
DankTemplar
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If a computer soft locks because it has no memory left and only one program causes it...then it's much more likely that the program's causing the issue. Especially if nothing else but that program replicates the issue. Think of it this way, remember when Google Chrome used to eat up an unhealthy amount of ram? Was everyone's computer at fault? The 1st few troubleshooting steps should never, ever, ever be to blame a computer. Logs don't exist when the computer soft locks due to having no more memory and must be manually restarted. What I provided is what I had, I could pastebin the entire texgen logs, ezpz but those aren't the logs you need (texgen finishes without any problem). You need the dyndolod logs which don't save because the computer runs out of ram and has to be manually restarted. Can I suggest something? Test this yourself. Go on a 16gb DDR3 system with a fairly small SSD (mine is an NVME 250gb and I always have between 50-100gb free when generating grass lods - that detail matters due to virtual memory), install these mods: Folkvangr Origins of Forest (and Folk + Origins grass patch by Modpocalypse) NGiO The Great Forest of Whiterun Hold Dark Forests of Skyrim Dense Nordic Forests Veydogolt Trees + it's extra tree/whiterun add-on Skyrim 3D Landscapes All of them are on Nexus, generate your grass cache. Then run Dyndolod 3.0 with grass after Texgen with grass enabled on a Windows 10 system, up to date on the updates. Let me ask you this as well: does Dyndolod 3.0 use up all that ram because it wants to store the information for faster recall? If that's true then maybe the problem here is that with larger files, like certain grass lods, Dyndolod is holding onto too much information for too long - and on systems with limited ram (16gb) this will inevitably create the problem I have. Quicken can create the same issue with a large enough work load on a 'weak' enough computer, within context of that work load. If that's the case then the fix would be to Separate grass LOD generation into it's own executable Add a UX option to allow reading files from the storage device instead of caching everything for reading on the ram (I know this is not normally how things should be done but if Dyndolod 3.0 has a large enough work load to handle, this is the solution that doesn't involve people buying more ram) Hook the grass LOD generation files into Dyndolod's Object LOD generation. Chances are you'll have to do this when Seasons + NGiO become compatible anyhow.
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If the computer freezes it doesn't generate logs man. Jesus. Look, I'm grateful for all you've done for Skyrim but maybe there's a chance the alpha has bugs or compatibility issues. That's kind of normal for software? I mean it's literally in alpha and you're dealing with a stupid amount of system configurations in conjunction with an obscene amount of varied texture/mesh combinations. I tried working with you but you're being obtuse, I tried thanking you, and you're being more obtuse. This is absurd. P.S. I'm still willing to work with you on this if the issue ever crops up again...just, please, cool it with this kind of stuff. I want to help...but not if you're going to blame my computer immediately, ask for logs that don't exist and then get snarky when I thank you for an update that fixed my issue. :/ Wish you the best and hope whatever caused that little blip has passed. Cheers.
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Newest version of Dyndolod 3 alpha has solved my "out of memory issues" so far. Whatever you did Sheshon, it worked! Thanks for the update!
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Ahhh, I see. This is why I'm not into computer sciences lol. I know just enough to be misinformed. I'm still running into the issue but I've a theory...I'm doing this on an M.2 drive...it's nowhere near as good as ram but for generation purposes, what if I change my page file size to something silly? Fake it until you make it? lol. It's worth the experiment at least! EDIT: Northern Grass just isn't working with Dyndolod 3.0 for me, with NGiO gass cache, tried other grass mods and they did. I may try an experiment later today because I had enabled Occlusion while generating Dyndolod for Open Cities in step 1 which is a variable I haven't accounted for. Editing the pagefile didn't help. Changing LODGenThreadSplit= didn't help either in this instance.
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No BSOD, just an unresponsive Dyndolod and OS until Dyndolod errors out then sometimes I can spam X to close the program, other times I have to end task it. After my computer is fine again. Why on earth would it be Windows problem if a program misbehaves by trying to grab more resources than the OS can grant? Windows is the baseline. Everything has to work with or around it. If a program has a strange reaction to an instruction set from Windows wouldn't that be on the misbehaving program? Bar a janky Windows update or something which I imagine you'd be aware of since I wouldn't be the only one reporting the problem if that was the case. Tried running lodxgen. I ended up with a new error. It seems it's a memory-related error. I think I'm going to give up on making Northern Grass + NGiO + Dyndolod working together and try a different grass mod with a new cache file. I feel like I've run into this issue in the past before, this situation is giving me a huge sense of dejavu and I think I solved the issue last time by not using Northern Grass. I'll provide the log files once the setup is complete and a report on if that fixes it (I think it might) It'll likely be 2 or 3 hours. Thanks for the help.
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Problem with this theory is it worked just fine earlier today. All I've done is replace Cathedral Landscapes with Northern Grass and redone my NGiO + Texgen + Dyndolod 3.0. This is also the only program that results in memory issues. Went out for a walk while Dyndolod did it's thing, came back to a new error: Good news is the log file is working now and the final lines say this: Any suggestions? I've a weekend that I'm mostly willing to dedicate to fixing this.
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I can upload those logs but it's going to be irrelevant because of what I explained, computer freezes and won't unfreeze until I hard reset after running Dyndolod. Wish it was otherwise but that's just how it's going to work this time around my man. The logs show the last attempt to generate being 6am this morning. Thanks for the links, I'm trying that setting right now! I'll report back if that changes things. I've definitely, definitely had Dyndolod 3.0 Alpha error out at the start on scripts before, tracked down the offending mod and deleted it which allowed Dyndolod to launch into it's UI. It literally happened yesterday with a Walk to Solstheim mod which I've deleted since. Make of that what you will , maybe I'm misunderstanding the nature of that mod and how it interacted with Dyndolod or maybe there's something more going on there to keep in mind if others report similar things.
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Hi! Never had this problem before, Dyndolod SSE x64 is running out of memory and creating errors when loading meshes in this worldspace. I have no mods which add anything out of the ordinary for Solstheim and the error just results in Dyndolod spinning it's wheels, making me restart so there's never a log file for the attempted dyndolod generation (last successful attempt was 6am this morning, I've tried to generate Dyndolod since then). My system specs are: Ryzen 3600 RTX 3080 FTW3 16gb of DDR3 RAM Pagefile is set to Windows 10 default I typically disable all mods that have nothing to do with Dyndolod generating Dynamic LODs and have done this for ages, through multiple versions without issue including at 6am this morning I don't overclock I use No Grass in Objects for precaching (mode set to 1). The Grass mod I use is Northern Grass SE, if that helps (grass folder is 10gb) I use Open Cities (and follow your help guide on installing it + have done so successfully many, many times in the past with no deviation from the instructions) The Dyndolod SSE Log doesn't show attempts at generating because my computer will freeze after this error appears and requires a hard reset to work again I don't use mods which mess around in the Solstheim worldspace beyond the basic stuff like Raven Rock overhauls, SMIM and No Grass in Objects I use 2k Textures on everything and actively avoid 4k textures I use Vortex to manage my mods and launch Dyndolod through it The Dyndolod folder is located on Local (C:) along with Program Files, etc. It's not in my game folder or on the desktop Using Dyndolod 3.0 and it's respective resources files Ran Texgen 1st + installed it's files Dyndolod is using abnormally high amounts of resources compared to what it normally does (50-70% CPU, 70-97% memory, 50-100% disk) I'm currently running it again, just in case with a few more mods disable but figure I should ask in advance because I expect this attempt to generate Dyndolod to fail. Is there any other info you need which could help figure this situation out?
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Same thing for texgen. I didn't update to AE, I haven't installed any updated Dyndolod files since AE came out. Why is Dyndolod giving me this message that I've never seen before and how can I disable this nonsense? If I run into bugs by using older Dyndolod files, that's on me and it's totally unsupported but I need the ability to use the files I've already downloaded and haven't updated...
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SKYRIMSE SSE - Dyndolod+Open Cities=overlapping LODs for Whiterun
DankTemplar replied to DankTemplar's question in DynDOLOD & xLODGen Support
That's my thinking too, going to redo my Dyndolod patch today once I cut down on some mods. -
SKYRIMSE SSE - Dyndolod+Open Cities=overlapping LODs for Whiterun
DankTemplar replied to DankTemplar's question in DynDOLOD & xLODGen Support
Yeah, I'm probably absolutely using the wrong terminology. Luckily though, you get what I meant. No Grass in Objects and Dyndolod are the perfect playmates. -
SKYRIMSE SSE - Dyndolod+Open Cities=overlapping LODs for Whiterun
DankTemplar replied to DankTemplar's question in DynDOLOD & xLODGen Support
After I saw your post and you mentioning large reference; I decided to mess with that setting under prefs, turned it to 0. I still had flickering windows but that could be attributed to something else while the flickering LOD went away completely. Since I'm also running that funky grass mod (https://www.nexusmods.com/skyrimspecialedition/mods/42161) which pre-caches all your grass and then cedes control of largeref grass to Dyndolod (grass for days at a reasonable performance cost my friend! It's glorious!) that felt like a huge, huge leap back in graphics. Since it's a bug with the engine, unless you know of a magic fix, I guess I've 3 choices. 1. Enable all the precached grass, not allowing Dyndolod any control over it (8fps on an RTX 3080 lol) 2. Turn off or turn largeref down which screws with the funky grass mod. or 3. Suck it up and deal with it; I'm lucky a coding wizard like yourself has managed to release such a sexy beast of an add-on for Skyrim in the 1st place. Pretty sure option 3 is the best one here, lol. Thanks for your help! -
SKYRIMSE SSE - Dyndolod+Open Cities=overlapping LODs for Whiterun
DankTemplar replied to DankTemplar's question in DynDOLOD & xLODGen Support
Okay, my bad on the modwatch thing; The castle for Whiterun flickers until you get close. Thanks for taking the time to answer me, I'll try looking through the forums and see if anyone else has this issue. -
Hey! I've been having this issue for well over a year; I follow the instructions for Dyndolod+Open Cities in the manual/from the GamerPoets web page, generate my LOD and get double LODs created for these cities and I could really use the help getting this nightmare fixed. To clarify; the tutorial told me to; Disable Open Cities+patches Run Dyndolod+select appropriate setting (high+custom tree and water LOD rules for getting rid of water LOD seams+generating 3D tree LODs which worked fantastically! Basically all I did was make use of the full models for water and used the appropriate static models for trees) Disable generate Dyndolod, enable the other options (except trees for me as generating 3D tree LODs means generate tree LOD is greyed out, per the manual instructions) Start+exit (not save+exit when complete) Comment out Open Cities from Dynodlolod_SSE.ini under the heading warnmodfilename+save document Re-enable Open Cities+patches in your load order Run Dyndolod+select identical setting which you selected in .2 Enable generate Dyndolod, disable generate *insert option here* Start+save and exit when complete. Install via your method of choice. I've also minded my load order since Dyndolod copies records from the last overriding file (this fixed my Solitude Open Cities LOD issue) but this hasn't fixed my Whiterun Open Cities LOD issue (and I've no city overhaul mods installed specifically for Whiterun so conflicting records in theory shouldn't be an issue here). So....ummm...please help? lol Attached is my load order in it's full glory! LoadOrder_SkyrimSE_2021-04-16T14-39-55.txt
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Dyndolod x64 crashing computer (Win 7)
DankTemplar replied to DankTemplar's question in DynDOLOD & xLODGen Support
Yep, looks like Windows 7 install is buggered up. Works fine on Win 10 x64 and x86. Until I feel like doing a fresh install it's bypassable simply by copying SKyrim to the windows 10 SSD, running the patcher and then copying it back over to the Win 7 SSD. Thanks for the help!