Jump to content

Recommended Posts

Posted
  On 8/21/2022 at 11:20 PM, DoubleYou said:

I see on the 3D Tree LOD Model page, my custom 3D Trees LODs would need to adhere to the treeaspen01_XXXXXXXpassthru_lod.nif naming structure. However, what if I wanted to provide a lower quality option for users to use to gain more performance, or to be rendered out in LOD8? Is it supported naming convention to use treeaspen01_XXXXXXXpassthru_lod_0.nif and treeaspen01_XXXXXXXpassthru_lod_1.nif?

Expand  

See https://dyndolod.info/Mod-Authors

3D tree LOD models are just object LOD models of the form *_lod*.nif. So defining the LOD levels with _0|1|2|3 works the same.

  • Thanks 1
Posted
  On 8/22/2022 at 2:23 PM, Abbot said:

Hello, how should I go about solving this: https://imgbox.com/phIboR8l ?

Here's my log file: https://paste.ee/p/eCPQx

EDIT: Sorry, THIS: https://paste.ee/p/GKHBk is the log file relative to the DynDOLOD session related to those purple triangles.

Expand  

Read the first post which entire log of the meaningful session (a session starts with a "starting session" message) and debug log to also upload when making posts.
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots.

Read https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen how to run TexGen before running DynDOLOD

Read https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD, in particular:
Pay attention to all log messages.
In case a summary of messages was created and opened in the default browser check all its entries to learn about problems and if they need to be addressed.

The log contains lots of lines like this:

[01:13] <Warning: File not found textures\dyndolod\lod\trees\srg_oak6_2d2268b0_trunk_1.dds. Used by meshes\dyndolod\lod\trees\srg_oak6_2d2268b0passthru_lod.nif Plants_Merge.esp TreeAspen06 [TREE:0007614A]>

The relevant help is https://dyndolod.info/Messages/File-Not-Found-Textures

If running TexGen does not generate those missing textures, then you are missing required resources for whatever tree mod contains the meshes that use them. If you merge mods, make sure their BSA files are also merged or still loaded or their assets are loaded one way or the other.

Posted (edited)

Having an issue where after hitting save zip and exit DYNdoLOD does not generate the esp's/esm. I'm using DYndoLOD 3 Alpha.

Edited by jimmywon34
Posted
  On 8/22/2022 at 5:43 PM, jimmywon34 said:

Having an issue where after hitting save zip and exit DYNdoLOD does not generate the esp's/esm. I'm using DYndoLOD 3 Alpha.

Expand  

Read the first post which log, debug log and bugreport.txt to upload when making posts.

Maybe even check the log messages yourself, I wouldn't be surprised if there is some kind of hint what might be going on.

Posted (edited)
  On 8/22/2022 at 5:53 PM, sheson said:

Read the first post which log, debug log and bugreport.txt to upload when making posts.

Maybe even check the log messages yourself, I wouldn't be surprised if there is some kind of hint what might be going on.

Expand  

Sorry. The File sharing site is saying the file size is too small so it's not uploading it. Any other way other than the two methods in the first post to share my logs? I'm not sure how to use the Text sharing service.

 

Edit - Nevermind here's the logs  https://ufile.io/t79az462

Edited by jimmywon34
Posted (edited)
  On 8/22/2022 at 5:53 PM, sheson said:

Read the first post which log, debug log and bugreport.txt to upload when making posts.

Maybe even check the log messages yourself, I wouldn't be surprised if there is some kind of hint what might be going on.

Expand  

Here are the logs from my most recent attempt, where it didn't generate the esps and esm - https://ufile.io/67jo4gac  

They might be better logs as this attempt it actually got through to the end where i was able to save zip and exit.

Edited by jimmywon34
Posted

When running TexGen, I decided to change the output directory to my mods folder so that it would export the zip file there. However, afterwards, I discovered that every mod's subfolders have been deleted, only leaving the esp/esm files. Is there any way to undo the process or recover the files? Thank you.

Posted
  On 8/22/2022 at 6:50 PM, SilverJolteon said:

When running TexGen, I decided to change the output directory to my mods folder so that it would export the zip file there. However, afterwards, I discovered that every mod's subfolders have been deleted, only leaving the esp/esm files. Is there any way to undo the process or recover the files? Thank you.

Expand  

Moved to the DynDOLOD 3 Alpha thread. Make sure to read the first post.
Read the first post which log and debug log to upload when making posts.

No. I mean nothing but the usual Windows OS shadow copy/previous versions or 3rd party undelete tools.

https://dyndolod.info/Generation-Instructions
Select an output path. The output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.
Click Exit TexGen or click Zip & Exit to create a *.zip archive of the output for easier mod installation. Creating an archive will clean the output folder while all relevant files are packed into the zip file.

I keep adding idiot proof checks trying to protect users from themselves, but as the saying goes, they keeping building a better idiots.

Posted
  On 8/22/2022 at 6:45 PM, jimmywon34 said:

Here are the logs from my most recent attempt, where it didn't generate the esps and esm - https://ufile.io/67jo4gac  

They might be better logs as this attempt it actually got through to the end where i was able to save zip and exit.

Expand  

The log reports: <Error: Unspecified error while processing Archive> from the 7zip DLL, so that is not really helpfull. If not other error message from the DLL pops up, then I have no idea, other than maybe OS, antivir or drive problems.

Instead use only "Save & Exit" without the zipping and install the output as a mod directly (e.g. move files into a new mod folder in MO2), or use the https://www.7-zip.org directly to see if it works or also has a problem.

Posted
  On 8/22/2022 at 8:04 PM, sheson said:

The log reports: <Error: Unspecified error while processing Archive> from the 7zip DLL, so that is not really helpfull. If not other error message from the DLL pops up, then I have no idea, other than maybe OS, antivir or drive problems.

Instead use only "Save & Exit" without the zipping and install the output as a mod directly (e.g. move files into a new mod folder in MO2), or use the https://www.7-zip.org directly to see if it works or also has a problem.

Expand  

That worked. By the way should the esps be the last in load order or does it matter? I watched Gamerpoets tutorial on Youtube and he didn't mention a load order so just wanted to ask.

Posted
  On 8/22/2022 at 8:25 PM, jimmywon34 said:

That worked. By the way should the esps be the last in load order or does it matter? I watched Gamerpoets tutorial on Youtube and he didn't mention a load order so just wanted to ask.

Expand  

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything.
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp.

Also see https://dyndolod.info/Help/Load-Overwrite-Orders#After-Generation

Posted

I'm consistently getting an error running TexGen through vortex.

"Error: OpenGL: invalid operation while processing textures\
WIth the texture changing each time.: 

It feels like it times out.

I've updated the Adrenalin software and drivers as of 8/22/22 for amd.

It lasts about 2 min... then the error continually occurs... about 6 times tried so far.

I've attached Logs in a zip

I appreciate your hard work. 
Any thoughts or direction is appreciated.

Logs.7zFetching info...

Posted
  On 8/22/2022 at 8:33 PM, sheson said:

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything.
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp.

Also see https://dyndolod.info/Help/Load-Overwrite-Orders#After-Generation

Expand  

thanks

Posted (edited)

Hey, I've been trying to get dyndolod working and the x64 executables for both texgen and dyndolod don't work through mo2. The thing is, it launches fine when I use the texgen and dyndolod that aren't x64. Can anyone help me with this? I also have the latest version of mo2.

Edit: I also put in the -sse argument and it still did not work

Edited by facebutt92

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.