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TexGen keeps halting completely when I have RealisticWaterTwo v5 mod installed.

It fails due to this reason:

  Quote

[09:20]     Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\treeaspen02_0006c9d5 with Meshes\landscape\trees\treeaspen02.nif Skyrim.esm TreeAspen02 [TREE:0006C9D5]
[09:21]     Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\volcanicgrassobj01_000713d8 with Meshes\landscape\grass\volcanicgrassobj01.nif Skyrim.esm VolcanicGrass01 [GRAS:000713D8]
[09:22]     Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\dawnguard.esm\dlc1treewinteraspensnow01_0000ce13 with Meshes\dlc01\landscape\trees\dlc1treewinteraspensnow01.nif Dawnguard.esm DLC1TreeWinterAspenSnow01 [STAT:0200CE13]
[09:23]     Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\treepineforest03_0004b016 with Meshes\landscape\trees\treepineforest03.nif Skyrim.esm TreePineForest03 [TREE:0004B016]
[09:24]     Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\srg_treepineforestdeadsnow05_000ef5a1 with Meshes\landscape\trees\srg_treepineforestdeadsnow05.nif Skyrim.esm TreePineForestSnow05Dead [TREE:000EF5A1]
[09:27]     Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\srg_treepineforestsnowl02_0005d2da with Meshes\landscape\trees\srg_treepineforestsnowl02.nif Skyrim.esm TreePineForestSnowL02 [TREE:0005D2DA]
[09:30]     Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachtree02_000b8a74 with Meshes\landscape\trees\reachtree02.nif Skyrim.esm TreeReachTree02 [TREE:000B8A74]
[09:34]     Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\srg_treepineforestdeadsnow04_000ef5a2 with Meshes\landscape\trees\srg_treepineforestdeadsnow04.nif Skyrim.esm TreePineForestSnow04Dead [TREE:000EF5A2]
[09:36]     Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\dragonborn.esm\treepineforestash01_00017f72 with Meshes\dlc02\landscape\trees\treepineforestash01.nif Dragonborn.esm DLC2TreePineForestAsh01 [TREE:04017F72]
[09:37]     Creating billboard D:\Games\Vortex\DynDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\treepineforestsnow03_0005c070 with Meshes\landscape\trees\treepineforestsnow03.nif Skyrim.esm TreePineForestSnow03 [TREE:0005C070]
[10:03] Creating temporary files
[10:03]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_skyrimesm.txt with 27
[10:03]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dawnguardesm.txt with 3
[10:03]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dragonbornesm.txt with 2
[10:03]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_majesticmountains_landscapeesm.txt with 3
[10:03]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt with 991
[10:31]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_skyrimesm.txt with 11
[10:31]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dawnguardesm.txt with 163
[10:31]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dragonbornesm.txt with 90
[10:32]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_majesticmountains_landscapeesm.txt with 6
[10:32]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_blendedroadsesp.txt with 23
[10:32]     Processing D:\Games\Vortex\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_realisticwatertwoesp.txt with 5
[10:32] Error: File not found textures\effects\FXWhiteWater02_falls.dds.
[16:33] User says "Exit TexGen"
[16:33] Removing temporary files
[16:34] Created a summary of log messages D:\Games\Vortex\DynDOLOD\Summary\TexGen_Index.html.

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Looking through the edit scripts file DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_realisticwatertwoesp.txt

  Quote

// These do not need to keep alpha, LOD alpha is on/off only
// See 'data file format' in DynDOLOD TexGen.pas
// See 'How to add LOD textures creation rules to TexGen' in DynDOLOD_Mod_Authors.html

0    1    1    1    textures\effects\FXWhiteWater02_falls.dds    x    7    0    0    textures\effects\FXWhiteWater02_fallsnoalpha.dds    0    x
 

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It seems that the script is expecting this file: textures\effects\FXWhiteWater02_falls.dds

Looking at textures\effects\FXWhiteWater02_fallsnoalpha.dds it is included in the DynDOLOD Resources SE 3.00 mod but the textures\effects\FXWhiteWater02_falls.dds file is missing. 

Can anyone confirm if I am doing something wrong or whether this is truly a missing texture in the Resources mod.

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Posted
  On 1/21/2022 at 11:39 AM, Wolvyreen said:

TexGen keeps halting completely when I have RealisticWaterTwo v5 mod installed.

It fails due to this reason:

Error: File not found textures\effects\FXWhiteWater02_falls.dd

Looking through the edit scripts file DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_realisticwatertwoesp.txt

It seems that the script is expecting this file: textures\effects\FXWhiteWater02_falls.dds

Looking at textures\effects\FXWhiteWater02_fallsnoalpha.dds it is included in the DynDOLOD Resources SE 3.00 mod but the textures\effects\FXWhiteWater02_falls.dds file is missing. 

Can anyone confirm if I am doing something wrong or whether this is truly a missing texture in the Resources mod.

Expand  

The texture textures\effects\FXWhiteWater02_falls.dds ships with Realistic Water Two 3.x and newer and is installed with its core files.

DynDOLOD Resources does not include full textures from mods, because the installed mods include them.

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Posted
  On 1/21/2022 at 11:50 AM, sheson said:

The texture textures\effects\FXWhiteWater02_falls.dds ships with Realistic Water Two 3.x and newer and is installed with its core files.

DynDOLOD Resources does not include full textures from mods, because the installed mods include them.

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Thanks so much for replying :-D

if I may ask...if what you say is true, then how come does the DynDOLOD resource pack include the textures\effects\FXWhiteWater02_fallsnoalpha.dds file which is the other file in the edit scripts file?

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Posted
  On 1/21/2022 at 1:43 PM, Wolvyreen said:

Thanks so much for replying :-D

if I may ask...if what you say is true, then how come does the DynDOLOD resource pack include the textures\effects\FXWhiteWater02_fallsnoalpha.dds file which is the other file in the edit scripts file?

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The purpose of running TexGen is to update textures from the currently installed full textures so that they match.

The DynDOLOD Resource contains these textures that are used  by the meshes in DynDOLOD Resources so that there are no file not found issues, for example if TexGen wasn't run yet.

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Posted (edited)
  On 1/21/2022 at 1:54 PM, sheson said:

The purpose of running TexGen is to update textures from the currently installed full textures so that they match.

The DynDOLOD Resource contains textures that are used  by the meshes in DynDOLOD Resources so that there are no file not found issues, for example if TexGen wasn't run yet.

Expand  

Ok, thanks.  Well then I will ask the mod author of RWT v5 for that missing file because TexGen is completely halting when it cannot find the file.

I just thought that the edit script is looking for the file and cant find it and the other file it is looking for is actually there in the DynDOLOD resource pack so I thought they both should be part of the resource pack.

Thanks Sheson :-D

Edited by Wolvyreen
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Posted
  On 1/21/2022 at 1:57 PM, Wolvyreen said:

Ok, thanks.  Well then I will ask the mod author of RWT v5 for that missing file because TexGen is completely halting when it cannot find the file.

I just thought that the edit script is looking for the file and cant find it and the other file it is looking for is actually there in the DynDOLOD resource pack so I thought they both should be part of the resource pack.

Thanks Sheson :-D

Expand  

As already explained, the texture textures\effects\FXWhiteWater02_falls.dds ships with Realistic Water Two 3.x and newer and is installed with its core files.

"and newer" means 4.x and 5.x as well.

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Posted
  On 1/21/2022 at 2:11 PM, sheson said:

As already explained, the texture textures\effects\FXWhiteWater02_falls.dds ships with Realistic Water Two 3.x and newer and is installed with its core files.

Expand  

Thanks Sheson :-)  You did already explain it and I did understand it. I just mentioned why I thought it was supposed to be part of the resource pack.

If I may ask, what is the actual resource pack for?

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Posted
  On 1/21/2022 at 1:57 PM, Wolvyreen said:

Well then I will ask the mod author of RWT v5 for that missing file

Expand  

There is no need to ask the mod author for the full texture textures\effects\FXWhiteWater02_falls.dds, since it already is shipping and installed with the Realistic Water Two SE version v5 you said you are using. You may want to double check the download archive and the installation of the mod.

  On 1/21/2022 at 2:12 PM, Wolvyreen said:

If I may ask, what is the actual resource pack for?

Expand  

From https://dyndolod.info/Help/DynDOLOD-Resources:

DynDOLOD Resources Core Files contains LOD assets required for object LOD and tree LOD generation.

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Posted
  On 1/21/2022 at 2:17 PM, sheson said:

There is no need to ask the mod author for the full texture textures\effects\FXWhiteWater02_falls.dds, since it already is shipping and installed with the Realistic Water Two SE version v5 you said you are using.

From https://dyndolod.info/Help/DynDOLOD-Resources:

DynDOLOD Resources Core Files contains LOD assets required for object LOD and tree LOD generation.

Expand  

Thank you Sheson. You are right....I too have confirmed that the file is there and it is also deployed with my Vortex Mod Manager in to the game directory.  Just to be 100% sure, I removed the mod completely and am now rerunning the texgen to see if it fails again.

Maybe something went wrong with my install of the mod itself.  If that is the case, I sincerely apologies if you feel I have wasted your time.

I will let you know if the process completes now.

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Posted

Hello,

DynDOLOD 3 α84 + Resources α22 in SSE mode

[03:11] <Error: File not found>
[03:19] <Warning: File not found textures\effects\fxwhitewater02_falls_n.dds. Used by meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Skyrim.esm FXWaterfallBodyTall_static [STAT:000FC85E]>
  • First error message is worrisome but doesn't give any details. Exactly the same message appears in Debug log, without any more context or details. However it's almost certain that it's linked to the warning after it, because resolving the issue that causes the warning also suppresses the first error. Sometimes they appear in reverse order (Warning first, Error second) which may due to multiple processes or threads writing to the same output stream, I'm guessing.
  • Second warning message is confusing and misleading. It refers to a mesh provided by DynDOLOD Resources, but the actual mesh that's the root of the issue is in meshes/effects and is meshes/effects/fxwaterfallbodytall.nif.
  • Same issue occurs with fxwaterfallbodyslope.nif, fxwaterfallbodytall.nif and fxwaterfallbodytall02.nif.

These meshes come from Water Effects Brightness and Reflection Fix - Realistic Water Two Patch. They tweak some BSShaderProperty lighting/emission/reflection parameters and are otherwise identical to the meshes of Realistic Water Two SE.

As far as I can see in NifSkope, textures\effects\fxwhitewater02_falls_n.dds is not referenced by the mesh so I don't know why DynDOLOD thinks it needs it.  textures\effects\fxwhitewater02_falls.dds is used by the mesh as the 'Source Texture' property of a BSShaderProperty.

The corresponding mesh in RWT also uses the same texture in the 'Source Texture' property of the same BSShaderProperty, but doesn't cause any trouble to DynDOLOD.

My rough guess is that the patch mod's meshes don't match any known CRC32 special cases so DynDOLOD falls back to the generic passthru_lod.nif and snafu ensues somehow.

For the time being I removed the patch mod's meshes and reverted to the original RWT meshes to suppress the error/warning messages. But I'm wondering what the results were exactly? From DynDOLOD's point of view, despite the error and warning, everything was fine and the generation process ended successfully. What should I expect in-game in regards to those dynamic waterfall lods?

Full logs at https://drive.google.com/drive/folders/1fQvv6PVQ5uC3w_lQuFlT0K29O6BkgAeO

Should be easy to reproduce if you like: install RWT then the patch mod linked above.

Thanks for your attention.

  • 0
Posted
  On 3/22/2022 at 11:05 PM, Mousetick said:

Hello,

DynDOLOD 3 α84 + Resources α22 in SSE mode

[03:11] <Error: File not found>
[03:19] <Warning: File not found textures\effects\fxwhitewater02_falls_n.dds. Used by meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif Skyrim.esm FXWaterfallBodyTall_static [STAT:000FC85E]>
  • First error message is worrisome but doesn't give any details. Exactly the same message appears in Debug log, without any more context or details. However it's almost certain that it's linked to the warning after it, because resolving the issue that causes the warning also suppresses the first error. Sometimes they appear in reverse order (Warning first, Error second) which may due to multiple processes or threads writing to the same output stream, I'm guessing.
  • Second warning message is confusing and misleading. It refers to a mesh provided by DynDOLOD Resources, but the actual mesh that's the root of the issue is in meshes/effects and is meshes/effects/fxwaterfallbodytall.nif.
  • Same issue occurs with fxwaterfallbodyslope.nif, fxwaterfallbodytall.nif and fxwaterfallbodytall02.nif.

These meshes come from Water Effects Brightness and Reflection Fix - Realistic Water Two Patch. They tweak some BSShaderProperty lighting/emission/reflection parameters and are otherwise identical to the meshes of Realistic Water Two SE.

As far as I can see in NifSkope, textures\effects\fxwhitewater02_falls_n.dds is not referenced by the mesh so I don't know why DynDOLOD thinks it needs it.  textures\effects\fxwhitewater02_falls.dds is used by the mesh as the 'Source Texture' property of a BSShaderProperty.

The corresponding mesh in RWT also uses the same texture in the 'Source Texture' property of the same BSShaderProperty, but doesn't cause any trouble to DynDOLOD.

My rough guess is that the patch mod's meshes don't match any known CRC32 special cases so DynDOLOD falls back to the generic passthru_lod.nif and snafu ensues somehow.

For the time being I removed the patch mod's meshes and reverted to the original RWT meshes to suppress the error/warning messages. But I'm wondering what the results were exactly? From DynDOLOD's point of view, despite the error and warning, everything was fine and the generation process ended successfully. What should I expect in-game in regards to those dynamic waterfall lods?

Full logs at https://drive.google.com/drive/folders/1fQvv6PVQ5uC3w_lQuFlT0K29O6BkgAeO

Should be easy to reproduce if you like: install RWT then the patch mod linked above.

Thanks for your attention.

Expand  

The error happens because DynDOLOD tries to automatically create new LOD textures based on the replaced full model. This fails since the (default) LOD model requires diffuse/normal map while the replaced full model uses a shader that only uses a diffuse.

See https://dyndolod.info/Mods/Waterfalls

Need to check the new mod/patch and update DynDOLOD Resources and add the mod to the that list.

This issue affects further away static object LOD for the waterfalls, so it may be not that obvious if at all.

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Posted
  On 3/23/2022 at 6:57 AM, sheson said:

The message is verbatim reporting a problem, there is nothing misleading or confusing about it: fxwaterfallbodytallpassthru_lod.nif uses textures\effects\FXwaterTile02_n.dds, which is a vanilla texture and it seems to be missing from the data folder.

Expand  

But it's not missing. It's there:

image.png

  On 3/23/2022 at 6:57 AM, sheson said:

To see which LOD models are actually used for which base record, check the ..\DynDOLOD\Log\ DynDOLOD_SSE_Object_Report.txt

Expand  

Relevant excerpt:

  Reveal hidden contents

 

  On 3/23/2022 at 6:57 AM, sheson said:
Expand  

So the mod I'm using is understandably not listed there. Therefore:

  • The CRC32 (0DA88E1A) of its fxwaterfallbodytall mesh doesn't match any of the premade lod meshes in meshes/lod/waterfall from DynDOLOD Resources.
  • DynDOLOD falls back to meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif which corresponds to the vanilla model.
  • Am I correct so far?

For some reason DynDOLOD doesn't find textures\effects\fxwatertile02_n.dds even though it does exist as a loose file inside the Data folder. It can find the other textures such as fxwatertile01.dds, which sit next to it in the Data folder as shown in the screenshot above, and also used by fxwaterfallbodytallpassthru_lod.nif, just fine.

What about the "<Error: File not found>" message reported previously, you don't think it's strange/spurious?

There's something funky going on here.

Does meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif actually require the vanilla version of textures\effects\fxwatertile02_n.dds based on its CRC32 too? Does DynDOLOD actually go and fetch this texture specifically from the vanilla BSA archives? Or can it use any version present in the load order?

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Posted
  On 3/23/2022 at 9:24 AM, Mousetick said:

But it's not missing. It's there:

image.png

Relevant excerpt:

  Reveal hidden contents

 

So the mod I'm using is understandably not listed there. Therefore:

  • The CRC32 (0DA88E1A) of its fxwaterfallbodytall mesh doesn't match any of the premade lod meshes in meshes/lod/waterfall from DynDOLOD Resources.
  • DynDOLOD falls back to meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif which corresponds to the vanilla model.
  • Am I correct so far?

For some reason DynDOLOD doesn't find textures\effects\fxwatertile02_n.dds even though it does exist as a loose file inside the Data folder. It can find the other textures such as fxwatertile01.dds, which sit next to it in the Data folder as shown in the screenshot above, and also used by fxwaterfallbodytallpassthru_lod.nif, just fine.

What about the "<Error: File not found>" message reported previously, you don't think it's strange/spurious?

There's something funky going on here.

Does meshes\lod\waterfalls\fxwaterfallbodytallpassthru_lod.nif actually require the vanilla version of textures\effects\fxwatertile02_n.dds based on its CRC32 too? Does DynDOLOD actually go and fetch this texture specifically from the vanilla BSA archives? Or can it use any version present in the load order?

Expand  

Please ignore my initial braindead answer I wrote before I had my first coffee and see the revised post.

I am creating new LOD models with correct CRC32 for the new patch mod right now for the next DynDOLOD Resources SE 3 version.

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Posted
  On 3/23/2022 at 10:22 AM, sheson said:

I am creating new LOD models with correct CRC32 for the new patch mod right now for the next DynDOLOD Resources SE 3 version.

Expand  

That sounds great but you may want to hold off on that and wait a bit until this mod is deemed "stable". It's very new and might be subject to changes/fixes in the near future.

Anyway, it's your call but I wouldn't mind using a workaround to make the lod fallback mechanism work, if that's possible. It's ok if the lods don't match the full models for the time being for testing/evaluation purposes, as long as I'm aware of the differences. If I can just ignore the error and warning emitted by DynDOLOD and assume everything is working correctly with the fallback waterfall lod meshes, I'll go with that for now.

Thanks.

  • 0
Posted
  On 3/23/2022 at 10:51 AM, Mousetick said:

That sounds great but you may want to hold off on that and wait a bit until this mod is deemed "stable". It's very new and might be subject to changes/fixes in the near future.

Anyway, it's your call but I wouldn't mind using a workaround to make the lod fallback mechanism work, if that's possible. It's ok if the lods don't match the full models for the time being for testing/evaluation purposes, as long as I'm aware of the differences. If I can just ignore the error and warning emitted by DynDOLOD and assume everything is working correctly with the fallback waterfall lod meshes, I'll go with that for now.

Thanks.

Expand  

DynDOLOD Resources SE 3 Alpha-23 has the new LOD models for the patch.

  • 0
Posted
  On 3/23/2022 at 11:21 AM, sheson said:

DynDOLOD Resources SE 3 Alpha-23 has the new LOD models for the patch.

Expand  

Success with Resources SE α23 and the newly added waterfall lod meshes. Thanks as always for your help and kudos for your dedication and quick turnaround.

I haven't checked the results in game yet. Will report back if I find any that could be traced back to DynDOLOD [Resources].

Out of curiosity, would you mind shedding some light on what exactly caused DynDOLOD to become schizophrenic and not to find a texture that was right under its nose, so to speak? It's fine if you don't want to elaborate, no grudges will be held against you :)

I'm probably going off assumptions that are completely wrong, so for the sake of understanding, is the CRC-less waterfall lod model (e.g. fxwaterfallbodytall_passthru_lod.nif) a fallback to vanilla lod when no matching CRC is available for the full model? Or is it something else?

If it's not designed as a fallback mechanism, and waterfall lods are only designed to work by CRC-matching them with their full models counterparts, I'd like to offer a suggestion for possible improvement that you didn't ask for and may not care about. Here it is anyway:

If a waterfall lod model (or other similar object lod model if applicable) cannot be found by matching the CRC32 of the full model, DynDOLOD should fail and issue an error message reporting the reason, such as: "Unsupported mod or unsupported version of mod for <insert full model name here>. Requires matching lod from DynDOLOD Resources. Refer to https://dyndolod.info/Mods/Waterfalls".

Thanks.

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