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Vraylle

Citizen
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Everything posted by Vraylle

  1. FYI, it was a follower mod that had a CBPC config with a tuning rate on. Posting in case this eventually helps someone else.
  2. But it's doing this even with all the LOD disabled/unloaded in MO2.
  3. Have a decent rig (https://pcpartpicker.com/user/Vraylle/saved/YWC66h) running Linux Mint 22.1 xia, 6.8.0-58-generic. Been playing for months without any problem. Hadn't played in the last week or so, fired it up today and it's doing this bizarre stutter. Only game so far that does this. Have rebooted and am up to date. Sample video: https://youtu.be/NOQN5uY70Lk Pretty much the only change lately has been to rebuild the LOD to start a new game. I've tried deactivating all of that, I've fiddled with frame caps and vsync settings (in INI files, Display Fixes, etc.), and am able to make it _worse_. Any suggestions on where to even start looking?
  4. Not sure which part did the trick, but it seemed to complete successfully and the main windows stayed "alive". The first run froze about a minute in, but the second ran all the way through. Thanks again!
  5. Now I'm seeing a crash on the actual LOD generation. It looks like it completes the LOD itself (I have 12.1GB of meshes) but crashes pretty immediately on the textures (17 files, 1.4MB). The textures folder contains the "lod" subfolder with those 17 files. There are no DynDOLOD or Terrain subfolders. The main output window vanishes when the command-line LOD gen starts, but I feel like it used to stay visible. The command-line window closes when the LOD generation is (I think) complete, and that's the end. No errors or logs, just quits. No log files are generated. (no bugreport.txt, DynDOLOD_SSE_[debug?]_log.txt, etc.) Memory and CPU usage is around 20% for the entire process, except for one spike right before beginning the actual LOD generation. I have modified DynDOLOD_SSE.ini to use fewer cores on several options (between 4 and 8 cores on a 16-core CPU) and set MaxTextureSize to 4096. Any suggestions?
  6. Quite right, I completely misread that before...apologies. No log from the run because it worked, and quite quickly. Never went above 20% memory usage, in fact. Would it be worth trying a higher value, or is the visual difference negligible?
  7. Behavior was much the same (with both the test file and the INI change you mentioned), but it seemed to immediately crash when maxing out the memory, rather than have a lengthy delay. New realtime log.
  8. The file service link there hasn't worked for me in the last two days (website seems to behave normally, but uploads never complete). Uploaded to an alternate service.
  9. OK, set MaxTextureSize to 8192 and MaxMultiSamples to 4. This time it ate all the memory and froze the system for a few seconds then crashed. Again no logs except the realtime log. It looks very similar except it has 11576 lines instead of 2891. Too large to send to paste.ee.
  10. I had not changed it, but did try lowering it to 8192 as you suggested. It seemed to take a second longer to eat all memory and freeze the system. Just for grins, I lowered it to 256 and tried again...same result, and about as quickly as 8192 did.
  11. I'm attaching the realtime log, as that's the only one I can generate. I'm running TexGen for SSE under Proton 9.0.4 on Linux. The PC has 64GB RAM and 8GB swap. After scanning the load order, TexGen displays "Gathering base records for billboards". Then memory usage (RAM and SWAP) go to 100% and the entire system freezes. After about 15 minutes, the entire Wine prefix dies/crashes. Memory is recovered but the swap remains about half full. I can see from the realtime log that it seems to be doing work, but since it uses everything it looks like the OS is killing the process when it gets the chance (again, about 15 minutes later). I've been looking for a way to restrict the memory available to that process to just let it run and see what happens, but haven't had any luck yet. I will say this is the first time I've run it on this particular PC, but I've run it many, many times prior.
  12. Requested details added to original post. Is this a "any mod manager folders" issue? It seems odd to not allow output there.
  13. I've read the notes about avoiding Program Files, the Steam and game directory, etc. as output folders. I have the game itself installed in `C:\Games\Steam\steamapps\common\Skyrim Special Edition`, and mods in `F:\ModOrganizer\SkyrimSE\mods`. Neither app will allow me to set the output to one of `F:\` drive output folders; it give the "path not allowed" message and resets to a subfolder of the utility itself. Is it keyword-based or something else? I haven't seen any comprehensive rules for what's allowed or not. EDIT: Added requested logs: https://ufile.io/f/545bl Relevant text from the logs: Gathering base records for billboards [01:04] <Error: Path not allowed F:\ModOrganizer\SkyrimSE\mods\Generated TexGen\> [01:04] Resetting not allowed path to C:\Games\Tools\DynDOLOD\TexGen_Output\ [03:08] <Error: Path not allowed F:\ModOrganizer\SkyrimSE\mods\Generated TexGen\> [03:08] Resetting not allowed path to C:\Games\Tools\DynDOLOD\TexGen_Output\ [00:00] Creating billboards Game is installed in "C:\Games\Steam\steamapps\common\Skyrim Special Edition". DynDOLOD is installed in "C:\Games\Tools\DyndDOLOD" Mods for Mod Organizer are in "F:\ModOrganizer\SkyrimSE\mods" Mod Organizer itself is in "C:\Games\Tools\MO2" I am attempting to output TexGen into "F:\ModOrganizer\SkyrimSE\mods\Generated TexGen"
  14. So far so good!
  15. Thanks for the response, took a couple of days to have enough play time to trigger it again. Haven't consciously noticed a pattern yet besides "playing a while". I believe I've got all the files requested together here: https://ufile.io/v5sep2i8
  16. What can cause the distance settings to suddenly change to zero during play? After playing a while the distant terrain stops loading; when I check the Settings section of the MCM, fBlockLevel0Distance, fBlockLevel1Distance, fBlockMaximumDistance, and fTreeLoadDistance are all zero. SkyrimPrefs.ini still has the old settings (including after exiting the game). I can manually set the sliders to something more "normal" and everything immediately starts rendering again. I suspected ShadowBoost was responsible but this happens on a new game without it also. I've carefully picked through my modlist for anything that might change settings like this (such as SSE FPS Stabilizer, which I don't have installed) but am pretty sure there isn't anything. Running Resources Alpha-50 and DLL NG Alpha-29. Rebuilt LOD with the latest version when this started happening but no change. Hoping this is a known issue that I've just missed somewhere.
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