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DynDOLOD 3.00 Alpha 173


sheson

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1 hour ago, Eumeta said:

Hello, I got an error while running the latest dyndolod 3 available on Nexus (3 alpha 165 with  resources 3 alpha 47 and 1.6.1130 dll and scripts), with displayed error
"Assertion failure (G:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 19407) while processing Skyrim.esm [REFR:00016E40] (places DweDoorSmall01Load "Door" [DOOR:00064092] in GRUP Cell Persistent Children of [CELL:00016E02] (in MarkarthWorld "Markarth" [WRLD:00016D71]) at -43,0)"
Attached are the bug report text file and the Dyndolod SSE log, debug log, what else do I need to upload ?
SSE log
https://drive.google.com/file/d/11o9lpHBXIlPii-MxaPfAmP1NyuXpWA-8/view?usp=drive_link
Bug report
https://drive.google.com/file/d/1xC93nbsIoW3uti3dzO3y7ucu4Ckw81nt/view?usp=drive_link
Debug log
https://drive.google.com/file/d/1W635n-nOeRhf4tZLN-sX-FZrbyLMrumB/view?usp=sharing

The links ask me to sign up for an account.

https://dyndolod.info/Messages/Exceptions#Assertion-failure

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On 1/12/2024 at 9:54 AM, sheson said:

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

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the affect full model with more informative console or provide the form id for the reference.

Renthal Windmill is just a meshes and texture replacers and thus is probable irrelevant to whatever the issue is.

https://www.reddit.com/r/skyrimmods/comments/194r1gw/i_just_realized_ive_been_using_the_wrong_ussep/

The grass problem sounds typical to having generated grass LOD with mode 2, but NGIO being set to DynDOLODGrassMode=1https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can render past the active cells, so Grass LOD can either start right beyond the active exterior cells (uGridsToLoad) which equals to Mode/DynDOLODGrassMode=1 (better for performance) or beyond the large reference distance (uLargeRefLODGridSize) which equals to Mode/DynDOLODGrassMode=2. If No Grass In Objects is not used, set Mode to 1, obviously.
Set the desired Mode in the advanced mode of DynDOLOD under the Grass LOD checkbox and for DynDOLODGrassMode in ..\NetScriptFramework\Plugins\GrassControl.config.txt. While the DynDOLODGrassMode can be changed at any time, the Mode used to generate grass LOD is baked into the object LOD meshes. See Updating below how to update the object LOD meshes.

Ehh, no. I am sure i have runned Grass Cache and DynDOLOD correctly.

And again. Reports of missing icefloes after generating DynDOLOD. Some people have runned Dyndolod without Animated Ice Floes and activated my mod after generation. Then all good.

 

And also.... Why link this in your answer? 

 

Edited by ToosTruus
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22 hours ago, ToosTruus said:

Ehh, no. I am sure i have runned Grass Cache and DynDOLOD correctly.

And again. Reports of missing icefloes after generating DynDOLOD. Some people have runned Dyndolod without Animated Ice Floes and activated my mod after generation. Then all good.

Problems and issues do not solve themselves by mentioning them somewhere. People having issues with DynDOLOD need to make problem reports with logs and screenshots here. See https://dyndolod.info/Official-DynDOLOD-Support-Forum. You wrote yourself you do not have that problem. I have no such problems with animated icefloes or with windmills in a test setup. Disabling plugins or mods is a troubleshooting step and not a fix. Also see https://dyndolod.info/Mod-Authors.

You reported having a problem with missing windmills after generating DynDOLOD. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the affected full model with more informative console or provide the form id for the reference.

Where full grass ends is defined by the DynDOLODGrassMode setting in NGIO. Where grass LOD starts is defined by the Mode in the advanced options and generation time. If they do not match there is a gap or overlap. The grass cache does not change that.

The link was pasted in accident and is irrelevant.

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44 minutes ago, Jonado said:

Let me know which patch plugin is the last to change xx13DD6F in LegacyoftheDragonborn.esm.

If you want NewPit.nif to have LOD, you need to create a LOD model for it or add a mesh mask rule for NewPit.NIF to use the full model for LOD level 4 (and higher if desired).
Together with the Child > Parent feature an automatic copy should be made to Tamriel in case the reference is in the child Windhelm world. In case that copy does not happen with a mesh mask rule, upload new log and debug log.

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Skyrim SE 1.5.97

Version 3.00 Alpha 165

I keep getting this error when generating LOD:

Quote

 

[Window Title]
DynDOLOD

[Main Instruction]
Texconv error 8007000E.

[Content]
textures\landscape\trees\northern hemispheres\reachbark.dds

"D:\Modding Utilities\Mod Programs\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -gpu 0 -y -m 1 -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\Usuario\AppData\Local\Temp\DynDOLOD_SSE" "C:\Users\Usuario\AppData\Local\Temp\DynDOLOD_SSE\CAFB6FE460FF43AAA5DC27EA0F372650.dds"

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

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit DynDOLOD]

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

 

As stated in one of the possible solutions for high memory usage, I added these command lines: TextureCache=10 and MaxTextureSize=8192 to the DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI
I believe this is happens when it generates those "atlas textures" but seeing that those command lines don't work at all makes me wonder if the issue is something else. This type of error never happened to me before, but I'm guessing it could be related to the generation of grass textures because before I never tried to generate grass LOD and now that I do this error shows up. Maybe it's too much for my GPU to handle? Even tho I have 12GB of Vram. I'm not very familiar with the technicalities of Dynolod. I just follow the guide and that's it. 

Here are the LODgen logs: https://ufile.io/16j8xxsy
I don't really know which of all logs is related to this error so I just put all of them in a RAR, just in case. 
EDIT: No bugreports.txt was generated in this case so that's why I'm not uploading it.

I'd appreciate any help and if more info is needed please let me know! Thanks.

Edited by ratto
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1 hour ago, ratto said:

Skyrim SE 1.5.97

Version 3.00 Alpha 165

I keep getting this error when generating LOD:

As stated in one of the possible solutions for high memory usage, I added these command lines: TextureCache=10 and MaxTextureSize=8192 to the DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI
I believe this is happens when it generates those "atlas textures" but seeing that those command lines don't work at all makes me wonder if the issue is something else. This type of error never happened to me before, but I'm guessing it could be related to the generation of grass textures because before I never tried to generate grass LOD and now that I do this error shows up. Maybe it's too much for my GPU to handle? Even tho I have 12GB of Vram. I'm not very familiar with the technicalities of Dynolod. I just follow the guide and that's it. 

Here are the LODgen logs: https://ufile.io/16j8xxsy
I don't really know which of all logs is related to this error so I just put all of them in a RAR, just in case. 
EDIT: No bugreports.txt was generated in this case so that's why I'm not uploading it.

I'd appreciate any help and if more info is needed please let me know! Thanks.

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

The error code 8007000E means "out of memory"

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-

5 hours ago, sheson said:

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

The error code 8007000E means "out of memory"

Sorry, here are the other files: https://ufile.io/d4i62p1h. I don't include the Textgen ones because that one runs fine.

And yes, I understand it's related to out of memory, but I don't understand why exactly am I getting that error now. Memory issues were never a problem when I generated LODs before. Even with medium settings it still doesn't work. I also close every other program while Dynolod is running.

Edited by ratto
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13 hours ago, ratto said:

-

Sorry, here are the other files: https://ufile.io/d4i62p1h. I don't include the Textgen ones because that one runs fine.

And yes, I understand it's related to out of memory, but I don't understand why exactly am I getting that error now. Memory issues were never a problem when I generated LODs before. Even with medium settings it still doesn't work. I also close every other program while Dynolod is running.

Unfortunately the debug log was overwritten (it only contains the last session).

Check the mentioned textures\landscape\trees\northern hemispheres\reachtree.dds, reachbark.dds and deadatlas.dds open without error and look fine in an texture/image viewer, for example the one included in MO2. Maybe just reinstall them from the mod archive.

Test with this newer version of Texconvx64.exe https://mega.nz/file/YNIlXQ7C#-NY9FcWU1B8N_QdSxtRyNrgIih7cSxSPNy0EJKBF834

If the problem persists, upload the mentioned texture together with the latest log and debug log.

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23 hours ago, sheson said:

Is this error 100% repeatable?

No, the next 2 time I ran Dyndolod it ran smoothly to finish. The difference between the 3 attempts were: 2nd run I manually deleted the sewer entry in Dawnguard.esm, 3rd run I downgraded everything to 1.6.640

Edited by Eumeta
clarification
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35 minutes ago, Eumeta said:

No, the next 2 time I ran Dyndolod it ran smoothly to finish. The difference between the 3 attempts were: 2nd run I manually deleted the sewer entry in Dawnguard.esm, 3rd run I downgraded everything to 1.6.640

You should not just delete records or change other plugins because of this error message. The runtime version of the game does not matter.

If the error with the exact same record is 100% repeatable, you should error check the plugin with xEdit. If there is no error or it is not 100% repeatable (same error and record without any changes in the load order), then it is probably a race condition that needs to be addressed in the code.

https://dyndolod.info/Messages/Exceptions#Assertion-failure

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Hi, 

I'm using DynDOLOD 3.00 Alpha 165 and DynDOLOD Resources SE Alpha 47 from NexusMods (Skyrim SE 1.5.97 with Unofficial Skyrim Special Edition Downgrade Patcher, BestOfBoth).

I have an landscape issue when using Enhanced Solitude SSE Improved, Solitude Skyway with DBPT and ESD version S1.0.

Somehow, DynDOLOD reverts landscape (FormID: 0000A27A in Tamriel worldspace, cell 000927A) in Skyrim.esm, IGNORING changes in Enhanced Solitude SSE Improved Solitude Skyway with DBPT and ESD (SSkyway DBPT ESD Patch.esp).
I attach here DynDOLOD logs (TexGen_SSE and DynDOLOD_SSE logs with Debug_log, LODGen_SSE_Tamriel logs, and screenshot of SSEEDIT which shows that DynDOLOD.esp reverts 0000A27A to the record of Skyrim.esp, ignoring any changes from Enhanced Solitude mods).

Link: https://ufile.io/af8ci951

Manual copy of 0000A27A in SSkyway DBPT ESD Patch.esp to overwrite 0000A27A in DynDOLOD.esp solves this problem, so I'm 100% sure that it is due to DynDOLOD.

May I ask you to check this issue?

Edited by kelvineppolon
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50 minutes ago, kelvineppolon said:

Hi, 

I'm using DynDOLOD 3.00 Alpha 165 and DynDOLOD Resources SE Alpha 47 from NexusMods (Skyrim SE 1.5.97 with Unofficial Skyrim Special Edition Downgrade Patcher, BestOfBoth).

I have an landscape issue when using Enhanced Solitude SSE Improved, Solitude Skyway with DBPT and ESD version S1.0.

Somehow, DynDOLOD reverts landscape (FormID: 0000A27A in Tamriel worldspace, cell 000927A) in Skyrim.esm, IGNORING changes in Enhanced Solitude SSE Improved Solitude Skyway with DBPT and ESD (SSkyway DBPT ESD Patch.esp).
I attach here DynDOLOD logs (TexGen_SSE and DynDOLOD_SSE logs with Debug_log, LODGen_SSE_Tamriel logs, and screenshot of SSEEDIT which shows that DynDOLOD.esp reverts 0000A27A to the record of Skyrim.esp, ignoring any changes from Enhanced Solitude mods).

Link: https://ufile.io/af8ci951

Manual copy of 0000A27A in SSkyway DBPT ESD Patch.esp to overwrite 0000A27A in DynDOLOD.esp solves this problem, so I'm 100% sure that it is due to DynDOLOD.

May I ask you to check this issue?

That is a patch to fix the normal vectors in the Update.esm. I will need to add an appropriate condition to the patch in the next alpha version.

In the meantime you could edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_skyrimesm_tamriel.patch and remove the line overwriteITM=skyrim.esm;0000A27A

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12 minutes ago, sheson said:

That is a patch to fix the normal vectors in the Update.esm. I will need to add an appropriate condition to the patch in the next alpha version.

In the meantime you could edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_skyrimesm_tamriel.patch and remove the line overwriteITM=skyrim.esm;0000A27A

Thank you for the quick reply!
I will edit the rule you mentioned, regenerate DynDOLOD.

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