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DynDOLOD 3.00 Alpha 173


sheson

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1 hour ago, sheson said:

If the OOM error still happens while reading BTOs, make sure it really only process one BTO at time by doublechecking the OcclusionMaxThreadsObjectLOD in the debug log.
A line like [DynDOLODGenerate] <Debug: OcclusionMaxThreadsObjectLOD: 1>

To only generate an Occlusion.esp, install the DynDOOLOD output, start DynDOLOD, advanced mode, select Tamriel, uncheck everything but Occlusion data and Plugin.

Debug log reported that only one thread was used. I was inspecting the latest run I did with Process Explorer to get a better grasp of what is going on, and as soon as DynDOLOD started updating the height map the number of Private Bytes spiked up sharply, staying above 20 GB for the majority of the time and peaking at 28 GB. Process Explorer also reported over a dozen active threads for DynDOLOD during that and the number of active threads correlated pretty well with the memory usage, so I was wondering if it's possible, that Windows or something else circumvents the thread limit somehow? Although I'm not sure how reliable Process Explorer actually is for these things.

Do I need to have an Occlusion.esp already in my LO when doing the occlusion? I tried first generating LODs with Occlusion unticked, and then running again with only Occlusion data and Plugin ticked, but when I hit ok to start the process DynDOLOD asked me whether I want to update my plugins, and a few seconds after hitting Yes I got an Item not found error.

Spoiler

[Window Title]
DynDOLOD

[Main Instruction]
Error: Item not found.

[Content]


Click on this link for additional explanations and help for this message

[OK] [Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

Logs

 

Edited by Blackread
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1 hour ago, PRieST said:

Hm, this issue isn't always replicable.
This is the record ID of the building: 0005CA6B (nothing is overwriting it). Sometimes the building is and will stay there and sometimes it is missing.
A quick test with the DynDOLOD DLL (and it's scripts - also for the workaround) seemed to not have the problem.

Nothing inside the papyrus log.

I did the 'setup' 3 times now: 1.: Everything ok, 2.: Building was there, but heavy flickering on the honeybrew meadery buildings 3.: Windmillbuilding missing.
I went to the stormcloack camp and back, but the building wasn't there all the time only the fan.

As I came closer also the windmillfan disappeared and DynDOLOD was inactive again in the MCM. After reactivating it, only the fan came back. I could provide some screenshots, but there are no further infos to get out of them.

You mean there is large reference bugs in the cell that contains the Meadery?

DynDOLOD should not go inactive by itself in the exterior worldspace, that should only happen when going into an interior or disabling it via MCM until again loading an exterior cell.

Check if anything is different after generating with this test version https://mega.nz/file/YYoxxYxR#mNlC7ezYqCMRxDo7YnJ55hCtGPN-Pkhu_wZoV8uCN5k

I nothing like that happens with the workaround scripts for DynDOLOD DLL, use them for now.

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41 minutes ago, Blackread said:

Debug log reported that only one thread was used. I was inspecting the latest run I did with Process Explorer to get a better grasp of what is going on, and as soon as DynDOLOD started updating the height map the number of Private Bytes spiked up sharply, staying above 20 GB for the majority of the time and peaking at 28 GB. Process Explorer also reported over a dozen active threads for DynDOLOD during that and the number of active threads correlated pretty well with the memory usage, so I was wondering if it's possible, that Windows or something else circumvents the thread limit somehow? Although I'm not sure how reliable Process Explorer actually is for these things.

Do I need to have an Occlusion.esp already in my LO when doing the occlusion? I tried first generating LODs with Occlusion unticked, and then running again with only Occlusion data and Plugin ticked, but when I hit ok to start the process DynDOLOD asked me whether I want to update my plugins, and a few seconds after hitting Yes I got an Item not found error.

  Reveal hidden contents

 

Is this an AMD CPU? Any crapware from AMD installed that comes with drivers?

You can either create a new Occlusion.esp  or update an existing one, just as with xLODGen  https://dyndolod.info/Help/Occlusion-Data - in theory anyways, will have to fix the bug you reported.

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Hello,

I would like to point out that the glows from the braziers in Solstheim are bugged. They don't disappear at close range, only when I uncheck dyndolod in the mcm.

In the screen I clicked on 1 of them to have the references.

Spoiler

Image2.jpg

Form ID: DefaultTorch01NS_DynDOLOD_LOD [STAT:18021D29]

Editor ID:DefaultTorch01NS_DynDOLOD_LOD

Model: DynDOLOD\Lod\effects\fxglowdefault6_dyndolod_lod.nif

Thank you.

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20 minutes ago, sheson said:

You mean there is large reference bugs in the cell that contains the Meadery?

DynDOLOD should not go inactive by itself in the exterior worldspace, that should only happen when going into an interior or disabling it via MCM until again loading an exterior cell.

Check if anything is different after generating with this test version https://mega.nz/file/YYoxxYxR#mNlC7ezYqCMRxDo7YnJ55hCtGPN-Pkhu_wZoV8uCN5k

I nothing like that happens with the workaround scripts for DynDOLOD DLL, use them for now.

I don't think there are large reference bugs as it only happened one time in my tests. But there is something bugged, either because I made a mistake with my clean save or anything else. I'll regenerate from scratch with the version you provided and will test again after.
Is it possible to change to the DLL after generation or should I use one or the other before the generation?

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20 minutes ago, delweyn said:

Hello,

I would like to point out that the glows from the braziers in Solstheim are bugged. They don't disappear at close range, only when I uncheck dyndolod in the mcm.

In the screen I clicked on 1 of them to have the references.

  Hide contents

Image2.jpg

Form ID: DefaultTorch01NS_DynDOLOD_LOD [STAT:18021D29]

Editor ID:DefaultTorch01NS_DynDOLOD_LOD

Model: DynDOLOD\Lod\effects\fxglowdefault6_dyndolod_lod.nif

Thank you.

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

Btw, the important information to gather from the screenshot is the source for the LOD reference RelightingSkryim SSE.esp and form id xx038D0 from the EditorID. Together with the log that helps to look into this.

Does this happen with a new game?

7 minutes ago, PRieST said:

I don't think there are large reference bugs as it only happened one time in my tests. But there is something bugged, either because I made a mistake with my clean save or anything else. I'll regenerate from scratch with the version you provided and will test again after.
Is it possible to change to the DLL after generation or should I use one or the other before the generation?

The process generates both types of data files and whatever scripts are the last overwrite will be used.

https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil

Do tests with a new game, to rule out save game issues.

Use this test version https://mega.nz/file/YYoxxYxR#mNlC7ezYqCMRxDo7YnJ55hCtGPN-Pkhu_wZoV8uCN5k

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16 minutes ago, sheson said:

Btw, the important information to gather from the screenshot is the source for the LOD reference RelightingSkryim SSE.esp and form id xx038D0 from the EditorID. Together with the log that helps to look into this.

If I'm not wrong the info for the placed object xx0383d0 are:

- Cell: DLC2RavenRock03 [CELL:0400EED7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 6,8)

- Form ID: [REFR:A80383D0] (places DefaultTorch01NS [LIGH:00088243] in GRUP Cell Temporary Children of DLC2RavenRock03 [CELL:0400EED7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 6,8))

- name Base: DefaultTorch01NS [LIGH:00088243]

But the glow lod pb is happening to all braziers in Solstheim. I hope it's usefull.

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24 minutes ago, delweyn said:

If I'm not wrong the info for the placed object xx0383d0 are:

- Cell: DLC2RavenRock03 [CELL:0400EED7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 6,8)

- Form ID: [REFR:A80383D0] (places DefaultTorch01NS [LIGH:00088243] in GRUP Cell Temporary Children of DLC2RavenRock03 [CELL:0400EED7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 6,8))

- name Base: DefaultTorch01NS [LIGH:00088243]

But the glow lod pb is happening to all braziers in Solstheim. I hope it's usefull.

Also upload the log and debug log as explained on the first post.

Does this happen with a new game? See https://dyndolod.info/FAQ "Out of place or floating objects"

Consider not checking "Fake light selected world" in advanced mode https://dyndolod.info/Help/Advanced-Mode#Fake-lights

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1 hour ago, Blackread said:

Debug log reported that only one thread was used. I was inspecting the latest run I did with Process Explorer to get a better grasp of what is going on, and as soon as DynDOLOD started updating the height map the number of Private Bytes spiked up sharply, staying above 20 GB for the majority of the time and peaking at 28 GB. Process Explorer also reported over a dozen active threads for DynDOLOD during that and the number of active threads correlated pretty well with the memory usage, so I was wondering if it's possible, that Windows or something else circumvents the thread limit somehow? Although I'm not sure how reliable Process Explorer actually is for these things.

Do I need to have an Occlusion.esp already in my LO when doing the occlusion? I tried first generating LODs with Occlusion unticked, and then running again with only Occlusion data and Plugin ticked, but when I hit ok to start the process DynDOLOD asked me whether I want to update my plugins, and a few seconds after hitting Yes I got an Item not found error.

  Reveal hidden contents

 

Try this test version https://mega.nz/file/1NxXgaRT#fZmroxs_Uy9wG95nsIGOOXByrBpoXNu7ZjY6DiKIh8U

It should fix the item not found.

OcclusionMaxThreadsObjectLOD=1 limits max concurrency to 1 for the loop. I added a true single thread loop if OcclusionMaxThreadsObjectLOD=0. 

That will most likely take forever. It may be quicker to generate a second set of object LOD without grass and with only Billboards for all LOD levels if you use ultra tree LOD just for occlusion generation.

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1 hour ago, sheson said:

Try this test version https://mega.nz/file/1NxXgaRT#fZmroxs_Uy9wG95nsIGOOXByrBpoXNu7ZjY6DiKIh8U

It should fix the item not found.

OcclusionMaxThreadsObjectLOD=1 limits max concurrency to 1 for the loop. I added a true single thread loop if OcclusionMaxThreadsObjectLOD=0. 

That will most likely take forever. It may be quicker to generate a second set of object LOD without grass and with only Billboards for all LOD levels if you use ultra tree LOD just for occlusion generation.

Of course, that is a perfectly valid workaround, why didn't I think of it before :facepalm:

Thank you, the test build fixed the Item not found bug.

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48 minutes ago, sheson said:

Also upload the log and debug log as explained on the first post.

Does this happen with a new game? See https://dyndolod.info/FAQ "Out of place or floating objects"

Consider not checking "Fake light selected world" in advanced mode https://dyndolod.info/Help/Advanced-Mode#Fake-lights

DynDOLOD_SSE_log: https://ufile.io/87dx4vi9

DynDOLOD_SSE_Debug_log: https://ufile.io/q4a7y837

Yes it happens with a new game.

For the fake light I can uncheck it but I didn't had this problem with previous versions of Dyndolod.

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2 hours ago, sheson said:

The process generates both types of data files and whatever scripts are the last overwrite will be used.

https://dyndolod.info/Help/DynDOLOD-DLL#Switching-between-DynDOLOD-DLL-and-PapyrusUtil

Do tests with a new game, to rule out save game issues.

Use this test version https://mega.nz/file/YYoxxYxR#mNlC7ezYqCMRxDo7YnJ55hCtGPN-Pkhu_wZoV8uCN5k

No change with the test version. Issue happended with PapyrusUtil as well as the DLL scripts.

Here are the new Logs

It's not always the same result. My is inside Honningbrew Meadery and from there I go outside and then coc to Whiter River Watch (this is my ongoing save). This time I had always the flicker with the meadery buildings as well as the missing windmill building. The last time it happend both but not at the same time.

And it's not always happening. It also happens if I coc from main menu to HBM and from there to WRW. And again, if the building is missing and I get closer to it, there is a point where DynDOLOD disables itself (vanishing of the windmill fans is an indicator without looking in the mcm menu - checkmark is also not set next to 'dyndolod activated').

I made a little gif to show what I mean (regarding the flicker and missing building): https://s4.gifyu.com/images/flicker.gif

Edit: I also thing, that the wrong texture is used on the buildings roof and that's why the flicker is so obvious: this is the rendered object lod texture for whiterun buildings:

wrbuildingslod01.jpg

and this is a picture from the game:

enb2022-10-3-21-36-11.png

I Don't think that the roof of the LOD should be so bright yellow. And yes, the Texture LOD Output is fresh generated (only some hours old, but nothing in loadorder changed since then).

 

Edited by PRieST
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22 minutes ago, delweyn said:

DynDOLOD_SSE_log: https://ufile.io/87dx4vi9

DynDOLOD_SSE_Debug_log: https://ufile.io/q4a7y837

Yes it happens with a new game.

For the fake light I can uncheck it but I didn't had this problem with previous versions of Dyndolod.

See if there is any difference with this test version https://mega.nz/file/1NxXgaRT#fZmroxs_Uy9wG95nsIGOOXByrBpoXNu7ZjY6DiKIh8U

If not, upload  ..\skse\plugins\DynDOLOD_Data\DynDOLOD_DLC2SolstheimWorld_Objects.txt from the output folder.

 

Probably not directly related, but address these issues from the log:

98    97    FE 045    ESL    DC498CCD    fixLOD.esp        This plugin is typically not needed when using dynamic LOD
Remove this plugin

<Warning: Textures do not match for ...
See https://dyndolod.info/Messages/Textures-Do-Not-Match. Install "DynDOLOD V3.0 LOD Pack (all version)" for Majestic Mountains https://dyndolod.info/Mods/Majestic-Mountains and remove "Lod Pack for DynDoLod (all versions)" which is for DynDOLOD 2.x.

 <Warning: Deleted reference.,..
https://dyndolod.info/Messages/Deleted-Reference

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57 minutes ago, PRieST said:

No change with the test version. Issue happended with PapyrusUtil as well as the DLL scripts.

Here are the new Logs

It's no always the same result. My char stands right before Honningbrew Meadery and from there I coc to Whiter River Watch. This time I had always the flicker with the meadery buildings as well as the missing windmill building. The last time I tested it happend both but not at the same time. And it's not always happening. It also happens if I coc from main menu to HBM and from there to WRW. And again, if the building is missing and I get closer to it, there is a point where DynDOLOD disables itself (vanishing of the windmill fans is an indicator without looking in the mcm menu - checkmark is also not set next to 'dyndolod activated').

I made a little gif to show what I mean (regarding the flicker and missing building): https://s4.gifyu.com/images/flicker.gif

Upload ..\skse\plugins\DynDOLOD_Data\DynDOLOD_Tamriel_Objects.txt and DynDOLOD_Tamriel.txt from DynDOLOD output.

When you do the first load in from main menu to Honningbrew all is fine, right? What happens to the Honningbrew buildings or the windmill when you just walk to White Water Watch?

What happens to the flicker of Honningbrew when you disable large references? uLargeRefLODGridSize=5?
Does it not happen without the workarounds?
If so, check workarounds DynDOLOD.esm cell 7,-5 0x00009656 if it contains 2 references Tamriel_Diciple and  Tamriel_Worshipper or just the Tamriel_Worshipper.
Test what happens to the flicker if you hide the scripts (ignore error messages)

When you are at white whatever watch, the position of the video, type tll to see if Honningbrew is still in the active cells or outside.
Does the flicker go away with tll? If not tfc to the buildings, disable it via console to see if another reference is still there.

Check/copy/paste the DynDOLOD SkyUI MCM You are Here and Information page when DynDOLOD is not active.

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