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sheson

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Everything posted by sheson

  1. Do not install programs into User/Desktop or other special windows folders to avoid issue with windows UAC, antivir etc. If you actually check the log you can see that there are errors generating terrain LOD meshes. [00:44] [Tamriel] Running "C:\Users\Lynda\Desktop\xLODGen.90\xLODGen\Edit Scripts\LODGenx64.exe" "C:\Users\Lynda\Desktop\xLODGen.90\xLODGen\Edit Scripts\LODGen_Terrain_Tamriel.SPR.txt" [00:44] Can not write to C:\Users\Lynda\Desktop\xLODGen.90\xLODGen\LODGen_log.txt [00:44] [Tamriel] Terrain LOD meshes generation error: LODGen process error, exit code 00000193 This stopped all terrain LOD meshes generation beyond that point, e.g SUM, AUT, WIN and the same error happens then again for every other worldspaces. It might have to do with the OS, antivr or other process blocking write access. The good news is that terrain LOD textures generation went through without a problem so you do not have to do those again. Check only terrain LOD meshes generation and try again after moving the program to c:\xLODGen\ for example and/or making sure that the OS, UAC, antivir or other processes do not prevent accessing files. Maybe you need to reboot to clear that up. If problem persists, post new log. Map makers mods have no affect on LOD generation or vice versa.
  2. This is how standard tree LOD in the game works. https://dyndolod.info/Help/Tree-LOD Maybe you mean the problem is "Billboard tree LOD shows in active exterior cells" then see the answers from the https://dyndolod.info/FAQ Billboard tree LOD only looks and works correctly for the load order it was generated for. Generate tree LOD billboards with TexGen, make sure the TexGen output is not being overwritten and generate tree LOD with DynDOLOD for the current load order and make sure the DynDOLOD output is not being overwritten. Check plugins for errors and clean them from ITMs or deleted references. See xEdit Cleaning and Error Checking. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that. If the load order of plugins adding or changing tree references was changed, generate billboard tree LOD again so it matches the new load order. Consider using ultra tree LOD (also possible with only tree LOD billboards) to avoid such game engine limitations. https://screenshot.net/skyrim-screenshots.html
  3. Read the first post which log and debug log to upload when making posts. The error message "The process cannot access the file because it is being used by another process" is self explanatory. End the other process before running DynDOLOD. It is possible that the other process is only visible in task manager and needs to be ended there. If all else fails, rebooting typically clears that up.
  4. Only generate occlusion for Tamriel with the DynDOLOD output active. To compare old versus new, keep load order the same between all runs. Run the old and new version once with default OcclusionMaxThreadsObjectLOD=4 and then with OcclusionMaxThreadsObjectLOD=1. We expect old version to have no errors both times and new version to have out of memory errors according to your reports. For both versions and both runs, check in task manager what the peak working set is once the process completed and prompts for saving. For both version and both runs, check if CPU usage is less when limiting to 1 thread instead of default 4 while it reads the object LOD meshes.
  5. Read the first post, which log and debug log to upload when making posts. Are you sure the DynDOLOD plugins are activated and enabled in the load order and there are no missing masters for it for example?
  6. Check the peak working set with task manager. We would expect CPU usage of DynDOLOD.exe to not be 100% with only one thread reading object LOD. Check if there is any actual difference to the default OcclusionMaxThreadsObjectLOD=4
  7. Did you notice less CPU / peak memory usage while "Updating height map from object LOD meshes" after setting OcclusionMaxThreadsObjectLOD=1?
  8. Compare the size of the folder ..\Meshes\Terrain\Tamriel\Objects\ which contains the object LOD *.bto files between old and new output.
  9. Compare total size of the BTOs for the worldspace.
  10. There won't be any changes to the existing DynDOLOD plugins if they are loaded and if you just select Occlusion and Plugin while unchecking all other options - object, tree, dynamic, underside . It should only save the new Occlusion.esp and no DynDOLOD plugins in that case. Despite the message about updating existing plugins. Though if they are updated, it should work just all the same.
  11. If you do not enable the generated LOD for separate occlusion generation, it reads the object LOD that is available in the load order. Most likely vanilla object LOD which typically will have less details e.g. smaller files size. Typically the generated LOD should be enabled, so its changes are taken into account for occlusion generation.
  12. You are not the only user using DynDOLOD or generating Occlusion. There usually would be several reports within hours of the release. Nothing changed in occlusion generation code since Alpha-71 fixed slow reading of BTO. Most likely something changed in the load order or settings requiring more memory beforehand (e.g. larger BTO files because of 3D tree or grass LOD) or maybe the system has less memory to give.
  13. The obvious first troubleshooting step would be to deactivate the DynDOLOD output to see if that changes anything. DynDOLOD generates LOD. It does not change how the engine works, it does not change screen space effects etc. If anything there was this famous flashing thing with carriages from SMIM and ENB. Zero information was provided.
  14. It probably has to do with a copied record from another plugin. It would be good to find out what it is by doing the binary search troubleshooting I explained earlier.
  15. Clean dirty plugins with deleted references, like Kynes Hunt - Quest for Chanterelle.esp, mini gardens.esp, stonhenge + hilltops.esp, NoBrokenWhiterunTower.esp, True Forest of riverwood.esp etc. https://dyndolod.info/Messages/Deleted-Reference Fix or remove broken plugins with HITME errors like loftattic.esp https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME Fix Unresolved FormID errors in loftattic.esp https://dyndolod.info/Messages/Unresolved-Form-ID Fix/remove duplicate worldspace problem with Undriel_FallingGildergreenPetals.esp. Might be a botched conversion to light plugin. Use latest version of Flying Crows SSE 1.2 that does not contain meshes\crow\flyingcrow_lod.nif but contains mesh rule INI for DynDOLOD. If the problem still happens afterwards, upload new bugreport, log and debug log.
  16. Do not post screenshots of text. Post the text/log instead. Why is using 100% CPU a problem? Let the OS handle virtual memory with default settings. Set OcclusionMaxThreadsObjectLOD=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini as explained at https://dyndolod.info/Help/Occlusion-Data Start DynDOLOD with -memory command line argument. If none of this helps, generate only Occlusion in a separate session.
  17. Considering the crash happens in an interior cell, it can not really have anything to do with DynDOLOD or an asset it uses. Check 000A5A30 overwritten by Lux - Water for ENB (Shades of Skyrim).esp for errors/problems. It seems to have no base record (NULL) so it maybe unresolved or deleted. What DynDOLOD version are you using?
  18. Unfortunately you never uploaded any of the logs and debug logs. Only allowing one texconv at time helps with its VRAM and memory usage not getting in the way of each other. Do not disable virtual memory, leave the default settings so the OS controls it.
  19. X3DAudio1_7.dll is part of the DirectX installation in the Windows folders. The default Skyrim installation does not have X3DAudio1_7.dll AFAIK. Remove it, see what happens.
  20. Read the first post which log and debug log to upload when making posts. The latest xLODGen terrain LOD beta version is 90. It is not relevant here.
  21. X3DAudio1_7.dll is not a native game DLL? Is it from a mod? Have you tried removing the mod? The only relationship would be copied records linking to music or sound in a DynDOLOD plugin. One would expect records related to sound show up in the crash log. What you also can see ion the log is "Cannot open file" and references to the virtualfile system usvfs_x64.dll from MO. Check its logs, too. It is not really clear what file can not be found. Check the window event log if there are message in the time frame. CTD on start means starting the game? Fix the HITME errors in L'Auberge.esp or remove the plugin https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME Clean the dirty plugins that have deleted references https://dyndolod.info/Messages/Deleted-Reference Generate billboards for the current load with TexGen first. Do not install/use third party billboards. Upload bugreport.txt if it exists. Make sure DynDOLOD was generated from scratch for the current load order. Remove all other files but the esm from the output to see if it still CTDs. Then remove only the esm to make sure the problem is gone without it. If that is the case, make a backup and remove half the wordspace/cell/references records from it. If it still crash make a new backup. If it doesn't crash use the backup and remove the other half of records. Continue until you have a single reference/cell/worldspace record left that causes the CTD. If it still happens without any worldspace/cell/references records, start removing the base records in the same manner.
  22. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. Does the texture load in an image viewer and looks normal? As https://dyndolod.info/Help/Texconv explains for 8007000E Out of memory, https://stepmodifications.org/forum/topic/14073-error-executing-texconv-returned-error-failed-compress-8007000eSee proper command line arguments for texconv at https://github.com/Microsoft/DirectXTex/wiki/Texconv You can remove the -nologo, it is not important for testing. You can remove the -y if the output directory does not contain the texture yet (it will tell you use -y to force overwrite in case it does). Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini in notepad and add a line LockTexconv=1, see if that makes a difference.
  23. Read the first post which log and debug log to upload when making posts. The bugreport.txt shows there is a problem while resizing an image. It shows DynDOLOD uses 6,58GB of memory. Use sensible resolution settings for textures in TexGen and DynDOLOD. Whatever the separate LODGen processes do should be irrelevant.
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