Jump to content

bargalarkh

Citizen
  • Posts

    16
  • Joined

  • Last visited

Profile Information

  • Preferred Pronoun
    He/Him/His/Himself
  • Location
    Europe

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

bargalarkh's Achievements

Citizen

Citizen (2/12)

0

Reputation

  1. Sorted now, I actually had been transferring those lines in the files before but I obviously missed one of the things to transfer. For future reference for anyone reading this, you need to copy over lines that look like these three types: "5829":"60,Skyrim.esm", --------------------------- "masters":"5829, ... //you would just copy the numbers to this line --------------------------- "tamriel":"tamriel", --------------------------- Thanks for all the help sheson, I really appreciate it!
  2. Okay thanks. So I have done three generations now, which went through okay. In this order, merging and overwriting each time: - All worldspaces - [default, i.e. no seasons] - Tamriel seasons only (no default) - [AUT, SPR, SUM, WIN] - All other seasonal worldspaces (in my case this was 4 worldspaces) - [AUT, SPR, SUM, WIN] I'll let you know how this goes if there are any issues
  3. Okay, I had a backup of my DynDOLOD output for all worldspaces except Bruma which worked. I generated and copied the output for Bruma into that DynDOLOD mod LOD works perfectly, no issues at all from testing, but I keep getting an error DynDOLOD can not find master data in DynDOLOD_Worlds DynDOLOD can not read DynDOLOD_None and variations of this... Now I read the advice from this thread but it didn't work for me. I made sure to copy over the json files when updating for the new worldspace, and have validated the JSON. The LOD is perfect now, just wondering how I can get rid of this error from showing up.
  4. I tried running again. It seems to alternate between crashing and hanging on creating texture atlases. In the most recent case, it's been running at this for a long time: [08:28] [Tamriel] Creating texture atlas F:\Skyrim Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 1024 x 512 I have enabled the texture cache and max texture size ini options. There's no console window open for these, it just doesn't move past this point. I've found this is often where it will stop making progress even when left overnight.
  5. So I left it running, didn't close anything and enabled the realtime log as you said. Also increased that thread value to 12. I also have been using default paging the whole time. Logs Mentions an access violation, which i checked the wiki for. - I have disabled UAC and Antivirus - I ran DDL and Mod Organiser as admin - I have the latest version of the resources, exe, etc
  6. I found the windows logs, here's a few that I found from around the time I last generated: -----1----- - System - Provider [ Name] Application Error - EventID 1000 [ Qualifiers] 0 Version 0 Level 2 Task 100 Opcode 0 Keywords 0x80000000000000 - TimeCreated [ SystemTime] 2023-06-14T15:13:07.0142052Z EventRecordID 13638 Correlation - Execution [ ProcessID] 0 [ ThreadID] 0 Channel Application Computer Beemo Security - EventData DynDOLODx64.exe 3.0.0.128 646a6e33 ntdll.dll 10.0.19041.2788 2f715b17 c0000374 00000000000ff449 4d90 01d99ed172d77282 F:\Skyrim Modding\Tools\DynDOLOD\DynDOLODx64.exe C:\WINDOWS\SYSTEM32\ntdll.dll 522a94fc-b26d-4fad-bd01-14aba092bba7 -----2----- - System - Provider [ Name] Application Error - EventID 1000 [ Qualifiers] 0 Version 0 Level 2 Task 100 Opcode 0 Keywords 0x80000000000000 - TimeCreated [ SystemTime] 2023-06-14T14:52:35.3364553Z EventRecordID 13627 Correlation - Execution [ ProcessID] 0 [ ThreadID] 0 Channel Application Computer Beemo Security - EventData DynDOLODx64.exe 3.0.0.128 646a6e33 ntdll.dll 10.0.19041.2788 2f715b17 c0000374 00000000000ff449 1b2c 01d99ece97605943 F:\Skyrim Modding\Tools\DynDOLOD\DynDOLODx64.exe C:\WINDOWS\SYSTEM32\ntdll.dll a7fe86b9-1e49-4c6b-a7a5-8ba0f979b813
  7. Yeah I did close the console window after noticing the DDL program itself was closed, but definitely the Taking Your Firstborn window closed without message or prompt from me. It's not installed in a UAC folder, I turned off Antivirus, and don't have any crapware that I know of (and I have checked). No overclocking etc either. By WHQL would that be the latest graphical drivers? I have an AMD card and have the most up-to-date version of it running. Following the advice in this thread i turned off the AMD named processes which helped initially. I just ran again with MaxLodGen limited to 2 (logs) This is my CPU (six cores). Should I try for LODGenThreadSplit=12 then? I have got Event Viewer up now to see the windows event logs but I'm not sure how to find logs pertaining to this program
  8. I just reran generation again for all worldspaces - the Taking Your Firstborn program closed itself without error message while one of the command line windows was still open. Here's the logs (no bugreport.txt) https://ufile.io/f/etyej
  9. I've already followed all these steps. Can I take from your answer then that the ./skse/plugins/DynDOLOD_Worlds.txt and ./skse/plugins/DynDOLOD_Worlds.json files won't have any effect if they are overwritten? If generation 1 (for Skyrim worldspaces) gives me a file referencing Skyrim worldspaces and generation 2 (for Dragonborn worldspaces) gives me a file which references Dragonborn worldspaces, overwriting with the second generation will result in a DynDOLOD_Worlds.txt and DynDOLOD_Worlds.json which do not now reference Skyrim worldspaces. Will this have any effect at all? Alternatively, is it possible to just select Rebuild Atlas on the first run and then Execute LODGen on the second?
  10. Got it. Im able to generate for all my individual workspaces correctly now but have memory issues (I think) when I try to do them all at once which is where my issues arise. I've read all your suggestions on the wiki and other threads which don't work for me (they help but it's hit and miss how often it works). My thoughts are to either try building texture atlas separately or to build for individual workspaces separately and merge. Wiki says this about generating atlas textures in expert mode: The button Rebuild Atlas updates the object LOD and tree LOD atlas textures depending on the Generate object LOD and Generate tree LOD checkboxes for the selected worldspaces based on the atlas map files of the last LOD generation process. Am i right in thinking then that this would only work if i previously had a working texture atlas? Or can I generate from scratch in this way and then generate lod separately and then merge the outputs. Or for separately generating worldspaces - i understand from the wiki and other posts that you should generate, copy the output into your output mod (enabling occlusion and the dyndolod plugins) and then updating these with subsequent runs of DDL. However I noticed that files in ./SKSE/plugins/ only reflect the worldspaces you just generated for, so I'm not sure how significant this is or how it would affect the game if o was copying and overwriting each time
  11. Gotcha, thanks. One last question - I am generating Seasons and was reading the wiki page where it said to check that there is a seasons identifier next to the worldspaces - all good there. However in the seasons of skyrim ini I also see listed these worldspaces: RiftenWorld SolitudeWorld WhiterunWorld These aren't available in the dropdown. I just want to be sure that this won't negatively affect the lod generation? I assume they are done as part of the Skyrim worldspace but I do see MarkarthWorld listed so wanted to double check.
  12. Yeah I know, just checking to see if there was any way to do it only for trees. I would point out that the object LOD fix recommended on the Bruma page of the site is out of date, and doesn't work properly anymore so it might be worth updating the info there.
  13. Hey sheson, I was able to regenerate the object lod for Bruma and it's working now. One thing though, I would like to just generate the ultra tree lod and leave the rest of the original object lod alone. Is there some way I can specify this in DDL? Thanks for the help, enjoy my firstborn
  14. Apologies, I attached one log and the other is too large for the forum and for Pastebin so I will share via Drive I may have been unclear; this is what I was saying I did, the worldspace is removed from that file and I can select it in Dyndolod. Sure, but the fact that I'm not able to activate Dyndolod for that worldspace using the MCM would imply to me that there is no dynamic lod despite me generating it and selecting the option for this when I generated it. I have read both the maps and seasons pages but they don't cover my issue exactly, as I am able to generate the lod correctly for Tamriel and other worldspaces. Essentially I believe the issue lies in the fact that DynDoLod does not activate in the Bruma worldspace, despite having generated object lod for it. The generation is running fine, it's just that Dyndolod won't activate when I move to that worldspace. Like I mentioned I have tried the LOD reload mod to see if that helps but it doesn't appear to be the issue. DynDOLOD_SSE_log.txt
  15. I am also using Seasons of Skyrim. I should also mention that in a previous version of DynDoLod I was able to get this working no problem without even having to try generate lod for the BSHeartland workspace and I was even able to see the object lod for A Clear Map of Skyrim, which I'm not able to see now. Not sure what I did then that worked but it was definitely possible to generate this LOD at one point despite the proper assets for lod gen not being present in the Bruma mod. Now if only I could remember what I did...
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.