. In the meantime, you can resolve this as follows:

  1. Double-click on the third texture row and clear that partial path
  2. Save the model
  3. Get the CRC32 from this model (right click the NIF and you should see a CRC option if you have 7z installed)
  4. Go into the mod and update the CRC in the file names for this treefile names:
    • DynDOLOD/Render/../
    • meshes/DynDOLOD/../
  5. Save each LOD model
  6. Regenerate using DynDOLOD, and the error should be gone.

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