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Posted
  On 2/2/2025 at 7:12 PM, Chance_ said:

Okay great we're getting somewhere now. It still crashed but it got a little further. Here's the updated log https://ufile.io/izz2b9k9

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What do you mean it crashed? If it crashed there should be a bugreport.txt or at least an entry in the Windows Event viewer.

Before it always just stopped working right, with no CPU anymore?

Make sure UAV, anti vir etc. are not interfering. Set an exception for all *.exe and/or folders.

Posted (edited)
  On 2/2/2025 at 7:16 PM, sheson said:

What do you mean it crashed? If it crashed there should be a bugreport.txt or at least an entry in the Windows Event viewer.

Before it always just stopped working right, with no CPU anymore?

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That's what I meant yeah. Sorry

  On 2/2/2025 at 7:16 PM, sheson said:

Make sure UAV, anti vir etc. are not interfering. Set an exception for all *.exe and/or folders.

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Antivirus is off.

Edited by Chance_
Posted
  On 2/2/2025 at 7:21 PM, Chance_ said:

That's what I meant yeah. Sorry

Antivirus is off.

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If it stops check Windows Task Manager if there is still any CPU. If it is zero check if there are Texconvx64.exe processes, might need to unfold TexGen. If there is one kill and see if there is a reaction.
In that case, change compressions to BC3/DXT5 for Diffuse alpha and Normal specular and BC1/DXT1 for Diffuse and Normal.

If there still is an issue, try TexconvAdapterIndex=-1. Upload new log.

The thing is, if just stalls you should be able to close it via clicking X once top right and it should write the normal logs and then close.

Posted
  On 2/2/2025 at 7:27 PM, sheson said:

If it stops check Windows Task Manager if there is still any CPU. If it is zero check if there are Texconvx64.exe processes, might need to unfold TexGen. If there is one kill and see if there is a reaction.
In that case, change compressions to BC3/DXT5 for Diffuse alpha and Normal specular and BC1/DXT1 for Diffuse and Normal.

If there still is an issue, try TexconvAdapterIndex=-1. Upload new log.

The thing is, if just stalls you should be able to close it via clicking X once top right and it should write the normal logs and then close.

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Updated log: https://ufile.io/039b64f1

Posted
  On 2/2/2025 at 8:14 PM, sheson said:

Add CPUMipMaps=1 to the TexGen_SSE.INI
Upload new logs.

You can uncheck Rendered Object LOD textures and Tree/Grass Billboard since they never have an issue and generated fine to save some time.

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That did it. Uploading SSE log just for reference: https://paste.ee/p/psGlFruz

Thanks so much. I'm gonna run Dyndolod now, I'll message how it goes.

Posted
  On 2/2/2025 at 8:42 PM, Chance_ said:

That did it. Uploading SSE log just for reference: https://paste.ee/p/psGlFruz

Thanks so much. I'm gonna run Dyndolod now, I'll message how it goes.

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  On 2/2/2025 at 8:14 PM, sheson said:

Add CPUMipMaps=1 to the TexGen_SSE.INI
Upload new logs.

You can uncheck Rendered Object LOD textures and Tree/Grass Billboard since they never have an issue and generated fine to save some time.

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Got busy but it ran fine, just noticed a few warnings and errors. Don't know if they're benign or not. Log available here: https://paste.ee/p/UiVLNoQQ

Posted
Posted

Hey sheson! Currently working on some additions for Enderal's LOD, and ran into 2 issues I wasn't able to figure out. First thing is a 3D tree LOD mesh for a particular crooked dead tree, that doesn't work well with billboards. Even if the model is solid, and its UVs are within the 0.0-1.0 range, it has a tears in it. Screenshot attached. The other is a variant of the Sovngarde statue (01) that is used in the Powder Desert. I made a unique LOD mesh for it, unique textures, UVs again within correct range, but DynDOLOD seems to create some other texture for it, that is not the one I assigned in the mesh. Screenshots of that also attached. Also the logs and the work in progress mod. The meshes in question are deadtree01_lod.nif as well as sovngardestatue01desert_lod.nif.

Logs

Enderal LOD Meshes

PGYQQKK.png GCQbsO9.png

IvJIrj4.jpeg IvJIrj4.jpeg

Posted
  On 2/4/2025 at 7:58 PM, Phlunder said:

Hey sheson! Currently working on some additions for Enderal's LOD, and ran into 2 issues I wasn't able to figure out. First thing is a 3D tree LOD mesh for a particular crooked dead tree, that doesn't work well with billboards. Even if the model is solid, and its UVs are within the 0.0-1.0 range, it has a tears in it. Screenshot attached. The other is a variant of the Sovngarde statue (01) that is used in the Powder Desert. I made a unique LOD mesh for it, unique textures, UVs again within correct range, but DynDOLOD seems to create some other texture for it, that is not the one I assigned in the mesh. Screenshots of that also attached. Also the logs and the work in progress mod. The meshes in question are deadtree01_lod.nif as well as sovngardestatue01desert_lod.nif.

Logs

Enderal LOD Meshes

PGYQQKK.png GCQbsO9.png IvJIrj4.jpeg hi1AZqv.jpeg

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This is odd, probably a bug. Does it stop if you add NoReUV to the shapename? Just for testing.

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