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DynDOLOD 3.00 Alpha 180


sheson

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3 hours ago, Ashok0 said:

Hi,

Thanks for the quick reply!  I fixed the most serious errors in xEdit and tried re-running TexGen and DynDOLOD 3.0 Alpha-88.  Because I'm modding Skyrim VR for Enderal, I also removed all Worldspace and Cell data from my plugins to avoid getting Tamriel worldspace inside of Enderal.  I permanently deleted Embers XD.esp as I wish to just use the mod's textures and meshes without the plugin. 

When I initially load up a campsite in Enderal VR with the Embers XD textures and meshes installed (no plugin used), Embers XD appears to be working just fine and More Informative Console shows "Model: Campfire01Burning.nif", "Base defined in: Skyrim.esm".  https://ibb.co/cCBXGZH

But after running DynDOLOD, the fires change and Embers XD no longer works.  More Informative Console shows "Model: Campfire01Burning.nif", "Base defined in: DynDOLOD.esm". https://ibb.co/BTsqNmW

From what I can tell, my problem seems to be that after running DynDOLOD, the campfires are using meshes from: 
\DynDOLOD Resources SE\Meshes\DynDOLOD\lod\clutter\campfire01burning_dyndolod_lod.nif

instead of the desired...
\Embers XD\meshes\clutter\woodfires\campfire01burning.nif 

In my MO2 load order, Embers XD has a higher priority than DynDOLOD Resources so I'm a bit confused why the Embers XD textures and meshes don't appear in game after running DynDOLOD?  See logs here:  https://ufile.io/f/8tk4b

Kind regards,

Ashok

When I initially load up ... More Informative Console shows "Model: Campfire01Burning.nif"
after running DynDOLOD ... More Informative Console shows "Model: Campfire01Burning.nif"

Both screenshots show that the used full model is campfire01burning.nif.
So the game shows campfire01burning.nif that is currently the last overwrite in the load order.
DynDOLOD Resource does not contain this model and DynDOLOD does not change it.
If you use xEdit to compare the original base record 13722C in Skyrim.esm and the new base record one DynDOLOD.esp (EditorID *_DynDOLOD_NOFLAG) you will notice they are exactly the same.

campfire01burning_dyndolod_lod.nif is used for the LOD representation outside the active cells.
Why do you say it being the problem when your statements and screenshots do not show it being used in the active cells?
This dynamic LOD model is supposed to only show outside the active cells but will not be perfectly matching the full model from Embers XD. However that does not change anything about what full model is being shown in the active cells.

This is how it always worked regardless of the DynDOLOD version.

If you see the dynamic LOD model being loaded in the active cells, then read the answers for "Out of place or floating objects" at https://dyndolod.info/FAQ.
In particular: "Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If the problem goes away, the updating of an existing save game with old DynDOLOD plugins went wrong. Follow the instructions how to update DynDOLOD."
See https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save

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On 4/1/2022 at 2:02 AM, sheson said:

If the computer freezes or has BSOD it is caused by hardware, OS, drivers or the settings of each.

Programs do not care about system configurations since they are compiled to use OS functions. For example OS functions to read, write files, or request memory from the OS.

Assumptions what the problem could be, how programs or OS work and not posting any logs did not provide information to act upon. You copy pasted an error message and pieces of log message yet did not provide the accompanying log and debug log despite requests.

I can not accept thanks for something I didn't do. I am just being honest.

If a computer soft locks because it has no memory left and only one program causes it...then it's much more likely that the program's causing the issue. Especially if nothing else but that program replicates the issue. Think of it this way, remember when Google Chrome used to eat up an unhealthy amount of ram? Was everyone's computer at fault? The 1st few troubleshooting steps should never, ever, ever be to blame a computer.

Logs don't exist when the computer soft locks due to having no more memory and must be manually restarted. What I provided is what I had, I could pastebin the entire texgen logs, ezpz but those aren't the logs you need (texgen finishes without any problem). You need the dyndolod logs which don't save because the computer runs out of ram and has to be manually restarted.

Can I suggest something? Test this yourself. Go on a 16gb DDR3 system with a fairly small SSD (mine is an NVME 250gb and I always have between 50-100gb free when generating grass lods - that detail matters due to virtual memory), install these mods:

  • Folkvangr

  • Origins of Forest (and Folk + Origins grass patch by Modpocalypse)

  • NGiO

  • The Great Forest of Whiterun Hold

  • Dark Forests of Skyrim

  • Dense Nordic Forests

  • Veydogolt Trees + it's extra tree/whiterun add-on

  • Skyrim 3D Landscapes

All of them are on Nexus, generate your grass cache. Then run Dyndolod 3.0 with grass after Texgen with grass enabled on a Windows 10 system, up to date on the updates.

Let me ask you this as well: does Dyndolod 3.0 use up all that ram because it wants to store the information for faster recall? If that's true then maybe the problem here is that with larger files, like certain grass lods, Dyndolod is holding onto too much information for too long - and on systems with limited ram (16gb) this will inevitably create the problem I have. Quicken can create the same issue with a large enough work load on a 'weak' enough computer, within context of that work load.

If that's the case then the fix would be to

  1. Separate grass LOD generation into it's own executable
  2. Add a UX option to allow reading files from the storage device instead of caching everything for reading on the ram (I know this is not normally how things should be done but if Dyndolod 3.0 has a large enough work load to handle, this is the solution that doesn't involve people buying more ram)
  3. Hook the grass LOD generation files into Dyndolod's Object LOD generation.

Chances are you'll have to do this when Seasons + NGiO become compatible anyhow.

 

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I am using Dyndolod 3.0... But there are no trees in the Lod whatsoever..

I'm pretty sure I'm not using any billboards, from what Ive seen apparently you should not have any billboards so that they can be generated by Texgen. 

Below is my mod list. Any help is greatly appreciated!!! :)

Spoiler

Skyrim.esm


Load Order: 00
Indices: 00
Installer: -
Modified: 1/21/2022 1:30:16 PM
Size: 238.2 MB
Author: mcarofano
CRC: FA343672

Update.esm
Load Order: 01
Indices: 01
Installer: -
Modified: 1/21/2022 1:30:16 PM
Size: 18 MB
Author: bnesmith
CRC: ABC253C5

Dawnguard.esm
Load Order: 02
Indices: 02
Installer: -
Modified: 1/21/2022 1:30:16 PM
Size: 24.7 MB
Author: bnesmith
CRC: 91A9FA28

HearthFires.esm
Load Order: 03
Indices: 03
Installer: -
Modified: 1/21/2022 1:30:16 PM
Size: 3.8 MB
Author: bnesmith
CRC: 2D820611

Dragonborn.esm
Load Order: 04
Indices: 04
Installer: -
Modified: 1/21/2022 1:30:16 PM
Size: 61.7 MB
Author: rsalvatore
CRC: 947D94AE

ccBGSSSE001-Fish.esm
Load Order: 05
Indices: 05
Installer: -
Modified: 12/26/2021 2:31:19 AM
Size: 1.4 MB
Author: Bethesda Game Studios
CRC: 451DBFA3

ccQDRSSE001-SurvivalMode.esl
Load Order: 06
Indices: FE 000
Installer: -
Modified: 12/26/2021 2:31:35 AM
Size: 235.1 KB
Author: QDR
CRC: 30AA2B28

ccBGSSSE037-Curios.esl
Load Order: 07
Indices: FE 001
Installer: -
Modified: 12/26/2021 2:31:34 AM
Size: 36.6 KB
Author: Bethesda Game Studios
CRC: 871608AC

ccBGSSSE025-AdvDSGS.esm
Load Order: 08
Indices: 06
Installer: -
Modified: 12/26/2021 2:31:19 AM
Size: 793.7 KB
Author: creationclub
CRC: A016C1D6

Unofficial Skyrim Special Edition Patch.esp
Load Order: 09
Indices: 07
Installer: -
Modified: 6/14/2021 7:26:34 PM
Size: 16.7 MB
Author: Unofficial Patch Project Team
CRC: 0CD1CA0B
Version: 4.2.5b

ClimatesOfTamriel.esm
Load Order: 0A
Indices: 08
Installer: -
Modified: 3/16/2017 8:57:08 PM
Size: 320.9 KB
Author: JJC71 P2
CRC: EFDC2E2F

BSAssets.esm
Load Order: 0B
Indices: 09
Installer: -
Modified: 8/29/2017 6:37:13 PM
Size: 2.6 MB
Author: Rich
CRC: 1D0648B6

Enhanced Landscapes.esp
Load Order: -
Indices: -
Installer: -
Modified: 8/28/2021 4:11:15 AM
Size: 12.5 MB
Author: aceeq
CRC: 6A1CBA7A

Treescale.esm
Load Order: -
Indices: -
Installer: -
Modified: 11/13/2021 7:01:46 AM
Size: 1.8 MB
Author: DEFAULT
CRC: 62CB8190

Occ_Skyrim_Tamriel.esp
Load Order: 0C
Indices: 0A
Installer: -
Modified: 1/28/2022 9:41:55 AM
Size: 1.1 MB
Author: Firegtx - nicola89b
CRC: 6470AA38

3DNPC.esp
Load Order: 0D
Indices: 0B
Installer: -
Modified: 2/19/2020 11:03:20 AM
Size: 21 MB
Author: Kris Takahashi (Ported by Kazopert, KaptainCnucklz, and CyborgArmGun)
CRC: D3C7BABB
Version: 4.3.6

ELOS Oaks Mixed Greens SSE.esl
Load Order: 0E
Indices: FE 002
Installer: -
Modified: 6/2/2020 7:26:06 PM
Size: 139 KB
Author: Kojak747
CRC: B410603C

BSHeartland.esm
Load Order: 0F
Indices: 0C
Installer: -
Modified: 8/29/2017 8:23:22 PM
Size: 36.5 MB
Author: Beyond Skyrim: Cyrodiil
CRC: 0B12B4E7

RealisticWaterTwo - Resources.esm
Load Order: 10
Indices: FE 003
Installer: -
Modified: 7/27/2021 8:49:59 AM
Size: 101.7 KB
Author: isoku, SparrowPrince, TechAngel85
CRC: AFD8A08A

BS_DLC_patch.esp
Load Order: 11
Indices: 0D
Installer: -
Modified: 7/16/2017 2:41:56 PM
Size: 83.7 KB20220424201127_1.thumb.jpg.78f14bbdd3bd113e2e1232f33145c35e.jpg
Author: Beyond Skyrim Team
CRC: 2BC2FECB

Apachii_DivineEleganceStore.esm
Load Order: 12
Indices: 0E
Installer: -
Modified: 7/4/2019 7:28:48 AM
Size: 1.3 MB
Author: Apachii
CRC: 19CEB542

SolitudeLightHouseFix.esl
Load Order: 13
Indices: FE 004
Installer: -
Modified: 4/20/2020 1:05:30 AM
Size: 46.6 KB
Author: MurrayJnr
CRC: 96C2C777

DynDOLOD.esm
Load Order: 14
Indices: 0F
Installer: -
Modified: 4/24/2022 7:30:52 PM
Size: 1.4 MB
Author: Sheson
CRC: 3EB854D1
Version: 2.45

TerrainLodRedone.esp
Load Order: 15
Indices: 10
Installer: -
Modified: 7/4/2018 9:19:35 AM
Size: 0.1 KB
Author: T4GTR43UM3R
CRC: BA5A8E5A

SkyUI_SE.esp
Load Order: 16
Indices: 11
Installer: -
Modified: 10/3/2017 1:53:47 PM
Size: 2.3 KB
Author: SkyUI Team
CRC: 79ACE179

WARZONES - SSE - Civil Unrest.esp
Load Order: 17
Indices: 12
Installer: -
Modified: 12/23/2019 6:57:06 PM
Size: 1.5 MB
Author: MyGoodEye
CRC: C67F5FD0

SMIM-SE-Merged-All.esp
Load Order: 18
Indices: 13
Installer: -
Modified: 8/26/2017 6:12:07 PM
Size: 92.4 KB
Author: Merge Plugins v2.3.1.0
CRC: 35C26177

Gildergreen Regrown.esp
Load Order: 19
Indices: 14
Installer: -
Modified: 5/8/2019 2:18:27 PM
Size: 54.1 KB
Author: Arthmoor
CRC: 8627D73D
Version: 2.0.1

Extended Encounters.esp
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Indices: 15
Installer: -
Modified: 1/30/2022 11:53:46 AM
Size: 1001.3 KB
Author: Jonx0r
CRC: D0955702
Version: 1.6.4

AMatterOfTime.esp
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Indices: -
Installer: -
Modified: 10/22/2017 9:10:43 AM
Size: 3.3 KB
Author: SkyAmigo
CRC: A696FBF6
Version: 2.00

EnhancedLightsandFX.esp
Load Order: 1B
Indices: 16
Installer: -
Modified: 8/23/2017 1:08:31 PM
Size: 7.2 MB
Author: anamorfus
CRC: DD00738B

Weapons Armor Clothing & Clutter Fixes.esp
Load Order: 1C
Indices: 17
Installer: -
Modified: 7/10/2021 8:49:08 PM
Size: 2.3 MB
Author: kryptopyr
CRC: A8EBA40E

ELFX Shadows.esp
Load Order: -
Indices: -
Installer: -
Modified: 3/2/2022 5:31:28 PM
Size: 831.2 KB
Author: WiZkiD - nicola89b
CRC: 07626243

LarsepanUMF.esp
Load Order: -
Indices: -
Installer: -
Modified: 12/3/2019 7:47:36 AM
Size: 90 KB
Author: Larsepan
CRC: 8902505A

HearthfireMultiKid.esp
Load Order: -
Indices: -
Installer: -
Modified: 11/6/2016 4:58:10 AM
Size: 241.8 KB
Author: DEFAULT
CRC: 31178F70

HearthfireMultiKid_LastName.esp
Load Order: -
Indices: -
Installer: -
Modified: 11/6/2016 5:07:22 AM
Size: 7.5 KB
Author: DEFAULT
CRC: 4ACAAA7B

radiantBlocker.esp
Load Order: 1D
Indices: FE 005
Installer: -
Modified: 10/7/2019 12:51:48 PM
Size: 166.7 KB
Author: MLQ
CRC: 2BCAA440

SRC_ERS.esp
Load Order: 1E
Indices: FE 006
Installer: -
Modified: 4/30/2021 6:04:48 PM
Size: 166.7 KB
Author: Acherones
CRC: B76F8A54

skyforgedweaponsreforged.esp
Load Order: -
Indices: -
Installer: -
Modified: 8/26/2021 6:48:52 PM
Size: 3.7 KB
Author: DEFAULT
CRC: 2C7E701F

SOSRaceMenu.esp
Load Order: 1F
Indices: 18
Installer: -
Modified: 6/13/2020 6:31:35 AM
Size: 0.4 KB
Author: Read the Description
CRC: 95C41CEE

FNIS.esp
Load Order: 20
Indices: 19
Installer: -
Modified: 11/4/2016 2:58:11 PM
Size: 2.3 KB
Author: DEFAULT
CRC: F0856D4D

Headtracking.esp
Load Order: 21
Indices: 1A
Installer: -
Modified: 2/6/2019 9:14:28 PM
Size: 6.3 KB
Author: DEFAULT
CRC: C0E0D785

dD - Enhanced Blood Main.esp
Load Order: -
Indices: -
Installer: -
Modified: 10/8/2018 5:26:48 PM
Size: 89.3 KB
Author: dDefinder
CRC: 70E9C0E7

EVGConditionalIdles.esp
Load Order: 22
Indices: FE 007
Installer: -
Modified: 11/13/2020 4:13:32 AM
Size: 2 KB
Author: DEFAULT
CRC: 67365000

DragonCombatDialogue.esp
Load Order: 23
Indices: FE 008
Installer: -
Modified: 6/26/2019 10:15:10 AM
Size: 5.3 KB
Author: -
CRC: 98448D22

SignatureEquipment.esp
Load Order: 24
Indices: 1B
Installer: -
Modified: 6/4/2020 5:10:03 PM
Size: 5.3 KB
Author: DEFAULT
CRC: A50CBB08

UIExtensions.esp
Load Order: 25
Indices: 1C
Installer: -
Modified: 5/26/2018 11:46:00 AM
Size: 1.1 KB
Author: Expired
CRC: FF385919

RaceMenu.esp
Load Order: 26
Indices: 1D
Installer: -
Modified: 8/20/2018 7:28:16 PM
Size: 0.6 KB
Author: Expired6978
CRC: 7A89300E

XPMSE.esp
Load Order: 27
Indices: 1E
Installer: -
Modified: 8/12/2018 4:46:06 PM
Size: 4.9 KB
Author: DEFAULT
CRC: 8FADD1A1

RaceMenuPlugin.esp
Load Order: 28
Indices: 1F
Installer: -
Modified: 8/20/2018 7:28:16 PM
Size: 0.3 KB
Author: DEFAULT
CRC: 8FF336FE

FTF_Core.esp
Load Order: 29
Indices: FE 009
Installer: -
Modified: 5/16/2020 5:20:34 PM
Size: 0.8 KB
Author: Apocrypher00
CRC: CE3CE8AE

SimpleOutfitManager.esp
Load Order: 2A
Indices: 20
Installer: -
Modified: 7/21/2018 1:57:11 PM
Size: 34 KB
Author: confusedchim
CRC: C9D61E1B

Companions Radiant Quests Requirement.esp
Load Order: 2B
Indices: 21
Installer: -
Modified: 12/7/2017 10:30:45 AM
Size: 9 KB
Author: DEFAULT
CRC: 001EC94E

WICO - Wild Hunt Gears.esp
Load Order: 2C
Indices: 22
Installer: -
Modified: 11/2/2016 8:43:52 PM
Size: 14.7 KB
Author: EXPORT
CRC: 057C9942

S3DRocks.esp
Load Order: 2D
Indices: 23
Installer: -
Modified: 5/10/2020 5:22:40 PM
Size: 54.9 KB
Author: mathy
CRC: 96E9BFF0

Footprints.esp
Load Order: 2E
Indices: 24
Installer: -
Modified: 2/15/2021 3:52:44 PM
Size: 138.9 KB
Author: hexabit
CRC: 71F67BF8

S3DTrees NextGenerationForests.esp
Load Order: 2F
Indices: 25
Installer: -
Modified: 6/6/2020 6:32:34 AM
Size: 1.1 MB
Author: mathy
CRC: E07D93B2

ELFX - Exteriors.esp
Load Order: 30
Indices: 26
Installer: -
Modified: 8/3/2017 3:47:40 PM
Size: 1.2 MB
Author: anamorfus
CRC: 9B390393

SRC - All In One.esp
Load Order: 31
Indices: 27
Installer: -
Modified: 11/30/2020 8:24:05 PM
Size: 1.9 MB
Author: DEFAULT
CRC: A75E6314

JKs Skyrim.esp
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Indices: 28
Installer: -
Modified: 3/5/2021 5:37:47 PM
Size: 3 MB
Author: Jkrojmal
CRC: C2ACB37F

Folkvangr - Grass and Landscape Overhaul.esp
Load Order: -
Indices: -
Installer: -
Modified: 4/8/2021 10:32:08 AM
Size: 6.1 MB
Author: Ababmer - additional resources by Mindflux, Vurt, Elinen, JonnyWang13
CRC: C34C5FE3

ClimatesOfTamriel-Dungeons-Darker.esp
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Indices: 29
Installer: -
Modified: 11/14/2016 4:26:32 PM
Size: 195.8 KB
Author: JJC71
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Skyrim at War.esp
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Indices: 2A
Installer: -
Modified: 5/24/2021 1:00:10 AM
Size: 4.6 MB
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Cutting Room Floor.esp
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Indices: 2B
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Modified: 12/16/2020 11:30:35 AM
Size: 1.2 MB
Author: Arthmoor
CRC: C69E93C8
Version: 3.1.9

SoundsofSkyrimComplete.esp
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Indices: 2C
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Modified: 7/18/2019 11:20:34 PM
Size: 888.1 KB
Author: Cliffworms (Port and additional edits by TonyCubed2 and SirJesto)
CRC: ACB6F6D7

ELFXEnhancer - SOS Edition.esp
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Installer: -
Modified: 3/2/2022 5:31:29 PM
Size: 211.7 KB
Author: Anamorfus - WiZkiD
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Guard Dialogue Overhaul.esp
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Indices: 2D
Installer: -
Modified: 8/11/2019 1:53:39 AM
Size: 425.4 KB
Author: Eckss, Kelsenellenelvian, + my edition (for peronal usage)
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WICO - Immersive People.esp
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Indices: 2E
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Modified: 11/2/2016 6:38:18 PM
Size: 425.8 KB
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WICO - USSEP Compatible Patch.esp
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Indices: 2F
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Modified: 11/3/2016 6:44:30 PM
Size: 229.9 KB
Author: Cmagnificent & Darthmathias 
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DIS_Replacer.esp
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Size: 100.5 KB
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WICO - Immersive Dawnguard.esp
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Modified: 11/2/2016 8:28:30 PM
Size: 2.3 KB
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NAT-ENB.esp
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Indices: 32
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Modified: 2/4/2020 8:08:10 AM
Size: 361.5 KB
Author: LOO
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Natural Lighting and Atmospherics.esp
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Indices: 33
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Modified: 7/21/2015 8:23:38 AM
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WICO - Immersive Character.esp
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Modified: 11/2/2016 3:02:35 AM
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S3DLandscapes NextGenerationForests.esp
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Indices: 35
Installer: -
Modified: 5/31/2020 1:16:22 AM
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Civil War Aftermath.esp
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Treeswinedave.esp
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JKs Skyrim_Arthmoor All_Patch.esp
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DIS_Heavy_Legion.esp
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LCO_Framework.esp
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ArmorFractionReplacer.esp
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DIVERSE SKYRIM.esp
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Size: 287.8 KB
Author: CEMN
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OBIS SE.esp
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LCO_AllInOne.esp
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Indices: 3E
Installer: -
Modified: 1/20/2020 3:08:54 PM
Size: 171.7 KB
Author: DEFAULT
CRC: B48D6423

Skyrim at War - Realistic Conquering All-in-One Patch.esp
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Indices: 3F
Installer: -
Modified: 7/3/2021 9:50:48 AM
Size: 133 KB
Author: DEFAULT
CRC: 6EF88518

Man Those Borders!.esp
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Indices: 40
Installer: -
Modified: 2/9/2017 3:49:38 PM
Size: 976.2 KB
Author: GoodfellowGoodspring
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Occ_Skyrim-Open_cities_patch.esp
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Indices: FE 00A
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Size: 105.2 KB
Author: Firegtx - nicola89b
CRC: 0387D03E

SkyHavenInterior.esp
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Modified: 11/1/2017 7:18:27 PM
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Hi its my first time writing on here but I've been using DynDOLOD for a while now for and it has become an essential thing to setup for any of my modlists for SSE. But, I'm definitely still learning how to use it optimally. Whenever I had problems with the generation I'd find a way to fix it by looking at previous posts, troubleshooting guides or tutorials.

But now it seems I've run into a wall that I can't quite figure out how to fix on my own. I apologize if it was a lack of more effort in my part.

Basically the problem lies at the DynDOLODx64 generation. At the end of the generation, it would show "Error: LODGenx64.exe failed to generate object LOD for one or more worlds.". The problem is I can't really pinpoint what is at fault from the logs provided as it seems to cut-off while generating without showing me what happened. Sometimes nothing would be in the logs at all. The object LODs worldspaces that fail to generate almost always includes Tamriel with a random 3-4 worlds. I say random because everytime I try to run it again, it wouldn't be the same set of 3-4 worldspaces that failed to generate. For example, I tried to exclude the worldspaces that previously caused problems but it just found another 4 mods to report the failed generation. Even if I exclude all modded worldspaces, it will fail to generate, say Soul Cairn.

This also causes the program to not create occlusion.esp. "<Error: Occlusion generation aborted due to LODGen error>"

Additionally, I tried to start DynDOLOD with only Tamriel checked. It worked with and even created the occlusion esp. But once I start to add other worldspaces, it repeats the problem above.

Attached are the logs for worldspaces that failed to generate. They either have incomplete or empty text. Any help would be appreciated.

DynDOLOD_SSE_log.txt LODGen_SSE_Tamriel_log.txt LODGen_SSE_XJKislandWorld2_log.txt LODGen_SSE_zGHDunmerCampWorld_log.txt LODGen_SSE_mannyGFO_log.txt

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14 hours ago, DankTemplar said:

If a computer soft locks because it has no memory left and only one program causes it...then it's much more likely that the program's causing the issue. Especially if nothing else but that program replicates the issue. Think of it this way, remember when Google Chrome used to eat up an unhealthy amount of ram? Was everyone's computer at fault? The 1st few troubleshooting steps should never, ever, ever be to blame a computer.

Logs don't exist when the computer soft locks due to having no more memory and must be manually restarted. What I provided is what I had, I could pastebin the entire texgen logs, ezpz but those aren't the logs you need (texgen finishes without any problem). You need the dyndolod logs which don't save because the computer runs out of ram and has to be manually restarted.

Can I suggest something? Test this yourself. Go on a 16gb DDR3 system with a fairly small SSD (mine is an NVME 250gb and I always have between 50-100gb free when generating grass lods - that detail matters due to virtual memory), install these mods:

  • Folkvangr

  • Origins of Forest (and Folk + Origins grass patch by Modpocalypse)

  • NGiO

  • The Great Forest of Whiterun Hold

  • Dark Forests of Skyrim

  • Dense Nordic Forests

  • Veydogolt Trees + it's extra tree/whiterun add-on

  • Skyrim 3D Landscapes

All of them are on Nexus, generate your grass cache. Then run Dyndolod 3.0 with grass after Texgen with grass enabled on a Windows 10 system, up to date on the updates.

Let me ask you this as well: does Dyndolod 3.0 use up all that ram because it wants to store the information for faster recall? If that's true then maybe the problem here is that with larger files, like certain grass lods, Dyndolod is holding onto too much information for too long - and on systems with limited ram (16gb) this will inevitably create the problem I have. Quicken can create the same issue with a large enough work load on a 'weak' enough computer, within context of that work load.

If that's the case then the fix would be to

  1. Separate grass LOD generation into it's own executable
  2. Add a UX option to allow reading files from the storage device instead of caching everything for reading on the ram (I know this is not normally how things should be done but if Dyndolod 3.0 has a large enough work load to handle, this is the solution that doesn't involve people buying more ram)
  3. Hook the grass LOD generation files into Dyndolod's Object LOD generation.

Chances are you'll have to do this when Seasons + NGiO become compatible anyhow.

 

The OS/drivers control resources. If the OS freezes because it exhausted the resources it controls, then there is something wrong with it or its configuration. A properly working OS denies a program access so it can act accordingly. It dos not matter why or how much memory a program requests from the OS. If the OS grants it or not is up to the OS.

DynDOLOD does not keep any grass cache files in memory once it got the used model filenames from them in order to determine which grass LOD billboards need to be added to the object LOD texture atlas. That is all that DynDOLOD needs them for.

I generated object, grass 100%/1 (not specified), ultra tree (not specified) and dynamic LOD for the list of mods provided. The peak working set of DynDOLOD was about  7GB when it was generating object LOD atlas textures for Tamriel.

Lines from logs where copied and pasted but the entire logs were never uploaded.

On 3/11/2022 at 10:32 PM, DankTemplar said:

Good news is the log file is working now and the final lines say this

The issue was solved already:

On 3/23/2022 at 1:10 AM, DankTemplar said:

Newest version of Dyndolod 3 alpha has solved my "out of memory issues" so far.

"High memory usage" in https://dyndolod.info/FAQ 

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3 hours ago, Zahkrii said:

Hi its my first time writing on here but I've been using DynDOLOD for a while now for and it has become an essential thing to setup for any of my modlists for SSE. But, I'm definitely still learning how to use it optimally. Whenever I had problems with the generation I'd find a way to fix it by looking at previous posts, troubleshooting guides or tutorials.

But now it seems I've run into a wall that I can't quite figure out how to fix on my own. I apologize if it was a lack of more effort in my part.

Basically the problem lies at the DynDOLODx64 generation. At the end of the generation, it would show "Error: LODGenx64.exe failed to generate object LOD for one or more worlds.". The problem is I can't really pinpoint what is at fault from the logs provided as it seems to cut-off while generating without showing me what happened. Sometimes nothing would be in the logs at all. The object LODs worldspaces that fail to generate almost always includes Tamriel with a random 3-4 worlds. I say random because everytime I try to run it again, it wouldn't be the same set of 3-4 worldspaces that failed to generate. For example, I tried to exclude the worldspaces that previously caused problems but it just found another 4 mods to report the failed generation. Even if I exclude all modded worldspaces, it will fail to generate, say Soul Cairn.

This also causes the program to not create occlusion.esp. "<Error: Occlusion generation aborted due to LODGen error>"

Additionally, I tried to start DynDOLOD with only Tamriel checked. It worked with and even created the occlusion esp. But once I start to add other worldspaces, it repeats the problem above.

Attached are the logs for worldspaces that failed to generate. They either have incomplete or empty text. Any help would be appreciated.

DynDOLOD_SSE_log.txt 372.65 kB · 5 downloads LODGen_SSE_Tamriel_log.txt 4 kB · 2 downloads LODGen_SSE_XJKislandWorld2_log.txt 0 B · 2 downloads LODGen_SSE_zGHDunmerCampWorld_log.txt 0 B · 1 download LODGen_SSE_mannyGFO_log.txt 1.84 kB · 1 download

Start DynDOLOD in expert mode, select one of the worldspaces that failed and then click the Execute LODGen button. If that worked, next time you run DynDOLOD for everything, set MaxLODGen=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to see if it helps. You can merge the successfully generated object LOD meshes with the existing output you already have.

If there is still an error, overwrite the LODGenx64 files from https://mega.nz/file/AVQHETyI#uc3iBydpHCx0rWp2sX2tvHaW3ZHFC7Sbq1FHqbIhA4A into the Edit Scripts folder. See if it prints more information to the log. Also check the Windows Event log for messages.

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9 hours ago, arealnordlolol said:

I am using Dyndolod 3.0... But there are no trees in the Lod whatsoever..

I'm pretty sure I'm not using any billboards, from what Ive seen apparently you should not have any billboards so that they can be generated by Texgen. 

Below is my mod list. Any help is greatly appreciated!!! :)

Read the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved the post.
Upload the log and debug log as explained in first the post when making posts.

Assuming TexGen/DynDOLOD generation went well, check/increase tree LOD distance. https://dyndolod.info/Help/Tree-LOD#Settings

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18 hours ago, DarthVitrial said:

Here:https://mega.nz/file/d8EWgRjK#1A-uihbvU_S99sjHooxkxhQx9Y0SFB4qP_aGCVHJ8Ok

I also have the patches for Shrubs of Snow and Turn of the Seasons installed.

I ran LODGen for Tamriel and all seasons a couple dozen times with those installed and nothing ever happened. Really mysterious.

Activate the mod again and then test with setting LODGenThreadSplit=24 in ..\DynDOLOD3\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and then generate LOD. If you just want to use Execute LODGen in expert mode, edit the line ThreadSplit=0 in all the export files like LODGen_SSE_Export_Tamriel_WIN.txt etc.

If error still happen set MaxLODGen=1 in DynDOLOD_SSE.ini to if running only one at a time makes a difference.

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5 hours ago, sheson said:

Start DynDOLOD in expert mode, select one of the worldspaces that failed and then click the Execute LODGen button. If that worked, next time you run DynDOLOD for everything, set MaxLODGen=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to see if it helps. You can merge the successfully generated object LOD meshes with the existing output you already have.

If there is still an error, overwrite the LODGenx64 files from https://mega.nz/file/AVQHETyI#uc3iBydpHCx0rWp2sX2tvHaW3ZHFC7Sbq1FHqbIhA4A into the Edit Scripts folder. See if it prints more information to the log. Also check the Windows Event log for messages.

Hi, thanks for replying. I think I might have found the issue.

So I replaced LODGenx64, launched DynDOLOD in expert mode and clicked execute LODGen for one of the failed worldspaces as you suggested. It failed to generate the object LODs in the same manner, unfortunately. But I tried it again for the 2nd time and it worked! I thought that something in my system must have been the culprit since the results for DynDOLOD alone were inconsistent.

I also changed the setting for MaxLODGen to 1 and tried generating for everything. With this method, I found that there were more errors. DynDOLOD_SSE_log.txt

I did the LODGen for one of the worlds that had errors to merge it. Before the CMD closed while generating object LODs, I took a screenshot of the error.

See attached "LODGenx64 - Object LOD XJKislandWorld - screenshot.png". 

1108147883_LODGenx64-ObjectLODXJKislandWorld-screenshot.thumb.png.2275a8fa51076d385cc52cc1423dfc94.png

I have a vague idea about what it means but that seems to be causing the CMD to close rapidly and create empty logs. I tried turning off windows defender's anti-virus features for the time being to test if that was causing the issue but it was still failing to generate, so I don't think that is a factor. Thank you for helping me with this.

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48 minutes ago, Zahkrii said:

Hi, thanks for replying. I think I might have found the issue.

So I replaced LODGenx64, launched DynDOLOD in expert mode and clicked execute LODGen for one of the failed worldspaces as you suggested. It failed to generate the object LODs in the same manner, unfortunately. But I tried it again for the 2nd time and it worked! I thought that something in my system must have been the culprit since the results for DynDOLOD alone were inconsistent.

I also changed the setting for MaxLODGen to 1 and tried generating for everything. With this method, I found that there were more errors. DynDOLOD_SSE_log.txt

I did the LODGen for one of the worlds that had errors to merge it. Before the CMD closed while generating object LODs, I took a screenshot of the error.

See attached "LODGenx64 - Object LOD XJKislandWorld - screenshot.png". 

1108147883_LODGenx64-ObjectLODXJKislandWorld-screenshot.thumb.png.2275a8fa51076d385cc52cc1423dfc94.png

I have a vague idea about what it means but that seems to be causing the CMD to close rapidly and create empty logs. I tried turning off windows defender's anti-virus features for the time being to test if that was causing the issue but it was still failing to generate, so I don't think that is a factor. Thank you for helping me with this.

Great. See if there is anything different when using this version https://mega.nz/file/gNBDhbgY#lxoZCLypS2ISXl45-MfyEPdMkjWkL82BkCtSfFKvPh4
Also check the Windows Event Log for entries. Check c:\Users\[username]\AppData\Local\CrashDumps\LODGen.exe.*.dmp upload them if there are any using this new version.

Test what happens if you set LODGenThreadSplit=same number as cores of the CPU  in ..\DynDOLOD3\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and then generate LOD.
If you just want to use Execute LODGen in expert mode, edit the line ThreadSplit= in all the export files for the worldspaces like..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

If you could do a quick memory test and/or prime95 blend test verify system stability that would be great.

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7 hours ago, sheson said:

I ran LODGen for Tamriel and all seasons a couple dozen times with those installed and nothing ever happened. Really mysterious.

Activate the mod again and then test with setting LODGenThreadSplit=24 in ..\DynDOLOD3\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and then generate LOD. If you just want to use Execute LODGen in expert mode, edit the line ThreadSplit=0 in all the export files like LODGen_SSE_Export_Tamriel_WIN.txt etc.

If error still happen set MaxLODGen=1 in DynDOLOD_SSE.ini to if running only one at a time makes a difference.

Tried both, still getting out of range errors during winter season even with both LODGenThreadSplit=24 and MaxLODGen=1

LODGen_SSE_Tamriel_WIN_log.txt

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53 minutes ago, DarthVitrial said:

Tried both, still getting out of range errors during winter season even with both LODGenThreadSplit=24 and MaxLODGen=1

LODGen_SSE_Tamriel_WIN_log.txt 1.55 MB · 0 downloads

Post the trace from Event Log. Also check if you happen to have any c:\Users\[username]\AppData\Local\CrashDumps\LODGen.exe.*.dmp with version from https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259239

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12 hours ago, sheson said:

Great. See if there is anything different when using this version https://mega.nz/file/gNBDhbgY#lxoZCLypS2ISXl45-MfyEPdMkjWkL82BkCtSfFKvPh4
Also check the Windows Event Log for entries. Check c:\Users\[username]\AppData\Local\CrashDumps\LODGen.exe.*.dmp upload them if there are any using this new version.

Test what happens if you set LODGenThreadSplit=same number as cores of the CPU  in ..\DynDOLOD3\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and then generate LOD.
If you just want to use Execute LODGen in expert mode, edit the line ThreadSplit= in all the export files for the worldspaces like..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

If you could do a quick memory test and/or prime95 blend test verify system stability that would be great.

I set LODGenThreadSplit = 4, used the new LODGenx64 file, and did windows memory diagnostic (no problems found). Generated for everything and came back with only failed Tamriel, Midwood Isle and ArnimaDuplicate0003. It seems the logs are working now. Three of the logs show, "Error processing  System.NullReferenceException: Object reference not set to an instance of an object.-" with code 528.

LODGen_SSE_arnimaDUPLICATE003_log.txtLODGen_SSE_Tamriel_log.txt

Also, it seems no Windows Event Log .dmp files were made for this one. I only see entries from yesterday.

Edit: Wrong log files posted.

DynDOLOD_SSE_log.txt

DynDOLOD_SSE_Object_LOD.txt

Edited by Zahkrii
wrong logs files posted
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8 hours ago, Zahkrii said:

I set LODGenThreadSplit = 4, used the new LODGenx64 file, and did windows memory diagnostic (no problems found). Generated for everything and came back with only failed Tamriel, Midwood Isle and ArnimaDuplicate0003. It seems the logs are working now. Three of the logs show, "Error processing  System.NullReferenceException: Object reference not set to an instance of an object.-" with code 528.

LODGen_SSE_arnimaDUPLICATE003_log.txt 213.41 kB · 2 downloads LODGen_SSE_Tamriel_log.txt 132.84 kB · 4 downloads

Also, it seems no Windows Event Log .dmp files were made for this one. I only see entries from yesterday.

Edit: Wrong log files posted.

DynDOLOD_SSE_log.txt 378.15 kB · 2 downloads

DynDOLOD_SSE_Object_LOD.txt 450.13 kB · 0 downloads

This all great logs, thanks. As long as there info in the logs (e.g. LODGen can handle the execrption) there won't be dumps.

Can you let me know if there is anything different when setting LODGenThreadSplit/ThreadSplit=1 ? Uploading the LODGen logs is enough.

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