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DynDOLOD 3.00 Alpha 180


sheson

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32 minutes ago, heheloveer said:

I'll try to summarize my understanding of how the whole thing works: by default large reference NearGrid dynamic LODs are ignored because large reference system already achieves the same result; non-large reference FarGrid dynamic LODs are relegated into NearGrid because making them work as intended would require heavy script work (I know nothing about scripts) which could result in more large reference bugs. The Upgrade NearGrid Large References to FarGrid option is there to ensure large reference NearGrid dynamic LODs can still show up when the large reference system is essentially disabled by uLargeRefLODGridSize=5, and upgrading them to FarGrid is more of a unintended but necessary side effect. The Downgrade FarGrid references to NearGrid option is hidden and always checked to avoid more large reference bugs, but since large reference bugs workarounds can in theory eliminate all large reference bugs, you can uncheck them safely when using DynDOLOD DLL NG. Is this description accurate?

Instead of saying it would require heavy script, lets just say, it would have made things even more complicated and convoluted back in 2016.

If you disable large references setting it to 5, use the ignore option so everything works again as it does in Skyrim Legendary. But suppose the uLargeRefLOD is just 7, then those are now do not show as far as they did with NearGrid 11 in the old game, so this option can be used to easily select supposedly larger object to show further away for better visuals.

You got the gist of it. DynDOLOD NG now allows me to move more and more things from script into C++ code with every update to it.

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10 hours ago, Thorg said:

Thank you so much !

It works for me  too !

It would help if you uploaded the log and bugreport.txt as requested. The debug log is most likely overwritten by now, so don't worry about it.

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12 hours ago, sheson said:

Instead of saying it would require heavy script, lets just say, it would have made things even more complicated and convoluted back in 2016.

If you disable large references setting it to 5, use the ignore option so everything works again as it does in Skyrim Legendary. But suppose the uLargeRefLOD is just 7, then those are now do not show as far as they did with NearGrid 11 in the old game, so this option can be used to easily select supposedly larger object to show further away for better visuals.

You got the gist of it. DynDOLOD NG now allows me to move more and more things from script into C++ code with every update to it.

Ah yes, there's that ini option. Using it does make sense if you're sure you are not going to enable the large reference system, could save a bunch of trouble. Still, if someone sets large reference size to 7, then by checking Upgrade NearGrid Large References to FarGrid the viewing distance of these objects would jump from 7 to 21 when the intended viewing distance is just 11. Well, as you said, considering large references are supposed to be large, maybe extending their viewing distance further can be noticeable.

Aside from enabling large reference bugs workarounds, is there any other benefit in using DynDOLOD DLL NG?

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1 hour ago, heheloveer said:

Ah yes, there's that ini option. Using it does make sense if you're sure you are not going to enable the large reference system, could save a bunch of trouble. Still, if someone sets large reference size to 7, then by checking Upgrade NearGrid Large References to FarGrid the viewing distance of these objects would jump from 7 to 21 when the intended viewing distance is just 11. Well, as you said, considering large references are supposed to be large, maybe extending their viewing distance further can be noticeable.

Aside from enabling large reference bugs workarounds, is there any other benefit in using DynDOLOD DLL NG?

Scripted stuff is being moved into the DLL, so it will be more efficient.

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If I get these kind of warnings at the end of the log/DynDOLOD process, but can still open the .nif files with nifskope without an error, is it ok to keep the run or should I start a new one to make sure everything is working correctly?

<Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-32.20.bto": Error reading NIF block 124 BSSubIndexTriShape: Out of memory>
[28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-28.0.bto": Error reading NIF block 27 BSSubIndexTriShape: Out of memory>
[28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-28.28.bto": Error reading NIF block 70 BSSubIndexTriShape: Out of memory>
[28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-28.-12.bto": Error reading NIF block 21 BSSubIndexTriShape: Out of memory>
[28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-24.-12.bto": Error reading NIF block 15 BSSubIndexTriShape: Out of memory>
[28:39] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-24.-4.bto": Error reading NIF block 33 BSSubIndexTriShape: Out of memory>
[28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-24.0.bto": Error reading NIF block 9 BSSubIndexTriShape: Out of memory>
[28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-4.bto": Error reading NIF block 21 BSSubIndexTriShape: Out of memory>
[28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.52.-32.bto": Out of memory>
[28:41] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-12.bto": Error reading NIF block 39 BSSubIndexTriShape: Out of memory>
[28:42] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-16.-4.bto": Error reading NIF block 33 BSSubIndexTriShape: Out of memory>
[28:42] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-16.-12.bto": Error reading NIF block 21 BSSubIndexTriShape: Out of memory>
[28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-12.-4.bto": Error reading NIF block 51 BSSubIndexTriShape: Out of memory>
[28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-16.-16.bto": Error reading NIF block 9 BSSubIndexTriShape: Out of memory>
[28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-12.-12.bto": Error reading NIF block 97 BSSubIndexTriShape: Out of memory>
[28:44] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.8.8.bto": Error reading NIF block 9 BSSubIndexTriShape: Out of memory>
[28:46] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.12.8.bto": Error reading NIF block 112 BSSubIndexTriShape: Out of memory>
[28:46] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-12.-16.bto": Error reading NIF block 94 BSSubIndexTriShape: Out of memory>

I got no other 'interesting' errors or warnings I am concerned about, also no bugeport.txt.

Here are the Logs: Download

Edited by PRieST
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1 hour ago, PRieST said:

If I get these kind of warnings at the end of the log/DynDOLOD process, but can still open the .nif files with nifskope without an error, is it ok to keep the run or should I start a new one to make sure everything is working correctly?

I got no other 'interesting' errors or warnings I am concerned about, also no bugeport.txt.

Here are the Logs: Download

https://dyndolod.info/FAQ "High memory usage / Out of memory"
If DynDOLOD runs out of memory while generating occlusion, see Out of Memory while Generating Occlusion Data.

https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

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11 minutes ago, Sulazarg said:

After generation, there are extra textures in the Helgen starting location. Generated a total of 3 times with disabled mods. Nothing has changed. Any ideas?
https://imgur.com/a/DbrNlOk

Read the first post which log and debug log to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to take screenshots with information.

See answers for https://dyndolod.info/FAQ "Out of place or floating objects"

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Hi I have the latest 3 version (alpha-128) and tried running it this morning at 10.30 with seasons for Skyrim AE it has not moved in from "Processing Patches" since then, is that normal with this version? Did something get changed? In the past with seasons it all took just over 30 mins on my system but its been hours and not moved on I don't know if its stuck, bugged or what. Tried doing a google but nothing useful so asking here. Thanks

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Alright, I'm just trying to get through this while I still even want to play Skyrim again. I've done this before on v2, this is my first time with v3. I've been Googling and RTFM'ing this for 3 days and I've made what might be progress but doesn't really feel like it yet. 

I'm following STEP5 religiously. Step Skyrim Special Edition Guide (stepmodifications.org)

Running xTexgen64 yields the attached logs. It normally gets to creating textures and simply ends abruptly without error logs or codes. I've been able to capture a couple though, so I'm hoping I can get through posting this successfully. Attached Event Viewer logs also. Attached my modlist; I'm sure I've botched something, but posting a heat log is less anxiety provoking at work than it is here, so please go easy on me.

image.thumb.png.8947a58d34cddcd946dfe7213edadf58.png

image.thumb.png.24234ea4fac36ccd0182f48d3ecd1405.png

image.thumb.png.b45017567591d2a10bc84763d77489de.png

Reasonably certain I've followed the directions here. I'm past the LODgen step, which went much better after I read the manual a second time and switched to the STEP guide. I gave up completely on ever having grass, the instructions there were more than I was interested in diving into when I can't get through it without.

image.thumb.png.1bdbac0fb9633e582588171305b76fb6.png

Crash happens right there at the memory drop-off.

image.thumb.png.b2880f3a1360787822c857b57a4ac73a.png

Running from commandline as suggested in other posts launches the app correctly with no errors.

image.thumb.png.078e42923b532fd1314b73ed7de7c338.png

I do have AV, but I went overboard potentially and created a dozen exceptions for everything here. I have PHI/CBI on this box, kinda need at least a basic security layer. It's never bothered anything else but mentioning just in case.

image.thumb.png.029c2f7785cb9fc9ed470890bcd78cf3.png

image.thumb.png.16736def8a108a139027b6eb5d120653.png

I've seen these come up while spending over a day reading the other threads:

image.thumb.png.4d664836a72b0b1f22b29e490d49f033.png

NVIDIA bits:

image.thumb.png.00d8608c479da68c15638cc1ec0c3674.png

image.thumb.png.0fe6e3ff5322d2ee6c36fc1c381dd7a0.png

Please tell me what I've left out, and how I can get through this. :) Thanks in advance.

bugreport2jun23.txt apploginfo.txt applogerror.txt modlist.xlsx

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32 minutes ago, Wulfga said:

Alright, I'm just trying to get through this while I still even want to play Skyrim again. I've done this before on v2, this is my first time with v3. I've been Googling and RTFM'ing this for 3 days and I've made what might be progress but doesn't really feel like it yet. 

I'm following STEP5 religiously. Step Skyrim Special Edition Guide (stepmodifications.org)

Running xTexgen64 yields the attached logs. It normally gets to creating textures and simply ends abruptly without error logs or codes. I've been able to capture a couple though, so I'm hoping I can get through posting this successfully. Attached Event Viewer logs also. Attached my modlist; I'm sure I've botched something, but posting a heat log is less anxiety provoking at work than it is here, so please go easy on me.

image.thumb.png.8947a58d34cddcd946dfe7213edadf58.png

image.thumb.png.24234ea4fac36ccd0182f48d3ecd1405.png

image.thumb.png.b45017567591d2a10bc84763d77489de.png

Reasonably certain I've followed the directions here. I'm past the LODgen step, which went much better after I read the manual a second time and switched to the STEP guide. I gave up completely on ever having grass, the instructions there were more than I was interested in diving into when I can't get through it without.

image.thumb.png.1bdbac0fb9633e582588171305b76fb6.png

Crash happens right there at the memory drop-off.

image.thumb.png.b2880f3a1360787822c857b57a4ac73a.png

Running from commandline as suggested in other posts launches the app correctly with no errors.

image.thumb.png.078e42923b532fd1314b73ed7de7c338.png

I do have AV, but I went overboard potentially and created a dozen exceptions for everything here. I have PHI/CBI on this box, kinda need at least a basic security layer. It's never bothered anything else but mentioning just in case.

image.thumb.png.029c2f7785cb9fc9ed470890bcd78cf3.png

image.thumb.png.16736def8a108a139027b6eb5d120653.png

I've seen these come up while spending over a day reading the other threads:

image.thumb.png.4d664836a72b0b1f22b29e490d49f033.png

NVIDIA bits:

image.thumb.png.00d8608c479da68c15638cc1ec0c3674.png

image.thumb.png.0fe6e3ff5322d2ee6c36fc1c381dd7a0.png

Please tell me what I've left out, and how I can get through this. :) Thanks in advance.

bugreport2jun23.txt 195.67 kB · 1 download apploginfo.txt 3.73 kB · 1 download applogerror.txt 2.45 kB · 0 downloads modlist.xlsx 29.9 kB · 0 downloads

Moved to the DynDOLOD 3 Alpha thread. See the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which bugreport.txt and debug log to also upload. The debug log gets replaced with every session, so in case it is still valid to the error, save/upload it it right away.

Add RenderSingle=1 under [TexGen] in H:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. It helped other people one or two thread pages back that also had an exception in the NVIDIA driver nvoglv64.dll

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..\DynDOLOD\bugreport.txt

Doesn't exist. 


..\DynDOLOD\Logs\[DynDOLOD|TexGen_SSE_log.txt (truncate large log files to the entire last meaningful generation beginning with the log message  "... starting session ..." )

Had left everything in there since it hadn't crashed the same way twice. Followed exact instructions. Yes, I put a date at the end, let's overlook that.


..\DynDOLOD\Logs\[DynDOLOD|TexGen_SSE_Debug_log.txt (always upload entire debug log)

Did that. Doing it again.

 

If issue involves LODGen upload/paste
..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt

(Doesn't exist yet)

 

Attached my .ini in case there's something egregiously wrong in there. Did what you said, I still get to here (which is farther than I get probably 60% of the time).

[00:57] Creating textures
[01:15]     Creating texture H:\Modding\Tools\DynDOLOD\TexGen_Output\Textures\dlc01\lod\dlc01icewalllod.dds with H:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\dlc01\lod\dlc01icewalllod.nif

I can hear the fans spin up a little, then it stalls out and eventually the screen disappears. It took longer to crash this time but I never got past this line. the TexGen_SSE_log (6-2-2023).txt is the run with your ini edit in place.

TexGen_SSE.INI

 

I know this is irritating on both ends. I appreciate you even responding at all, and I've done what I can to minimize how irritating my posts are. I could not handle 504 pages of bug reports and questions- I would lose my mind... so, yeah, thanks.

TexGen_SSE_Debug_log.txt TexGen_SSE_log (6-2-2023).txt

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19 minutes ago, Wulfga said:

Did what you said, I still get to here (which is farther than I get probably 60% of the time).

[00:57] Creating textures
[01:15]     Creating texture H:\Modding\Tools\DynDOLOD\TexGen_Output\Textures\dlc01\lod\dlc01icewalllod.dds with H:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Render\Skyrim\Objects\dlc01\lod\dlc01icewalllod.nif

If you got to "there" why is that not the last line of the logs you uploaded? The log and debug log show it started to gather base records for billboards (uses CPU) and did not start to render a texture yet.

19 minutes ago, Wulfga said:

I can hear the fans spin up a little, then it stalls out and eventually the screen disappears. It took longer to crash this time but I never got past this line. the TexGen_SSE_log (6-2-2023).txt is the run with your ini edit in place.

You probably have a hardware, driver, overclocking, BIOS setting, OS issue. TexGen using Open GL API or Tecconv using DirectX API is not supposed to be able cause this no matter what they do. What is reported in the Windows event log?

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