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Everything posted by sheson
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Since the problem only happen sporadically it would be great if you could Execute LODGen on all worldspaces. So far it seems at least one or two always failed when running some concurrently. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Let me know what happens with this version https://mega.nz/file/REBmTZLZ#d8d_yX3tmuUDwxsPNkgqngAcVQjpgZ1DiJ78Y3apq94 As already mentioned, you can use expert mode and just Execute LODGen for the worldspaces again. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Thanks. It is so weird that I can not reproduce this at all. See what happens with this version https://mega.nz/file/MNoEGapb#d0LEd_egOV9AgtxSLzkNXbax8VRolHKlC3tdj_sotEo No need to run entire DynDOLOD, just use expert mode, check the worldspaces that had errors before and Execute LODGen. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Test with #1 https://mega.nz/file/JFQQga7S#XanMQOyxyxO2hxKvbGBzSzws6z5cVMSzRqAitpJCoJU Test with #2 https://mega.nz/file/JFQQga7S#XanMQOyxyxO2hxKvbGBzSzws6z5cVMSzRqAitpJCoJU Upload logs / dump if they exist. The logs will tell me which version is used. If there are dumps rename them to indicate the #1 or #2. What Windows version and which highest version of Microsoft .Net Framework is installed to Windows? -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
If you already know the reason for the problem without having done any troubleshooting, then no further help is required in that case. Minimum effort would be to google something obvious like https://www.google.com/search?q=skyrim+enable+papyrus+logging and then simply enable the logging and post the log. The https://stepmodifications.org/wiki/Guide:Skyrim_INI/Papyrus explains that setting "bEnableLogging toggles Papyrus logs being written to disk." Check the papyrus log for relevant messages or upload it if help is needed to decipher it. -
Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
DynDOLOD checks if a couple key files from the DynDOLOD Resources Core Files exist in the load order. e.g. the shown data folder. If the file exist check fails, then message is printed. Which means, the OS tells DynDOLOD the files do not exist. Either because of the files do not exist or because the OS/antivir block access. Programs work that straight forward. Make sure the archive download completely and that all content of its "00 DynDOLOD Core Files - Required" folder are installed. Make sure the tools are allowed access and are not blocked by Windows UAC or antivir. The screenshot shows some folders. It does not show if all files from the "00 DynDOLOD Core Files - Required" are installed. The screenshot does not show if MO2 virtualizes the mods to the shown game data path. Make sure that MO2 is actually setup to use the game folder C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\ or make sure the Windows Registry contains the correct path to the used game location. In that case cleaning plugins with xEdit or using other tools should have related problems, like not seeing all the installed and activated mods/plugins. Do not install the game into special Windows folders like Program Files x86 to avoid issues with Windows UAC, antivir etc. -
LOD models and textures are different to greatly reduce triangle count and resource usage. The Level0 mountain LOD are unique in that they use the full texture and UV outside 0.0 and 1.0. It is needed for the HD snow shader. I only updated the shader/textures definitions of the Majestic Mountain LOD models from their DynDOLOD 2.x version for the improved texture replacement methods of DynDOLOD 3. Removing vertex color from higher LOD levels is another optimization step. These LOD techniques are decades old to make things work with 256MB RAM and 256MB VRAM of PS3.
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
So far all the changes are about adding more try/catch blocks in order to get stuff into the log. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
You happen to have a dmp file for one of these? From the ...\DynDOLOD\Edit Scripts\Export\ folder, can you upload all files matching one of the worldspaces that failed? Choose a small one like MidwoodIsle or DesertIsland. -
Those LOD models are the vanilla LOD models with updated textures. Most mountains directly use the vanilla LOD models as they are. https://dyndolod.info/How-LOD-Works If the player moves around, new rows of cells attach so that the player is always in the center cell. When new cells attach, the game first loads the ground and lowers the terrain LOD meshes by a fixed amount under the ground and disables water LOD for the cells, loads all trees and disables their tree LOD, loads all objects and their full models and then disables object LOD for the cells. Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker). Object LOD models have less triangles. E.g. their shape does not exactly match the full model - which is what you want to have less flicker. LOD does not cast or receive shadows and also has different snow shader. DynDOLOD does not change how the game works. LOD Levels also simply switch between the different BTR/BTO files. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Set Level0 for the desired LOD Level for ""mountains" for example. Check VWD That particular setting is for terrain LOD. https://dyndolod.info/Help/Terrain-LOD#Settings fBlock* are for object LOD. https://dyndolod.info/Help/Terrain-LOD#Settings and https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
See what happens with this LODGenx64 version from a month ago https://mega.nz/file/dcgUnQbb#E4I6qz_DiMy3fzCh_JQ0cF4ePdvckNeWAdd3V_VR_cU -
Read the first post which log, debug log and bugreport.txt if it exists to upload when making posts.
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Please upload those LODGen logs, too. Yes, if they run trough one way or the other you can just use that output for now. Once you have all the output, you can generate Occlusion.esp only with DynDOLOD or xLODGen. -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
Zero effort. You are not even trying. Use a search engine. Read modding guides. Use a generic modding forum. I am not providing basic computer and modding support. https://stepmodifications.org/wiki/Guide:Skyrim_INI/Papyrus -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
This all great logs, thanks. As long as there info in the logs (e.g. LODGen can handle the execrption) there won't be dumps. Can you let me know if there is anything different when setting LODGenThreadSplit/ThreadSplit=1 ? Uploading the LODGen logs is enough. -
Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
Read and learn how MO2 works. If you have problems how to use MO2, check its documentation and help forum, discord etc. DynDOLOD, like any other tools or the game itself do not care about mod managers or how they work. They expect their files at the usual location. Physically or virtually. From the manual: "Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version, which contain the folders 'interface', 'meshes', 'textures' and 'scripts' into the games 'Data' folder. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options from DynDOLOD Resources into games 'Data' folder as desired." Install the DynDOLOD Resources SE as any other mod via the mod manager install function. Activate the mod. Use the MO2 right Windows data tab to check the virtual data folder. Start the tools or game through the mod manager. Do not install the game into special Windows folders like Program Files x86 to avoid issues with Windows UAC, antivir etc.. Follow any basic modding guide that explains these rudimentary modding things. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Post the trace from Event Log. Also check if you happen to have any c:\Users\[username]\AppData\Local\CrashDumps\LODGen.exe.*.dmp with version from https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259239 -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Great. See if there is anything different when using this version https://mega.nz/file/gNBDhbgY#lxoZCLypS2ISXl45-MfyEPdMkjWkL82BkCtSfFKvPh4 Also check the Windows Event Log for entries. Check c:\Users\[username]\AppData\Local\CrashDumps\LODGen.exe.*.dmp upload them if there are any using this new version. Test what happens if you set LODGenThreadSplit=same number as cores of the CPU in ..\DynDOLOD3\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and then generate LOD. If you just want to use Execute LODGen in expert mode, edit the line ThreadSplit= in all the export files for the worldspaces like..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt If you could do a quick memory test and/or prime95 blend test verify system stability that would be great. -
LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
I ran LODGen for Tamriel and all seasons a couple dozen times with those installed and nothing ever happened. Really mysterious. Activate the mod again and then test with setting LODGenThreadSplit=24 in ..\DynDOLOD3\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and then generate LOD. If you just want to use Execute LODGen in expert mode, edit the line ThreadSplit=0 in all the export files like LODGen_SSE_Export_Tamriel_WIN.txt etc. If error still happen set MaxLODGen=1 in DynDOLOD_SSE.ini to if running only one at a time makes a difference. -
Problem with DynDOLOD. Anyone can help me?
sheson replied to Jalapenio1's question in DynDOLOD & xLODGen Support
Without any additional information, logs, papyrus logs etc. as already explained above there is nothing else to suggest. -
Read the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post. Upload the log and debug log as explained in first the post when making posts. Assuming TexGen/DynDOLOD generation went well, check/increase tree LOD distance. https://dyndolod.info/Help/Tree-LOD#Settings
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Start DynDOLOD in expert mode, select one of the worldspaces that failed and then click the Execute LODGen button. If that worked, next time you run DynDOLOD for everything, set MaxLODGen=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to see if it helps. You can merge the successfully generated object LOD meshes with the existing output you already have. If there is still an error, overwrite the LODGenx64 files from https://mega.nz/file/AVQHETyI#uc3iBydpHCx0rWp2sX2tvHaW3ZHFC7Sbq1FHqbIhA4A into the Edit Scripts folder. See if it prints more information to the log. Also check the Windows Event log for messages. -
The OS/drivers control resources. If the OS freezes because it exhausted the resources it controls, then there is something wrong with it or its configuration. A properly working OS denies a program access so it can act accordingly. It dos not matter why or how much memory a program requests from the OS. If the OS grants it or not is up to the OS. DynDOLOD does not keep any grass cache files in memory once it got the used model filenames from them in order to determine which grass LOD billboards need to be added to the object LOD texture atlas. That is all that DynDOLOD needs them for. I generated object, grass 100%/1 (not specified), ultra tree (not specified) and dynamic LOD for the list of mods provided. The peak working set of DynDOLOD was about 7GB when it was generating object LOD atlas textures for Tamriel. Lines from logs where copied and pasted but the entire logs were never uploaded. The issue was solved already: "High memory usage" in https://dyndolod.info/FAQ
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The file you uploaded can not be the only files in the log folder. The OS freezing, restarting, BSOD is a hardware, BIOS, OS, driver problem. Check the Windows event log. If there are no files in the out folder, then it must happen pretty early in the process, right before any LOD or textures are being generated for the first worldspace. You can add realtimelog=1 under [DynDOLOD] to the DynDOLOD_SSE.ini to have a debug log to see how far it gets next time. When I initially load up ... More Informative Console shows "Model: Campfire01Burning.nif" after running DynDOLOD ... More Informative Console shows "Model: Campfire01Burning.nif" Both screenshots show that the used full model is campfire01burning.nif. So the game shows campfire01burning.nif that is currently the last overwrite in the load order. DynDOLOD Resource does not contain this model and DynDOLOD does not change it. If you use xEdit to compare the original base record 13722C in Skyrim.esm and the new base record one DynDOLOD.esp (EditorID *_DynDOLOD_NOFLAG) you will notice they are exactly the same. campfire01burning_dyndolod_lod.nif is used for the LOD representation outside the active cells. Why do you say it being the problem when your statements and screenshots do not show it being used in the active cells? This dynamic LOD model is supposed to only show outside the active cells but will not be perfectly matching the full model from Embers XD. However that does not change anything about what full model is being shown in the active cells. This is how it always worked regardless of the DynDOLOD version. If you see the dynamic LOD model being loaded in the active cells, then read the answers for "Out of place or floating objects" at https://dyndolod.info/FAQ. In particular: "Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If the problem goes away, the updating of an existing save game with old DynDOLOD plugins went wrong. Follow the instructions how to update DynDOLOD." See https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save
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LODGenx64.exe failed to generate object LOD for one or more worlds
sheson replied to nolbear's question in DynDOLOD & xLODGen Support
Can you zip the files of the mod as you have it installed right now and upload them for me to test with?

