-
Posts
13,181 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug logs to also upload. Obviously also upload E:\HaydsModlist\Tools\DynDOLOD 3\Logs\LODGen_SSE_Tamriel_log.txt as explained. Also upload E:\HaydsModlist\Tools\DynDOLOD 3\Edit Scripts\Export\LODGen_TES5VR_ObjectAtlasMap_Tamriel.txt TexGen does not hang when it completes. It is waiting for texconv to convert textures. Texconv will take longer when it does not use the GPU or when instructing to only run one at a time. -
The log just stops, so no useful information and the event log also points to internal .Net problem. If total memory usage is fine, you could double check that CPU and memory settings, cooling, overclocking etc. are stable. You can install the latest .Net 7 as it typically supports of all former versions. Since, it ran through without a problem you now should have a complete LOD patch. You might as well just play now and not worry too much about a hard to troubleshoot issue that happens sporadically.
-
Maybe the drive was full when it tried to write it? Is there a new/updated bugreport.txt with the time stamp of the tool closing? In any case, if generation went through and the plugins saved without error all is good. I just would have liked to check something in the debug log, but do not worry about it. Enjoy.
-
Moved to the thread for this message. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest DynDOLOD Standalone and DynDOLOD Resources version. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution. For example: Make sure to install the latest DynDOLOD Standalone with the latest matching DynDOLOD Resources SE archive. Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That link opens https://dyndolod.info/Help/DynDOLOD-Resources Scroll down to Troubleshooting for a list of things to check and to do. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://stepmodifications.org/forum/search/?q="Required resource file not found"&quick=1&type=forums_topic&nodes=223 Search for this error message find similar posts liks the ones in this thread. See above for additional troubleshooting steps and solutions.
-
Wrong papyrus scripts found for DynDOLOD.DLL
sheson replied to dzekins's question in DynDOLOD & xLODGen Support
The scripts archive for DynDOLOD does not contain any game plugins, so LOOT does not help. See the installation video at https://dyndolod.info/Installation-Instructions starting at 1:40 and in particular at about 2:20 how it asks to set the scripts mod to load after DynDOLOD Resources SE mod. Refer to the manual of the mod manager https://wiki.nexusmods.com/index.php/About_Load_Orders Ah OK. Great! -
Wrong papyrus scripts found for DynDOLOD.DLL
sheson replied to dzekins's question in DynDOLOD & xLODGen Support
The message reports a fact: Wrong papyrus scripts found for DynDOLOD.DLL The message includes a solution: Make sure to install the papyrus scripts for DynDOLOD.DLL and that they overwrite the scripts in DynDOLOD Resources SE. https://dyndolod.info/Help/DynDOLOD-DLL You installed DynDOLOD DLL. The scripts are not installed or being overwritten by DynDOLOD Resources SE. Make sure to install the scripts for DynDOLOD DLL. Make sure the scripts for the DynDOLOD DLL are overwriting the ones in DynDOLDO Resources SE if you want to use DynDOLOD DLL. Fix the install order in the mod manager so that the Scripts for the DynDOLOD DLL load after DynDOLOD Resources SE. -
Also upload E:\Modding\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt Check Windows Event log a related entry for LODGenx64Win.exe and copy/paste or upload that as well. You had an eye on total memory usage of everything in task manager when it happened? C000005 can memory or CPU related in high stress situations if random. Start DynDOLOD in expert mode https://dyndolod.info/Help/Expert-Mode Only select DLC2SolstheimWorld and then click Execute LODGen to only run that again. If it runs through without error just by itself, the output is complete and can be used.
-
Have a look at this new page https://dyndolod.info/Help/DynDOLOD-Patches The old and slightly modified Whiterun/Solitude patches should work with Alpha-131 and not checking Parent > child.
-
The stalled texconv processs might only be visible if enabling to see all process and/or after unfolding child process of TexGen/DynDOLOD. Is there a bugreport.txt in the same folder as the DynDOLODx64.exe? The log and debug are probably not saved because the programs is terminated by the OS or manually, so it can not go through its own crash handler / shutdown procedures. Make sure UAC, antivir are not interring with any of the executables, including ..\DynDOLOD\Edit Scripts\Texconvx64.exe Make sure graphics the latest graphics drivers without crapware are installed or terminate the crapware before running the tools. Especially if using AMD. Add LockTexonv=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to see if it makes a difference. If it still stalls, check for that Texconv in task manager in order to kill it to see if it allows DynDOLOD to write logs. Either way let me know the outcome.
-
Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. If you want to report/trouble shoot the original problem, then check if there are texconv processes in task manager that DynDOLOD might waiting for. If you kill them tehn DynDOLOD should stop with an appropriate error message. In any case, upload the mentioned logs, which are saved when DynDOLOD shuts down normal via the X top right or Exit prompt buttons. If you want to add LOD for worldspaces to existing output, then the existing output needs to be installed and activated in the load order first. DynDOLOD will load the existing plugins, so they can be updated and the new output merged with the old output. https://dyndolod.info/Updating
-
Great. You might want to create a LOD model for florajuniper01.nif. Meshes\plants\florajuniper01.nif used 982 times, ~ 2480.92 MB This looks like the full model filesize for it is 2.5MB alone? Is that correct? The vanilla version is like 50kB.
-
Copying references that have LOD in Tamriel to the Markarth worldspace (with is disabled by default) does not change anything about the castrated data / non existing LOD in it. LOD for Markarth will also not take copied reference from parent to child worldspace into account. So for best possible visuals past the walls, you'll want to set the flag to use Tamriel for LOD with a plugin and set ScanParent=1 in DynDOLOD_SSE_childworld_MarkarthWorld.ini before generating LOD.
-
Thanks. This test version should fix that new access violation. https://mega.nz/file/1dIGSI7S#hOL6CGqiteRyrdHTOJ38I7K6OtVC4VL7EVgrA2jGwwQ Upload debug log also if it runs through without a problem.
-
That was the right information. Thanks. Update the DynDOLOD DLL NG and Scripts to Alpha-8 and it should work without CTD now.
-
Thanks for letting us know and all the logs.
-
Test if Alpha-131 fixes the issue. Upload logs either way.
-
Use xEdit to look up the mentioned base record form IDs in the DynDOLOD.esm, xx03AB36 and xx03AB34 Click the Referenced By tab at the bottom and doudle click one of the listed references to bring it. Post the Editor IDs you find. No need to post all, just need a plugin name and form id for which these where added so I can try to replicate.
-
Cached grass does not affect the FPS requirement of rendering the full grass. The grass cache removes the need/time required to create grass placements when new cells are loaded.
-
The Whiterun/Solitude Exterior patch files in older DynDOLOD Resources that got replaced were made for the vanilla references. They do not account for mods changing child or parent worldspaces. The patches can still be used with latest alpha versions, however they should not be used with the new parent to child worldspace copying together, hence their removal from the latest DynDOLOD Resources. I will make them available as a separate download. It needs additional checks in case users try to use both regardless of instructions. If performance in Whiterun is a concern, do not install the Whiterun Exterior Grass patch to enable grass. The large reference bugs workarounds offer an option to regain some performance in child worldspaces by disabling large references in child worldspaces. Regardless of any other options. It will help a it with performance in cities in any case.
-
https://dyndolod.info/Help/Child-Parent-Worldspace-Copies Note that in particular copying references from a parent worldspace to a child worldspace can result in noticeable higher performance requirements. Do not check Parent > child if better performance is desired over better visuals. Performance requirements highly depends on how much additional stuff mods add in and around cities. Or just disable it for a particular world by setting ScanParent=0 for a child worldspace. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child It might be possible generating LOD with NoCellsWithNAVM=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini has somewhat better performance results, as that not copy things that are right beyond the walls. When using the large reference bugs workarounds, the large reference system can be disabled via the DynDOLOD SkyUI MCM for child worldspaces to regain a bit of of performance compared to not using the workarounds.
-
Edit DynDOLOD_TES5_ChildworldMatches.txt in notepad and switch the form ids for it around. skyrim.esm;0001B1F1;skyrim.esm;0001B1F3; should be skyrim.esm;0001B1F3;skyrim.esm;0001B1F1; Whatever comes after this in the line is not important. Then generate LOD.
-
So this is about the door itself, not the building. Look up the form ID in the DynDOLOD.esp in xEdit to find the Editor ID.
-
See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Specific-Reference-Matching The vanilla maingate use different base records / models in the child and parent world. To prevent any copying of the vanilla Whiterun gate in any direction, the two form IDs 000383C9 for the child and 0005D2B9 are listed in the DynDOLOD_TES5_ChildworldMatches.txt file. If the matching logic sees a base record EditorID ending in 'EXT', it will automatically try to match a reference using a base record without ending in 'EXT' at the position. So that probably means you have a mod adding a new gate reference which then gets copied. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide in-game screenshots with more informative console to show form ids and how to look up editor IDs in xEdit to know the actual source plugin and form id for references added to the DynDOLOD plugins. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies Note that Markarth does not use Tamriel for LOD, it has its own very simplified and barren worldspace with LOD, but copying of references is also possible. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Individual-Child-Worldspace-Configuration Open DynDOLOD_TES5_childworld_MarkarthWorld.ini in notepad to see/edit the individual settings. https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child Set ScanParent=1 if you want it to have copies of parent world references as well.
-
Of course it is supposed to copy the winning records. Unfortunately the debug log in the archive is incomplete. Upload the entire debug log. Upload DynDOLOD.esm and DynDOLOD.esp when uploading Occlusion.esp. I can check them. Provide screenshot of a record in xEdit. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots Edit: I was able to reproduce this. It happens when not using scripted dynamic LOD - which the latest DynDOLOD DLL NG does not use anymore. Should be fixed in Alpha-131
-
@Jadeath @PurpleYellowRosa @MisterMorden Check if this test versions runs through https://mega.nz/file/YIpnyJ4I#CiKiAQirG2Ix1UCHnfPjIUbDeS7Lee5aeyKGTkCSK-Q Test if Alpha-131 fixed the issue. Upload new logs either way.

