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DynDOLOD 3.00 Alpha 180


sheson

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11 minutes ago, Roastlawyer said:

Well, not exactly the same as before when it was freezing at generating at Tamriel, but I'm getting an issue with similar effect where generation completely freezes and CPU usage drops to zero. So far it's been frozen for 15 minutes or so without doing anything. The realtime log you had me enable last time I had an issue also stopped being updated when It froze. https://drive.google.com/file/d/1tUjYNaETcLsX4LjJH9aFQNFAB1ZDbOok/view?usp=drive_link Link to log

When you close the tool via X top right it should also just save the log and debug log you could then upload instead.

Check in task manager if there are TexConv processes the tool might be waiting on.

Test with RenderSingle=1 added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

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23 hours ago, sheson said:

When you close the tool via X top right it should also just save the log and debug log you could then upload instead.

Check in task manager if there are TexConv processes the tool might be waiting on.

Test with RenderSingle=1 added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Yesterday when it was freezing like that, pressing the X in the top right would cause the program to hang, then windows would say dyndolod stopped responding. I click end anyways, the main window would close and then a dyndolod process that could not be killed would hang around in task manager untill the PC was forcably restarted. When that happened the normal log files where not generated which is why you had my enable the realtime one before. Anyways I'll give the RenderSingle=1 line a try.

Alright tried again with the RenderSingle=1 line just below [DynDOLOD] in the _SSE.ini. It hung at [Tamriel] Creating texture atlas. In task manager I couldn't find any TexConv processes. After 25 minutes of DynDOLOD being at 0% cpu usage and no further additionsto the realtime log since it stalled I tried to stop generation. Pressing the X gave me the message about how generation would be incomplete, I accepted and now the dyndolod window is greyed out and the both the window and task manager say it's not responding. Pressing end task in task manager does nothing. Because of this I have no DynDOLOD_SSE__debug_log.txt, bugreport.txt, or DynDOLOD_SSE_log.txt.

Here is the realtime log https://drive.google.com/file/d/1fRTAGWFz2OUqAkvpQROdrmSYT77DmVBJ/view?usp=drive_link

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4 hours ago, Roastlawyer said:

Yesterday when it was freezing like that, pressing the X in the top right would cause the program to hang, then windows would say dyndolod stopped responding. I click end anyways, the main window would close and then a dyndolod process that could not be killed would hang around in task manager untill the PC was forcably restarted. When that happened the normal log files where not generated which is why you had my enable the realtime one before. Anyways I'll give the RenderSingle=1 line a try.

Alright tried again with the RenderSingle=1 line just below [DynDOLOD] in the _SSE.ini. It hung at [Tamriel] Creating texture atlas. In task manager I couldn't find any TexConv processes. After 25 minutes of DynDOLOD being at 0% cpu usage and no further additionsto the realtime log since it stalled I tried to stop generation. Pressing the X gave me the message about how generation would be incomplete, I accepted and now the dyndolod window is greyed out and the both the window and task manager say it's not responding. Pressing end task in task manager does nothing. Because of this I have no DynDOLOD_SSE__debug_log.txt, bugreport.txt, or DynDOLOD_SSE_log.txt.

Here is the realtime log https://drive.google.com/file/d/1fRTAGWFz2OUqAkvpQROdrmSYT77DmVBJ/view?usp=drive_link

Install latest graphics driver only. Disable all overclocking etc.

Add TextureCache=10 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Keep an eye on VRAM usage. Close other programs to free up VRAM usage if needed.

If no change, test with AtlasThreads=1 (and RenderSingle=1) added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

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6 hours ago, sheson said:

Install latest graphics driver only. Disable all overclocking etc.

Add TextureCache=10 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Keep an eye on VRAM usage. Close other programs to free up VRAM usage if needed.

If no change, test with AtlasThreads=1 (and RenderSingle=1) added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Ensured my CPU overclock was disabled (was already running stock) and that MSI afterburner didn't currently have an GPU overclock set (It didn't)

updated Nvidia driver from 528.24 to 336.40  (latest one for 3080)
updated AMD APU Graphics driver from 22.20.27.09 (November 2022) to 22.49.57.05 (June 1 2023) (latest one for Ryzen 5600g)

Ran DynDOLOD (twice because I forgot to watch Vram usage the first time) Both times it got stuck at "[Tamriel] Creating texture atlas E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 128\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds"
Vram usage never went above 1.6GB out of 10GB
Ram maxed out at 9.6GB used out of 31.8GB

 

Ran a 3rd time but with

[DynDOLOD]
TextureCache=10
RenderSingle=1

Instead of just RenderSingle=1 set in DynDOLOD_SSE.ini

That time it got further, getting to "[06:18] [DLC2SolstheimWorld] Creating texture atlas E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 128\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld_Glow.dds 512 x 256" before CPU usage dropped to 0% and Vram usage dropped back to idle levels (0.5GB used)
No real change in amount of Vram or ram used


Ran a 4th time:

[DynDOLOD]
TextureCache=10
RenderSingle=1
AtlasThreads=1

Whoohoo! finally got a complete run. So that's quite nice. Vram usage was pretty much the same. Ram topped out ~13GB when it peaked, most of the time usage was still around 10GB.

Edit: Spelling/formatting

Edited by Roastlawyer
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Hi,

I'm trying to run TexGen and DynDOLOD 3 alpha 128 and right now TexGen is crashing when starting to generate texture. The Window event viewer shows

Faulting application name: TexGenx64.exe, version: 3.0.0.128, time stamp: 0x646a6e33
Faulting module name: nvoglv64.dll, version: 31.0.15.3640, time stamp: 0x6496035a
Exception code: 0xc0000005
Fault offset: 0x000000000155191a
Faulting process id: 0x0x6D08
Faulting application start time: 0x0x1D9AB821A45779D
Faulting application path: D:\Utilities\DynDOLOD 3\TexGenx64.exe
Faulting module path: C:\WINDOWS\System32\DriverStore\FileRepository\nvmdsi.inf_amd64_3917166697074d95\nvoglv64.dll
Report Id: 7b4587b6-10c3-4330-a247-78f05062c0ba
Faulting package full name: 
Faulting package-relative application ID: 

Unfortunately I don't have any logs under TexGen... I have latest drivers for everything, in particular NVidia. I'm running TexGen64 through MO2.

Any idea how could I go about investigating this?

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7 hours ago, Holt59 said:

Hi,

I'm trying to run TexGen and DynDOLOD 3 alpha 128 and right now TexGen is crashing when starting to generate texture. The Window event viewer shows

Faulting application name: TexGenx64.exe, version: 3.0.0.128, time stamp: 0x646a6e33
Faulting module name: nvoglv64.dll, version: 31.0.15.3640, time stamp: 0x6496035a
Exception code: 0xc0000005
Fault offset: 0x000000000155191a
Faulting process id: 0x0x6D08
Faulting application start time: 0x0x1D9AB821A45779D
Faulting application path: D:\Utilities\DynDOLOD 3\TexGenx64.exe
Faulting module path: C:\WINDOWS\System32\DriverStore\FileRepository\nvmdsi.inf_amd64_3917166697074d95\nvoglv64.dll
Report Id: 7b4587b6-10c3-4330-a247-78f05062c0ba
Faulting package full name: 
Faulting package-relative application ID: 

Unfortunately I don't have any logs under TexGen... I have latest drivers for everything, in particular NVidia. I'm running TexGen64 through MO2.

Any idea how could I go about investigating this?

I'm having the same exact issue running TexGen64: no error logs, creates billboards, app crashes silently when it starts generating textures.  I checked windows event as well, and get the same message.  Running through MO2.  Windows 11, using the latest version of DynDOLOD 3, latest resources, scripts, dll file.

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11 hours ago, Holt59 said:

Hi,

I'm trying to run TexGen and DynDOLOD 3 alpha 128 and right now TexGen is crashing when starting to generate texture. The Window event viewer shows

Faulting application name: TexGenx64.exe, version: 3.0.0.128, time stamp: 0x646a6e33
Faulting module name: nvoglv64.dll, version: 31.0.15.3640, time stamp: 0x6496035a
Exception code: 0xc0000005
Fault offset: 0x000000000155191a
Faulting process id: 0x0x6D08
Faulting application start time: 0x0x1D9AB821A45779D
Faulting application path: D:\Utilities\DynDOLOD 3\TexGenx64.exe
Faulting module path: C:\WINDOWS\System32\DriverStore\FileRepository\nvmdsi.inf_amd64_3917166697074d95\nvoglv64.dll
Report Id: 7b4587b6-10c3-4330-a247-78f05062c0ba
Faulting package full name: 
Faulting package-relative application ID: 

Unfortunately I don't have any logs under TexGen... I have latest drivers for everything, in particular NVidia. I'm running TexGen64 through MO2.

Any idea how could I go about investigating this?

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool is being terminated and can not write its log files.

Use search https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Searchhttps://stepmodifications.org/forum/search/?q=nvoglv64.dll&quick=1&type=forums_topic&nodes=223&updated_after=any&sortby=newest

Add RenderSingle=1 under [TexGen] in D:\Utilities\DynDOLOD 3\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. It helped other people in the past that also had an exception in the NVIDIA driver nvoglv64.dll

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1 hour ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool is being terminated and can not write its log files.

Use search https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Searchhttps://stepmodifications.org/forum/search/?q=nvoglv64.dll&quick=1&type=forums_topic&nodes=223&updated_after=any&sortby=newest

Add RenderSingle=1 under [TexGen] in D:\Utilities\DynDOLOD 3\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. It helped other people in the past that also had an exception in the NVIDIA driver nvoglv64.dll

Thanks, using `RenderSingle=1` fixed the issue for me.

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The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

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14 minutes ago, dfdghnm said:

The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

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

https://dyndolod.info/Help/Grass-LOD
In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

https://dyndolod.info/How-LOD-Works
LOD does not cast or receive shadows. This can be mitigated by the ENB distant shadow effect.

By default complex grass already uses DynDOLOD_flat_4x2alt1_lod.nif which should not have any backlighting.

Changing settings TexGen applies to the grass LOD billboard textures. Textures typically do not change in the game. So just like the brighntess INI settings, they always apply.

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6 hours ago, dfdghnm said:

The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

Also see this sticky post.

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11 hours ago, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool is being terminated and can not write its log files.

Use search https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Searchhttps://stepmodifications.org/forum/search/?q=nvoglv64.dll&quick=1&type=forums_topic&nodes=223&updated_after=any&sortby=newest

Add RenderSingle=1 under [TexGen] in D:\Utilities\DynDOLOD 3\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. It helped other people in the past that also had an exception in the NVIDIA driver nvoglv64.dll

sheson,

Read the notes you posted, added RenderSingle=1 and that actually got me a bit further;  It started generating textures, but then ctd silently.  Read up more and this is what I ended up putting in my TexGen_SSE.ini.    

At the very bottom of the ini file, under [TexGen] section, added these and it worked for me.

LockTexconv=1        ;when I added just this.. nothing changed = still silently ctd 
RealTimeLog=1        ; added this to generate log
RenderSingle=1       ; adding this alone let me start to generate textures, but then silently ctd. it did generate a log report.  
RenderTexturesSingleThread=1     ;read up some more and someone suggested adding this line as well,  once I did, no log reports and it got to the end giving me a popup to save/zip/exit. 

Thank you sheson!  major kudos!

Happy modding,

-Mush-

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Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

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6 hours ago, Farsveinn said:

Hi, I noticed that in recent versions of DynDOLOD there is norbridgewoodplanks01 lod which creates floating lods (for example, at Valtheim Towers). The support beams have no logs, will they be added in the future? Thanks for your work, guys.

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots.

See https://dyndolod.info/FAQ "Something does not have LOD"

The LOD model norbridgewoodplanks01_lod_0.nif is part of DynDOLOD Resources at least since 2015, so if something only started to happen recently it is probably because of mods or if something changed.

Smaller often not having LOD assets (yet or ever) is pretty normal, too.

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