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Everything posted by sheson
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Access violation at address ... in module DynDOLOD.exe
sheson replied to moose's question in DynDOLOD & xLODGen Support
The log, debug log and bugreport.txt show that DynDOLOD.exe is being used and running out of memory. https://dyndolod.info/Installation-Instructions Use the x64 versions of DynDOLOD/TexGen. https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory Use the x64 versions of the tools. DynDOLODx64.exe is the x64 version of the tool. -
https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-sizehttps://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size Crapware installed with graphics drivers is known to prolong running times. Do a clean install of the latest recommended or official driver only. Do not install crapware shipping with the drivers or terminate it before running the tools. Make a driver only installation or terminate all programs that were installed with the graphics driver. https://imgur.com/14VpsWk
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As I suggested, check the preview. Comparing them might show a difference, though it is possible the TreeMSAlphaThreshold setting is only really visible in the generated billboard. The billboards most likely have a high transparent to opaque pixel ratio and by changing the threshold it will be over the BillboardDiscardRatio. You could lower it to have the billboards still be generated and then check the result. The settings of modding guides typically apply to the specific mods and setup of the guide. It would be a good idea to learn what settings do before changing them for custom load orders.
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It means the ratio of transparent to opaque pixels is higher than the BillboardDiscardRatio set in TexGen_SSE.INI. The billboard is mostly just transparent. It could be a result of the full textures. You should check the preview. In my quick test with the current version of the mods and default settings (with units per pixel 11 or 5.5) there is no such message or problem.
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Access violation at address ... in module DynDOLOD.exe
sheson replied to moose's question in DynDOLOD & xLODGen Support
The last generation in the uploaded TexGen log and debug log shows that it was successful (2 trees are missing textures, though) and the TexGen_Output.zip has been created. You did not upload a DynDOLOD log or debug log. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The bugreport.txt shows that DynDOLOD.exe is running out of memory. https://dyndolod.info/Installation-Instructions Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture. https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory Use the x64 versions of the tools. Let the OS handle virtual memory/page file settings. Close other programs and background processes. DynDOLODx64.exe is the x64 version of the tool. -
Access violation at address ... in module DynDOLOD.exe
sheson replied to moose's question in DynDOLOD & xLODGen Support
From the first post at https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-155/: "Useless "me too" posts without logs are going to be ignored or deleted." Since you claim you have the same error like the post you are quoting, the same reply/solution applies. -
As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions, always use the latest version. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug to upload. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console for at least one affected full model.
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In test 1, what does "Then everything works again" mean? Do the affected references disable/enable properly again? In test 2, do the affected reference disable/enable properly? In case they are not, does using console command resetreference has any effect on them? Add debuglevel=1 to the DynDOLOD_NG_Worlds.txt if you want log messages about cells etc. Test with this version https://mega.nz/file/gQ50RbCC#jpW0MPs6riX0JKUigX9vazVVIi93nLXWgfKUJS2rPWg There won't be any failed messages in any case regardless of what is happening.
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Despite there not being a log message, is the dynamic reference disabled? Set debug=true to show log messages for all dynamic references. Use this version https://mega.nz/file/ZBZ23LyY#mch6Mk67b0l2RwRbf4qaT9FQ3At7B2Pm61uClGCtLnw which should log the intent to disable dynamic references again. The test would be to see if there is any change with specific references not being disabled.
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Test with this version https://mega.nz/file/sFIAQD4Y#OvGeausKp63By1g43zcYLks585xW0yh7KNxz7X5hJ2c and check/upload DynDOLOD.log.
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Technically there should be no difference between those dynamic LOD reference and how they are enabled/disabled. Run this version https://mega.nz/file/xFpQTRAb#Lg5o8SRMDU0lnj4JY9DBG7H2b_oXSjwE4uTu1o0xZTQ Check if the DynDOLOD log has "Disabled success? ..." and/or "Disabled failed? ..." messages. Maybe try this: generate dynamic LOD only for the vanilla game and EWWDSB. Check if the problem still happens. If it does, test with vanilla INIs etc. If not, enable the rest of the load order to verify the problem still happens. If it does you can then start removing all other mods in to see what else might contribute to the problem.
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DynDOLOD 3 CTDs when (but no limited on) passing doors
sheson replied to Herculio's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting what rudimentary troubleshooting to do before posting.The crash log mentions TrueDirectionalMovement.dll in the call stack, the player character in the registers and Magic\RuneLightningProjectile01.nif in the stack. The crash log at https://pastebin.com/JinuYcyB does not mention "occlusion.esp" at all. It is not loaded. There is also no mention of DynDOLOD anywhere else other than the SKSE plugins and plugins lists. So it has nothing to do with the crash. The crash log mentions an interior cell, 0x0001677C WindhelmPalaceoftheKings. Neither DynDOLOD plugins nor Occlusion.esp do anything in interior cells. Ignore unqualified statements about scripts not completing because of saves. This is entirely nonsense. The crash will likely also happen if the DynDOLOD.DLL, DynDOLOD.esm, DynDOLOD.esp and all the output is disabled as well. -
If you start a new game from console or via a start mod there is no issue?
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Test/confirm that fast travel back and forth via the map or via console does not have the same problem as taking the carriage.
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There is really no reason why going into interiors and come out somewhere else should affect references in any way. I installed both mods, enabled the terminal in order to be able to recreate the steps but can not reproduce the problem. The references are disabled when entering Tamriel from the Windhelm terminal. When going back through the terminal and entering Tamriel from the Whiterun terminal, they enable and then disable when walking to the tower as expected. The dynamic LOD references do not have any connections to mods/plugins, so there are no direct relationships to other plugins/records, like for example the enable parent in Environs - Whiterun Watchtower.esp that could have an effect. Can you test/confirm that you can disable the reference from console after entering Tamriel from the Windhelm terminal? Does this have an affect on subsequent travels? Is there anything different in the behavior or DynDOLOD.log when using this version? https://mega.nz/file/ZIZxAA6J#GvwoZvriC0gSQcn_luqB0QcsksBSuJhZqVsGpV1dOW0
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Make sure to edit the correct Skyrim.ini to enable logging for the currently used profile. MO2 menu Tools / Tool Plugin / INI Editor. Also read the rest of my post.
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Enable/upload the papyrus log as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Upload the c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing https://dyndolod.info/Messages/Worldspace-Bounds https://dyndolod.info/Messages/Deleted-Reference https://dyndolod.info/Messages/Root-Block https://dyndolod.info/Help/Summary-Of-Messages In case a specific message needs further explanation, help is required or to report a problem, search for or report it on the official DynDOLOD support forum. If the order of plugins or their contents changed, generate LOD for the current load order. Could be unresolved form id in a DynDOLOD record after changing plugins.
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Interesting. Thanks for testing. Will keep the changes for next alpha version.
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Upload log and debug log from this test version https://mega.nz/file/5Bg0BT5T#020KpwisvQdHItYhzEqqddfpYie3b9MpAwiyio-aQZA
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Access violation at address ... in module DynDOLOD.exe
sheson replied to moose's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exits) to upload when making posts. https://dyndolod.info/Installation-Instructions Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture. -
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug log to also upload. As explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, click "Click on this link for additional explanations and help for this message" which should open https://dyndolod.info/Messages/Exceptions, scroll down to https://dyndolod.info/Messages/Exceptions#OpenGL. As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search, use search, check older posts. Assuming you have an NVIDIA card/driver, you will find an interim workaround https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-155/?do=findComment&comment=275186 and the information that this is caused by latest NVIDIA drivers. There are further post with test versions to see if the driver issue can be worked around but still ongoing.
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Add KeepRenderer=0 under [TexGen] in D:\Mod Repository\Skyrim SE & VR\tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and run again. Upload new debug log and log.
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Bad looking shrubs/thickets after lod generation
sheson replied to xbk123's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Mods/Useful-3rd-Party-Mods HD LODs Textures SE - install the DynDOLOD version. Overwrite any textures from DynDOLOD Resources SE but not the textures generated by TexGen. Adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. Do not install / remove any tree LOD billboards. Use TexGen to generate all desired billboards. Install the DynDOLOD version as explained, so the textures and billboards are loose files. -
Upload log and debug log from this test version https://mega.nz/file/gNx1kaqY#la7pPzh8aGhcS0DqcK5qRDhd06B53ssIla1U2mYaToM
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Bad looking shrubs/thickets after lod generation
sheson replied to xbk123's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshots of a full model of a shrub with such LODs with more informative console.

