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DynDOLOD 3.00 Alpha 180


sheson

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18 hours ago, PhxFuryKnight said:

Yeah, the problem is that there AREN'T errors. 

I came home after letting DynDOLOD run for 9 hours straight, calling someone to check for crashes (error messages) every 2 hours, and when I got home Alpha 111 had been frozen at the 3 hour mark within the main window, approximately on world 3 out of 22. 

I know there may be an issue with crapware or whatever, but I was having those OpenGL errors on the previous two drivers. 

No.. I cannot install 22.5.1 on a 7900XT, it is incompatible. 

So the newest version of DynDOLOD with the newest version of Adrenalin drivers has the ability to RUN DynDOLOD, but it doesn't quite have the ability to finish with this configuration. 

The log and debug are saved when closing the program. Can you not simply click the X top right and wait for the tool to shutdown?
Otherwise you can try marking and copy pasting the entire messages log text with the usual Mouse/Windows key combinations.

If there were OpenGL errors with DynDOLOD 3 Alpha 111 and the latest recommended driver, then the program stopped and you can just close it to get the log and debug and maybe a bugreport.txt to upload.

If there are no OpenGL errors with DynDOLOD 3 Alpha 111 but runs extremely slow, it may be caused by the crapware installed with the driver. Remove the crapware.

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13 hours ago, sheson said:

The logs you uploaded tell us that you generated standard tree LOD and not ultrat ree LOD.

Are you saying that changing the tree LOD distances in the DynDOLOD SkyUI MCM settings page did not change anything about the tree LOD showing in the distance?

You could test if the current output works OK, set [MapMenu] uLockedObjectMapLOD=16 in an any INI setting 32 instead if the object LOD was not generated with  Level32=1

I never actually got to test the MCM as I had deleted the last Texgen and Dyndolod outputs last night.  Today, I corrected the Level32=1 (from 0) and everything seems to be working again.  I'll be testing the MCM values as needed I think but they seem to be pretty good out of the box.  Sorry for taking up so much time with what was a clear oversight on my part.

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I have this error and it is driving me crazy. DynDOLOD with Open Cities.

The bug: When I'm about to enter Whiterun it looks like in the photo then when I go through the gate it loads the textures.

I do the installation as explained in the tutorial, I deactivate all the open cities plugins to generate the trees and objects, then I edit the ini "WarnModFileName=Open-Cities-Skyrim ;Open-Cities-Skyrim "by "xOpen Cities Skyrim;Open -Cities-Skyrim" and activate the open cities plugins. I open the DynDOLOD and generate the dynamic LOD. But even though it loads, this happens to me in Whiterun. Does anyone have the solution?

Version of game : Skyrim AE 640. 

Version of DynDOLOD alpha 11

 

image.thumb.jpeg.a22c116dcb3670da85c0166e169a4763.jpegimage.thumb.png.b367efb51cf4222b1ffa0e395037a356.png

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47 minutes ago, ToughPaper22 said:

I have this error and it is driving me crazy. DynDOLOD with Open Cities.

The bug: When I'm about to enter Whiterun it looks like in the photo then when I go through the gate it loads the textures.

I do the installation as explained in the tutorial, I deactivate all the open cities plugins to generate the trees and objects, then I edit the ini "WarnModFileName=Open-Cities-Skyrim ;Open-Cities-Skyrim "by "xOpen Cities Skyrim;Open -Cities-Skyrim" and activate the open cities plugins. I open the DynDOLOD and generate the dynamic LOD. But even though it loads, this happens to me in Whiterun. Does anyone have the solution?

Version of game : Skyrim AE 640. 

Version of DynDOLOD alpha 11

 

image.thumb.jpeg.a22c116dcb3670da85c0166e169a4763.jpegimage.thumb.png.b367efb51cf4222b1ffa0e395037a356.png

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

Why do you believe this has anything to do with DynDOLOD? What rudimentary troubleshooting have you done to come to that conclusion?

The issue description sounds like placed occlusion places/boxes, like a patch for eFPS is missing.

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27 minutes ago, sheson said:

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

Why do you believe this has anything to do with DynDOLOD? What rudimentary troubleshooting have you done to come to that conclusion?

The issue description sounds like placed occlusion places/boxes, like a patch for eFPS is missing.

You are a genious! It was the damn eFPS boost, I don't know why I related it to the dynDOLOD. I think it was because I installed the lods before trying only open cities. Thank you. my head was burned. 

Closed thread. Problem = eFPS

image.png

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Hi there, I have encountered this error with LODGen.

[Window Title]
DynDOLOD

[Main Instruction]
LODGenx64Win.exe failed to generate object LOD for one or more worlds.

[Content]
Check for error messages in the listed LODGen log(s)

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

[OK] [Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard
LODGenx64Win.exe returned 25B.

 

This is LOD_Gen_SSE_SkuldafnWorld_log.txt - https://paste.ee/p/BR3Vx

Here is the TexGen_SSE_Debug_log.txt & TexGen_SSE_log.txt - https://ufile.io/f/2yg8u (dunno if it helps, Im entirely new to this)
Also xLODGen_log.txt - https://ufile.io/iv0ybwgo

Tried to follow the STEP Guide the best I could, but when I got to the Run DynDOLOD part I got that error.

Edited by Vladone
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6 hours ago, Vladone said:

Hi there, I have encountered this error with LODGen.

[Window Title]
DynDOLOD

[Main Instruction]
LODGenx64Win.exe failed to generate object LOD for one or more worlds.

[Content]
Check for error messages in the listed LODGen log(s)

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

[OK] [Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard
LODGenx64Win.exe returned 25B.

This is LOD_Gen_SSE_SkuldafnWorld_log.txt - https://paste.ee/p/BR3Vx

Here is the TexGen_SSE_Debug_log.txt & TexGen_SSE_log.txt - https://ufile.io/f/2yg8u (dunno if it helps, Im entirely new to this)
Also xLODGen_log.txt - https://ufile.io/iv0ybwgo

Tried to follow the STEP Guide the best I could, but when I got to the Run DynDOLOD part I got that error.

Read the first post which log and debug log from DynDOLOD to upload when making posts. Since tehre was no problem running TexGen, it is unclear why you choose to upload those logs instead.

If you follow a third party guide and have problems with it, you need to ask its author(s), forum sections etc.

From the LODGen log:
Error accessing E:\Steam\steamapps\common\Skyrim Special Edition\Data\Meshes\Terrain\SkuldafnWorld\SkuldafnWorld.8.56.-5.btr Unable to read beyond the end of the stream.

From https://dyndolod.info/Help/LODG, which opens when clicking "Click on this link for additional explanations and help for this message" as explained on the first post:
Error accessing
There is a problem reading the mentioned *.NIF. Try to reinstall the file or mod from its download archive. Run the *.NIF through Cathedral Assets Optimizer. If the mentioned file is a *.BTR terrain LOD mesh, generate a valid one with xLODGen. If the file opens without error in NifSkope, make a post on the official DynDOLOD support forum and upload the *.NIF or provide a link to the mod etc.

As explained at https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-97-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ and the Readme.txt included in the xLODGen download archive and at https://dyndolod.info/Help/xLODGen:
Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod.
Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86.

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1 hour ago, battosai295 said:

keep getting Assertion failure (C:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 7686

DynDOLOD_SSE_log.txt 1.51 MB · 2 downloads

Read the first post of this DynDOLOD 3 Alpha thread which debug log and bugreport.txt (if it exists) to also upload when making posts.

Use the "Click on this link for additional explanations and help for this message" https://dyndolod.info/Messages/Exceptions#Assertion-failure as explained on the first post.

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Alpha 111 with Resources A30

  • Got the following error:
<Error: File not saved [...]\DynDOLOD_Output\Meshes\DynDOLOD\NoHavok\slighthousefireoff_nohavok.nif: Range check error>

I suspect it's linked to the new feature added in Alpha 107 "create on-demand no havok models for dynamic LOD". I looked at the log of the previous generation I made with Alpha 108, and it contains the same failure, which I hadn't noticed at the time. There are successfully generated meshes in \DynDOLOD\NoHavok, it's just this one which fails.

The failure occurs during generation of dynamic LOD for the ssLightHouseWorld02 worldspace of this mod: Nebarra.

Architecture\Solitude\Clutter\SlighthouseFireOff.nif is used by an activator (xx955BF7 ssgwaSlighthouseActivatorOFF) placed into that worldspace. The source mesh slighthousefireoff.nif is provided by this mod: Embers XD (Lite version).

Full logs here: https://drive.google.com/file/d/1WfsuvihMBi-fYfSuF4w2VsMkpjS5u2ul/view

 

  • Trying to understand the source and purpose of a bunch of PlaneMarker references overwrites by DynDOLOD.esm in the SolitudeWorld worldspace.

I can see traces of them in the debug log, such as:

[00:08] [ApplyPatches] <Debug: Overwrite=skyrim.esm;0010c315>
[00:08] [ApplyPatches] <Debug: [1] Source Skyrim.esm [REFR:0010C315] (places PlaneMarker [STAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25))>
[00:08] [CopyMainRecordToFile] <Debug: 0 Skyrim.esm [REFR:0010C315] (places PlaneMarker [STAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25)) --> 53 Occ_Skyrim_Tamriel.esp [REFR:0010C315] (places PlaneMarker [STAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25))>
[00:08] [CopyMainRecordToFile] <Debug: Processing DynDOLOD.esm Occ_Skyrim_Tamriel.esp [REFR:0010C315] (places PlaneMarker [STAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25))>
[00:08] [ApplyPatches] <Debug: [4] Destination DynDOLOD.esm [REFR:0010C315] (places PlaneMarker [STAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25))>

but I can't find any traces of them in [...]\DynDOLOD\Edit Scripts\DynDOLOD\Configs or Rules, when I look them up by Ref ID.

It looks like DynDOLOD is patching PlaneMarker references blindingly without any regards to any other changes? It's overwriting edits by mods such as eFPS or Legacy of the Dragonborn. Why is it doing that, is this the intended behavior and if so, what is its purpose, particularly in regards to LODs?

See previous link for full logs.

Thanks.

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2 hours ago, Mousetick said:

Alpha 111 with Resources A30

  • Got the following error:
<Error: File not saved [...]\DynDOLOD_Output\Meshes\DynDOLOD\NoHavok\slighthousefireoff_nohavok.nif: Range check error>

I suspect it's linked to the new feature added in Alpha 107 "create on-demand no havok models for dynamic LOD". I looked at the log of the previous generation I made with Alpha 108, and it contains the same failure, which I hadn't noticed at the time. There are successfully generated meshes in \DynDOLOD\NoHavok, it's just this one which fails.

The failure occurs during generation of dynamic LOD for the ssLightHouseWorld02 worldspace of this mod: Nebarra.

Architecture\Solitude\Clutter\SlighthouseFireOff.nif is used by an activator (xx955BF7 ssgwaSlighthouseActivatorOFF) placed into that worldspace. The source mesh slighthousefireoff.nif is provided by this mod: Embers XD (Lite version).

Full logs here: https://drive.google.com/file/d/1WfsuvihMBi-fYfSuF4w2VsMkpjS5u2ul/view

 

  • Trying to understand the source and purpose of a bunch of PlaneMarker references overwrites by DynDOLOD.esm in the SolitudeWorld worldspace.

I can see traces of them in the debug log, such as:

[00:08] [ApplyPatches] <Debug: Overwrite=skyrim.esm;0010c315>
[00:08] [ApplyPatches] <Debug: [1] Source Skyrim.esm [REFR:0010C315] (places PlaneMarker [STAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25))>
[00:08] [CopyMainRecordToFile] <Debug: 0 Skyrim.esm [REFR:0010C315] (places PlaneMarker [STAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25)) --> 53 Occ_Skyrim_Tamriel.esp [REFR:0010C315] (places PlaneMarker [STAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25))>
[00:08] [CopyMainRecordToFile] <Debug: Processing DynDOLOD.esm Occ_Skyrim_Tamriel.esp [REFR:0010C315] (places PlaneMarker [STAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25))>
[00:08] [ApplyPatches] <Debug: [4] Destination DynDOLOD.esm [REFR:0010C315] (places PlaneMarker [STAT:00000017] in GRUP Cell Temporary Children of SolitudeOrigin [CELL:00037EE9] (in SolitudeWorld "Solitude" [WRLD:00037EDF] at -16,25))>

but I can't find any traces of them in [...]\DynDOLOD\Edit Scripts\DynDOLOD\Configs or Rules, when I look them up by Ref ID.

It looks like DynDOLOD is patching PlaneMarker references blindingly without any regards to any other changes? It's overwriting edits by mods such as eFPS or Legacy of the Dragonborn. Why is it doing that, is this the intended behavior and if so, what is its purpose, particularly in regards to LODs?

See previous link for full logs.

Thanks.

Probably another bug in the xEdit NIF writer code. Will check.
Regardless of that error, that NIF from Embers XD should be optimized in NifSkope for example (collapse link arrays, remove unused strings etc.)

The source of patches are always *.patch files. Scroll upwards until you find the the logline with the notice what patch the patches are from:
[00:07] [ApplyPatches] <Notice: Processing 67 patches from dyndolod\solitudeexterior_tamriel.patch>

DynDOLOD does not do anything "blindly, especially when doing optional things the user has to install on purpose. The Solitude Exterior esp (now patch) is an optional patch that exists since May/June 2016 before Skyrim Special Edition came out. The planes/boxes are adjusted so there are no issues when watching outside while being on the walls/roofs. No issues with the Solitude Exterior patch have been reported since then AFAIK.

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Having trouble with the latest version v111.  It's been close to seven hours and DynDOLOD is still running.  Only error I am getting is [code]<Error: File not saved C:\DynDOLOD\DynDOLOD_Output\Meshes\DynDOLOD\NoHavok\mgmagicfirepillar01_nohavok.nif: Range check error>[/code] No other errors, except a bunch of large reference warnings.  Never had this happen before.  Usually takes around 2 hours.   Could be user error, I suppose.  Suggested troubleshooting areas to look at?  Thanks.

Edited by Zanderat
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4 minutes ago, Zanderat said:

Having trouble with the latest version v111.  It's been close to seven hours and DynDOLOD is still running.  Only error I am getting is [code]<Error: File not saved C:\DynDOLOD\DynDOLOD_Output\Meshes\DynDOLOD\NoHavok\mgmagicfirepillar01_nohavok.nif: Range check error>[/code] No other errors, except a bunch of large reference warnings.  Never had this happen before.  Usually takes around 2 hours.   Could be user error, I suppose.  Suggested troubleshooting areas to look at?  Thanks.

Read the first post which log, debug log and bbugreport.txt (if it exists) to upload when making posts.

https://dyndolod.info/FAQ "Long running time or output several GB in file size"

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Thanks, @sheson  I forgot to check the FAQ.  I did add a new grass mod, Veydosebrom with complex grass option.  So maybe that could account for the lengthy time.  Anyway, I will leave it running while I am at work.  If it's not done by then, I will post a more formal question with logs, etc.

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Hi, i am back. And now with TexGen errors.

1) I don't know why but TexGen seems to complaing about existing texgen data "Found stitched object LOD textures from earlier TexGen generation installed in game folder". I looked in every possible folder it might store its data and deleted what i could find but error is still prevalent.

Edit: Scratch second one. My pc is definitively haunted. Works now. Still get that warning about existing texgen data. 

Here are all relevant logs. https://paste.ee/p/9Qgq9 https://www.pastebin.cz/cs/p/Nnwk3xH https://www.pastebin.cz/cs/p/qWjxYCc

Edited by Zierry
Updated situation
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