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OpenGL Error Using DynDOLOD on Wine (Kegworks) on a Mac


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Posted

Hello!  I'm trying to get DynDOLOD to run on my Mac for Skyrim SE.  I have Skyrim installed in a Kegworks container, which is a Wine wrapper for windows programs, and it has been working fine, including using various mods (I have Wyrebash, a mod manager, installed as well in the same container).  The problem with DynDOLOD has been that, after installing the tools, resources, and DLL NG SKSE64 plugin and scripts, I am able to then run TexGenx64.exe, and it goes through part of the process, telling me to "Pleae wait a moment" while a bar creeps across, however when that bar reaches the end it crashes and says "Error: OpenGL: invalid enumerant from TwbRender.MakeCurent."

I have tried putting GLDebug=1 and LoadGLCompressed=0 into both the TexGen_SSE.ini and DynDOLOD_SSE.ini files, but the error still happens.  

At this point I'm stuck, and imagine the problems is likely something with using Wine and the ways it tries to translate various graphics-stuff to the Mac.  Perhaps I need to run with some kind of OpenGL argument?  Maybe I need to select a different graphics engine for Wine?  Or, something else!  Any help is appreciated.

Here is the TexGen_SSE_Debug_log: https://pastee.dev/p/Rs6b7rv3

And here is the error message: https://imgur.com/a/YpbLphh

Thank you for any insights!  

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Posted
On 9/23/2025 at 11:56 PM, Agnapot said:

Hello!  I'm trying to get DynDOLOD to run on my Mac for Skyrim SE.  I have Skyrim installed in a Kegworks container, which is a Wine wrapper for windows programs, and it has been working fine, including using various mods (I have Wyrebash, a mod manager, installed as well in the same container).  The problem with DynDOLOD has been that, after installing the tools, resources, and DLL NG SKSE64 plugin and scripts, I am able to then run TexGenx64.exe, and it goes through part of the process, telling me to "Pleae wait a moment" while a bar creeps across, however when that bar reaches the end it crashes and says "Error: OpenGL: invalid enumerant from TwbRender.MakeCurent."

I have tried putting GLDebug=1 and LoadGLCompressed=0 into both the TexGen_SSE.ini and DynDOLOD_SSE.ini files, but the error still happens.  

At this point I'm stuck, and imagine the problems is likely something with using Wine and the ways it tries to translate various graphics-stuff to the Mac.  Perhaps I need to run with some kind of OpenGL argument?  Maybe I need to select a different graphics engine for Wine?  Or, something else!  Any help is appreciated.

Here is the TexGen_SSE_Debug_log: https://pastee.dev/p/Rs6b7rv3

And here is the error message: https://imgur.com/a/YpbLphh

Thank you for any insights!  

Also upload the TexGen log and bugreport.txt if it exists. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Get glew-2.2.0-win32.zip from https://github.com/nigels-com/glew/releases, unpack the folder ../bin/Rel4ease/x64 and run the two exes. Upload the two txt files they generate.

The debug log reports "OpenGL version: 2.1" while version 3 is required. Try upgrading or switching the used the 3D backend, like DXVK instead of whatever the default is. Note that starting things with proton is different than starting things with wine, though I have no idea if it applies in your case.

If issue persists with higher OpenGL version upload new logs etc.

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Posted

bugreport.txt: https://pastebin.com/iVGvSc0h

TexGen_SSE_log.txt:https://pastebin.com/xXi4S6Cb

glewinfo.txt:https://pastebin.com/n31n3wC0

visualinfo.txt: https://pastebin.com/icFNqLtQ

I have not found a way to update OpenGL, or force it to use a different version, on Wine yet after some pretty thorough looking.  I know my mac has OpneGL 4.1, and am not sure why Wine sticks with 2.1. It could be some translation layer stuff, but I'll continue looking for a way to get it to use a different version.

I have been using D3DMetal (Direct3D to Metal translation layer) as the default and I tried switching to DXVK and DXMT (DirectX to Metal translation layer) but they resulted in the same error.

Let me know if there's anything else you want me to try, and I'll continue looking for ways to make Wine use a more updated version of OpenGL, or at least make it use it for this .exe.  Thank you for your help!

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Posted

So, after a bit more searching this is what I've found:

In this post https://www.reddit.com/r/osx/comments/ae5gk4/is_it_possible_to_upgrade_the_opengl_drivers_on/ (tho admitedly 7 years old, but it still seems to hold true) the user playaspec says that Wineskin (or Wine in general) only seems to support OpenGL2.1, even tho Mac OS offers version 4.1.  Apparently there are some flags that can be set to force the program to use the higher version of OpenGL, explained here:https://stackoverflow.com/questions/19658745/why-is-my-opengl-version-always-2-1-on-mac-os-x

This seems to match what I'm seeing on my machine when I check the versioning of OpenGL.  GLview shows OpenGL4.1 but glxinfo in terminal is reporting 2.1: https://imgur.com/a/RJ2RYYq

So, I'm not sure if this is helpful, but at least it's something?

 

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Posted
On 9/27/2025 at 8:09 AM, Agnapot said:

bugreport.txt: https://pastebin.com/iVGvSc0h

TexGen_SSE_log.txt:https://pastebin.com/xXi4S6Cb

glewinfo.txt:https://pastebin.com/n31n3wC0

visualinfo.txt: https://pastebin.com/icFNqLtQ

I have not found a way to update OpenGL, or force it to use a different version, on Wine yet after some pretty thorough looking.  I know my mac has OpneGL 4.1, and am not sure why Wine sticks with 2.1. It could be some translation layer stuff, but I'll continue looking for a way to get it to use a different version.

I have been using D3DMetal (Direct3D to Metal translation layer) as the default and I tried switching to DXVK and DXMT (DirectX to Metal translation layer) but they resulted in the same error.

Let me know if there's anything else you want me to try, and I'll continue looking for ways to make Wine use a more updated version of OpenGL, or at least make it use it for this .exe.  Thank you for your help!

Did you check if switching to DXVK resulted in glewinfo or visualinfo reporting a different OpenGL version?

What is the command line (including any preceding exports) you are using to start TexGen?

What mod manager are you using and how is it started?

Run this text version of TexGen https://dyndolod.info/Downloads/Test-Versions
Upload new log, debug log and bugreport.txt.

On 9/27/2025 at 9:26 AM, Agnapot said:

So, after a bit more searching this is what I've found:

In this post https://www.reddit.com/r/osx/comments/ae5gk4/is_it_possible_to_upgrade_the_opengl_drivers_on/ (tho admitedly 7 years old, but it still seems to hold true) the user playaspec says that Wineskin (or Wine in general) only seems to support OpenGL2.1, even tho Mac OS offers version 4.1.  Apparently there are some flags that can be set to force the program to use the higher version of OpenGL, explained here:https://stackoverflow.com/questions/19658745/why-is-my-opengl-version-always-2-1-on-mac-os-x

This seems to match what I'm seeing on my machine when I check the versioning of OpenGL.  GLview shows OpenGL4.1 but glxinfo in terminal is reporting 2.1: https://imgur.com/a/RJ2RYYq

So, I'm not sure if this is helpful, but at least it's something?

TexGen, glewinfo, visualinfo are Windows programs and not compiled for Mac OS, so not sure how tips for software development for Mac and its SDK would apply.

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Posted

After running the downloaded TexGen:

TexGen_SSE_log.txt: https://pastebin.com/wmZwqJtZ

TexGen_SSE_Debug_log.txt: https://pastebin.com/9ZWfXuNq

bugreport.txt: https://pastebin.com/t11PqQGv

 

Changing to DXVK or any other setting did not change anything about the glewinfo or visualinfo reporting a different OpenGL version.

To start TexGen with the Wine wrapper, there is a menu screen where I can choose an executable to run.  I choose "Install Software" then "Choose Setup Executable" seen here: https://imgur.com/a/Bcc2pWj

I'm using WryeBash and the same is essentially true of how it's run.  This send the executable through the wrapper and into the Windows hooks.

 

For the Reddit post, I was thinking that maybe the version of OpenGL Wine is claiming is 2.1, so as to not break some legacy things, but it is *actually* running 4.1 from the MacOS, and if the flags are set perhaps Wine can be tricked into overlooking the claimed version and start using the newer version.  I'm not certain if those flags are something TexGen can use, or if it needs to be within Wine.

 

Let me know if there's anything else I can try.  I appreciate the efforts here!

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Posted
3 hours ago, Agnapot said:

After running the downloaded TexGen:

TexGen_SSE_log.txt: https://pastebin.com/wmZwqJtZ

TexGen_SSE_Debug_log.txt: https://pastebin.com/9ZWfXuNq

bugreport.txt: https://pastebin.com/t11PqQGv

 

Changing to DXVK or any other setting did not change anything about the glewinfo or visualinfo reporting a different OpenGL version.

To start TexGen with the Wine wrapper, there is a menu screen where I can choose an executable to run.  I choose "Install Software" then "Choose Setup Executable" seen here: https://imgur.com/a/Bcc2pWj

I'm using WryeBash and the same is essentially true of how it's run.  This send the executable through the wrapper and into the Windows hooks.

 

For the Reddit post, I was thinking that maybe the version of OpenGL Wine is claiming is 2.1, so as to not break some legacy things, but it is *actually* running 4.1 from the MacOS, and if the flags are set perhaps Wine can be tricked into overlooking the claimed version and start using the newer version.  I'm not certain if those flags are something TexGen can use, or if it needs to be within Wine.

 

Let me know if there's anything else I can try.  I appreciate the efforts here!

TexGen requests an opengl version 3.0 context despite the version string reporting 2.1 and that is what fails in the test version.

I uploaded a new test version, get that and upload new logs. Delete old logs  and bugreport first.

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Posted (edited)

So, it hasn't crashed yet!  But it is slowly eating up ram (currently at about 25 gigs after running for maybe 5-10 minutes) and takes 100% of one of the performance cores in the M3 Max CPU. 

It's not showing me the "Please Wait" bar, and this is what the text on the screen says: https://imgur.com/a/TJyZZlt 

I'll update when it does something!

Edited by Agnapot
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Posted (edited)

Ok, so it ran for about 30 minutes and reached about 50-some-odd gigs of ram, then crashed without creating any bug report or any other output that I can see.  Nothing in the Logs or TexGen_Output folders.  

Are there some flags in TexGen_SSE.ini I should set to try something different?  Currently I have:
GLDebug=1
LoadGLCompressed=0

Let me know what else I can do, or what you'd like me to test.  And thank you again for your efforts with this!

Edit: I see the flag for "in case of too much CPU/Memory/VRAM use set to 1". So, I did that and am running it again to see if that helps.
RenderThreads=1

Edit 2: With that flag set It reached north of 60 gigs of ram after about 35 minutes, and then crashed again with no bug reports or output.

Edited by Agnapot
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Posted
1 hour ago, Agnapot said:

So, it hasn't crashed yet! But it is slowly eating up ram (currently at about 25 gigs after running for maybe 5-10 minutes) and takes 100% of one of the performance cores in the M3 Max CPU.

It's not showing me the "Please Wait" bar, and this is what the text on the screen says: https://imgur.com/a/TJyZZlt

I'll update when it does something!

The Please Wait means it is collecting data and writing creating the bugreport.txt.

Add RealTimeLog=1 under [TexGen] in its INI and close TexGen with the X top right after a minute or so and try to let it shutdown on its own if possible. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

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Posted

This time the program ran and gave the "Please wait a moment..." dialog box quickly at the end, then reported an error.  Here are the logs.

bugreport.txt:https://pastebin.com/XJebrJjk

TexGen_SSE_Debug_log.txt: https://pastebin.com/V5qA5G9Y

TexGen_SSE_log.txt: https://pastebin.com/8y6FMqKT

And if it's helpful, TexGen_SSE_realtime_log.txt: https://pastebin.com/Yv08XB3B

 

Here is the error that was thrown: https://imgur.com/a/NcBPJZd

 

 If you want me to change any flags in TexGen_SSE.INI, or change any other settings and run it again, let me know!

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Posted
1 hour ago, Agnapot said:

This time the program ran and gave the "Please wait a moment..." dialog box quickly at the end, then reported an error.  Here are the logs.

bugreport.txt:https://pastebin.com/XJebrJjk

TexGen_SSE_Debug_log.txt: https://pastebin.com/V5qA5G9Y

TexGen_SSE_log.txt: https://pastebin.com/8y6FMqKT

And if it's helpful, TexGen_SSE_realtime_log.txt: https://pastebin.com/Yv08XB3B

Here is the error that was thrown: https://imgur.com/a/NcBPJZd

 If you want me to change any flags in TexGen_SSE.INI, or change any other settings and run it again, let me know!

If the log and debug log are saved as usual you can disable the the realtime log.

Delete old logs and bugreport, get the new test version and upload new logs, bugereport if it exists.

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