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DynDOLOD 3.00 Alpha 180


sheson

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1 hour ago, sheson said:

The debug log indicates that you did not change the OcclusionMaxThreadsObjectLOD=1 as suggested by https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data that I linked.

If it still has an access violation saving the Occlusion.esp in that case, upload new log, debug and bugreport.txt.

Yeah, I changed that back to 4 because it didnt do anything. I set it to 1 again and am rerunning the occlusion generation now. I started at 10:00am (CET) and my system has been frozen since then and its 10:48am now. Im doing just Tamriel again this time. No other world spaces. But if this takes 5 hours again, Im done with this.

 

Will post the logs as soon as Dyndolod finishes.

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8 minutes ago, Oozaru85 said:

Yeah, I changed that back to 4 because it didnt do anything. I set it to 1 again and am rerunning the occlusion generation now. I started at 10:00am (CET) and my system has been frozen since then and its 10:48am now. Im doing just Tamriel again this time. No other world spaces. But if this takes 5 hours again, Im done with this.

 

Will post the logs as soon as Dyndolod finishes.

Set OcclusionMaxThreadsObjectLOD=1 and upload that log, debug and bugreport.txt if it exists. The setting does indeed something.

Also read the other suggestions at https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

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37 minutes ago, sheson said:

Set OcclusionMaxThreadsObjectLOD=1 and upload that log, debug and bugreport.txt if it exists. The setting does indeed something.

Also read the other suggestions at https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

I did that, but I have to wait for the occlusion generation process to finish before any logs are being updated, dont I? Cant just cancel the process, no logs will be created then, will they?

 

And as I already mentioned, I did all the other suggestions you linked. My load order hasnt changed since the last time I generated my Dyndolod Output few weeks ago (besides adding a few armor and skse mods). It worked with no issues back then, didnt even take an hour and didnt freeze my system. Im also not using grass lod. I have no idea why Occlusion generation takes 5 hours suddenly and freezes my whole system. Never did that before with the same load order.

 

1 hour 40 minutes past now btw, my system is still frozen, system clock still at 10:00am (its 11:42am now), and Dyndolod is still running (even tho no progress is visible due to the system being frozen). I fear this will take as long as last night, again. Even with OcclusionMaxThreadsObjectLOD=1. Im at my wits end here. Waiting for this to finish and spit out some usable logs.

 

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29 minutes ago, Oozaru85 said:

I did that, but I have to wait for the occlusion generation process to finish before any logs are being updated, dont I? Cant just cancel the process, no logs will be created then, will they?

 

And as I already mentioned, I did all the other suggestions you linked. My load order hasnt changed since the last time I generated my Dyndolod Output few weeks ago (besides adding a few armor and skse mods). It worked with no issues back then, didnt even take an hour and didnt freeze my system. Im also not using grass lod. I have no idea why Occlusion generation takes 5 hours suddenly and freezes my whole system. Never did that before with the same load order.

 

1 hour 40 minutes past now btw, my system is still frozen, system clock still at 10:00am (its 11:42am now), and Dyndolod is still running (even tho no progress is visible due to the system being frozen). I fear this will take as long as last night, again. Even with OcclusionMaxThreadsObjectLOD=1. Im at my wits end here. Waiting for this to finish and spit out some usable logs.\

 

The log and debug log are usually written when the program is closes. For example via the X top right and then simply letting it shut down after acknowledging any message.

If the OS freezes, then there is something wrong with the OS or maybe it is misconfigured or some third party driver or software might be interfering or there could be an hardware issue.

See what happens when using latest xLODGen terrain LOD beta to generate occlusion for Tamriel.

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42 minutes ago, Oozaru85 said:

Alright, occlusion generation finished now, after 3(!) hours. Attached the log file. The debug log has not updated after I restarted Dyndolod, but I'm gonna attach it anyway. Also, no bug log generated this time since the process finished successfully.

DynDOLOD_SSE_log.txt 672.69 kB · 0 downloads DynDOLOD_SSE_Debug_log.txt 370.16 kB · 0 downloads

The debug log is saved when the program closes just after the the normal log is appended to. It may take a bit. Maybe check if it updated.

How large is the ..\Meshes\Terrain\Tamriel\Objects\ output folder? You just have HLT with ultra tree LOD?

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Mod list etc; - https://loadorderlibrary.com/lists/guywithoneeyes-list

Screenshots + various logs I thought might be relevant (there's no bugreport.txt) - https://ufile.io/1l9d4gzh

 

Hi there, pretty new to modding so I may get some terms wrong or whatever, but I'm having issues generating tree lods that change properly with the seasons. I'm using Happy Little Trees with Seasons of Skyrim and Turn of the Seasons. I am also NOT using the 3D models provided by Happy Little Trees.

The problem is a lot of pine trees are seemingly randomly using variants of ASPEN billboards/lods instead of the intended pine variant, or using non snowy pines for snowy pines. Up close everything looks as it should. I should also note this only seems to happen for spring, summer and winter. NOT in autumn. Maybe I should note that my current game save is in autumn, maybe that's relevant. And the amount of aspens/mismatched lods seem to vary for each season as well. The actual aspen trees near Riften seem to change just fine.

Everything else seems to be fine other than the terrain of course, and I did use xlodgen when I first started trying this but since I had issues with the trees I removed it completely to test everything. I'll also note I have used LOOT a hundred times, cleaned EVERY plugin it said to clean including the base game stuff, and made clean saves indoors while testing all of this. I've tried removing EVERYTHING needed for DynDOLOD and redownloading and reinstalling everything from scratch. I've made sure that I checked the seasons box, with all five seasons options, and selected all the worldspaces. I have not touched any of the default settings other than the "snow" setting and setting quality. I've been googling and searching for anyone else with this issue and I couldn't find anything.

I could be wrong (I've been at this for a few days) but I think I had it working once, but the terrain looked off because I didn't know about xlodgen at the time for terrain generation. I believe the issue start after I started from scratch with xlodgen, but again I could be misremembering and it might have always been an issue with the trees.

I'm not really sure how to figure this out being pretty new to this, and I can't really make sense of the console info in the screenshots and how that would lead to a solution, maybe someone here can help. Hopefully I provided everything you need but I can get more screenshots or whatever if you need them. I tried to make sure it's clear which tree I'm clicking on as well and demonstrating how they change.

Thanks!

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40 minutes ago, GuyWithOneEye said:

Mod list etc; - https://loadorderlibrary.com/lists/guywithoneeyes-list

Screenshots + various logs I thought might be relevant (there's no bugreport.txt) - https://ufile.io/1l9d4gzh

 

Hi there, pretty new to modding so I may get some terms wrong or whatever, but I'm having issues generating tree lods that change properly with the seasons. I'm using Happy Little Trees with Seasons of Skyrim and Turn of the Seasons. I am also NOT using the 3D models provided by Happy Little Trees.

The problem is a lot of pine trees are seemingly randomly using variants of ASPEN billboards/lods instead of the intended pine variant, or using non snowy pines for snowy pines. Up close everything looks as it should. I should also note this only seems to happen for spring, summer and winter. NOT in autumn. Maybe I should note that my current game save is in autumn, maybe that's relevant. And the amount of aspens/mismatched lods seem to vary for each season as well. The actual aspen trees near Riften seem to change just fine.

Everything else seems to be fine other than the terrain of course, and I did use xlodgen when I first started trying this but since I had issues with the trees I removed it completely to test everything. I'll also note I have used LOOT a hundred times, cleaned EVERY plugin it said to clean including the base game stuff, and made clean saves indoors while testing all of this. I've tried removing EVERYTHING needed for DynDOLOD and redownloading and reinstalling everything from scratch. I've made sure that I checked the seasons box, with all five seasons options, and selected all the worldspaces. I have not touched any of the default settings other than the "snow" setting and setting quality. I've been googling and searching for anyone else with this issue and I couldn't find anything.

I could be wrong (I've been at this for a few days) but I think I had it working once, but the terrain looked off because I didn't know about xlodgen at the time for terrain generation. I believe the issue start after I started from scratch with xlodgen, but again I could be misremembering and it might have always been an issue with the trees.

I'm not really sure how to figure this out being pretty new to this, and I can't really make sense of the console info in the screenshots and how that would lead to a solution, maybe someone here can help. Hopefully I provided everything you need but I can get more screenshots or whatever if you need them. I tried to make sure it's clear which tree I'm clicking on as well and demonstrating how they change.

Thanks!

Read the first post which DynDOLOD debug log to also upload.

https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees" and "Billboard tree LOD shows in active exterior cells"

For example for screenshot 1d.jpg, base record form ID is 0004B016

DynDOLOD_SSE_Tree_Report.txt tells us which billboard is being used:

TreePineForest03 [TREE:0004B016] Meshes\landscape\trees\treepineforest03.nif [CRC32:1782C868] using textures\landscape\trees\northern hemispheres\pineatlas.dds, textures\landscape\trees\northern hemispheres\pineatlas_n.dds, textures\landscape\trees\northern hemispheres\pinebark.dds, textures\landscape\trees\northern hemispheres\pinebark_n.dds 
	Replaced tree, Billboard found, 3D LOD model not found treepineforest03_1782C868
	Billboard_0: textures\terrain\lodgen\skyrim.esm\treepineforest03_0004b016.dds, textures\default_n.dds
	Dynamic: Meshes\landscape\trees\treepineforest03.nif using textures\landscape\trees\northern hemispheres\pineatlas.dds, textures\landscape\trees\northern hemispheres\pineatlas_n.dds, textures\landscape\trees\northern hemispheres\pinebark.dds, textures\landscape\trees\northern hemispheres\pinebark_n.dds
	LOD4: Billboard1 using internal
	LOD8: Billboard1 using internal
	LOD16: Billboard1 using internal

Check if the winning billboard texture textures\terrain\lodgen\skyrim.esm\treepineforest03_0004b016.dds (should be in TexGen output) visually matches the winning Meshes\landscape\trees\treepineforest03.nif. Use MO2 right window data tab or better yet xEdit Asset Browser (started with CTRL+F3).

Repeat for a couple other trees.

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17 hours ago, sheson said:

The debug log is saved when the program closes just after the the normal log is appended to. It may take a bit. Maybe check if it updated.

How large is the ..\Meshes\Terrain\Tamriel\Objects\ output folder? You just have HLT with ultra tree LOD?

The output folder without the occlusion esp is 6GB. 

 

HLT? Do you mean Happy Little Trees? If so, then no, not just that. I have HLT with ultra tree LODs but also the ultra tree LODs for Aspen Ablaze. But Ive been using them before with the same Dyndolod settings (lod4=level0, lod8=level1, lod16=level2) and never had any such issues. As I said, nothing changed there. Dunno why I'm suddenly having such issues.

 

Oh, you mean just the Tamriel output? Not sure, Im not at home rn. Will have to check later. But since its the biggest output I assume its at least 4-5GB.

 

Alright, so the Tamriel folder has 6.75GB. Pretty big. Still, I'm pretty sure it wasn't that much smaller the last time I ran Dyndolod without these issues. So it's kinda hard to believe this is an issue now. 

 

I will try generating occlusion with the latest LodGen, tho I doubt this is gonna change anything.

 

Nope, same thing with the latest xLodGen. Also, my CPU goes up to 100% and RAM to 99%, before my system freezes completely. 

 

My specs aren't that bad, however:

i5-10400F

GTX 1080

16 Gigs DDR4

Win10 Pro  64-bit (SSD)

 

And Dyndolod and SSE as well as my MO2 mod folder are also on an SSD (all on the same one, not the system one tho).

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11 hours ago, sheson said:

LOD Occlusion data can not cause CTD.

The Nexus mod pages linked from https://dyndolod.info/Downloads always have the latest version.

Thanks! Yes, I doubted it was the cause but it showed up in my crash report (the actual, unrelated, cause of the crash was identified and corrected) so, just in case, I ran it again and thoroughly fixed each potential error. If there is no issue with SKSE then I'm all set. Thanks for the help! 

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I'm constantly getting this error when trying to use DyndoLOD64:

"ErrorCreatingRenderContent Not Enough Memory resources are available to process this command"

Using the latest build published to Nexus, too.

I have more than enough RAM to handle this, too, given I have 64 gigs.

Edited by DreadedNautilus
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8 hours ago, Oozaru85 said:

The output folder without the occlusion esp is 6GB. 

 

HLT? Do you mean Happy Little Trees? If so, then no, not just that. I have HLT with ultra tree LODs but also the ultra tree LODs for Aspen Ablaze. But Ive been using them before with the same Dyndolod settings (lod4=level0, lod8=level1, lod16=level2) and never had any such issues. As I said, nothing changed there. Dunno why I'm suddenly having such issues.

HLT = Happy Little Trees. You honestly see a difference between using billboards4 and 3D tree LOD in LOD level 8/16? Seems like a waste of resources and FPS.

You may have issues because OS, OS settings, drivers other background processes etc. changed.

6 hours ago, Oozaru85 said:

Alright, so the Tamriel folder has 6.75GB. Pretty big. Still, I'm pretty sure it wasn't that much smaller the last time I ran Dyndolod without these issues. So it's kinda hard to believe this is an issue now. 

I will try generating occlusion with the latest LodGen, tho I doubt this is gonna change anything.

When was the last time you generated occlusion. What version?

5 hours ago, Oozaru85 said:

Nope, same thing with the latest xLodGen. Also, my CPU goes up to 100% and RAM to 99%, before my system freezes completely. 

 

My specs aren't that bad, however:

i5-10400F

GTX 1080

16 Gigs DDR4

Win10 Pro  64-bit (SSD)

 

And Dyndolod and SSE as well as my MO2 mod folder are also on an SSD (all on the same one, not the system one tho).

Is memory also going to 99% with DynDOLOD and OcclusionMaxThreadsObjectLOD=1?

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2 hours ago, DreadedNautilus said:

I'm constantly getting this error when trying to use DyndoLOD64:

"ErrorCreatingRenderContent Not Enough Memory resources are available to process this command"

Using the latest build published to Nexus, too.

I have more than enough RAM to handle this, too, given I have 64 gigs.

Read the first post which log, debug log and bugreport.txt (if it exists) to upload.

OpenGL uses VRAM and not main memory. Use the x64 version. Make sure that the best graphics card is the primary one reported by the OS.

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Running into a strange issue with Texgen x64. The process hangs while trying to create the same dds file every time. What's particularly odd is that even after I close Texgen, the processes in task manager persist, and continue to persist until I kill them manually. If I leave texgen running for x amount of time, nothing happens. Unsure if this is related directly to DynDOLOD or one of the mods in my list. Not seeing anything jump out at me, but admittedly, my skill at reading these logs is still very entry level. If Anyone can help shed some light on what might be causing the hangup, or how I might be able to track down the culprit, your input would be greatly appreciated.

Note: Unsure if this is normal, but the TexGen_SSS_Debug_log.txt is 13 mbs, and the site won't let me upload it. If there's some specific part I should look at or upload, please let me know. 

TexGen_SSE_log truncated.txt

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14 minutes ago, asebw said:

Running into a strange issue with Texgen x64. The process hangs while trying to create the same dds file every time. What's particularly odd is that even after I close Texgen, the processes in task manager persist, and continue to persist until I kill them manually. If I leave texgen running for x amount of time, nothing happens. Unsure if this is related directly to DynDOLOD or one of the mods in my list. Not seeing anything jump out at me, but admittedly, my skill at reading these logs is still very entry level. If Anyone can help shed some light on what might be causing the hangup, or how I might be able to track down the culprit, your input would be greatly appreciated.

Note: Unsure if this is normal, but the TexGen_SSS_Debug_log.txt is 13 mbs, and the site won't let me upload it. If there's some specific part I should look at or upload, please let me know. 

TexGen_SSE_log truncated.txt 251.46 kB · 0 downloads

Read the first post how to zip log files and to use a file service to upload logs.

It probably waits after all textures have been generated. Check the output folder for the last mentioned texture(s). The files most likely exists, but are still in R8G8B8[A8] format and not yet converted to BC7.

Check the task manager for Texconvx64.exe processes. Make sure that UAC, antivir etc. are not interfering.

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