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Posted (edited)
  On 10/21/2021 at 3:18 PM, z929669 said:

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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Ah, ok awesome!  There is a similar issue with other nifs as well (SRG_treepineforestdeadsnow04 & 05) I believe...although they're not throwing an error for some reason.

Edited by tnicko
Posted
  On 10/21/2021 at 3:23 PM, tnicko said:

Ah, ok awesome!  There is a similar issue with other nifs as well (SRG_treepineforestdeadsnow04 & 05) I believe...although they're not throwing an error for some reason.

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I will look at those as well. It could be that this particular partial path has a space after the slash or something, whereas the others don't. There must be some difference that causes DynDOLOD to throw the error in one case but not the others. Maybe it's a trunk vs crown ... I can't tell from the texture names or the NifSkope screen. Thanks

Posted

Another query for you, Sheson: Can you think of a reason why I wouldn't get the warning when generating with the same settings on my laptop, even when the nifs/files are exactly the same?  Could generating with much reduced settings cause this texture to be overlooked or not needed?

Thanks again to you and also to Z for all the help and info!

Posted
  On 10/21/2021 at 4:05 PM, tnicko said:

Another query for you, Sheson: Can you think of a reason why I wouldn't get the warning when generating with the same settings on my laptop, even when the nifs/files are exactly the same?  Could generating with much reduced settings cause this texture to be overlooked or not needed?

Thanks again to you and also to Z for all the help and info!

Expand  

Settings do not change which NIF is defined by a base record or which textures paths are set in them.

If you want to know what is different, check the same NIF with NifSkope. If it shows the same incomplete path, check the mentioned base record 000EF5A4 in xEdti actually defines the same NIF.

Posted
  On 10/21/2021 at 4:22 PM, sheson said:

Settings do not change which NIF is defined by a base record or which textures paths are set in them.

If you want to know what is different, check the same NIF with NifSkope. If it shows the same incomplete path, check the mentioned base record 000EF5A4 in xEdti actually defines the same NIF.

Expand  

If tree mesh rule was set to Billboard for all levels, wouldn't that explain why the same error wouldn't appear?

Posted (edited)

Ok, now getting a very similar error in the same place using Myrkvior.  However this nif that it points to doesn't have any "textures\" only fields as the one from EVT did.*

<Warning: File not found textures\. Used by Meshes\landscape\trees\sfotreepineforest04.nif The Flora of Skyrim Trees SSE.esp TreePineForest04 [TREE:0004FBB0]>

SSE Logs/Debug files

https://ufile.io/f/ys7qk

Edit...wrong nif posted...will be back...

*Edit 2...AH HA!  It does have a "textures\" blank field!  I  would guess with all the testing these mods go through it's never been a visible in game issue? 

 

 

Screenshot 2021-10-21 094708.png

Edited by tnicko
strikethrough wrong info and correct myself.
Posted
  On 10/21/2021 at 5:27 PM, tnicko said:

Ok, now getting a very similar error in the same place using Myrkvior.  However this nif that it points to doesn't have any "textures\" only fields as the one from EVT did.*

<Warning: File not found textures\. Used by Meshes\landscape\trees\sfotreepineforest04.nif The Flora of Skyrim Trees SSE.esp TreePineForest04 [TREE:0004FBB0]>

SSE Logs/Debug files

https://ufile.io/f/ys7qk

Edit...wrong nif posted...will be back...

*Edit 2...AH HA!  It does have a "textures\" blank field!  I  would guess with all the testing these mods go through it's never been a visible in game issue? 

 

 

Screenshot 2021-10-21 094708.png

Expand  

The  mentioned was NIF is parsed for textures. If a texture-set entry does not have an empty string it is checked if it can be found in the load order. If it doesn't, the found string is printed as file not found.

Really. No magic. No randomess about it. It is as simple and straight forward as that. As I mentioned before it could be an invisible character.

Edit: The texture missing can mean the visuals are not what were intended. In case  the shader settings (soft or rim light) expect a third texture. Otherwise it is just harmless.

Posted
  On 10/21/2021 at 5:35 PM, sheson said:

The  mentioned was NIF is parsed for textures. If a texture-set entry does not have an empty string it is checked if it can be found in the load order. If it doesn't, the found string is printed as file not found.

Really. No magic. No randomess about it. It is as simple and straight forward as that.

Expand  

Makes sense that it would inform you of any issues found, I was just imagining that it probably isn't a visually noticeable thing if some folks hadn't picked it up in testing their mods yet. 

Posted
  On 10/21/2021 at 5:39 PM, tnicko said:

Makes sense that it would inform you of any issues found, I was just imagining that it probably isn't a visually noticeable thing if some folks hadn't picked it up in testing their mods yet. 

Expand  

It's just a warning message that the texture wasn't found. In the case of an invalid texture path for a texture that doesn't apply (should be a blank path), then the warning can be ignored by the user. The mod author should still correct it. In the case of these errors, it's the mod author of the tree mod that should fix the paths in the base models. Then the LOD models also would need to be updated.

For your Myrkvior warning, are you using kojak747's LOD models or the add-on DynDOLOD 3 LOD models?

Posted (edited)
  On 10/21/2021 at 5:48 PM, z929669 said:

For your Myrkvior warning, are you using kojak747's LOD models or the add-on DynDOLOD 3 LOD models?

Expand  

The Dyndolod 3 ones from the StepModifications uploader, not Kojak747's

Edit- and this may be dumb or go without saying, but the model nif missing the path is from Kojak747's original mod not the lod (again probably obvious).

Edited by tnicko
Posted
  On 10/21/2021 at 5:52 PM, tnicko said:

The Dyndolod 3 ones from the StepModifications uploader, not Kojak747's

Edit- and this may be dumb or go without saying, but the model nif missing the path is from Kojak747's original mod not the lod (again probably obvious).

Expand  

Thanks. I will ask kojak to fix that tree and check for others

Posted

So I am getting the LODGenx64.exe failed to generate object LOD for one or more worlds error at present.  I have checked the individual logs for each worldspace that were generated and all were (almost) empty and identical, containing no useful information at all.

Here are the relevant logs (compressed as a .zip because I was having difficulty uploading them separately).  I included just one of the LODGen worldspace logs to illustrate what I mean above.  My guess is that the failure is something to do with generating occlusion as that's consistently where I encounter problems, but after following the directions in the funtastic manual I am still at a loss.

Posted (edited)

To everyone trying to run DynDOLOD and xLODGen on Linux using proton, as the alpha 53 does not seem to work (at least for me), you can use it to patch the beta versions - xLODGen beta 84 and DynDOLOD Standalone 2.96. Just copy and replace the following files from the alpha 53 to each of the beta tools:

  • Edit Scripts/7z.dll
  • Edit Scripts/7z64.dll
  • Edit Scripts/LODGen.exe
  • Edit Scripts/LODGenx64.exe
  • Edit Scripts/Texconv.exe
  • Edit Scripts/Texconvx64.exe

I tested xLODGen, TexGen and DynDOLOD, works perfectly now on Linux! :)

Edited by coajaxial
Typo

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