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TexConv FAILED compress 8007000E Not enough memory resources are available to complete this operation


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That is interesting, considering that there are of "out of memory" error messages in the log. 

FAILED [decompress] (8007000e) returned from TexConv also means "Ran out of memory"

 

Only the last few lines of the DynDOLOD log were uploaded instead of entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt.

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Posted

FAILED loading DDS (8007000e)

 

TexConv ran out of memory. Use sane settings for LOD textures sizes. Close not needed application and background processes. Leave the Windows pages file settings default.

 

If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/

 

Pay attention to the installation instructions:

 

From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation.

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@sheson

I made some cohesion edits to the STEP Guide that may alleviate some LOD-related setup posting on these forums.

 


Also, I ran into this issue just recently. Specifically, "ran out of memory" error code: FAILED [decompress] (8007000e). Windows clean boot fixed, but it was specifically 'system' RAM limit and not GPU RAM ... I was watching both at the time.

"C:\Modding\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -f BC7_UNORM -bc q -o "C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld.dds"

I have 32 GB RAM, and the program seems to accumulate used RAM from start all the way through addressing the Solthseim stuff before reallocating (on my successful run, I went from 2.4 GB system RAM utilization to a peak of 30.8 GB, followed by 4.4 GB once SolstheimWorld textures completed). If you know of a way to get the program to swap RAM just prior to generating the SolthseimWord textures, maybe it would alleviate. It seems like the RAM accumulation is prior to worldspace file work, and that SolthseimWorld gets and unfair shake, because it is first up. It never went over about 10 GB after SolthseimWorld.

 

Anyway, just for benefit of anyone else out there with this issue:

 

[spoiler=Env]date/time          : 2020-07-29, 23:27:28, 19ms
computer name      : DHVP
user name          : David
registered owner   : David
operating system   : Windows 10 x64 build 19041
system language    : English
system up time     : 28 minutes 55 seconds
program up time    : 7 minutes 53 seconds
processors         : 16x AMD Ryzen 9 3950X 16-Core Processor
physical memory    : 1969/32687 MB (free/total)
free disk space    : (C:) 1618.86 GB
display mode       : 2560x1440, 32 bit
process id         : $42ac
allocated memory   : 1.66 GB
largest free block : 131024.78 GB
command line       : "C:\Modding\Tools\DynDOLOD\DynDOLODx64.exe" -SSE
executable         : DynDOLODx64.exe
exec. date/time    : 2020-07-13 20:00
version            : 2.84.0.0
compiled with      : Delphi 10.2 Tokyo
madExcept version  : 5.0.0
callstack crc      : $7bedbd4b, $812c8f33, $ddb3e6df
exception number   : 1
exception class    : Exception
exception message  : Executing TexConv returned error 00000001: "C:\Modding\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -f BC7_UNORM -bc q -o "C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD" "C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld.dds".


 

Settings.PNG

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Posted

Not much I can do about TexConv running out of memory if it has to process large textures because of user settings. Make sure to leave OS page file settings default.

 

You can also set output format to 8888 so it doesn't have to compress and do it later manually.

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Posted

I consistently get an error whenever I run DynDOLOD. The last time I set the output to be outside of Mod Organizer and it seemed to work, so I think this is a new problem. It isn't on the same section or anything like that, but it always seems to be when creating a texture atlas. The specific line is this:

 

Exception in unit userscript line 350: One or more errors occurred

 

I have tried running the 32 bit and the X64 version, I have tried turning off all the fast build options, I really don't know what to do. My current work around is just to have an old version of my outputs saved, but I dont know how much longer that will stay viable. I've included the logs, the bugreport.txt file and my .ini file (i turned on verbose and debug to see if that could yield more info). Please help!

Error Logs.7z

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Posted
FAILED [copy to single level] (8007000e)


 

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Posted

... in my defense I did look up the Userscript error where I found the fast options turning off. I'll try the changing the texture format works, thank you for your patience!

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Posted

So I was able to generate all the DynDOLOD files by generating each worldspace individually (copying over the files from the output file to the DynDOLOD output file each time) as stated in this forum post:

 

https://forum.step-project.com/topic/15330-exception-in-unit-process-line-87/?hl=out+of+memory&do=findComment&comment=243659

 

While I was able to generate everything, the game crashed whenever I entered the Skyrim worldspace. After some trial and error, I was able to find that it was due to the .ESM file. Still looking into how to fix it, but I wanted to update this post with my status.

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Posted (edited)

FAQ: Game: ILS or CTD

 
A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. 
 
A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. 
 
A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ Setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution. 
 
A: If there are problems saving in Skyrim Special Edition, install SSE Engine Fixes 4.8 or newer and set SaveGameMaxSize = true in the EngineFixes.toml file. Alternatively add/set [saveGame] uiCompression=1 in Skyrim.INI to change from the default 2 for LZ4 to 1 for zlib compression. 0 means no compression like games are saved in Skyrim.
 
 
 
Obviously the first best option to troubleshoot CTD is .Net Framework crash log...
Edited by sheson
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Posted

I did try the saving fixes with SSE Engine Fixes and the uiCompression settings. Those didn't work, im regenerating everything now I'll post the crash log when I try another method.

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Posted

I ran DynDOLOD twice, copying over the files from the output file to the DynDOLOD output file each time and updating the DynDOLOD.esm each time. Is the issue that it needs to be done all at once? I'll check the logs more in a little bit.

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