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Posted
24 minutes ago, Sovn said:

Very sad to see a prominent tool dev simply ignoring people's concerns.

I'm totally not recommending you to implement a similar "if error detected, ask to ignore Yes/No"; something to bypass the error, something I can tell you've already implemented for another piece of your software but it's good to decide which mods are usable with your tool or not.
 

Who is saying I am ignoring anything? This is an alpha test still in development.

You were notified about errors in plugins.
You verified that the error reports were valid.
You said you fixed the errors.

All that is left to do is send the fixes to the mod author so they can close some of those bug reports on the mentioned mods.

Do not post screenshots of text. Copy and paste the text instead.

22 minutes ago, BuddyKidd said:

In version Alpha 41 I notice that there is not a Preset folder and it seems like there are other files missing. Is that correct?

There never has been a Preset folder in any of the Alpha. Such folders are created on demand. What files do you believe are missing?

Posted

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?

Posted (edited)

Sorry for asking, but I changed from Vortex to MO2 and am finally getting around to placing DynDOLOD. I know in the right pane the esm should be towards the top and the esp at the bottom. The left pane is confusing me. I found a Reddit article where he said the order should be DynDOLOD Resources, then Textures, then Output. That doesn't sound right to me, but I'm still a little wary on the left pane. If it is correct, where should these be in the left pane? Towards the top? Bottom? Any assistance/advice would be appreciated.

 

EDIT: Just watched gamerpoet's video again and that is the order he shows, installing it after any tree mods I have. Doesn't seem right in my head, so I guess I need to bookmark that page and the manual for DynDOLOD since I can't seem to find what folder I placed it in. I don't know if that has changed any with the 3.00 version or not, so feel free to correct me if it has. Thanks.

Edited by skinjack
Posted
39 minutes ago, skinjack said:

Sorry for asking, but I changed from Vortex to MO2 and am finally getting around to placing DynDOLOD. I know in the right pane the esm should be towards the top and the esp at the bottom. The left pane is confusing me. I found a Reddit article where he said the order should be DynDOLOD Resources, then Textures, then Output. That doesn't sound right to me, but I'm still a little wary on the left pane. If it is correct, where should these be in the left pane? Towards the top? Bottom? Any assistance/advice would be appreciated.

 

EDIT: Just watched gamerpoet's video again and that is the order he shows, installing it after any tree mods I have. Doesn't seem right in my head, so I guess I need to bookmark that page and the manual for DynDOLOD since I can't seem to find what folder I placed it in. I don't know if that has changed any with the 3.00 version or not, so feel free to correct me if it has. Thanks.

  1. DynDOLOD Resources Alpha 12
  2. ... (bunch of mods)
  3. Noise maps (if used)
  4. Terrain LODGen Output
  5. TexGen Output
  6. DynDOLOD Output
  7. Occlusion Output

DynDOLOD application does not go here. It is an app installed outside of your mods location and used just like xLODGen to generate output that you then place into the mods indicated above

 

Posted

Thank you for that. It helps with placing the Occlusion mod I planned on installing when it gets a few more patches. About the only other thing I use is the Terrain LODGen, but I'm not sure if I need that or a bunch of the other LOD's I have sitting on my computer right now with the new version.

Posted
14 minutes ago, skinjack said:

Thank you for that. It helps with placing the Occlusion mod I planned on installing when it gets a few more patches. About the only other thing I use is the Terrain LODGen, but I'm not sure if I need that or a bunch of the other LOD's I have sitting on my computer right now with the new version.

You should be using all of what I posted if you want to take advantage of all of the latest improvements. DynDOLOD is just the cherry on top

Also, always sort with LOOT. What I posted above was mod order, NOT plugin order. let LOOT do that

Posted
6 hours ago, narphous said:

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.

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?

See the first post what log files to upload and where when making posts.

How many cores does the system have?

Posted
4 hours ago, skinjack said:

Sorry for asking, but I changed from Vortex to MO2 and am finally getting around to placing DynDOLOD. I know in the right pane the esm should be towards the top and the esp at the bottom. The left pane is confusing me. I found a Reddit article where he said the order should be DynDOLOD Resources, then Textures, then Output. That doesn't sound right to me, but I'm still a little wary on the left pane. If it is correct, where should these be in the left pane? Towards the top? Bottom? Any assistance/advice would be appreciated.

 

EDIT: Just watched gamerpoet's video again and that is the order he shows, installing it after any tree mods I have. Doesn't seem right in my head, so I guess I need to bookmark that page and the manual for DynDOLOD since I can't seem to find what folder I placed it in. I don't know if that has changed any with the 3.00 version or not, so feel free to correct me if it has. Thanks.

Read "Load/Overwrite Orders" in ..\DynDOLOD\docs\DynDOLOD_Manual.html

Generated patches/output should always overwrite in the order it is generated.

The terms top/bottom are ambiguous as the sort order can be changed. Better terms are lower/higher priority, load before/after or overwrite.

Posted (edited)
8 hours ago, sheson said:

Read the first post which log files to include when making post.

Do not make screenshots of text. Use Copy message to clipboard and paste the message instead.

Edit: I was able to replicate. Will post a new version ASAP.

I've tested the new version but i've found another issue at the bottom, here is the log file.

*Edit: Here is the tutorial that i always follow when using DynDOLOD for Skyrim SE.

Everything was fine since i was using the DynDOLOD v.38, but when i've updated to v.40 and v.41, i am getting errors.

Dyndolod SE x64 error.txt

Edited by Mirx
Posted
2 hours ago, Mirx said:

I've tested the new version but i've found another issue at the bottom, here is the log file.

*Edit: Here is the tutorial that i always follow when using DynDOLOD for Skyrim SE.

Everything was fine since i was using the DynDOLOD v.38, but when i've updated to v.40 and v.41, i am getting errors.

Dyndolod SE x64 error.txt

This is an alpha test with new features and thus new/updated instructions. Do not rely on instructions for older versions. Read the included documentation.

Read the first post which log files and bugreport.txt to upload when making reports.

Posted (edited)

When I used alpha41 to generate LOD, I checked the option to generate Occlusion.esp, but the final generated content did not have Occlusion.esp. I entered the game without Occlusion.esp and observed the far north sea on the college of winterhold bridge. Here, although there are large squares on the sea, the large squares disappear when I shake the camera.

Edited by reeee
Posted
30 minutes ago, narphous said:

You are doing grass LOD, so the BTO are considerable larger than normal and by default it tries to read 4 at the same time. It works for me with vanilla grass LOD. DynDOLOD peaks at 8 or 9 GB in task manager for me then.

Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and set OcclusionMaxThreadsObjectLOD=3, 2 or 1 and keep an eye on peak working set in task manager if you can.

 

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