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Posted
  On 8/6/2021 at 10:31 PM, Yuina said:

After going through the various grass mods that make up QW's Patch in the Creation Kit and recalculating bounds, I think I have much better results. Thank you so much to sheson and z929669 for your help.

I am seeing something weird when I go up to the Throat of the World, and I don't actually know if it's a DynDOLOD issue, an xLODGen issue, or something else. There's a large square around the mountain with a different terrain color than the further cells. Does this look like a familiar issue to anyone?

 

Edit: forgot logs. TexGen_SSE_Debug_log DynDOLOD_SSE_Debug_log LODGen_SSE_Tamriel_log

DynDOLOD_SSE_log_truncated.txt 669.42 kB · 0 downloads

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The ground is terrain LOD textures. Looks like not all of the terrain LOD textures for the 4 LOD levels were generated with the same settings or maybe LOD level 32, which is also used for the map, is from another (map) mod. Either generate all terrain LOD textures with the same settings or in case it is LOD level 32 texture from a (map) mod that you want to keep, increase the object/terrain LOD level 16 distance (fBlockMaximumDistance) or just the terrain LOD multiplier (fSplitDistanceMult) in the DynDOLOD SkyUI MCM Settings.

Posted
  On 8/7/2021 at 3:36 AM, jsa2352 said:

"-nowic" fixes this Invalid paramter 80080057 error, which is apparently a wine bug in windowscodecs.dll (specifically, in GenerateMipMapsWIC or its preconditions). I'd hypothesize it's somewhere between this and this (it happens with both DXT1-5 and BC7). Latest texconv or texconvx64.exe doesn't change anything.

[00:00:56.852]  Creating atlas 4096x4096 with 38 textures
[00:00:58.596]  reading C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds (4096x4096 B8G8R8A8_UNORM 2D) as FAILED [mipmaps] (80070057: Invalid parameter.)
[00:00:58.918]  [Tamriel] Trees LOD generation error: Executing TexConv returned error 00000001: "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha  -f BC7_UNORM -bc q -o "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds"
[00:00:58.963]  [00:34]  
[00:00:58.963]  [00:34] Exception in unit userscript line 255: [Tamriel] Trees LOD generation error: Executing TexConv returned error 00000001: "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha  -f BC7_UNORM -bc q -o "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds"
[00:00:58.963]  [00:34]  
[00:00:58.963]  [00:34] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ for those errors.
[00:00:58.963]  [00:34]  
[00:00:58.963]  [00:34] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/
[00:00:58.963]  [00:34] Error: [Tamriel] Trees LOD generation error: Executing TexConv returned error 00000001: "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\Edit Scripts\Texconv.exe" -nologo -y -sepalpha  -f BC7_UNORM -bc q -o "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees" "C:\steam\steamapps\common\skyrim special edition\DynDOLOD\DynDOLOD_Output\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds"

This class of error still occurs during the run, but seems to be related to IL incompatibilities between normal mono and MS dotnet impl. Most likely this is effectively a wine bug, if it works on windows. This does not disrupt Dyndolod much, but I bet it's not ideal.

Error reading meshes\lod\dwemer\dwefacadetowerarch01_lod.nif from BSA/BA2 lz4: Invalid IL code in <Module>:?A0xbaf7a355.XXH32_finalize (uint,void modopt(System.Runtime.CompilerServices.IsConst)*,ulong,XXH_endianess,XXH_alignment): IL_0007: switch    (IL_07de, IL_07bf, IL_0798, IL_0771, IL_0173, IL_0325, IL_04f9, IL_06e9, IL_00e2, IL_0294, IL_0468, IL_065d, IL_0051, IL_0203, IL_03d7, IL_05cc)

 

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The log snippet is from DynDOLOD 2.x, this is the DynDOLOD 3 alpha thread. I would be interested if setting an uncompressed texture format TreeLODDiffuseFormat=88 in the DynDOLOD_SSE.ini still works as a workaround. Or if also setting TreeLODGenerateMipMaps=0 is needed?

If LODGen is not able to read a LOD model, then it won't be included in the object LOD meshes and missing. Test if using the x64 version is any different.

Posted

When I run TexGenx64, it runs through normally then restarts my computer with it not even being finished. I have used DynDOLOD for years and never had any troubles until now. I installed it correctly, it's using as much memory as it needs, but it is restarting my computer without giving a log. I did assign every tick box "grass, trees, trees hd, and rendering" so maybe that has something to do with it. It's not a specs problem as I have a very high end rig. Any help would be appreciated

Posted
  On 8/7/2021 at 2:05 PM, IcyyCold said:

When I run TexGenx64, it runs through normally then restarts my computer with it not even being finished. I have used DynDOLOD for years and never had any troubles until now. I installed it correctly, it's using as much memory as it needs, but it is restarting my computer without giving a log. I did assign every tick box "grass, trees, trees hd, and rendering" so maybe that has something to do with it. It's not a specs problem as I have a very high end rig. Any help would be appreciated

Expand  

The PC has a hardware, OS or driver issue. Simple programs like TexGen do not restart  computers, obviously. Since the PC forcefully shuts down, the innocent program is terminated and can obviously not write logs or anything. Check the Event Log of the OS.

Posted

I currently have the problem that I have pink tree lod for just a single tree "gkbreachclifftree02" (xx00ab1f)  from the mod "Myrkvior - The Flora of Skyrim". I have tried re-installing the Dynlodod-Ressources, re-installing the Mod inclusive the enhanced Textures, then running TexGen and finally re-Running DynDOLOD, but I still have those pink LOD-Textures for this single tree in the Reach.

Could anyone point me into the right direction, on where I would have to look next?

Posted
  On 8/7/2021 at 4:20 AM, sheson said:

The ground is terrain LOD textures. Looks like not all of the terrain LOD textures for the 4 LOD levels were generated with the same settings or maybe LOD level 32, which is also used for the map, is from another (map) mod. Either generate all terrain LOD textures with the same settings or in case it is LOD level 32 texture from a (map) mod that you want to keep, increase the object/terrain LOD level 16 distance (fBlockMaximumDistance) or just the terrain LOD multiplier (fSplitDistanceMult) in the DynDOLOD SkyUI MCM Settings.

Expand  

Ah, it's my map mod, then. That makes total sense -- thank you so much! What a delight to get Skyrim looking so beautiful with your tools.

Posted
  On 8/7/2021 at 6:08 PM, aufisch said:

I currently have the problem that I have pink tree lod for just a single tree "gkbreachclifftree02" (xx00ab1f)  from the mod "Myrkvior - The Flora of Skyrim". I have tried re-installing the Dynlodod-Ressources, re-installing the Mod inclusive the enhanced Textures, then running TexGen and finally re-Running DynDOLOD, but I still have those pink LOD-Textures for this single tree in the Reach.

Could anyone point me into the right direction, on where I would have to look next?

Expand  

Read the first post.

Pink textures typically means textures are missing. Check the log for warnings about textures that can not be found for example.

Make sure to properly install the mod and its files/requirements.

Posted

Oops, thought I had latest. Still highly recommend supporting the 

-nowic

parameter, as it's included as an OS workaround for MS operating systems in texconv. Uncompressed textures might work, didn't try that

Now trying Alpha 35 in a fresh directory, some bad things seem to happen:

[00:01] <Debug: Processing coast dragonborn.esm LandscapeVolcanicAshTundra01 [TXST:0401BD1C]>
[00:01] <Debug: Processing volcanicash dragonborn.esm LandscapeVolcanicAshRocks01 [TXST:0401771C]>
[00:01] <Debug: Processing volcanicash dragonborn.esm LandscapeVolcanicAsh05 [TXST:04017EA5]>
[00:01] <Debug: Processing volcanicash dragonborn.esm LandscapeVolcanicAsh04 [TXST:0401771A]>
[00:01] <Debug: Processing volcanicash dragonborn.esm LandscapeVolcanicAsh03 [TXST:04016E07]>
[00:01] <Debug: Processing volcanicash dragonborn.esm LandscapeVolcanicAsh01 [TXST:04016E03]>
[00:01] <Debug: Loading C:\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_XESPIgnore.txt>
[00:01] <Debug: Processing dunCGOutsideClutterMarker skyrim.esm dunCGOutsideClutterMarker [REFR:000C78EA] (places CW1MeleeCloseDefender [STAT:00030428] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 3,-21)>
[00:01] <Debug: Loading C:\dyndolod\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_ErrorIgnore.txt>
[00:01] <Debug: Player PlayerRef [PLYR:00000014]>
[00:01] Program: C:\dyndolod\DynDOLODx64.exe, Version: 3.0.0.0, Date: 2021-07-27 18:00:00
[00:01] Started by: C:\windows\syswow64\start.exe, Version: 0.0.0.0, Date: 2021-08-06 19:50:32
[00:01] External: C:\dyndolod\Edit Scripts\LODGenx64.exe, Version: 3.0.0.0, Date: 2021-08-06 19:50:32
[00:04] Executing LODGenx64.exe returned error code 259. "C:\dyndolod\Edit Scripts\LODGenx64.exe" --inputfile "C:\dyndolod\Edit Scripts\Export\LODGen_SSE_Test.txt" --logfile "C:\dyndolod\Logs\LODGen_SSE_Test_log.txt".
Check the file C:\dyndolod\Logs\LODGen_SSE_Test_log.txt for additional information
[00:04] 00000000 ???                                   
016097a4 DynDOLODx64.exe DynDOLODHelpers  1186 ResourcesChecks
012efee5 DynDOLODx64.exe DynDOLODMain     7720 DynDOLODMainInit
014af0e7 DynDOLODx64.exe xeMainForm      20888 TLODGenThread.Execute
00576d90 DynDOLODx64.exe System.Classes        ThreadProc
0042a545 DynDOLODx64.exe BrainMM          2540 BrainMMThreadProxy
00411dea DynDOLODx64.exe System                ThreadWrapper
0050dd39 DynDOLODx64.exe madExcept             ThreadExceptFrame
7b62c7d7 kernel32.dll                          BaseThreadInitThunk
7bc58b21 ntdll.dll                             RtlUserThreadStart

I should note that the inputfile passed to LODGen doesn't appear to exist, and LODGen_SSE_Test_log.txt doesn't exist either.

Posted

TexGenx64 from Alpha 35 is also unhappy, with a new error message complaining "-w 512" is invalid. It would be surprising if that were the case. I will try next with the wrapper.

[00:00] <Debug: OpenGL: Destination framebuffer complete>
[00:00] Invalid value specified with -w (512)
[00:00] Microsoft (R) DirectX Texture Converter [DirectXTex] Version 191 (library)
[00:00] Copyright (C) Microsoft Corp. All rights reserved.
[00:00] Usage: texconv <options> <files>
[00:00]    -r                  wildcard filename search is recursive
[00:00]      -r:flatten        flatten the directory structure (default)
[00:00]      -r:keep           keep the directory structure
[00:00]    -flist <filename>   use text file with a list of input files (one per line)
[00:00]    -w <n>              width
[00:00]    -h <n>              height
[00:00]    -m <n>              miplevels
[00:00]    -f <format>         format
[00:00]    -if <filter>        image filtering
[00:00]    -srgb{i|o}          sRGB {input, output}
[00:00]    -px <string>        name prefix
[00:00]    -sx <string>        name suffix
[00:01]    -o <directory>      output directory
[00:01]    -l                  force output filename to lower case
[00:01]    -y                  overwrite existing output file (if any)
[00:01]    -ft <filetype>      output file type
[00:01]    -hflip              horizonal flip of source image
[00:01]    -vflip              vertical flip of source image
[00:01]    -sepalpha           resize/generate mips alpha channel separately
[00:01]                        from color channels
[00:01]    -keepcoverage <ref> Preserve alpha coverage in mips for alpha test ref
[00:01]    -nowic              Force non-WIC filtering

 

Posted
  On 8/7/2021 at 7:29 PM, sheson said:

Read the first post.

Pink textures typically means textures are missing. Check the log for warnings about textures that can not be found for example.

Make sure to properly install the mod and its files/requirements.

Expand  

OK, this is what is says in DynDOLOD_SSE_Tree_LOD.txt:

TreeReachCliffTree02Green [TREE:3C00AB1F] Billboard found textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f.dds

This is what is reported in DynDOLOd_SSE_Tree_export.txt:

00000000    00000000    10240.000000    0.000000    151552.000000    0.0    0.0    0.0    1.0    TreeReachCliffTree02Green    00000000        Meshes\landscape\trees\gkbreachclifftree02.nif    textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_1.dds           

This I found in DynDOLOD_SSE_Tree_Report.txt:

New tree, Billboard found, 3D LOD model found
    Billboard_0: textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f.dds, textures\default_n.dds
    Billboard_1: textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_1.dds, textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_1_n.dds
    Billboard_2: textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_2.dds, textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_2_n.dds

TexGen_SSE_Debug_LOG.txt:

[01:26] <Debug: Processing The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3C00AB1F]>
[01:26] <Debug: Adding Meshes\landscape\trees\gkbreachclifftree02.nif bounds volume 1115.26635742188 The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3C00AB1F]>

TexGen_SSE_LOG.txt:

[04:36]     Creating billboard D:\...DynDOLOD\TexGen_Output\textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f with Meshes\landscape\trees\gkbreachclifftree02.nif The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3C00AB1F]

[05:04]     Creating billboard D:\...DynDOLOD\TexGen_Output\textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f with Meshes\landscape\trees\gkbreachclifftree02.nif The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3600AB1F]

I just can't figure out what is wrong as both meshes and textures are apparently there. I have installed the Mod and its textures twice now. What is it that I am obviously not seeing? Or should I contact the Mod-Author of Myrkvior?

Textures.JPG

Posted
  On 8/7/2021 at 8:52 PM, jsa2352 said:

TexGenx64 from Alpha 35 is also unhappy, with a new error message complaining "-w 512" is invalid. It would be surprising if that were the case. I will try next with the wrapper.

[00:00] <Debug: OpenGL: Destination framebuffer complete>
[00:00] Invalid value specified with -w (512)
[00:00] Microsoft (R) DirectX Texture Converter [DirectXTex] Version 191 (library)
[00:00] Copyright (C) Microsoft Corp. All rights reserved.
[00:00] Usage: texconv <options> <files>
[00:00]    -r                  wildcard filename search is recursive
[00:00]      -r:flatten        flatten the directory structure (default)
[00:00]      -r:keep           keep the directory structure
[00:00]    -flist <filename>   use text file with a list of input files (one per line)
[00:00]    -w <n>              width
[00:00]    -h <n>              height
[00:00]    -m <n>              miplevels
[00:00]    -f <format>         format
[00:00]    -if <filter>        image filtering
[00:00]    -srgb{i|o}          sRGB {input, output}
[00:00]    -px <string>        name prefix
[00:00]    -sx <string>        name suffix
[00:01]    -o <directory>      output directory
[00:01]    -l                  force output filename to lower case
[00:01]    -y                  overwrite existing output file (if any)
[00:01]    -ft <filetype>      output file type
[00:01]    -hflip              horizonal flip of source image
[00:01]    -vflip              vertical flip of source image
[00:01]    -sepalpha           resize/generate mips alpha channel separately
[00:01]                        from color channels
[00:01]    -keepcoverage <ref> Preserve alpha coverage in mips for alpha test ref
[00:01]    -nowic              Force non-WIC filtering

 

Expand  

This appears to be a bug with swscanf_s for %zu args somehow, filed a wine bug for it. Might relate to "-m0" bugs also reported by wine users in the past.

Posted
  On 8/7/2021 at 8:39 PM, jsa2352 said:

Now trying Alpha 35 in a fresh directory, some bad things seem to happen:

I should note that the inputfile passed to LODGen doesn't appear to exist, and LODGen_SSE_Test_log.txt doesn't exist either.

Expand  

The export and logfile are promptly deleted after executing LODGen and before printing the error message to the log.That will be changed in the next version so that the logfile is kept.

The error indicates a problem with the Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 installation.

  On 8/7/2021 at 9:36 PM, jsa2352 said:

This appears to be a bug with swscanf_s for %zu args somehow, filed a wine bug for it. Might relate to "-m0" bugs also reported by wine users in the past.

Expand  

Is using  -m 1 still causing the same type of error? Those errors also happen when executing texconv included in DynDOLOD or the official release version using wineconsole?

Posted
  On 8/7/2021 at 9:26 PM, aufisch said:

OK, this is what is says in DynDOLOD_SSE_Tree_LOD.txt:

TreeReachCliffTree02Green [TREE:3C00AB1F] Billboard found textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f.dds

This is what is reported in DynDOLOd_SSE_Tree_export.txt:

00000000    00000000    10240.000000    0.000000    151552.000000    0.0    0.0    0.0    1.0    TreeReachCliffTree02Green    00000000        Meshes\landscape\trees\gkbreachclifftree02.nif    textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_1.dds           

This I found in DynDOLOD_SSE_Tree_Report.txt:

New tree, Billboard found, 3D LOD model found
    Billboard_0: textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f.dds, textures\default_n.dds
    Billboard_1: textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_1.dds, textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_1_n.dds
    Billboard_2: textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_2.dds, textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f_2_n.dds

TexGen_SSE_Debug_LOG.txt:

[01:26] <Debug: Processing The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3C00AB1F]>
[01:26] <Debug: Adding Meshes\landscape\trees\gkbreachclifftree02.nif bounds volume 1115.26635742188 The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3C00AB1F]>

TexGen_SSE_LOG.txt:

[04:36]     Creating billboard D:\...DynDOLOD\TexGen_Output\textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f with Meshes\landscape\trees\gkbreachclifftree02.nif The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3C00AB1F]

[05:04]     Creating billboard D:\...DynDOLOD\TexGen_Output\textures\terrain\lodgen\the flora of skyrim trees sse.esp\gkbreachclifftree02_0000ab1f with Meshes\landscape\trees\gkbreachclifftree02.nif The Flora of Skyrim Trees SSE.esp TreeReachCliffTree02Green [TREE:3600AB1F]

I just can't figure out what is wrong as both meshes and textures are apparently there. I have installed the Mod and its textures twice now. What is it that I am obviously not seeing? Or should I contact the Mod-Author of Myrkvior?

Textures.JPG

Expand  

Read the first post what logiles to upload when making reports.

Check the DynDOLOD log for texture can not be found messages.

Typically the only textures that can be missing are the textures used by the 3D models, since billboards are only used for LOD generation if the billboard textures actually exists. They can only be missing in the game if the entire LOD texture atlas is missing. In any case, also open the billboard textures in an image, that they look OK.

The tree report lists which 3D tree LOD model was found and if it is being used for a LOD level. Check it in NifSkope or with the xEdit Asset Browser to find out which textures it  is using.
 

 

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