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narphous

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  1. Test version + RenderTexturesSingleThread=1 was successful. Test version alone was not.
  2. I'm getting the error "OpenGL: C:\apps\DynDOLOD\TexGen_Output\textures\lod\sstonefloor01lod framebuffer objects unsupported". I'm running Nvidia's latest WHQL driver 566.03 and dyndolod alpha 182. Logs with GLListDebug=1 and GLDebug=1 are attached. OpenGL Error Logs.7z
  3. OK, I did load profile > DynDOLOD_SSE.ini and now I get a message that dyndoload found 20720 grass .cgid files and 0 grass billboards. Let me try rebuilding from texgen as well and see what results I get. Update: I knew I'd did a stupid... I forgot to check the HD grass and HD trees in texgen. All working now.
  4. This is the entry from C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini: ; set to gid in case cgid grass cache files have been renamed or copied ; instead of renaming consider using https://www.nexusmods.com/skyrimspecialedition/mods/101095 ; vanilla gid files will not work GrassGID=cgid So it doesn't seem to be that. And I don't have any recollection of ever changing that setting. Really, I stick to the GUI because I've learned that messing about in ini files I don't understand is the path to madness. But just in case, here's my ini.. DynDOLOD_SSE.ini
  5. I'm having a bit of a problem with alpha 180 that I can't figure out. I (re)generated my grass cache but I'm not able to enable the option to generate grass lods and I'm not seeing what I'm missing. I verified the settings in grasscontrol, but can't locate the settings on the dyndolod side from DynDOLOD-Grass-Mode, I suppose since I'm not able to enable the setting for grass lods. The only thing odd I've noticed, and it's probably just the print, is that the error is "..cgid not found" and "[00:12] [ResourcesChecks] <Debug: Found 0 ..cgid grass cache files>" from the debug log seem to indicate dyndolod is looking for something like *..cgid" and not "*.cgid". There's ~21k .cgid files in \data\grass, so the files are definitely there. Any pointers towards what I'm missing will be appreciated. Debug log is here: https://drive.google.com/file/d/1PwnTGDSRu2FuZsx0XKBFO9GbWNg2V62u/view?usp=drive_link
  6. So based on that, I think it's a problem in xEdit, which IIRC is what I used to compact the form IDs for that mod. I ended up doing a complete rebuild about this same time, and have since only been using CK to do ID compaction. Haven't had the problem since.
  7. No complaints, just wanted to say you're doing the lord's work and it's appreciated.
  8. So how would I do that? As I said, I re-ran the compact operation in CK, but no change. And loading my entire load order in xedit shows that none of those mods actually touches any of the records that DynDolod claims they overwrite. So as far as I can tell, it's not the mods that are the problem. For example, dyndoload claims that: Computer says "Worldspace Editor ID Tamriel is changed to RecipeSED7fGbarbellGemEmerald HDT Piercingsets.esp RecipeSED7fGbarbellGemEmerald [COBJ:0000003C]" The actual ID of RecipeSED7fGbarbellGemEmerald is FE00003C and it does not overwrite 0000003C] according to xedit.
  9. I'm getting errors from dyndolod reporting that Worldspace Editor ID Tamriel is changed by other mods, but none of the mods listed actually touch 0000003C. Various COBJ, ARMO, and ARMA records are listed from the mods. The one thing I believe they all have in common is that they all use ESPFE plugins. I've tried cleaning and having CC recompress the records without change. DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt
  10. I used OcclusionMaxThreadsObjectLOD=1 and no errors showed in the debug. I'll play with it more later and try 2/3, but as long as 1 works I'm not going to worry about it. Or maybe I'll just upgrade to 64 gig.
  11. OK, I'll test that tonight and report back.
  12. Sorry... logs @ https://ufile.io/vk846umr 8 physical cores, HT on. And just in case, my inis are attached. DynDOLOD_SSE_TexGen_Default.ini DynDOLOD_SSE_Default.ini
  13. I'm running out of memory when generating lods with occlusion enabled using alpha-41. I saw taskmanager go over 29GB usage (32GB installed) and the system froze for a bit, then recovered. The full debug log is too large to upload, even zipped. But here are some lines from around the time this happened. [08:40] 100%: [CELL:0400EE29] [15,13] water: 256, min: 5768, max: 7600, top: 9577 [08:40] Waiting for LODGenx64.exe generating object LOD for Tamriel. [21:58] [Tamriel] Generating Pre-Computed Occlusion TVDT [21:58] [Tamriel] Land height: -27000, Water height: -14000 [21:58] [Tamriel] LODsettings: Level 4 to 32 stride 256 from -96,-96 to 0,0 [21:58] [Tamriel] Gathering CELL records [21:58] [Tamriel] Building height map from 11187 cell records [21:59] [Tamriel] Updating height map from terrain LOD meshes [22:01] [Tamriel] Updating height map from object LOD meshes [23:34] <Warning: Error when loading "meshes\terrain\Tamriel\objects\[08:40] 100%: [CELL:0400EE29] [15,13] water: 256, min: 5768, max: 7600, top: 9577 [08:40] Waiting for LODGenx64.exe generating object LOD for Tamriel. [21:58] [Tamriel] Generating Pre-Computed Occlusion TVDT [21:58] [Tamriel] Land height: -27000, Water height: -14000 [21:58] [Tamriel] LODsettings: Level 4 to 32 stride 256 from -96,-96 to 0,0 [21:58] [Tamriel] Gathering CELL records [21:58] [Tamriel] Building height map from 11187 cell records [21:59] [Tamriel] Updating height map from terrain LOD meshes [22:01] [Tamriel] Updating height map from object LOD meshes [23:34] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-28.28.bto": Error reading NIF block 34 BSSubIndexTriShape: Out of memory> [23:34] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.0.-8.bto": Error reading NIF block 109 BSSubIndexTriShape: Out of memory> [29:52] [Tamriel] Calculating occlusion for 341 CELL records. Quality: 2 Adjust: 0 Mode: -TVDT -Flat +Border [29:52] 0%: [CELL:00003D09] [0,37] water: -14000, min: -14000, max: -14000, top: -12600 [29:52] 0%: [CELL:000038E9] [10,37] water: -14000, min: -14000, max: -14000, top: -12786 [29:52] 0%: [CELL:000038E3] [16,37] water: -14000, min: -14000, max: -14000, top: -13976 ": Error reading NIF block 34 BSSubIndexTriShape: Out of memory> [23:34] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.0.-8.bto": Error reading NIF block 109 BSSubIndexTriShape: Out of memory> [29:52] [Tamriel] Calculating occlusion for 341 CELL records. Quality: 2 Adjust: 0 Mode: -TVDT -Flat +Border [29:52] 0%: [CELL:00003D09] [0,37] water: -14000, min: -14000, max: -14000, top: -12600 [29:52] 0%: [CELL:000038E9] [10,37] water: -14000, min: -14000, max: -14000, top: -12786 [29:52] 0%: [CELL:000038E3] [16,37] water: -14000, min: -14000, max: -14000, top: -13976 I went and found the first file and it doesn't seem that large so I'm clueless as to why the system would suddenly exhaust all memory running this. Or is it that I shouldn't build occlusion data for tamriel, but only the child worlds?
  14. After 2.0.3 and some testing, the errors I reported are gone. All seems to be working quite well now. Many thanks for your continued support.
  15. OK, I've followed the update procedure 3 times, removed everything related to the old dyndolod I could find, regenerated, and still get this error. Does anyone have a process for completely purging the system of old assets, along with a list of assets incompatible with the new dyndodlod? Thanks in advance
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