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DynDOLOD 3.00 Alpha 169


sheson

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9 hours ago, sheson said:

[D] hook_GetFileAttributesW [lpFileName=C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\meshes\creationclub\_shared\dungeons\ayleidruins\interior\argreatwelkyndstonestatic01.nif] [reroute.fileName()=C:\Users\[USERNAME]\AppData\Local\ModOrganizer\SkyrimSE\mods\DynDOLOD Resources SE\Meshes\creationclub\_shared\dungeons\ayleidruins\interior\argreatwelkyndstonestatic01.nif] [res=820] [originalError=0] [fixedError=0]

DynDOLOD does not "close itself" without user interaction.
If the tool closes without user interaction it is being terminated by the OS. In that case it usually would have not written the debug log either.

Spawned LODGen processes write their own logs nearly in realtime.

Only that html file was open. Dyndolod app was closed. It did generated debug log. Unless my pc is haunted, there must be reason for that.

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6 hours ago, z929669 said:

Just reporting that I was prepared to troubleshoot the OpenGL and general slowness issues with AMD GFX using driver versions > 22.5.1 ... BUT, Alpha 111 doesn't have this issue. Somehow it's been resolved for me.

Here's my logs from the successful run in case it's helpful.

As far as we know is crapware that is installed with the driver slowing things down, not the drivers itself.

Also not really surprised that using the latest Alpha version it works, as it is constantly being updated based on users actually uploading logs and bugreports.

38 minutes ago, Zierry said:

Only that html file was open. Dyndolod app was closed. It did generated debug log. Unless my pc is haunted, there must be reason for that.

There should be no html files in the log folder, only txt files. xEdit/DynDOLOD is a program (compiled to run on Desktop Windows), not an app.

The process ended with an out of memory error while generation occlusion, so do the suggested changes to the settings so it runs through without issue.

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16 minutes ago, sheson said:

As far as we know is crapware that is installed with the driver slowing things down, not the drivers itself.

Also not really surprised that using the latest Alpha version it works, as it is constantly being updated based on users actually uploading logs and bugreports.

There should be no html files in the log folder, only txt files. xEdit/DynDOLOD is a program (compiled to run on Desktop Windows), not an app.

The process ended with an out of memory error while generation occlusion, so do the suggested changes to the settings so it runs through without issue.

I turned occlusion from 4 to 1. Still same issue in same place. I meant html file with info i should not ignore errors was only thing open, not that it was in folder with logs. Program itself was closed. I try turn off occlusion and see what results it brings. 

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4 minutes ago, Zierry said:

I turned occlusion from 4 to 1. Still same issue in same place. I meant html file with info i should not ignore errors was only thing open, not that it was in folder with logs. Program itself was closed. I try turn off occlusion and see what results it brings. 

Read the first post which log and debug log to upload when making posts.

This includes uploading new log and debug after changing suggested settings.

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3 hours ago, sheson said:

Read the first post which log and debug log to upload when making posts.

This includes uploading new log and debug after changing suggested settings.

I wasn't on PC when i wrote that. Here are files could find. Third is still not there but i can zip whole logs folder if you want. Debug https://ufile.io/bio0p2b7 Bugreport https://paste.ee/p/NEt9I

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2 hours ago, Zierry said:

I wasn't on PC when i wrote that. Here are files could find. Third is still not there but i can zip whole logs folder if you want. Debug https://ufile.io/bio0p2b7 Bugreport https://paste.ee/p/NEt9I

Please upload meshes\terrain\DLC2SolstheimWorld\objects\DLC2SolstheimWorld.4.-24.-56.bto from the DynDOLOD output. What is the filename of the *.BTO with the largest file size in meshes\terrain\DLC2SolstheimWorld\objects\? Alternatively upload that file.

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6 hours ago, sheson said:

As far as we know is crapware that is installed with the driver slowing things down, not the drivers itself.

Also not really surprised that using the latest Alpha version it works, as it is constantly being updated based on users actually uploading logs and bugreports.

I should have mentioned that I did the 'full' install of Adrenaline, so crapware present; 111 took no longer than usual to run either.

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2 hours ago, sheson said:

Please upload meshes\terrain\DLC2SolstheimWorld\objects\DLC2SolstheimWorld.4.-24.-56.bto from the DynDOLOD output. What is the filename of the *.BTO with the largest file size in meshes\terrain\DLC2SolstheimWorld\objects\? Alternatively upload that file.

Everything seems to be fine now. But thank your quick help. Seems last medling with settings works.

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Hi, i need help for this:

[00:20] [0001A26F] [WRLD \ FULL - Name] <Error reading string: [EEncodingError] No mapping for the Unicode character exists in the target multi-byte code page>
[00:22] [00104217] [WRLD \ FULL - Name] <Error reading string: [EEncodingError] No mapping for the Unicode character exists in the target multi-byte code page>

and this:

[00:47] <Error: File not found textures\landscape\trees\erowanbranch01_n.dds. Used by Meshes\cwi\flora\hoddminir\trees\hodrowantreegkb03wflowers.nif CollegeOfWinterholdImmersive.esp CWIHodRowan [TREE:4E28E5EB]>

I installed a patch(includding: texture and CollegeOfWinterholdImmersive.esp)for it but it doesn't seem to detect it.

TexGen_SSE_log

https://ufile.io/ty8m8wqe

TexGen_SSE_Debug_log

https://ufile.io/1vdopss7

I don't know if it's relevant but my game is in French with French or/and English mods.

Thank !

 

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3 hours ago, mattski123 said:

Hey, got this error (twice, once before & once after restarting PC):

[Main Instruction]
Access violation at address 00000000011BE72A in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000000000000.

https://we.tl/t-bJW6U2qh3N

bugreport.txt 135.06 kB · 0 downloads

What plugin is the last to overwrite 00060220? It seems it is deleting it (and some others) and has Form Version 39, too.

It seems to be a really bad idea to delete base records that are being used by references.

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1 hour ago, KonekoBenjamin25 said:

Hi, i need help for this:

[00:20] [0001A26F] [WRLD \ FULL - Name] <Error reading string: [EEncodingError] No mapping for the Unicode character exists in the target multi-byte code page>
[00:22] [00104217] [WRLD \ FULL - Name] <Error reading string: [EEncodingError] No mapping for the Unicode character exists in the target multi-byte code page>
and this:

[00:47] <Error: File not found textures\landscape\trees\erowanbranch01_n.dds. Used by Meshes\cwi\flora\hoddminir\trees\hodrowantreegkb03wflowers.nif CollegeOfWinterholdImmersive.esp CWIHodRowan [TREE:4E28E5EB]>

I installed a patch(includding: texture and CollegeOfWinterholdImmersive.esp)for it but it doesn't seem to detect it.

TexGen_SSE_log

https://ufile.io/ty8m8wqe

TexGen_SSE_Debug_log

https://ufile.io/1vdopss7

I don't know if it's relevant but my game is in French with French or/and English mods.

Thank !

Load the load order with xEdit and you should see the same worldspace encoding errors. Typically it means you might want to create default game INIs so that the code pages are configured and discovered correctly. In case the problem persists in xEdit, check with the xEdit discord.

I am not sure what you want us to do about a mod not containing a texture?

https://dyndolod.info/Messages/File-Not-Found-Textures
In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS automatically. The first should be very obvious in case the generated object LOD texture or LOD billboard is used in the game and typically needs to be fixed. The flat normal map substitute means the surface of the object will be flat, which might not be a very visible problem if at all.

Otherwise just search for the texture and install it from one of the other available resources, for example:
Hoddminir Plants and Trees
K747 Patches for Special Edition - Immersive College of Winterhold DynDOLOD error missing texture fix

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10 hours ago, sheson said:

Load the load order with xEdit and you should see the same worldspace encoding errors. Typically it means you might want to create default game INIs so that the code pages are configured and discovered correctly. In case the problem persists in xEdit, check with the xEdit discord.

I am not sure what you want us to do about a mod not containing a texture?

https://dyndolod.info/Messages/File-Not-Found-Textures
In case a texture is not found while running TexGen, it will be substituted with the default diffuse (full red color) for *.DDS or the default normal map (flat surface) for *_n.DDS automatically. The first should be very obvious in case the generated object LOD texture or LOD billboard is used in the game and typically needs to be fixed. The flat normal map substitute means the surface of the object will be flat, which might not be a very visible problem if at all.

Otherwise just search for the texture and install it from one of the other available resources, for example:
Hoddminir Plants and Trees
K747 Patches for Special Edition - Immersive College of Winterhold DynDOLOD error missing texture fix

 
I don't know if I'm looking in the bad place but I can't find the error in xedit.

https://ufile.io/yf1r8uk2

if I seek 0001A26F or 00104217 in xedit there is no error mark in "FULL - Name" the only thing different is that the name is either in french or in english.
I did not understand should I fix it or not ?
For the missing texture i had already installed and tested:

Hoddminir Plants and Trees

K747 Patches for Special Edition - Immersive College of Winterhold DynDOLOD error missing texture fix

 
I took a picture to show it is there.

image.thumb.png.204b1c08e382982b0ad89b7f6abaf127.png

But Texgen still gives the error.

 

TexGen_SSE_log

https://ufile.io/mh7h9edy

TexGen_SSE_Debug_log

https://ufile.io/os8e0o87

 
I also have a question do I need to restart xLODGen before testing Texgen? Because that's what I do and it's long.
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19 hours ago, sheson said:

What plugin is the last to overwrite 00060220? It seems it is deleting it (and some others) and has Form Version 39, too.

It seems to be a really bad idea to delete base records that are being used by references.

It seems it's from a .esp called "Snow and Ice Removal" which deletes a bunch of vanilla records. Let's remove that then lol. Or could setting them to initially disabled be alright?

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