Andersdja80 Posted July 1, 2019 Posted July 1, 2019 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 SksevrSkyuivrPapyrusutilvrPapyrus extenderDyndolod scriptsDyndolodresourcesse2.65 And i have them installed through mod organizer, should i install them manually instead?
sheson Posted July 1, 2019 Author Posted July 1, 2019 (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 haveSksevrSkyuivrPapyrusutilvrPapyrus extenderDyndolod scriptsDyndolodresourcesse2.65 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:RequirementsDynDOLOD DLL or PapyrusUtil VR for the used game version.Installation Skyrim VREither install DynDOLOD DLL (overwrite papyrus scripts of DynDOLOD Resources SE) or PapyrusUtil VR according to their documentations. From DynDOLOD_DLL.html:InstallationInstall 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 July 1, 2019 by sheson
erasmux Posted July 4, 2019 Posted July 4, 2019 (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:The generated crash dump (from WER) shows a similar stack trace: Reveal hidden contents BUGCHECK_STR: CLR_EXCEPTION_System.NullReferenceExceptionDEFAULT_BUCKET_ID: CLR_EXCEPTION_System.NullReferenceExceptionPRIMARY_PROBLEM_CLASS: CLR_EXCEPTIONSTACK_TEXT:00000000`1e3edda0 000007fe`eb953f67 mscorlib_ni!System.Collections.Generic.Comparer_1[[system.__Canon,_mscorlib]].CreateComparer+0x7700000000`1e3ede00 000007fe`eb953ed0 mscorlib_ni!System.Collections.Generic.Comparer_1[[system.__Canon,_mscorlib]].get_Default+0x3000000000`1e3ede40 000007fe`eb9be841 mscorlib_ni!System.Array.Sort[[system.__Canon,_mscorlib]]+0x8100000000`1e3edeb0 000007fe`eb95c010 mscorlib_ni!System.Collections.Generic.List_1[[system.__Canon,_mscorlib]].Sort+0x7000000000`1e3edf10 000007fe`eab4bc50 System_ni!System.Text.RegularExpressions.RegexCharClass.Canonicalize+0x4000000000`1e3edf80 000007fe`eab4bab9 System_ni!System.Text.RegularExpressions.RegexCharClass.ToStringClass+0x1900000000`1e3edfe0 000007fe`eab4d6a1 System_ni!System.Text.RegularExpressions.RegexFCD.FirstChars+0x7100000000`1e3ee020 000007fe`eab4c831 System_ni!System.Text.RegularExpressions.RegexWriter.RegexCodeFromRegexTree+0x1f100000000`1e3ee0d0 000007fe`eab53c64 System_ni!System.Text.RegularExpressions.Regex..ctor+0x1f400000000`1e3ee130 000007fe`eafeafbc System_ni!System.Text.RegularExpressions.Regex.Replace+0x5c00000000`1e3ee190 000007fe`8d5712ff LODGenx64!LODGenerator.NifMain.BSShaderTextureSet.Read+0x4f00000000`1e3ee1e0 000007fe`8d557f3f LODGenx64!LODGenerator.NiFile.Read+0x46f00000000`1e3ee2b0 000007fe`8d5544a6 LODGenx64!LODGenerator.TerrainData.LoadTerrain+0x45600000000`1e3ee500 000007fe`8d5526df LODGenx64!LODGenerator.TerrainData.GenerateTerrainDesc+0xef00000000`1e3ee6f0 000007fe`8d551e28 LODGenx64!LODGenerator.LODApp._GenerateLOD_b__68_0+0x10800000000`1e3ee820 000007fe`8d551c5b mscorlib_ni!System.Threading.Tasks.Parallel+__c__DisplayClass31_0_2[[LODGenerator.QuadDesc,_LODGenx64],[system.__Canon,_mscorlib]]._ForEachWorker_b__0+0x5b00000000`1e3ee8f0 000007fe`ec34abc9 mscorlib_ni!System.Threading.Tasks.Parallel+__c__DisplayClass17_0_1[[system.__Canon,_mscorlib]]._ForWorker_b__1+0x4a900000000`1e3ee9b0 000007fe`ec339c21 mscorlib_ni!System.Threading.Tasks.Task.InnerInvokeWithArg+0x2100000000`1e3ee9e0 000007fe`ec408933 mscorlib_ni!System.Threading.Tasks.Task+__c__DisplayClass176_0._ExecuteSelfReplicating_b__0+0x113The 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.txtLODGen_SSE_MarkarthWorld_log.txtIf 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 July 4, 2019 by erasmux
erasmux Posted July 4, 2019 Posted July 4, 2019 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 2.6.1.0Created by Ehamloptiran and ZilavUpdated by Sheson Log started at 14:52:13Game Mode: SSEFix Tangents: False, False, False, FalseGenerate Tangents: True, True, True, TrueGenerate Vertex Colors: True, True, True, TrueMerge Vertex Colors: True, True, True, TrueMerge Meshes: TrueGrouping: FalseRemove Faces under Terrain: TrueRemove Faces under Water: TrueRemove Faces Z-Shift: 10Use HD Flag: TrueIgnore Materials: FalseAlpha DoubleSided: FalseDefault Alpha Threshold: 128Use Source Alpha Threshold: FalseUse Backlight Power: FalseUse Decal Flag: FalseSpecific level: NoSpecific quad: NoMax Level: 32Output: 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.txtUsing Flat Textures: C:\Games\Skyrim_SE_mods\DynDoLOD\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_flat_textures.txtUsing Alt Textures: C:\Games\Skyrim_SE_mods\DynDoLOD\DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_alt_textures_sovngarde.txtGenerating object LOD for worldspace SovngardeCan 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?
sheson Posted July 4, 2019 Author Posted July 4, 2019 (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 July 4, 2019 by sheson 1
Andersdja80 Posted July 10, 2019 Posted July 10, 2019 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 isSksevr copied all files in root folder to skyrimvr game folder rezipped sksevr data folder and installed through mod organizerSkyui-vr.v1.0-betaDyndolod resources se v2.65Papyrusutil vr v3.6betaPapyrus extender - vr 1.4.15 - v.1.51Dyndolod patches for lanterns of skyrim seI have dyndolod v.2.65 unzipped, set ignorelargereferences=1Run 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?
sheson Posted July 10, 2019 Author Posted July 10, 2019 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 isSksevr copied all files in root folder to skyrimvr game folder rezipped sksevr data folder and installed through mod organizerSkyui-vr.v1.0-betaDyndolod resources se v2.65Papyrusutil vr v3.6betaPapyrus extender - vr 1.4.15 - v.1.51Dyndolod patches for lanterns of skyrim seI have dyndolod v.2.65 unzipped, set ignorelargereferences=1Run 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.
Andersdja80 Posted July 10, 2019 Posted July 10, 2019 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.
sheson Posted July 10, 2019 Author Posted July 10, 2019 (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_*.pexIt 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 July 10, 2019 by sheson
Tacocat Posted July 10, 2019 Posted July 10, 2019 (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 July 10, 2019 by Tacocat
Hadley Posted July 11, 2019 Posted July 11, 2019 (edited) 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. Edited July 11, 2019 by Hadley
sheson Posted July 11, 2019 Author Posted July 11, 2019 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.
Hadley Posted July 11, 2019 Posted July 11, 2019 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.
sheson Posted July 11, 2019 Author Posted July 11, 2019 (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 July 11, 2019 by sheson
Hadley Posted July 12, 2019 Posted July 12, 2019 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.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now