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Everything posted by sheson
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Crash and problems with DynDOLOD removed
sheson replied to MonolithK's question in DynDOLOD & xLODGen Support
You do have MaxStdio=8192 and SaveGameMaxSize=true in the EngineFixes.toml, right? -
Are you going to follow up providing the logs, answer the troubleshooting questions and do actual proper troubleshooting that verify the assumption that there is some interaction between the mod Thieves Guild Jobs and DynDOLOD DLL NG and Scripts? I tested vanilla + the mod + DynDOLOD DLL and Scripts (31, 32 and 33), got a job, saved and reloaded and the quest marker is still there. Realistically, such an issue would not be limited to a single quest mod that by al account is not really doing anything out of the ordinary and that has no direct interaction/intersection with the LOD patch. I would such an issue with map markers to affect any/everything. The 10 days are only wasted, if you stop the troubleshooting at that point, not verifying your assumption to find the actual cause of the issue no matter its source.
- 545 replies
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Moved to the appropriate thread for the error message. See similar/equal posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Use the Copy message to clipboard link to paste and post the entire error message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. You already know the problem and solution has nothing to do with DynDOLOD, so it is not quite clear why you are asking here for help instead of a generic modding guide and its help forum as they should be better equipped with helping how to properly set up the game. Make a backup of the *.exe and *.dll in the game folder. Update to the latest game version. Make a second backup of that current game folder. Then restore the *.exe and *.dll from the first backup to the game folder. Do not make any changes to the data folder.
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Tiling typically happens because of the full textures. Use better full textures that do not have obvious tiling (when shrunk to 8x8 pixels and then repeated) and/or try larger resolutions. sRGB textures are already converted to linear with a fixed gamma value by Texconv. Since full terrain uses a different shader now, converting to linear is not aways going to look exactly the same. Make sure to use a neutral noise.dds texture or maybe one that slightly darkens, then test with minute brightness, contrast, gamma adjustment if necessary. Make use of the specific chunk option to only generate one terrain LOD texture to speed up testing and comparision.
- 165 replies
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LOD fades -> barren field -> objects pop in
sheson replied to Gand's question in DynDOLOD & xLODGen Support
Requested logs were not provided. Everything uses memory. The more detailed something is the more memory it uses. However, stuff in the cell loading slowly is primarily a problem of those full assets loading in. -
LOD fades -> barren field -> objects pop in
sheson replied to Gand's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug log to upload when making posts. This sounds like the game has to load too many or high poly full models, large textures etc. for the new cell, runs out of main and/or video memory or loads assets from a slow mass storage device. Typically the engine disables object LOD for a cell once the objects of a cell have loaded and they both show for a second. There is no known setting that changes that. -
To check textures, open them in an image viewer, like the one build into MO2. That probably means the temp texture does not exist anymore C:\Users\Utilisateur\AppData\Local\Temp\DynDOLOD_SSE\9E23A1B2FB2D408D82243F65365E7857.dds You could recreate it by copying textures\terrain\lodgen\skyrim.esm\treepineforestdeadsnow04_000ef5a2.dds to C:\Users\Utilisateur\AppData\Local\Temp\DynDOLOD_SSE\9E23A1B2FB2D408D82243F65365E7857.dds Best would be to not close DynDOLOD if this error happens, so it does not clean up the temp folder when closing. Then check that temp texture in an image viewer and run the shown command on the windows command prompt. The shown command contains full paths and does not need to be executed in a specific folder. Do not make shortcuts. DynDOLOD is not supposed to use as shortcut. DynDOLOD uses the actual exe and starts it with whatever different command line as needed.
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C0000142 just means "failed" without any further information. It could any kind of problem with Texconv. If this a repeatable problem with the texture treepineforestdeadsnow04_000ef5a2.dds there might be something wrong with it or maybe something happens to it after it was copied to the temp folder/filename or the OS or antivir interfered with texconv or it had some kind of trouble. Check the texture is fine and test what happens if you execute the entire command from the message manually on the windows command prompt - if the temp texture still exists. You could also try to seta different temp folder on a different drive with a -f:"D:\temp\" command line argument.
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If it is greyed there is no dynamic LOD for the location and DynDOLOD is not active. If it is not active, it does not to be deactivated anymore. See https://dyndolod.info/Help/Clean-Save 1. Deactivate DynDOLOD from the DynDOLOD SkyUI MCM if available. Wait for the deactivation message. ... 3. Check the DynDOLOD SkyUI MCM that DynDOLOD is still deactivated if available or use the wait menu to wait 24 game hours. ... If for any reason the first four steps are not possible, remove the DynDOLOD output as per step 5, load whatever save should be cleaned and go into an interior and then continue with step 7. Simply proceed with the steps as explained to make a clean save.
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The papyrus log shows that this is not a clean update. The save was not cleaned as explained in https://dyndolod.info/Help/Clean-Save. The message can't load DynDOLOD_NG_Worlds.txt means, that you changed the load order after generating LOD by installing DynDOLOD DLL NG and Scripts after generating the LOD patch. Read and follow https://dyndolod.info/Installation-Instructions, which explains to install DynDOLOD DLL NG and Scripts before generating LOD. Pay attention to the explanations in https://dyndolod.info/Generation-Instructions#Prerequisites how to clean and error check the load order before generating LOD. Make a clean save. Generate the LOD patch for the current load order and install it. Then start the game and test everything works for a new game / coc riverwood. Then the clean save made in an interior should load without an error shown in the game or in the papyrus logs.
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Moved to the DynDOLOD 3 Alpha thread. read the first posts and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and use a file service to upload large log files when making posts. The papyrus log is not a crash log. However, the log messages from the script engine can still help determine issues. The messages seem to indicate that you may be using the wrong version of DynDOLOD papyrus scripts for the save, maybe removed DynDOLOD DLL or replaced the DynDOLDO output without doing a clean save. See https://dyndolod.info/Help/Clean-Save and https://dyndolod.info/Updating
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TexGen and DynDOLOD are irrelevant for terrain LOD. You only uploaded the LODGen_log.txt which shows terrain LOD meshes generation, which is already included in the xLODGen messages log that is saved as SSELODGen_log.txt. Upload that file to show all terrain LOD generation including the textures. To take useful screenshots of LOD, use tfc to fly to the LOD area and higher. The map might show the same prpblem. If the terrain LOD textures generated by xLODGen are dark, it is either because of the full terrain textures, modified brightness, contrast gamma settings or an issue with the terrain LOD normal map textures. Obviously load a terrain LOD diffuse and normal map texture in an image viewer to check their apprance . If terrain LOD is only wrong in the game, then terrain LOD textures might be missing or there is an issue with the noise.dds texture.
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Will DyndoLOD fix LODs not faiding in mod-added zones?
sheson replied to afrodeeziac's question in DynDOLOD & xLODGen Support
You have a mod that only adds the required LOD level 32 object LOD files for the vanilla worldspaces. As explained by the https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells answer since years, either generate object LOD Level 32 files for the worldspaces with DynDOLOD or restore the default setting uLockedObjectMapLOD=16. Restoring the default setting will cause the map mod to not work correctly anymore in the vanilla worldspaces. In that case it probably would be best to just remove the mod entirely. The uLockedTerrainLOD=32 is the default setting as explained in https://dyndolod.info/Mods/Maps-And-Map-Mods which is linked from the FAQ answer. -
Those buildings are most likely not LOD but full models. Test if they remain after disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If they are full models the problem has nothing to with LOD or DynDOLOD. This is probably because of invalid shader settings, missing textures, related to parallax etc.
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Will DyndoLOD fix LODs not faiding in mod-added zones?
sheson replied to afrodeeziac's question in DynDOLOD & xLODGen Support
By zones do yo you mean different worldspaces? https://ck.uesp.net/wiki/World_Spaces DynDOLOD generates a LOD patch for the current load order and the select worldspaces and fixes several game engine bugs related to LOD. There is no known engine issue with LOD just because a plugin adds a new worldspace. It typically works fine with default INIs. If there is a problem with LOD for trees showing in the same cell the player is in see https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells If there is a problem with object LOD showing in the same cell the player is in see https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells -
Error: OpenGL: framebuffer objects unsupported
sheson replied to Kattmandu's question in DynDOLOD & xLODGen Support
Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/?do=findComment&comment=282545 and if there is no change, upload new logs. Then try setting RenderTexturesSingleThread=1 in C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and if that makes no difference set RenderSingle=1 and if that makes no difference set RenderBillboardsSingleThread=1 -
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with more informative console or provider the reference form ID and base record form ID, so we do not troubleshoot blindly. If clicking an object selects a different object in front of it, use the mouse wheel to cycle through objects or type disable in console to remove the unwanted objects and then click the desired object again. Also make a close up screenshot of the LOD model as explained, so there is no confusion which tree LOD model we are supposed to look at. Provide a link to where the mentioned "Blubbos Synergy Trees mod" can be downloaded. You can see in the DynDOLOD log that there are bad 3D tree LOD models assets that have different textures to their CRC32 matching full models, for example: Warning: Textures do not match for "Scene Root:0": textures\architecture\farmhouse\ivy01.dds in treepineforest05.nif -> textures\cgbookcase.com_textures\bark\bark02_4k_basecolor2.dds in treepineforest05_7e87919dpassthru_lod.nif for Blubbo Synergy Trees - Quality.esp TreePineForest05 [TREE:00051126] If 3D tree LOD models define a full texture for a shape name, it should match the full texture of the full model for the same shape name. Frankly, based on all the other error and warning messages, the tree mod is a mess that needs fixing.
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Crash and problems with DynDOLOD removed
sheson replied to MonolithK's question in DynDOLOD & xLODGen Support
You can see in the crash logs that memory usage is consistent around 18GB, so reducing meshes/textures did not seem to have an effect on that. That would be the point to do some binary search, e.g. disable half the stuff and if it makes a difference, disable the other half and repeat that until you only have the lowest number of mods left that are required for the problem to occur. That is often quicker than it sounds. If something is correct, like invalid assets, broken plugins with unresolved form IDs for example, then the crash log typically points right to it. While the crash log seems to indicate hdtSMP64.dll in particular, we know from experience, it is most likely only mentioned because it runs in the main game loop, so all the information in the stacks could just be unrelated. -
Crash and problems with DynDOLOD removed
sheson replied to MonolithK's question in DynDOLOD & xLODGen Support
The crash logs show that only 50% to 60% of main memory is used, so it does not seem to run out of memory. So this maybe because some kind of limit for something is reached. It maybe animations related or not. I mean mods with meshes or textures that are used everywhere, like fauna, mountains, landscapes, etc. just to reduce the overall memory footprint for testing. New world mods that use ESM plugins are typically fine. There will be a reference cap warning from Engine Fixes if the number of certain records become a problem. -
Crash and problems with DynDOLOD removed
sheson replied to MonolithK's question in DynDOLOD & xLODGen Support
This more and more looks like some kind of memory or counter overflow issue. Since I do not have these or investigate these, there are probably better locations to ask about and troubleshoot these. Check the virtual memory / page file settings of the OS. Let the OS handle it automatically. If that is already the case, then manually set a page file the same size as the main memory, which seems to be 32 GB. Other than that, try to remove mods that use a lot of memory in your setup. Just use trial and error, e.g. remove first what can easily be removed and has a large install size in assets that require to be loaded at all/most times, like models and textures used everywhere for example. -
This either happened because the DynDOLOD 3 Alpha 182 download archive was not unpacked into a new and empty folder as explained by the installation instructions or the Texconvx64.exe was replaced afterwards. The date of the wrong Texconv64.exe indicates it is from an old version of xEdit. None of the programs or tools like MO2 or DynDOLOD can cause that. DynDOLOD requires rudimentary Windows, files and folder knowledge. Just following the clear and simple installation and generation instructions verbatim avoids many of the common mistakes novice users make. I suggest to learn the basics of modding by following a modding guide. Delete the DynDOLOD folder. Create a new one, which ensure that it is empty, then unpacking the download archive into that new and empty folder will ensure that only the correct version of all files from the download archive are installed. Do not not move, copy or replace any of the files afterwards. There is no need to do anything else.
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From your DynDOLOD log: External: E:\DynDOLOD\Edit Scripts\Texconvx64.exe, Version: n/a, Date: 2021-11-10 14:31:26 The Texconvx64.exe shipping with DynDOLOD 3 Alpha 182 reports as External: G:\Skyrim\DynDOLOD3\Edit Scripts\Texconvx64.exe, Version: 1.0.0.0, Date: 2024-09-04 02:00:00 The Texconvx64.exe shipping with DynDOLOD does not print a list of command line arguments when it is started with "wrong" arguments it does not support.
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Crash and problems with DynDOLOD removed
sheson replied to MonolithK's question in DynDOLOD & xLODGen Support
Both provided crash logs are similar and seem to be related animations in EngineFixes.DLL, the player character, the skeleton and maybe Synthesis.esp. Maybe with EngineFixes alternative memory management etc. Troubleshoot that. I would test without engine fixes., without Synthesis.esp and/or generate it from scratch for the current load order, test without any mod that has to do with animations etc. If required do proper troubleshooting with an older save or a new save. Removing the DynDOLOD.DLL 2.45, means the DynDOLODpuot plugin will fall back to PapyruUtil.dll for dynamic LOD. However, the crash log does not point anything related to dynamic LOD or LOD in general. If DynDOLOD output, its requirements and the remaining unattached script instances are all removed it can not really cause anything. You might want to test what happens, hiding the *.SKSE co-save file so the game only loads the *.ess game save, since PapyrusUtil or other DLL mods use it to store things, while the DynDOLOD.DLL you are using uses the game save. If a plugin for which data exists in the save files does not exist, that data is discarded with the next save. So I would also try to create a "clean" save after loading such a save in the same interior and then remove any unattached script instances from that as mentioned earlier. -
Crash and problems with DynDOLOD removed
sheson replied to MonolithK's question in DynDOLOD & xLODGen Support
When then, when deactivating the entirety of DynDOLOD_Output (all the dyndolod generation excluding texgen) .. I however did then crash going back indoors but I assume because in this instance I had actually used a save that was already dependent on the Dyndolod_Output. The crash log when crashing without DynDOLOD output was not provided. There is no such thing as a save being dependent on the DynDOLOD output. DynDOLOD has nothing to do with animations, it is just references and base records that no other mod or plugin uses or rely on. If you believe the unattached script instances are a problem after removing the output, remove them with FallrimTools - Script cleaner and more. The save is then clean from DynDOLOD. I suggest to properly troubleshoot and fix the crash that happens without DynDOLOD in the load order. I would start by Rerunnning FNIS, Nemisis or Pandora for the current load order, whichever you use. -
https://dyndolod.info/Help/Texconv DynDOLOD includes a customized version of Texconv to convert different texture formats. Do not replace Texconv with other versions. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games. https://dyndolod.info/Updating

