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Posted

I understand that but to run dynamic dynolod, is the requirement to run the dyndolod.dll or paprysutil vr not both? And what should be the load order. What i have

Sksevr

Skyuivr

Papyrusutilvr

Papyrus extender

Dyndolod scripts

Dyndolodresourcesse2.65

 

And i have them installed through mod organizer, should i install them manually instead?

Posted (edited)
  On 7/1/2019 at 2:09 PM, Andersdja80 said:

I understand that but to run dynamic dynolod, is the requirement to run the dyndolod.dll or paprysutil vr not both? And what should be the load order. What i have

Sksevr

Skyuivr

Papyrusutilvr

Papyrus extender

Dyndolod scripts

Dyndolodresourcesse2.65

 

And i have them installed through mod organizer, should i install them manually instead?

Do not install anything from DynDOLOD DLL if you do not want to use it.

 

I suggest to read the included manuals. They explain what is required and how to install things.

 

From DynDOLOD_Manual_TES5VR.html:

Requirements

DynDOLOD DLL or PapyrusUtil VR for the used game version.

Installation Skyrim VR

Either install DynDOLOD DLL (overwrite papyrus scripts of DynDOLOD Resources SE) or PapyrusUtil VR according to their documentations.

 

 

From DynDOLOD_DLL.html:

Installation
Install the contents of the archive(s) into the game data folder. The DynDOLOD DLL papyrus scripts need to overwrite the papyrus scripts from DynDOLOD Resources which are for PapyrusUtil.
Edited by sheson
Posted (edited)

EDIT: The issue seems to have been solved by updating windows, see my post below.

 

I am having trouble completing a DynDOLOD generation for 3D Trees:
dyndolod-crash.png

The generated crash dump (from WER) shows a similar stack trace:

  Reveal hidden contents



The issue occurs very frequently (for me), and with all worlds selected, it is unlikely that a build will complete without at least one LODGenx64.exe crash (even in the clean scenario I detail below). The issue is not consistent, with the LODGen crash occurring in different world(s) each run. Sometimes only one LODGen crash will occur and sometimes many (rarely it might even complete without an error, at least in the clean scenario below). Running such a world alone will complete without error (or possibly with a low probability of crashing, I did not test this thoroughly).

This, together with the crash dumps, cause me to suspect this is a concurrency/race issue.

After some troubleshooting steps I have reached the following clean scenario which still reproduces the issue frequently (at least for me):

1. Clean Skyrim SE installation (verified using "verify integrity" from steam).
2. Download DynDOLOD 2.65 from here or from nexus (I get the exact same files from both sources).
3. Installed DynDoLOD at various paths including on the root of a different physical drive.
4. Install DynDOLOD-Resources-SE.2.65.7z with default options (using MO2), then copy the entire output to the game Data folder.
5. Change TreeLOD=0 and run DynDOLODx64.exe -sse (without MO), select all worlds, "High" and start build.

To be clear, the problem reproduces without MO and without any mods installed - except of course DynDOLOD Resources SE.

An example of the log of such a run:
DynDOLOD_SSE_log.txt
LODGen_SSE_MarkarthWorld_log.txt

If there is anything more I can do to help diagnose the issue please let me know. Alternatively, if someone sees something I am doing wrong I would appreciate pointing it out.

Edited by erasmux
Posted
  On 7/4/2019 at 11:00 AM, erasmux said:

I am having trouble completing a DynDOLOD generation for 3D Trees ...

The issue seems to have been solved by updating the Visual C++ Redistributable (link on main post) and the .NET framework to the latest 4.8 version (from here).

 

I can't believe how much time I wasted on this.... Even my fully modded DynDOLOD generation (through MO) finished without crashes like the above.

 

I am getting a different error now:

[spoiler=LODGen_SSE_Sovngarde_log.txt]============================================================

Skyrim Object LOD Generator 2.6.1.0

Created by Ehamloptiran and Zilav

Updated by Sheson

 

Log started at 14:52:13

Game Mode: SSE

Fix Tangents: False, False, False, False

Generate Tangents: True, True, True, True

Generate Vertex Colors: True, True, True, True

Merge Vertex Colors: True, True, True, True

Merge Meshes: True

Grouping: False

Remove Faces under Terrain: True

Remove Faces under Water: True

Remove Faces Z-Shift: 10

Use HD Flag: True

Ignore Materials: False

Alpha DoubleSided: False

Default Alpha Threshold: 128

Use Source Alpha Threshold: False

Use Backlight Power: False

Use Decal Flag: False

Specific level: No

Specific quad: No

Max Level: 32

Output: C:\Games\Skyrim_SE_mods\DynDoLOD\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\sovngarde\Objects\

Using UV Atlas: C:\Games\Skyrim_SE_mods\DynDoLOD\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_atlas_map_sovngarde.txt

Using Flat Textures: C:\Games\Skyrim_SE_mods\DynDoLOD\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_flat_textures.txt

Using Alt Textures: C:\Games\Skyrim_SE_mods\DynDoLOD\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_alt_textures_sovngarde.txt

Generating object LOD for worldspace Sovngarde

Can not get hash for shader in meshes\dyndolod\lod\trees\srg_treepineforestsnow05_9cb969a5passthru_lod.nif block TreePineForestSnow05_LOD_FLAT:1 Invalid handle. System.ArgumentNullException: Invalid handle.

at System.RuntimeTypeHandle.GetToken(RuntimeType type)

at System.RuntimeType.RuntimeTypeCache.MemberInfoCache`1.PopulateLiteralFields(Filter filter, RuntimeType declaringType, ListBuilder`1& list)

at System.RuntimeType.RuntimeTypeCache.MemberInfoCache`1.PopulateFields(Filter filter)

at System.RuntimeType.RuntimeTypeCache.MemberInfoCache`1.GetListByName(Char* pName, Int32 cNameLen, Byte* pUtf8Name, Int32 cUtf8Name, MemberListType listType, CacheType cacheType)

at System.RuntimeType.RuntimeTypeCache.MemberInfoCache`1.Populate(String name, MemberListType listType, CacheType cacheType)

at System.RuntimeType.GetFieldCandidates(String name, BindingFlags bindingAttr, Boolean allowPrefixLookup)

at System.RuntimeType.GetFields(BindingFlags bindingAttr)

at System.Runtime.Serialization.FormatterServices.GetSerializableMembers(RuntimeType type)

at System.Runtime.Serialization.FormatterServices.InternalGetSerializableMembers(RuntimeType type)

at System.Collections.Concurrent.ConcurrentDictionary`2.GetOrAdd(TKey key, Func`2 valueFactory)

at System.Runtime.Serialization.FormatterServices.GetSerializableMembers(Type type, StreamingContext context)

at System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.InitMemberInfo()

at System.Runtime.Serialization.Formatters.Binary.WriteObjectInfo.InitSerialize(Object obj, ISurrogateSelector surrogateSelector, StreamingContext context, SerObjectInfoInit serObjectInfoInit, IFormatterConverter converter, ObjectWriter objectWriter, SerializationBinder binder)

at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Write(WriteObjectInfo objectInfo, NameInfo memberNameInfo, NameInfo typeNameInfo)

at System.Runtime.Serialization.Formatters.Binary.ObjectWriter.Serialize(Object graph, Header[] inHeaders, __BinaryWriter serWriter, Boolean fCheck)

at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize(Stream serializationStream, Object graph, Header[] headers, Boolean fCheck)

at LODGenerator.Common.Utils.ObjectToByteArray(Object obj)

at LODGenerator.ShapeDesc..ctor(String gameDir, NiFile file, NiTriBasedGeom geom, StaticDesc stat, Int32 quadIndex, List`1 PassThruMeshList, List`1 notLODFlag, Boolean skyblivionTexPath, Boolean useOptimizer, Boolean mergeVertexColors, Boolean fixTangents, Boolean useDecalFlag, Boolean terrain, Boolean verbose, LogFile logFile)

Log ended at 14:52:15 (0:1)

Code: 3005

 

 

At least this one seems like a problem with my tree mods. Anyone have any idea?

Posted (edited)

xLODGen uses .NET 4.0 to stay usable with Windows XP.

 

The new message seems to indicate the file meshes\lod\trees\srg_treepineforestsnow05_9cb969a5passthru_lod.nif is corrupt. Reinstall it from the EVT archive.

Edited by sheson
  • +1 1
Posted

Ok i am at a lost of what i am doing wrong. I have triple checked through all the steps. Made sure i only had the files needed to run dyndolod on skyrimvr with the papyrus util for the dynamic dyndolod, and i am still getting the error message when skyrimvr loads up that it cant find the dyndolod.dll, even though i am using the papyrus util instead of the dll file.

Install order is

Sksevr copied all files in root folder to skyrimvr game folder rezipped sksevr data folder and installed through mod organizer

Skyui-vr.v1.0-beta

Dyndolod resources se v2.65

Papyrusutil vr v3.6beta

Papyrus extender - vr 1.4.15 - v.1.51

Dyndolod patches for lanterns of skyrim se

I have dyndolod v.2.65 unzipped, set ignorelargereferences=1

Run texgenx64 through mod organizer with -tes5vr in the argument line, zip up texgen output folder and install through mod organizer and activate, and do the same with dyndolodx64 and move dyndolod.esp at bottom of load order. Cant figure out what i am doing wrong. According to the documentation either the papyrus util or the dyndolod.dll is required to run dynamic dyndolod on skse. All the mods listed above are installed through mod organizer should i install them manually instead, what am i missing?

Posted
  On 7/10/2019 at 3:05 AM, Andersdja80 said:

Ok i am at a lost of what i am doing wrong. I have triple checked through all the steps. Made sure i only had the files needed to run dyndolod on skyrimvr with the papyrus util for the dynamic dyndolod, and i am still getting the error message when skyrimvr loads up that it cant find the dyndolod.dll, even though i am using the papyrus util instead of the dll file.

Install order is

Sksevr copied all files in root folder to skyrimvr game folder rezipped sksevr data folder and installed through mod organizer

Skyui-vr.v1.0-beta

Dyndolod resources se v2.65

Papyrusutil vr v3.6beta

Papyrus extender - vr 1.4.15 - v.1.51

Dyndolod patches for lanterns of skyrim se

I have dyndolod v.2.65 unzipped, set ignorelargereferences=1

Run texgenx64 through mod organizer with -tes5vr in the argument line, zip up texgen output folder and install through mod organizer and activate, and do the same with dyndolodx64 and move dyndolod.esp at bottom of load order. Cant figure out what i am doing wrong. According to the documentation either the papyrus util or the dyndolod.dll is required to run dynamic dyndolod on skse. All the mods listed above are installed through mod organizer should i install them manually instead, what am i missing?

FAQ: Game: DynDOLOD requires DynDOLOD.DLL 
A: If the intention is to use PapyrusUtil, make sure the papyrus scripts from DynDOLOD Resources are not overwritten by the papyrus scripts from DynDOLOD DLL. Do not install anything from DynDOLOD DLL.
 
You have installed DynDOLOD DLL scripts. They are the only scripts that can produce the message "DynDOLOD requires DynDOLOD.DLL"
 
Do not install the DynDOLOD DLL papyrus scripts if you want to use PapyrusUtil.
Posted (edited)
  On 7/10/2019 at 1:03 PM, Andersdja80 said:

Thays what i dont get, i have uninstalled the dyndod.dll and its scripts in mod organizer, and regenerated the lod, and still get that error.

If this happens with a new game the answer is simple:

There are papyrus scripts from DynDOLOD DLL in the load order and they load after / replace the papyrus scripts from DynDOLOD Resources.

 

In MO, right window, data tab, files in the Scripts folder matching SHESON_DynDOLOD_*.pex

It does not matter what MO says the source mod is. Some or all of files are scripts from DynDOLOD DLL and not DynDOLOD Resources.

Edited by sheson
Posted (edited)

TexGen.exe - added generation for castlekitlod.dds, wrroofslate01lod.dds, wrdragontile01lod.dds, wrdragontileblack01lod.dds, wrcitywall01lod.dds, wrtemplefloor01lod.dds, wrplasterint01.dds, wrwoodfloorint01lod.dds, wrwoodplanks01lod.dds, wrwoodbeam01lod.dds, wrwoodbeamint01lod.dds, stonefloor01lod.dds, wrdragoncarvings01lod.dds, wrroofint01lod.dds, wrslate02lod.dds, wrstonebase02lod.dds, wrstoneblocks01lod.dds, wrtrellisvines01lod.dds, wrtrims01lod.dds, wrwoodlattice01lod.dds

 

Thats fantastic! Thank you

Edited by Tacocat
Posted
  On 7/11/2019 at 12:20 PM, Hadley said:

Hey, I have some weird bug with Terrain Missing at certain ranges.

 

https://giant.gfycat.com/JoyfulDistortedDipper.webm

 

I re-ran DynDoLOD a couple of times but the Bug still is there.

FAQ: Game: Rectangular holes in LOD 

 
A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. DynDOLOD generates object and tree LOD. Water and terrain LOD can be generated with xLODGen. 
 
A: Try using different LOD distance settings via the DynDOLOD SkyUI Settings page. 
 
A: Remove the TVDT occlusion data from the cell record to trade visuals for performance. 
Posted
  On 7/11/2019 at 1:13 PM, sheson said:

 

FAQ: Game: Rectangular holes in LOD 

 
A: Caused by vanilla pre-computed occlusion. Has nothing to do with the LOD data itself. DynDOLOD generates object and tree LOD. Water and terrain LOD can be generated with xLODGen. 
 
A: Try using different LOD distance settings via the DynDOLOD SkyUI Settings page. 
 
A: Remove the TVDT occlusion data from the cell record to trade visuals for performance. 

 

Sorry, but that does not help me at all.

Posted (edited)
  On 7/11/2019 at 6:22 PM, Hadley said:

Sorry, but that does not help me at all.

How do these 2 answers not help "at all"?

 

1) This is a vanilla bug.

 

2) Try changing the LOD distance settings in the DynDOLOD SkyUI MCM Settings pagee.

 

With the right keywords from all answers you could also use an internet search engine and maybe find this https://www.reddit.com/r/skyrimmods/comments/67czvx/how_do_i_fix_these_2_sea_water_lod_squares_near/dgqx1o8/

Edited by sheson
Posted

When I change the MCM Settings it even gets worse and even more Terrain is missing, but I realized I have this bug even if I run the Game without any Mods. I deleted my Inis and even with that I still have this bug. How is that possible? There has to be a easy way to fix this. I modtested SE quite a bit before and I never have seen this weird bug before.

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