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DynDOLOD 3.00 Alpha 180


sheson

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xLODGen Beta 95 now kept crashing on me too, and there were no messages in the log, so I reverted back to Beta 94, and I installed the ENB Complex Grass and generated the grass cache then tested this all over, now I was able to get DynDOLOD to complete and not crash too.

I tested without the terrain LOD meshes from xLODGen enabled, and I tested without the DynDOLOD Occlusion plugins active.

Still the same problem, no grass/trees/objects in the distance.

Here's screen shots at Whiterun with Alpha98.

1. Alpha98 — Freeimage.host

2. Alpha98 — Freeimage.host

 

LOGS

DynDOLOD_SSE_Debug_log (mediafire.com)

DynDOLOD_SSE_log (mediafire.com)

LODGen_SSE_Tamriel_log (mediafire.com)

TexGen_SSE_Debug_log (mediafire.com)

TexGen_SSE_log (mediafire.com)

Edited by mooit
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11 hours ago, Smokey said:

So I have some good news and bad news...

Good news:

-dyndolod doesn't take hours anymore its more like 5-10 minutes again since i turned a lot of stuff down and used billboards instead

-I think i found out why those whiterun stable trees dont render from far away:

explanation- The tree mod causing the issue is this mod https://www.nexusmods.com/skyrimspecialedition/mods/16230?tab=description "whiterun trees overhaul", turns out when i checked the download file it literally only includes a esp file and not any textures,billboard or lod files. I checked its requirements and found out that "Skyrim 3D trees and plants" was a optional file to work alongside it, but I already have a another skyrim tree model replacer mod - "Veydogolt Trees" and it includes its own billboard and lod files for generation which actually works ingame for other trees outside whiterun but for some reason it doesn't work for the "whiterun trees overhaul". "Skyrim 3D trees and plants" also has its own files needed for lod and texgen so i can assume this is why those trees are not showing up at all, which makes sense now. Veydogolt Trees has its own whiterun tree addition mod - https://www.nexusmods.com/skyrimspecialedition/mods/63251 which i will be trying next to see if anything changes with the render distance.

Bad news:

-Tree still doesn't render from far(i will be changing tree mods for the reason stated above so this issue in not that problematic anymore)

-Whiterun walls seem to be flickering in and out of 2 textures or something see video for reference: https://imgur.com/a/xvJkyhW

I'll be back to report my testing to see if the other whiterun tree mod has the same issue. Thanks for the help so far i really appreciate it.

Do not install any third party billboards. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards
Use TexGen to generate all billboards. https://dyndolod.info/Help/TexGen#Tree-Grass-LOD-Billboards
Make sure all desired billboards are generated. https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards

For 3D tree LOD models, make sure they are actually somewhat optimized and just not copies of the full model.

See answers for "Object LOD model and full model show at the same time causing texture flicker" at https://dyndolod.info/FAQ

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10 hours ago, mooit said:

I was only trying to show Alpha95 is fine with my setup.

Now with Alpha98, for xLODGen Beta95, I removed the mipmap on xLODGen, made the Default size Diffuse/Normal 256, and format BC7 max which is what they were listed before, and I didn't use Grass Complex mods installed, so no HD Grass, these are the only two differences I made this time.

Now DynDOLOD crashes on me, and the log says this;

Error processing grass data C:\Steam\steamapps\common\Skyrim Special Edition\Data\Grass\Tamrielx0045y-027.gid Unable to read beyond the end of the stream. 

hmm :(

P.S. I went back and this time installed the Complex Grass, but I didn't generate the grass cache with it installed, and I kept the mipmap unchecked in xLODGen, and for the Default size Diffuse/Normal put both on none, but it still crashed on me, the same error.

So now, the only thing I've not done differently here is not generated the grass cache with the ENB Complex Grass installed. It seems like the only way to make Alpha98 work is the ENB Complex Grass has to be installed when generating the grass cache.

As explained on the first post, "do not waste time using older versions or reporting problems with older versions."

Since xLODGen seems irrelavent for this issues, you do not need to redo any terrain LOD or mention it at all. If you have questions or problems regarding xLODGen or terrain LOD generation use the xLODGen thread https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-95-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/

As explained at https://dyndolod.info/Help/Grass-LOD, grass cache needs to be generated for the current load order. The grass cache contains grass model and grass placement information. Changing only the grass textures typically does not require updating the grass cache.

See https://dyndolod.info/Help/Grass-LOD#Error-reading-grass-worldspace-x-y-Error-processing-grass-data-CGID-Unable-to-read-beyond-the-end-of-the-stream-System-IO-EndOfStreamException

6 hours ago, mooit said:

xLODGen Beta 95 now kept crashing on me too, and there were no messages in the log, so I reverted back to Beta 94, and I installed the ENB Complex Grass and generated the grass cache then tested this all over, now I was able to get DynDOLOD to complete and not crash too.

I tested without the terrain LOD meshes from xLODGen enabled, and I tested without the DynDOLOD Occlusion plugins active.

Still the same problem, no grass/trees/objects in the distance.

Here's screen shots at Whiterun with Alpha98.

1. Alpha98 — Freeimage.host

2. Alpha98 — Freeimage.host

 

LOGS

DynDOLOD_SSE_Debug_log (mediafire.com)

DynDOLOD_SSE_log (mediafire.com)

LODGen_SSE_Tamriel_log (mediafire.com)

TexGen_SSE_Debug_log (mediafire.com)

TexGen_SSE_log (mediafire.com)

DynDOLOD does not affect grass cache generation.

While the log reports issue in plugins that should be fixed, the object LOD generation seems to have worked fine.

Does the object LOD Level 16 show on the map?

Do you use any mods changing INI settings on the fly, like  FPS stabilizer?

Doublecheck the object LOD distances in the DynDOLOD SkyUI MCM Settings page.
https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
https://dyndolod.info/Help/Object-LOD#Settings
Make sure the nearest level uses lower distance value compared to the setting for the higher object LOD Levels.

Test with the vanilla game and INIs and only the object LOD meshes and textures from the DynDOLOD output.

Use the coc or cow console commands from main menu to test with a new game.

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I'm getting a .Net crash with error code 0434352 trying to perform a LODGen on one of my Worldspaces (the Chanterelle2 worldspace in the Chanterelle mod). All other worldspaces generate without errors. Error is below:

 

Spoiler

Application: LODGenx64Win.exe
CoreCLR Version: 6.0.922.41905
.NET Version: 6.0.9
Description: The process was terminated due to an unhandled exception.
Exception Info: System.AggregateException: One or more errors occurred. (Object reference not set to an instance of an object.)
 ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at LODGenerator.NifMain.BSSubIndexTriShape.SetSegments(List`1 segments, Int32 count) in C:\project\LODGen\NifMain\BSSubIndexTriShape.cs:line 176
   at LODGenerator.LODApp.CreateLODNodesSSE(NiFile file, NiNode rootNode, QuadDesc quad, List`1 shapes) in C:\project\LODGen\LODApp.cs:line 1935
   at LODGenerator.LODApp.DoLOD(QuadDesc quad, Boolean high) in C:\project\LODGen\LODApp.cs:line 3296
   at LODGenerator.LODApp.<>c__DisplayClass81_2.<GenerateLOD>b__0() in C:\project\LODGen\LODApp.cs:line 3415
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
--- End of stack trace from previous location ---
   at System.Threading.Tasks.Task.ExecuteWithThreadLocal(Task& currentTaskSlot, Thread threadPoolThread)
   --- End of inner exception stack trace ---
   at System.Threading.Tasks.Task.WaitAllCore(Task[] tasks, Int32 millisecondsTimeout, CancellationToken cancellationToken)
   at LODGenerator.LODApp.GenerateLOD(List`1 statics) in C:\project\LODGen\LODApp.cs:line 3429
   at LODGeneratorCMD.Program.Main(String[] args) in C:\project\LODGen\LODGeneratorCMD\Program.cs:line 1662

 

I've spent the last couple days trying to solve the problem myself, but I'm out of ideas. Things I've tried include updating the .Net application and runtime to the latest versions, running the .Net fix program, running with elevated admin privileges, and turning off my antivirus. The error check in xedit comes up clean. If anyone can steer me in the right direction I'd appreciate it. Logs are here.

Edited by Glanzer
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41 minutes ago, Glanzer said:

I'm getting a .Net crash with error code 0434352 trying to perform a LODGen on one of my Worldspaces (the Chanterelle2 worldspace in the Chanterelle mod). All other worldspaces generate without errors. Error is below:

 

  Reveal hidden contents

I've spent the last couple days trying to solve the problem myself, but I'm out of ideas. Things I've tried include updating the .Net application and runtime to the latest versions, running the .Net fix program, running with elevated admin privileges, and turning off my antivirus. The error check in xedit comes up clean. If anyone can steer me in the right direction I'd appreciate it. Logs are here.

 

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

Also upload the LODGen log(s) for the worldspace(s)

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1 hour ago, Glanzer said:

I'm getting a .Net crash with error code 0434352 trying to perform a LODGen on one of my Worldspaces (the Chanterelle2 worldspace in the Chanterelle mod). All other worldspaces generate without errors. Error is below:

 

  Reveal hidden contents

 

I've spent the last couple days trying to solve the problem myself, but I'm out of ideas. Things I've tried include updating the .Net application and runtime to the latest versions, running the .Net fix program, running with elevated admin privileges, and turning off my antivirus. The error check in xedit comes up clean. If anyone can steer me in the right direction I'd appreciate it. Logs are here.

Test what happens using LODGenx64.exe instead. Move LODGenx64Win.exe or renaming it.

Use expert mode and execute LODGen for the worldspace.

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1 hour ago, sheson said:

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

Also upload the LODGen log(s) for the worldspace(s)

I uploaded all of those, the link is in my message. EDIT: oh just saw your 2nd message. I'll try that. Yes I've been using expert mode to just run execute lodgen for just that worldspace to save time.

Edited by Glanzer
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13 hours ago, sheson said:

As explained on the first post, "do not waste time using older versions or reporting problems with older versions."

Since xLODGen seems irrelavent for this issues, you do not need to redo any terrain LOD or mention it at all. If you have questions or problems regarding xLODGen or terrain LOD generation use the xLODGen thread https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-95-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/

As explained at https://dyndolod.info/Help/Grass-LOD, grass cache needs to be generated for the current load order. The grass cache contains grass model and grass placement information. Changing only the grass textures typically does not require updating the grass cache.

See https://dyndolod.info/Help/Grass-LOD#Error-reading-grass-worldspace-x-y-Error-processing-grass-data-CGID-Unable-to-read-beyond-the-end-of-the-stream-System-IO-EndOfStreamException

DynDOLOD does not affect grass cache generation.

While the log reports issue in plugins that should be fixed, the object LOD generation seems to have worked fine.

Does the object LOD Level 16 show on the map?

Do you use any mods changing INI settings on the fly, like  FPS stabilizer?

Doublecheck the object LOD distances in the DynDOLOD SkyUI MCM Settings page.
https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
https://dyndolod.info/Help/Object-LOD#Settings
Make sure the nearest level uses lower distance value compared to the setting for the higher object LOD Levels.

Test with the vanilla game and INIs and only the object LOD meshes and textures from the DynDOLOD output.

Use the coc or cow console commands from main menu to test with a new game.

I wasn't reporting problems with older versions, I only showed you screen shots of Alpha95, so everyone can see that at least this version works.

I'm not sure anything can be done to fix this on my end, because if my setup wasn't correct, then Alpha95 shouldn't work too.

I'm not using mods changing INI settings on the fly, like FPS stabilizer. 

Has anything changed in Alpha98, where some mods could be outdated? But I'm using Majestic Mountains and EVT, but mountains and EVT aren't being rendered in the distance. My grass is Folkvangr.

The grass cache has been generated as it should be, it's been done correctly.

xLODGen has been done correctly...

TexGen has been done correctly...

There is nothing rendered, if I am saying this correctly beyond object LOD 4, so no for 16, I posted two screen shots of Alpha 98, not rendering anything in the distance.

object LOD distances are fine in the MCM...

I've attached my modlist...

THANKS

P.S. Going to go test with Vanilla...

 

modlist.txt

Edited by mooit
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1 hour ago, mooit said:

There is nothing rendered, if I am saying this correctly beyond object LOD 4, so no for 16, I posted two screen shots of Alpha 98, not rendering anything in the distance.

object LOD distances are fine in the MCM...

THANKS

P.S. Going to go test with Vanilla...

LOD4 starts beyond the active cells. The screenshot seems to shows that there is no object LOD whatsoever of any LOD level. It will be more obvious when you disable large references.

Post a screenshot of the SkyUI MCM Settings - which means only for that to enable the DynDOLOD plugins again. Do any other tests without them again. Only the meshes/textures form the output.

Does the object LOD Level 16 show on the map?

Do you use any mods changing INI settings on the fly, like  FPS stabilizer?

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Well well well, I disabled all the mods in MO2, and only left enabled DynDOLOD Resources and DynDOLOD with the occlusion disabled and loaded it Vanilla and it bloody worked!

What the flip, now I have no idea why Alpha95 runs and 98 won't... :( 

But I hope this helps with this piece of the puzzle. hmm ;/

Here's the DynDOLOD settings;

DynDOLOD MCM — Freeimage.host

Here are two screen shots Vanilla at Whiterun, only DynDOLOD Resources and DynDOLOD with the occlusion disabled.

1. Vanilla Alpha98 — Freeimage.host

2. Vanilla Alpha98 — Freeimage.host

P.S. 

Does the object LOD Level 16 show on the map? - > no object LOD

These are the screen shots I posted before for Alpha98 so you can see there is no object LOD;

1. Alpha98 — Freeimage.host

2. Alpha98 — Freeimage.host

Do you use any mods changing INI settings on the fly, like  FPS stabilizer? -> No

Edited by mooit
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6 hours ago, Glanzer said:

I uploaded all of those, the link is in my message. EDIT: oh just saw your 2nd message. I'll try that. Yes I've been using expert mode to just run execute lodgen for just that worldspace to save time.

Ran the LODGen using LODGenx64.exe instead of LODGenx64Win.exe and it failed again. The logs all look the same, but the event log entry is slightly different:

Spoiler

 

Application: LODGenx64.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.NullReferenceException
   at LODGenerator.NifMain.BSSubIndexTriShape.SetSegments(System.Collections.Generic.List`1<LODGenerator.SegmentDesc>, Int32)
   at LODGenerator.LODApp.CreateLODNodesSSE(LODGenerator.NiFile, LODGenerator.NifMain.NiNode, LODGenerator.QuadDesc, System.Collections.Generic.List`1<LODGenerator.ShapeDesc>)
   at LODGenerator.LODApp.DoLOD(LODGenerator.QuadDesc, Boolean)
   at LODGenerator.LODApp+<>c__DisplayClass81_2.<GenerateLOD>b__0()
   at System.Threading.Tasks.Task.Execute()

Exception Info: System.AggregateException
   at System.Threading.Tasks.Task.WaitAll(System.Threading.Tasks.Task[], Int32, System.Threading.CancellationToken)
   at LODGenerator.LODApp.GenerateLOD(System.Collections.Generic.List`1<LODGenerator.StaticDesc>)
   at LODGeneratorCMD.Program.Main(System.String[])

 

 

 

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1 hour ago, DoubleYou said:

Type the following into the in game console and report the result. @mooit


getini "uLockedObjectLOD:MapMenu"

I have seen cases where this ini setting can block lod from loading if set wrong for the given lod setup. If the result is 32, ensure that you set up DynDOLOD to generate level 32.

Alpha95 & Alpha98 both say the same thing; NOT FOUND

Screen shots of Alpha95 & Alpha98 showing this;

Alpha95 getini — Freeimage.host (You can see the object lod in the distance too.)

Alpha98 getini — Freeimage.host

I use the same DynDOLOD settings for both Alpha95 & 98.

DynDOLOD — Freeimage.host - (This works just fine for Alpha95.)

Edited by mooit
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7 hours ago, mooit said:

Well well well, I disabled all the mods in MO2, and only left enabled DynDOLOD Resources and DynDOLOD with the occlusion disabled and loaded it Vanilla and it bloody worked!

Does the object LOD Level 16 show on the map? - > no object LOD

These are the screen shots I posted before for Alpha98 so you can see there is no object LOD;

So it only happens in combination with one or more other mods. It should be easy now to find out which via binary search. E.g.  Disable/Enable groups of mods until you only have the one(s) left that contribute to the problem.

A screenshot of the map would be nice. If it also doesn't show object LOD, then the INI [MapMenu] uLockedObjectMapLOD settings mentioned by DoubleYou might be related. However, INI settings starting with "u" can not be "get" via the game console, only "set". Check the game INIs and custom INIs and also if mods that have their own INI files in the data folder first.

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5 hours ago, mooit said:

Alpha98 both say the same thing; NOT FOUND

Alpha98 showing this;

Alpha98 getini — Freeimage.host

LOD meshes and textures do not affect INI settings. The version of the LOD generators does not matter for the INI setting.

See above about the INI setting. You need to actually check all the used INI files. The last one the game loads is the one that is being used.

Read the first post: "Do not waste time using older versions or reporting problems with older versions."

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