Jump to content

DynDOLOD 3.00 Alpha 169


sheson

Recommended Posts

4 hours ago, proton252 said:

I am aware of the error with Kernelbase.dll but it does not always give this error.
Drivers are up to date, no programs except background Windows processes. The most common issue I run into is Texconvx64.exe stopping while rendering Texture Atlas and never continuing.

Really, I have neither the strength nor the time to deal with Dyndolod anymore.

If you really want to fix these problems, try installing a large mod list and creating Lod using AMD graphics card, not Nvidia.

Thank you anyway.

There is not point in making posts without having followed the suggestion I provided and without reporting the result with new corresponding log, debug, bugreport.txt, Windows event log etc. in case the issue persists.

Texconx is a tool from Microsoft using DirectX to convert textures.
If Texconv does not complete, then the tools waiting for it are not the problem.

Install/Repair Visual Studio 2015, 2017, 2019, and 2022.
Make sure that the OS, UAC, antivr, crapware etc. does not interfere with Texconv and tools.
Make sure to only install the graphics driver only without any crapware.
Make sure that the best graphics card is reported as the first by the OS. Otherwise add TexconvAdapterIndex=X under [DynDOLOD] to D:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, where X is the desired adapter index as reporting by the official Texconv version.
If neither helps, disable GPU usage of Texconv by setting TexconvAdapterIndex=-1 so it uses the CPU instead.

Anytime there is a categorical problem/bug, there are lots of proper reports from users. If a single user has different random issues, then the cause is is more likely hardware, BIO setting, OS, drivers, over modding, bad mods, plugins or game asserts not optimized for LOD, too high settings or options, etc.

I do not have an AMD graphics card. This is a free hobby I do in my spare time which I happen to share for the explicit requirement to test and report problems with the tools or mods. If you do not want to troubleshoot and properly report problems, then do not participate in the alpha test.

Link to comment
Share on other sites

Hi there,

I've been having trouble generating my LOD for some reason. It keeps hanging at certain points. I was able to generate Tamriel just fine, but the program stalls after 4-8 minutes when I try to generate all worldspaces. Following STEP guide and ACMOS' instructions. I noticed that it seems to hang on "creating atlas textures" for wyrmstooth, or at least it did on my most recent run. It may be getting stuck on that. I also have a few other errors in the logs but I'm not especially worried about them because my output came out just fine last time. 

Could you take a look at this for me? I'd be happy to give any more information, but I don't really know too much about this area of modding so I don't know what's useful. Attached is a zip link with my (hefty) debug log, the regular log, two wyrmstooth logs, and also a log for solstheim which happened to be selected when I shift-clicked these guys into an archive. Sorted by date modified so I guess it was adjacent to wyrmstooth, which probably doesn't matter.

Anyhow -- I'm going to run on more attempt at this and set my computer to fall asleep two from now or something. I'd appreciate any help if you have the time. Thank you and hoping to hear back soon. Here is the link to the files.  https://ufile.io/b2uyufqh 

Link to comment
Share on other sites

1 hour ago, spacepillow said:

Hi there,

I've been having trouble generating my LOD for some reason. It keeps hanging at certain points. I was able to generate Tamriel just fine, but the program stalls after 4-8 minutes when I try to generate all worldspaces. Following STEP guide and ACMOS' instructions. I noticed that it seems to hang on "creating atlas textures" for wyrmstooth, or at least it did on my most recent run. It may be getting stuck on that. I also have a few other errors in the logs but I'm not especially worried about them because my output came out just fine last time. 

Could you take a look at this for me? I'd be happy to give any more information, but I don't really know too much about this area of modding so I don't know what's useful. Attached is a zip link with my (hefty) debug log, the regular log, two wyrmstooth logs, and also a log for solstheim which happened to be selected when I shift-clicked these guys into an archive. Sorted by date modified so I guess it was adjacent to wyrmstooth, which probably doesn't matter.

Anyhow -- I'm going to run on more attempt at this and set my computer to fall asleep two from now or something. I'd appreciate any help if you have the time. Thank you and hoping to hear back soon. Here is the link to the files.  https://ufile.io/b2uyufqh 

Check in task manager if there are Texconvx64.exe processes running in the background that DynDOLOD might be waiting for.

Add RenderSingle=1 under [DynDOLOD] in C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and check if it makes a difference.

Link to comment
Share on other sites

8 hours ago, sheson said:

Check in task manager if there are Texconvx64.exe processes running in the background that DynDOLOD might be waiting for.

Add RenderSingle=1 under [DynDOLOD] in C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and check if it makes a difference.

So as luck would have it, running Tamriel on its own, then running another one or two things of Dyndolod and then repeating that a third time (and letting it use any previously generated files... I'm pretty sure it does that..?). Still a weird issue and I don't know why, but I've experienced this with past versions/runs of dyndolod as well. Not hanging on Wyrmstooth specifically (I just installed that recently), but hanging in regular worldspaces. It would stall at some point several minutes in like it did now, and I'd have to close Dyndolod and run it again like I did this time. Is this a known issue?

Anyhow -- I had task manager open to check if there were other instances of Dyndolod open or any other related programs and they weren't. I'll add that line the next time I run Dyndolod and see if it helps any. Out of curiosity though, what does RenderSingle do? 

Thank you for your help, and thank you so much for your work on Dyndolod and your other projects. You folks do wonders for this community :)

Link to comment
Share on other sites

3 hours ago, spacepillow said:

So as luck would have it, running Tamriel on its own, then running another one or two things of Dyndolod and then repeating that a third time (and letting it use any previously generated files... I'm pretty sure it does that..?). Still a weird issue and I don't know why, but I've experienced this with past versions/runs of dyndolod as well. Not hanging on Wyrmstooth specifically (I just installed that recently), but hanging in regular worldspaces. It would stall at some point several minutes in like it did now, and I'd have to close Dyndolod and run it again like I did this time. Is this a known issue?

Anyhow -- I had task manager open to check if there were other instances of Dyndolod open or any other related programs and they weren't. I'll add that line the next time I run Dyndolod and see if it helps any. Out of curiosity though, what does RenderSingle do? 

Thank you for your help, and thank you so much for your work on Dyndolod and your other projects. You folks do wonders for this community :)

It changes rendering using multiple threads for different tasks to a single thread.

Link to comment
Share on other sites

Hi there, I am having an issue where I cannot seem to generate DynDOLOD. I have added exclusions for my Skyrim folder as well as the DynDOLOD/TexGen executables.

At first, I was trying to generate the new DynDOLOD files before updating to the most recent 3 Alpha 127 but I am now using that one and having a similar error (I was previously using 126). I am currently also trying to figure out how to work xEdit and hopefully start cleaning some of the conflicts in my LO. I know that there are many. 

 

I am really not sure what I am doing wrong and I am quite new at modding so any help would be appreciated. Here is my log and bug report. Please let me know if there is any other information I can provide to help! 

bugreport.txt DynDOLOD_SSE_Debug_log.txt

Sorry, I realized that first bugreport and debug are from when I was using the Alpha 126. Here is a link to the bugreport file from Alpha 127: https://ufile.io/o3f8snmn

Also just wanted to include my DynDOLOD_SSE_Log file from Alpha 127!

Here: https://ufile.io/z41qclb0

Link to comment
Share on other sites

4 hours ago, adelinadragonborn said:

Hi, Sheson!

I have a problem with Windmills not having Fans both in lods and full model, specifically in Whiterun area (Solitude Fans are OK). Regenerated Lods with current load order, clean save (started new game just to test), still no luck.

Any advice?

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If making screenshots of objects missing with DynDOLOD output enabled, make a screenshot of the objects as explained above without DynDOLOD output enabled.

https://dyndolod.info/FAQ "Out of place or floating objects"

Link to comment
Share on other sites

2 hours ago, Hekatris said:

Hi there, I am having an issue where I cannot seem to generate DynDOLOD. I have added exclusions for my Skyrim folder as well as the DynDOLOD/TexGen executables.

At first, I was trying to generate the new DynDOLOD files before updating to the most recent 3 Alpha 127 but I am now using that one and having a similar error (I was previously using 126). I am currently also trying to figure out how to work xEdit and hopefully start cleaning some of the conflicts in my LO. I know that there are many. 

 

I am really not sure what I am doing wrong and I am quite new at modding so any help would be appreciated. Here is my log and bug report. Please let me know if there is any other information I can provide to help! 

bugreport.txtUnavailable DynDOLOD_SSE_Debug_log.txtUnavailable

Sorry, I realized that first bugreport and debug are from when I was using the Alpha 126. Here is a link to the bugreport file from Alpha 127: https://ufile.io/o3f8snmn

Also just wanted to include my DynDOLOD_SSE_Log file from Alpha 127!

Here: https://ufile.io/z41qclb0

Moved to the DynDOLOD 3 Alpha thread.

The bugreport shows out of memory errors.

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

Link to comment
Share on other sites

https://www.nexusmods.com/skyrimspecialedition/mods/84375

Should this mod be used? All it does is adding a "Use LOD Data" flag under Parent to the Markarth worldspace, something every other major city child worldspace has. As I understand it this makes the child worldspace use Tamriel LOD data instead of its own LOD, which sounds reasonable. Why didn't Bethesda allow Markarth to use the parent world LOD data like every other city in the first place?

Link to comment
Share on other sites

3 hours ago, heheloveer said:

https://www.nexusmods.com/skyrimspecialedition/mods/84375

Should this mod be used? All it does is adding a "Use LOD Data" flag under Parent to the Markarth worldspace, something every other major city child worldspace has. As I understand it this makes the child worldspace use Tamriel LOD data instead of its own LOD, which sounds reasonable. Why didn't Bethesda allow Markarth to use the parent world LOD data like every other city in the first place?

Bethesda did this for performance, memory usage reasons. Past the wall is basically just a bit of terrain that does not reach very far with very few references if any. You might notice just a single rock reference placed per cell because of engine reasons.

The mod will make much better distance views from inside Markarth. We discussed this long before Special Edition came out. Enabling this used to have noticeable performance impact in Skyrim. Probably less so now.

Creating a patch file for for DynDOLOD to set the flag instead of a plugin could probably make this compatible with everything.

  • +1 1
  • Thanks 1
Link to comment
Share on other sites

33 minutes ago, sheson said:

Bethesda did this for performance, memory usage reasons. Past the wall is basically just a bit of terrain that does not reach very far with very few references if any. You might notice just a single rock reference placed per cell because of engine reasons.

The mod will make much better distance views from inside Markarth. We discussed this long before Special Edition came out. Enabling this used to have noticeable performance impact in Skyrim.

Thanks for the explanation! I guess more than ten years after the game's launch this performance impact shouldn't matter all that much for most players. Apparently Bethesda brutalized scenery outside every city's walls for performance reasons but never once thought of restoring them during all these years and all these re-releases, which honestly isn't all that surprising.

Edit: Personally I manually created my own patch plugin to solve the worldspace edit conflicts in my load order and loads it last, so that every time DynDOLOD runs the generated plugins always carries over the right worldspace information. Works for me at least.

Edit 2: Maybe you could include such a patch file in a newer version of DynDOLOD Resources? The performance impact is probably less noticeable than the Whiterun Grass Patch.

Edited by heheloveer
Link to comment
Share on other sites

I've been building a modlist up using a modified version of AVO:NG over the past couple of months and after tinkering with a bunch of city overhauls I went to re-run DynDolod only to be met with the following error:

"[Window Title] DynDOLOD

[Main Instruction] Error: Duplicate editor ID in DynDOLOD.esm [CELL:2302F514] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -28,-4) and DynDOLOD.esm [CELL:2302F511] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -29,-3)"

Attempting to coc to either of those cells results in nothing happening (I'm not teleported anywhere, game doesn't crash, the console just logs it and nothing happens). I've run up and down and around Markarth with no issues whatsoever either.

My modlist and load order: https://loadorderlibrary.com/lists/failed-dyndolod

 

I was using the LOD generation instructions found here: https://github.com/The-Animonculory/Modding-Resources/blob/main/DynDOLOD.md and made it through every step of the process without issue except for the final DynDOLOD run

Link to comment
Share on other sites

1 hour ago, slimey_frog said:

I've been building a modlist up using a modified version of AVO:NG over the past couple of months and after tinkering with a bunch of city overhauls I went to re-run DynDolod only to be met with the following error:

"[Window Title] DynDOLOD

[Main Instruction] Error: Duplicate editor ID in DynDOLOD.esm [CELL:2302F514] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -28,-4) and DynDOLOD.esm [CELL:2302F511] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -29,-3)"

Attempting to coc to either of those cells results in nothing happening (I'm not teleported anywhere, game doesn't crash, the console just logs it and nothing happens). I've run up and down and around Markarth with no issues whatsoever either.

My modlist and load order: https://loadorderlibrary.com/lists/failed-dyndolod

I was using the LOD generation instructions found here: https://github.com/The-Animonculory/Modding-Resources/blob/main/DynDOLOD.md and made it through every step of the process without issue except for the final DynDOLOD run

Moved to the DynDOLOD 3 Alpha thread.

Read the first post which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum

Link to comment
Share on other sites

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.