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Posted
  On 5/12/2024 at 11:56 PM, air401 said:

[Window Title]
TexGen

[Main Instruction]
Texconv error 1.

[Content]
"C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -nogpu -y -sepalpha -aw 256  -keepcoverage 0.85 -f BC7_UNORM -bc q -o "C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod" -flist "C:\Users\Super Awesome Dude\AppData\Local\Temp\TexGen_SSE\Texconv_514_36_F7D67F2CE883454FA334C97792C1855D.txt"

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit TexGen]

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Thats the error i get when force killing texconvx64. Any idea?

This was in the txt file it linked for me in the error msg

#"C:\Modding\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -nogpu -y -sepalpha -aw 256   -keepcoverage 0.85 -f BC7_UNORM -bc q -o "C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod"
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01icelakesurfacelod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlefloorstone03lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairnrock01lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinsmarble01_4x4lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01sctrimlod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01icelakesurfacelod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone01lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlefloorstone03lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dfloor01lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt05lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statueofauriellod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone04lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone01lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt05lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statuestone01lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt01lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone05lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinswall01_1x2lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinsmarble01_4x4lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt01lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone05lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01scstairslod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt03lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01castlefortlod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\seruinswall01_1x2lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairndirt03lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01scstairslod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone03lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01soulcairnrock01lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statueofauriellod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\statuestone01lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone03lod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01castlefortlod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\castlewallstone04lod_n.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dlc01sctrimlod.dds
C:\Modding\DynDOLOD\TexGen_Output\textures\dlc01\lod\dfloor01lod.dds

 

I have cleared out those folders and moved what was in there to a backup folder and im in the process of trying again with empty folders.

EDIT: So ive been watching the properties of the TexGen_Output folder and im seeing the size change even when it gets stalled on a LOD so i believe it is working its just taking forever on a few of the LOD creations. Im stuck on 1 now for about 45 minutes but it constantly changing the size of the folder so ill just let it run over night and see if it finishes in the next few hours.

Expand  

No logs were provided. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts.

It is not normal for Texconv needing hours to convert textures.

You could test selecting the uncompressed formats R8B8G8 for Diffuse/Normal and A8R8G8B8 for Diffuse alpha/Normal specular and then convert them to BC7 afterwards.

Posted
  On 5/13/2024 at 6:27 AM, sheson said:

No logs were provided. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload when making posts.

It is not normal for Texconv needing hours to convert textures.

You could test selecting the uncompressed formats R8B8G8 for Diffuse/Normal and A8R8G8B8 for Diffuse alpha/Normal specular and then convert them to BC7 afterwards.

Expand  

It took about 2.5hours. I got it thank you for the help and the directions to the right information to check my work.

Posted
  On 5/13/2024 at 3:17 PM, air401 said:

It took about 2.5hours. I got it thank you for the help and the directions to the right information to check my work.

Expand  

No logs were provided.

TexGen should not run more than a couple minutes on a normal setup.

Posted

I have no idea what's going on with Dyndolod but it's driving me nuts. I've spent months figuring out every aspect of how to get this game modded the way I want ALL THE WAY UP to this point, and now I'm stuck.

I am on the BOBW downgraded 1.5.97, got through texgen just fine, generated a grass precache alright. Now I'm trying to finish with DyndoLOD and it crashes every time I try to generate, giving me no errors and only a dynamic lod log and an object lod log. Bugreport.txt has nothing about these crashes. I've linked the two logs that I am able to generate here.

This is driving me crazy and I've never done this process before, but I just can't really play this game in the state it is without some matching LODs.

 

https://paste.ee/p/SuSpk

https://paste.ee/p/btuC4

 

Posted
  On 5/14/2024 at 7:55 AM, Chicago119 said:

I have no idea what's going on with Dyndolod but it's driving me nuts. I've spent months figuring out every aspect of how to get this game modded the way I want ALL THE WAY UP to this point, and now I'm stuck.

I am on the BOBW downgraded 1.5.97, got through texgen just fine, generated a grass precache alright. Now I'm trying to finish with DyndoLOD and it crashes every time I try to generate, giving me no errors and only a dynamic lod log and an object lod log. Bugreport.txt has nothing about these crashes. I've linked the two logs that I am able to generate here.

This is driving me crazy and I've never done this process before, but I just can't really play this game in the state it is without some matching LODs.

https://paste.ee/p/SuSpk

https://paste.ee/p/btuC4

Expand  

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and bugreport.txt (if it exists) to upload when making posts.

If there are no DynDOLOD log and debug log because the tool is terminated prematurely, enable the real time logging as explained and upload that. Also check the Windows Event log as explained.

Posted
  On 5/14/2024 at 8:02 AM, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and bugreport.txt (if it exists) to upload when making posts.

If there are no DynDOLOD log and debug log because the tool is terminated prematurely, enable the real time logging as explained and upload that. Also check the Windows Event log as explained.

Expand  

I ran it again after enabling realtime logging and this time it actually seemed to work most of the way at least. I had to disable BS Bruma for whatever reason, I thought it only generated tree LODs for that.

 

Lodgen failed while generating grass for ECSS as well, however the program then finished and zipped, resulting in a single CRC error for a single file in Wyrmstooth which I deleted. Here is a link to the logs that have now been generated as well as a pastebin of several of the relevant events in event viewer:

 

https://ufile.io/saubrwyx

https://pastebin.com/pZxX72eD

Posted
  On 5/14/2024 at 7:30 PM, Chicago119 said:

I ran it again after enabling realtime logging and this time it actually seemed to work most of the way at least. I had to disable BS Bruma for whatever reason, I thought it only generated tree LODs for that.

Lodgen failed while generating grass for ECSS as well, however the program then finished and zipped, resulting in a single CRC error for a single file in Wyrmstooth which I deleted. Here is a link to the logs that have now been generated as well as a pastebin of several of the relevant events in event viewer:

https://ufile.io/saubrwyx

https://pastebin.com/pZxX72eD

Expand  

<Error: LODGenx64Win.exe failed to generate object LOD for DLC01FalmerValley. LODGenx64Win.exe returned C0000005.
<Error: LODGenx64Win.exe failed to generate object LOD for ECSSShiveringIsles. LODGenx64Win.exe ended by user>
<Error: LODGenx64Win.exe failed to generate object LOD for Sovngarde. LODGenx64Win.exe returned C0000005
<Error: LODGenx64Win.exe failed to generate object LOD for DLC01SoulCairn. LODGenx64Win.exe returned C0000005

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely.

https://dyndolod.info/Help/LODGen
C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable.
Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory.

Click those links and see their suggestion for the next time you run DynDOLOD.

You can try to Execute LODGen again just for those worldspaces in expert mode to generate the object LOD meshes to replace the incomplete set in the output folder without having to do the entire process. See https://dyndolod.info/Help/Expert-Mode.
After enabling the export mode with Expert=1 in F:\DynDoLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, select the 4 worldspace that had the errors and then click the Execute LODGen button and wait for all the spawn processes to finish. If execute all 4 at them time has errors again, so done by one. Once the object LOD meshes have been generated without errors, close DynDOLOD with Cancel or X top right. You can then should have properly generate output that can be used in the game.

Posted (edited)
[Window Title]
DynDOLOD

[Main Instruction]
Skipped Load: Duplicate FormID [0C03E359] in file [F1] Hammets Dungeons and Patches.esp.

[Content]
These errors need to be fixed.

Ignore wrong advice to temporarily disable plugins.

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit DynDOLOD]

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I loaded my whole modlist into sseedit, and there is NO FormID 0C03E359
The file "Hammets Dungeons and Patches.esp" is a merge file created with zEdit.

Apart  from renumbering the form IDs (with xEdit, which actually works), how can I fix this weird error?

 

Edited by aragonit
Posted
  On 5/16/2024 at 8:05 PM, aragonit said:
[Window Title]
DynDOLOD

[Main Instruction]
Skipped Load: Duplicate FormID [0C03E359] in file [F1] Hammets Dungeons and Patches.esp.

[Content]
These errors need to be fixed.

Ignore wrong advice to temporarily disable plugins.

Click on this link for additional explanations and help for this message

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

I loaded my whole modlist into sseedit, and there is NO FormID 0C03E359
The file "Hammets Dungeons and Patches.esp" is a merge file created with zEdit.

Apart  from renumbering the form IDs (with xEdit, which actually works), how can I fix this weird error?

Expand  

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts.

Click the link Click on this link for additional explanations and help for this message of the message as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Duplicate-Form-ID:
A duplicate form ID in a plugin can be removed by loading and saving the plugin in Creation Kit.

The error is reported by the xEdit background loader. The message states a fact. The load order ID the form ID will probably change depending on the load order of a master plugin. It is unclear what mod Hammets Dungeons and Patches.esp is from.

Posted

Hello, i wanna tell you its potential bug with newest AMD GPU Drivers (24.5.1) for i use AsRock RX 6600 8 GB + AMD Ryzen 5 4500 CPU and its not possible to finalize the LOD creating by Dyndolod, the program is stuck at the moment when its wanna create a LOD for Tamriel, i have a information in DynDOLOD like that: "Waiting for LODGenx64Win.exe generating object LOD for Tamriel." and its completely stuck and really slow my PC to that moment i cannot do anything. Now i change version of drivers for 23.12.1 and its possible to create LOD and play the game.

Posted
  On 5/18/2024 at 12:15 AM, Lainkml said:

Hello, i wanna tell you its potential bug with newest AMD GPU Drivers (24.5.1) for i use AsRock RX 6600 8 GB + AMD Ryzen 5 4500 CPU and its not possible to finalize the LOD creating by Dyndolod, the program is stuck at the moment when its wanna create a LOD for Tamriel, i have a information in DynDOLOD like that: "Waiting for LODGenx64Win.exe generating object LOD for Tamriel." and its completely stuck and really slow my PC to that moment i cannot do anything. Now i change version of drivers for 23.12.1 and its possible to create LOD and play the game.

Expand  

Moved to the DynDOLOD 3 Alpha thread.

See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. If there are no logs, because the program was/can not shut down properly, enable the realtime log as explained.

See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size
Crapware installed with graphics drivers is known to prolong running times. Do a clean install of the latest recommended or official driver only. Do not install crapware shipping with the drivers or terminate it before running the tools.

LODGenx64Win.exe itself does not use the graphics card. Also see https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory

Posted

Below is all of the bugs I guess? I'm new to DynDOLOD. I'd just like to know how to fix these or if they're even a problem. Most of the Dragonborn.esm bugs are most likely from "Happy Little Trees - DLC Trees (Object Base Swapper)" I think. Not entirely sure about the other ones. 

  Reveal hidden contents

 

Posted (edited)

Hey sheson,

I'm encountering an occlusion(?) issue on the world map. My best guess would be that distant cells somehow get occluded behind mountains that only cover them partially. At least that's what it looks like. I know videos are disliked, but just in case the explanation is lacking. Length is 11 seconds: https://streamable.com/vr87dn


Skyrim.ini settings:

[MapMenu]

bWorldMapNoSkyDepthBlur=0

fMapWorldMaxPitch=90

fMapWorldMinPitch=0

fMapWorldYawRange=400

fWorldMapDepthBlurScale=0.3000000119

fWorldMapMaximumDepthBlur=0.4499999881

fWorldMapNearDepthBlurScale=4

uLockedObjectMapLOD=8

uLockedObjectTerrainLOD=8


Logs attached below, DynDOLOD_SSE_Debug_log here cause too large

Thank you for assistance or if you can point me in the right direction cause I use bad settings, that would be equally as much appreciated!

 

LOGS.zipFetching info...

Edited by KRZ
Posted (edited)

Every once in a while, I see this really jarring flower in the LOD region in Whiterun.

It definitely got stitched into the LOD texture when running TexGen, but I cannot figure out where the original texture is coming from.

image.thumb.png.a641f75e699781c8b5b25f8d24a9aa9e.png image.thumb.png.6155b26a85848d635bb79915aae945a1.png

Any help would be appreciated.

Edited by TeostraAscend
Posted
  On 5/24/2024 at 2:28 AM, TeostraAscend said:

Every once in a while, I see this really jarring flower in the LOD region in Whiterun.

It definitely got stitched into the LOD texture when running TexGen, but I cannot figure out where the original texture is coming from.

image.thumb.png.a641f75e699781c8b5b25f8d24a9aa9e.png image.thumb.png.6155b26a85848d635bb79915aae945a1.png

Any help would be appreciated.

Expand  

To me it looks like, if this belongs to the red mountain flower as in the atlas next to it are the blue and violet version.

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