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DynDOLOD 3.00 Alpha 180


sheson

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28 minutes ago, sheson said:

The cache typically does not need any deleting. It contains the xEdit reference cache files (if crated code demand only) and large reference list.

The DynDOLODx64.exe from the post addresses access violation in DynDOLOD while processing base records.
It should affect any issues regarding the the combined atlas causing in LODGen.

Yeah, you're right, it failed again..
Logs: https://mega.nz/file/9s12SS7T#f56By4jxr03kS6zBj9RhHmS2qg1vyEIUU-q_HAWCCl0

.net crash (two of them this time, one for each of the failed seasons):

Application: LODGenx64.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
   at LODGenerator.Geometry.RemoveDuplicate(Boolean)
   at LODGenerator.ShapeDesc..ctor(System.String, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.StaticDesc, Int32, System.Collections.Generic.List`1<System.String>, System.Collections.Generic.List`1<System.String>, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, LODGenerator.LogFile)
   at LODGenerator.LODApp.TransformShape(LODGenerator.QuadDesc, LODGenerator.StaticDesc, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.Common.Matrix44, Single, Int32)
   at LODGenerator.LODApp.IterateNodes(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32, LODGenerator.NiFile, LODGenerator.NifMain.NiNode, LODGenerator.Common.Matrix44, Single, Int32 ByRef)
   at LODGenerator.LODApp.ParseNif(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32)
   at LODGenerator.LODApp+<>c__DisplayClass84_0.<DoLOD>b__0(Int32)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task)
   at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object)
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
   at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean)
   at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.For(Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>)
   at LODGenerator.LODApp.DoLOD(LODGenerator.QuadDesc, Boolean)
   at LODGenerator.LODApp.<GenerateLOD>b__85_0(LODGenerator.QuadDesc)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass31_0`2[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForEachWorker>b__0(Int32)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task)
   at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object)
   at System.Threading.Tasks.Task.Execute()
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
   at System.Threading.ThreadPoolWorkQueue.Dispatch()

 

 

 

 

Application: LODGenx64.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
   at LODGenerator.Geometry.MergeVertexColors(Boolean)
   at LODGenerator.LODApp.RemoveUnseenFaces(LODGenerator.QuadDesc, LODGenerator.ShapeDesc)
   at LODGenerator.LODApp.TransformShape(LODGenerator.QuadDesc, LODGenerator.StaticDesc, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.Common.Matrix44, Single, Int32)
   at LODGenerator.LODApp.IterateNodes(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32, LODGenerator.NiFile, LODGenerator.NifMain.NiNode, LODGenerator.Common.Matrix44, Single, Int32 ByRef)
   at LODGenerator.LODApp.ParseNif(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32)
   at LODGenerator.LODApp+<>c__DisplayClass84_0.<DoLOD>b__0(Int32)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task)
   at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object)
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
   at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean)
   at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.For(Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>)
   at LODGenerator.LODApp.DoLOD(LODGenerator.QuadDesc, Boolean)
   at LODGenerator.LODApp.<GenerateLOD>b__85_0(LODGenerator.QuadDesc)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass31_0`2[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForEachWorker>b__0(Int32)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task)
   at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object)
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
   at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean)
   at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.ForEachWorker[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](System.Collections.Generic.IEnumerable`1<LODGenerator.QuadDesc>, System.Threading.Tasks.ParallelOptions, System.Action`1<LODGenerator.QuadDesc>, System.Action`2<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState>, System.Action`3<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,Int64>, System.Func`4<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`5<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,Int64,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.ForEach[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null]](System.Collections.Generic.IEnumerable`1<LODGenerator.QuadDesc>, System.Threading.Tasks.ParallelOptions, System.Action`1<LODGenerator.QuadDesc>)
   at LODGenerator.LODApp.GenerateLOD(System.Collections.Generic.List`1<LODGenerator.StaticDesc>)
   at LODGeneratorCMD.Program.Main(System.String[])


 

DynDOLOD_WIN.ini

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30 minutes ago, Gonzeh said:

So i've never bothered changing any settings in the tool. I hit Ultra and always let it do it's thing. What would be the impact of changing the LOD options below? So if I changed LOD Level 8 to say Level 1?

My billboards look amazing using the Happy Little Trees LOD file anyway but i'm just curious how these settings work, would they change the way you see that little transition between the game swapping to Level 4? Which has LOD 0 assigned? Or is that all just controlled by the distance settings in-game which I currently have setup as 70000, 120000 and 300000. Sorry for so many questions, you guys are the experts and i've learnt loads from asking in here when i'm unsure what the instractions and FAQ mean.

2022-04-18 (2).png

Read https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Help/Object-LOD, https://dyndolod.info/Help/Advanced-Mode, https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Help/Ultra-Tree-LOD

The last makes it obvious what will happen:

While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels:
...
Level0: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level1: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level2: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Dynamic: Meshes\landscape\trees\treeaspen01.nif using textures...
LOD4: Level0
LOD8: Billboard1 using internal
LOD16: Billboard1 using internal

Typically there is only one set of 3D tree models, so Level1 and Level2 would define the same as Level0. Setting a 3D tree LOD model to a LOD level means that it will show the 3D tree LOD models (if available) instead of Billboards.

18 minutes ago, DarthVitrial said:

Yeah, you're right, it failed again..
Logs: https://mega.nz/file/9s12SS7T#f56By4jxr03kS6zBj9RhHmS2qg1vyEIUU-q_HAWCCl0

.net crash (two of them this time, one for each of the failed seasons):

  Hide contents

 

Application: LODGenx64.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
   at LODGenerator.Geometry.RemoveDuplicate(Boolean)
   at LODGenerator.ShapeDesc..ctor(System.String, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.StaticDesc, Int32, System.Collections.Generic.List`1<System.String>, System.Collections.Generic.List`1<System.String>, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, LODGenerator.LogFile)
   at LODGenerator.LODApp.TransformShape(LODGenerator.QuadDesc, LODGenerator.StaticDesc, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.Common.Matrix44, Single, Int32)
   at LODGenerator.LODApp.IterateNodes(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32, LODGenerator.NiFile, LODGenerator.NifMain.NiNode, LODGenerator.Common.Matrix44, Single, Int32 ByRef)
   at LODGenerator.LODApp.ParseNif(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32)
   at LODGenerator.LODApp+<>c__DisplayClass84_0.<DoLOD>b__0(Int32)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task)
   at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object)
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
   at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean)
   at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.For(Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>)
   at LODGenerator.LODApp.DoLOD(LODGenerator.QuadDesc, Boolean)
   at LODGenerator.LODApp.<GenerateLOD>b__85_0(LODGenerator.QuadDesc)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass31_0`2[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForEachWorker>b__0(Int32)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task)
   at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object)
   at System.Threading.Tasks.Task.Execute()
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
   at System.Threading.ThreadPoolWorkQueue.Dispatch()

 

 

 

 

Application: LODGenx64.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AccessViolationException
   at LODGenerator.Geometry.MergeVertexColors(Boolean)
   at LODGenerator.LODApp.RemoveUnseenFaces(LODGenerator.QuadDesc, LODGenerator.ShapeDesc)
   at LODGenerator.LODApp.TransformShape(LODGenerator.QuadDesc, LODGenerator.StaticDesc, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.Common.Matrix44, Single, Int32)
   at LODGenerator.LODApp.IterateNodes(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32, LODGenerator.NiFile, LODGenerator.NifMain.NiNode, LODGenerator.Common.Matrix44, Single, Int32 ByRef)
   at LODGenerator.LODApp.ParseNif(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32)
   at LODGenerator.LODApp+<>c__DisplayClass84_0.<DoLOD>b__0(Int32)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task)
   at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object)
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
   at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean)
   at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.For(Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>)
   at LODGenerator.LODApp.DoLOD(LODGenerator.QuadDesc, Boolean)
   at LODGenerator.LODApp.<GenerateLOD>b__85_0(LODGenerator.QuadDesc)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass31_0`2[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForEachWorker>b__0(Int32)
   at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1()
   at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task)
   at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object)
   at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean)
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef)
   at System.Threading.Tasks.Task.ExecuteEntry(Boolean)
   at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean)
   at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean)
   at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.ForEachWorker[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](System.Collections.Generic.IEnumerable`1<LODGenerator.QuadDesc>, System.Threading.Tasks.ParallelOptions, System.Action`1<LODGenerator.QuadDesc>, System.Action`2<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState>, System.Action`3<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,Int64>, System.Func`4<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`5<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,Int64,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>)
   at System.Threading.Tasks.Parallel.ForEach[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null]](System.Collections.Generic.IEnumerable`1<LODGenerator.QuadDesc>, System.Threading.Tasks.ParallelOptions, System.Action`1<LODGenerator.QuadDesc>)
   at LODGenerator.LODApp.GenerateLOD(System.Collections.Generic.List`1<LODGenerator.StaticDesc>)
   at LODGeneratorCMD.Program.Main(System.String[])

 

 

 

DynDOLOD_WIN.ini 4.88 kB · 0 downloads

Are you sure this is with the LODGenx64.exe and pdb from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259086

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22 minutes ago, sheson said:

Read https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Help/Object-LOD, https://dyndolod.info/Help/Advanced-Mode, https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Help/Ultra-Tree-LOD

The last makes it obvious what will happen:


While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels:
...
Level0: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level1: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level2: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Dynamic: Meshes\landscape\trees\treeaspen01.nif using textures...
LOD4: Level0
LOD8: Billboard1 using internal
LOD16: Billboard1 using internal

Typically there is only one set of 3D tree models, so Level1 and Level2 would define the same as Level0. Setting a 3D tree LOD model to a LOD level means that it will show the 3D tree LOD models (if available) instead of Billboards.

Thank you. Judging by how good my game looks using Level 4 - LOD 0 and then Level 8 and 16 as Billboard 1 I guess I shouldn't mess with the current setup. I'd probably only lower performance if I changed it from that.

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44 minutes ago, sheson said:

Read https://dyndolod.info/How-LOD-Works, https://dyndolod.info/Help/Object-LOD, https://dyndolod.info/Help/Advanced-Mode, https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Help/Ultra-Tree-LOD

The last makes it obvious what will happen:


While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels:
...
Level0: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level1: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Level2: meshes\dyndolod\lod\trees\treeaspen01passthru_lod.nif using textures...
Dynamic: Meshes\landscape\trees\treeaspen01.nif using textures...
LOD4: Level0
LOD8: Billboard1 using internal
LOD16: Billboard1 using internal

Typically there is only one set of 3D tree models, so Level1 and Level2 would define the same as Level0. Setting a 3D tree LOD model to a LOD level means that it will show the 3D tree LOD models (if available) instead of Billboards.

Are you sure this is with the LODGenx64.exe and pdb from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259086

Yeah, positive.

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On 4/17/2022 at 2:34 AM, sheson said:

See https://dyndolod.info/Help/Grass-LOD#Performance
Use Skyrim Performance Monitor and/or the task manager to track usage of memory. 

Thanks. So I did check the task manager while playing. My memory was at 64% usage and CPU was at 50% usage. 

Would this mean my GPU is at fault here? I know a gtx 1050 ti with 8 gbs of ram isn't amazing but it can do things like overwatch at 120 fps on ultra 1080p so I figured I could run Skyrim with mods like skyland, etac, dyndolod 3.0 and ngio grass lod at 1080p. It's just this constant stutter that shows up every 5 seconds or so. I just don't understand why it doesn't drop frames, I'd so much rather have that than the constant stuttering. I'll be running at a solid 60 fps and it will stutter like crazy out of nowhere. 

I apologize if this isn't related to dyndolod. I just am frustrated at how poorly my Skyrim has been performing for the last few months. 

Edited by NBBEAST
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2 hours ago, sheson said:

Do you remember the error message(s) in question other than Record Is Being Overridden?

it was this: Error in DBM_ArtifactsofBoethiah_Patch.esp DBM_CheatCrateAOB "Artifacts of Boethiah Items" [CONT:FE1A2829]

for the crashes... I'm sure there was some memory address, but I don't remember it.

30 minutes ago, NBBEAST said:

Thanks. So I did check the task manager while playing. My memory was at 64% usage and CPU was at 50% usage. 

Would this mean my GPU is at fault here? I know a gtx 1050 ti with 8 gbs of ram isn't amazing but it can do things like overwatch at 120 fps on ultra 1080p so I figured I could run Skyrim with mods like skyland, etac, dyndolod 3.0 and ngio grass lod at 1080p. It's just this constant stutter that shows up every 5 seconds or so. I just don't understand why it doesn't drop frames, I'd so much rather have that than the constant stuttering. I'll be running at a solid 60 fps and it will stutter like crazy out of nowhere. 

I apologize if this isn't related to dyndolod. I just am frustrated at how poorly my Skyrim has been performing for the last few months. 

Are you playing from an SSD or HDD? Do you have an autosave manager mod? Which timescale are you playing at? Is the stutter at a certain time of day (ingame)? Inside or outside of a building?

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31 minutes ago, NBBEAST said:

Thanks. So I did check the task manager while playing. My memory was at 64% usage and CPU was at 50% usage. 

Would this mean my GPU is at fault here? I know a gtx 1050 ti with 8 gbs of ram isn't amazing but it can do things like overwatch at 120 fps on ultra 1080p so I figured I could run Skyrim with mods like skyland, etac, dyndolod 3.0 and ngio grass lod at 1080p. It's just this constant stutter that shows up every 5 seconds or so. I just don't understand why it doesn't drop frames, I'd so much rather have that than the constant stuttering. I'll be running at a solid 60 fps and it will stutter like crazy out of nowhere. 

I apologize if this isn't related to dyndolod. I just am frustrated at how poorly my Skyrim has been performing for the last few months. 

Adding mods with assets that require lots of more resources being constantly loaded when moving around in a large map where new cells attach is very different from a game with a fixed map where everything is most likely constantly loaded.

Use default INIs with BethINI. Try using lower settings. Use sane texture resolutions/sizes and settings. Rendering full grass and Grass LOD is very demanding. Reduce density and distance as explained in the performance section.
If there is a performance issue at regular intervals without moving around or doing anything, then something is probably running at said interval, could be in-game or external.

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9 hours ago, DarthVitrial said:

Yeah, positive.

This version of DynDLODx64.exe should fix that the problems does not happen with SeasonsCombineAtlas=0. It fixes the season atlas map files do have  miniatlas maps like the default season file.

Set Verbose=1 in the DynDOLOD_SSE.ini
Then run with this version of LODGenx64.exe, hopefully that one will write stuff to the log.

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10 hours ago, sheson said:

This version of DynDLODx64.exe should fix that the problems does not happen with SeasonsCombineAtlas=0. It fixes the season atlas map files do have  miniatlas maps like the default season file.

Set Verbose=1 in the DynDOLOD_SSE.ini
Then run with this version of LODGenx64.exe, hopefully that one will write stuff to the log.

With  that dyndolod version it just gives me an error that the Resources don't match..

DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt

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Hello,

I'm using Myrkvior - The Flora Of Skyrim - Trees SSE;

Myrkvior - The Flora Of Skyrim - Trees SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

These are my DynDOLOD 3 Alpha 88 settings I used; (Upper right I used 'High' - I changed all tree billboards to 4 and Grid to Near LOD)

Dyn-DOLOD3 — ImgBB

At Whiterun, I walked out the gate and stood on the ramp outside the gate, looking over at the mountains. Here's a screen shot of the trees in the distance near the mountains.

Whiterun — ImgBB

The trees at this distance, is there a setting I can use, to make them look more realistic from this distance? 

THANKS

Edited by mooit
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Sorry for posting my question here, unless this section is only for issues with Alpha 88, not how to do things.

I ended up getting them to look 3D, but if it's ok to ask a few questions, I installed some other mods/lods to get this working, but with how DynDOLOD 3 works vs v2, I'm not sure if I added things I didn't need.

Here's how Whiterun looks now.

Whiterun — ImgBB (ibb.co)

Thanks for all the great work with DynDOLOD, it is greatly appreciated!

Edited by mooit
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21 hours ago, sheson said:

Read the first post which log and debug log from TexGen/DynDOLOD to upload when making posts.

Do not install the game or DynDOLOD into special Windows folders like Program Files to avoid file access issues with UAC or antivir.

Pay attention to the log message and the summary. Especially to file not found errors.

As you can see from https://dyndolod.info/Changelog, nothing changed in TexGen between Alpha-87 and Alpha-88. In fact, for object LOD textures it typically updates textures to replace their vanilla version shipping with the game or DynDOLOD Resources.

The screenshot looks like the object texture atlas was not installed. Install the output from the dedicated output folder as a mod and make sure none of its file missing or overwritten by other mods.

Update/Answers to this
While the folder is technically named program files, it is customly made on a secondary HDD and is not affected by windows. My AV and UAC is disabled so those options can be crossed out.

 

After wiping my dynDOLOD install and re installing it, textgen seems to work ok now, but DynDOLOD is now causing a guaranteed CTD when loading/creating a save or COCing into a cell. I have verified that the culprit of the crash is inside of "DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects". Removing all files in objects does not cause a CTD, but as you might expect there is no longer any lod. I have attempted to track it down and it does not seem like it's due to any specific file, rather just having more than 3 files in that folder is what causes a CTD.

https://mega.nz/folder/DdtSEA5a#pUxovf6LttIeesxLDDOt3g Is a link to my DynDOLOD log and debug log, and some MO2 inis which will say what mods/archives I have loaded. I'm not entirely sure what's causing the crash but after some research I speculate the game just is not having it with so much stuff being loaded. I tried changing Temporary to 1 in the DynDOLOD SSE.ini to see if it would help, and although it shrunk the total filesize of my lod down a bit, still crashes. I've admittedly never had to troubleshoot DynDOLOD before so I apoligize if anything here is not useful or if my wording is off, but I would really like to figure out a solution. It no longer seems to be an issue with DynDOLOD itself but rather an issue with some of my mod(s), although I did not install much more since it last worked correctly.

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3 hours ago, mooit said:

Hello,

I'm using Myrkvior - The Flora Of Skyrim - Trees SSE;

Myrkvior - The Flora Of Skyrim - Trees SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

These are my DynDOLOD 3 Alpha 88 settings I used; (Upper right I used 'High' - I changed all tree billboards to 4 and Grid to Near LOD)

Dyn-DOLOD3 — ImgBB

At Whiterun, I walked out the gate and stood on the ramp outside the gate, looking over at the mountains. Here's a screen shot of the trees in the distance near the mountains.

Whiterun — ImgBB

The trees at this distance, is there a setting I can use, to make them look more realistic from this distance? 

THANKS

 

1 hour ago, mooit said:

Sorry for posting my question here, unless this section is only for issues with Alpha 88, not how to do things.

I ended up getting them to look 3D, but if it's ok to ask a few questions, I installed some other mods/lods to get this working, but with how DynDOLOD 3 works vs v2, I'm not sure if I added things I didn't need.

Here's how Whiterun looks now.

Whiterun — ImgBB (ibb.co)

Thanks for all the great work with DynDOLOD, it is greatly appreciated!

Ultra tree LOD and also 3D tree LOD is all explained at https://dyndolod.info/Help/Ultra-Tree-LOD.
See the first post for major feature changes compared to DynDOLOD 2.x

Ask more specific questions if needed.

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7 hours ago, Zhunter5000 said:

 

Update/Answers to this
While the folder is technically named program files, it is customly made on a secondary HDD and is not affected by windows. My AV and UAC is disabled so those options can be crossed out.

 

After wiping my dynDOLOD install and re installing it, textgen seems to work ok now, but DynDOLOD is now causing a guaranteed CTD when loading/creating a save or COCing into a cell. I have verified that the culprit of the crash is inside of "DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects". Removing all files in objects does not cause a CTD, but as you might expect there is no longer any lod. I have attempted to track it down and it does not seem like it's due to any specific file, rather just having more than 3 files in that folder is what causes a CTD.

https://mega.nz/folder/DdtSEA5a#pUxovf6LttIeesxLDDOt3g Is a link to my DynDOLOD log and debug log, and some MO2 inis which will say what mods/archives I have loaded. I'm not entirely sure what's causing the crash but after some research I speculate the game just is not having it with so much stuff being loaded. I tried changing Temporary to 1 in the DynDOLOD SSE.ini to see if it would help, and although it shrunk the total filesize of my lod down a bit, still crashes. I've admittedly never had to troubleshoot DynDOLOD before so I apoligize if anything here is not useful or if my wording is off, but I would really like to figure out a solution. It no longer seems to be an issue with DynDOLOD itself but rather an issue with some of my mod(s), although I did not install much more since it last worked correctly.

Instead of disabling Windows security follow any modding guide that explains how to not install the game to Program Files x86.

The program that generates object LOD textures and LOD billboards is called TexGen. It can not really cause the cause the object LOD texture atlas to be missing in the game. 

Clean all plugins that have deleted references as explained in the instructions and as notified by LOOT.100% repeatable CTD are best troubleshooted by checking the crash log from .Net Framework as explained in the .\DynDOLOD\docs\DynDOLOD-README.txt
You can also narrow it down to a single BTO quickly with a binary search. The problem will most likely be a texture from a 3rd party mod.

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52 minutes ago, sheson said:

Instead of disabling Windows security follow any modding guide that explains how to not install the game to Program Files x86.

The program that generates object LOD textures and LOD billboards is called TexGen. It can not really cause the cause the object LOD texture atlas to be missing in the game. 

Clean all plugins that have deleted references as explained in the instructions and as notified by LOOT.

100% repeatable CTD are best troubleshooted by checking the crash log from .Net Framework as explained in the .\DynDOLOD\docs\DynDOLOD-README.txt
You can also narrow it down to a single BTO quickly with a binary search. The problem will most likely be a texture from a 3rd party mod.

If it will help make my comment make more sense, while my windows AV is disabled, I have Malwarebytes instead, and no modding tools on my C drive (Secondary drives had manually created folders called program files as a personal preference).

Thank you for the advice on how I can look into my issues more. I appreciate it greatly and apologize once again for any possible confusion caused by my wording.

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