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DynDOLOD 3.00 Alpha 180


sheson

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On 7/17/2023 at 8:14 AM, sheson said:

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

From the the LODGen log you upload:
meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif unexpected root node. Ignoring file.

Isn't there a related message like https://dyndolod.info/Messages/Root-Block in the DynDOLOD log that I asked for ? Is it it not listed in the https://dyndolod.info/Help/Summary-Of-Messages that open at then end? Fix that LOD model with NifSkope or maybe with Cathedral Assets Optimizer in any case.

You posted screenshots of the map. No close ups from the full models. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots:
In that case, also walk close to an object, so its reference with the full model is loaded in order to get its form ID and provide that screenshot of the full model in addition to the screenshot of the LOD.

Are you saying there are no full models you can walk close to in order to make a screenshot of them? You are not able to check / screenshot how LOD level 4 looks to see if it looks OK to see if the LOD level used for the map might just need updated mesh mask rules? You are also not able to provide the cell coordinates as alternative as explained?

Root block is BSTriShape in meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif Northern Roads.esp COTN_BridgeWoodSmallEnd01 [STAT:6D07A148]

This is in DynDOLOD_Summary_RootBlock.

I misunderstood. These 2 are the bugged bridges. They cannot be selected by console like landscape. The warning in the log was wrong, it was causing by me trying to fix in a weird way, which doesn't work anyway.

image.thumb.png.8fc1b68a940c90ebb01040b3fd613459.png

image.thumb.png.ebe37d12e3f1e1e77537c62ec7119614.png

This is the SSE_log. The Debug_log is too big to be posted.
https://discord.com/channels/471930020454072348/483468767829950464/1135623693624688783

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2 hours ago, FinalCraneFall said:
Root block is BSTriShape in meshes\cotn\landscape\bridges\lod\cotn_wood_small_01_noroof_end_lod.nif Northern Roads.esp COTN_BridgeWoodSmallEnd01 [STAT:6D07A148]

This is in DynDOLOD_Summary_RootBlock.

I misunderstood. These 2 are the bugged bridges. They cannot be selected by console like landscape. The warning in the log was wrong, it was causing by me trying to fix in a weird way, which doesn't work anyway.

image.thumb.png.8fc1b68a940c90ebb01040b3fd613459.png

image.thumb.png.ebe37d12e3f1e1e77537c62ec7119614.png

This is the SSE_log. The Debug_log is too big to be posted.
https://discord.com/channels/471930020454072348/483468767829950464/1135623693624688783

Log messages are reporting facts. They are not wrong. https://dyndolod.info/Messages/Root-Block

The screenshots seem to show dozens of objects that can be clicked. Terrain is what can not be clocked in console. There is always something can be clicked after opening console with ~, even if it is a vanilla object it could have helped to determine cell coordinates. If opening console and clcking things does not gets a form id and additional information from more informative console, then troubleshoot and fix that issue.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with console opened, with more informative console installed.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to at least provide cell coordinates.

Read the first post, my signature or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log file to a file service. Do not post logs to discord instead.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

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1 hour ago, sheson said:

Log messages are reporting facts. They are not wrong. https://dyndolod.info/Messages/Root-Block

The screenshots seem to show dozens of objects that can be clicked. Terrain is what can not be clocked in console. There is always something can be clicked after opening console with ~, even if it is a vanilla object it could have helped to determine cell coordinates. If opening console and clcking things does not gets a form id and additional information from more informative console, then troubleshoot and fix that issue.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with console opened, with more informative console installed.
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to at least provide cell coordinates.

Read the first post, my signature or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip and upload large log file to a file service. Do not post logs to discord instead.

The problem is the bridge's body including the poles. The LOD on the map is accurate that is missing. The whole bridge cannot be shown, thus that is the best screenshot of the whole model, although I forgot to use TCF. The 2 bridges' bodies cannot be selected by console, while the clutters over them like snow and other stuffs can. If I could select them it would be way easier because I would already track down to .nif.
 
This is the Debug_Log:
https://ufile.io/4nbych31
 
What I mean they are wrong is you can see the log problem you mentioned was not the either of the bridge. I defined some weird LOD causing that line of error.

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25 minutes ago, FinalCraneFall said:

The problem is the bridge's body including the poles. The LOD on the map is accurate that is missing. The whole bridge cannot be shown, thus that is the best screenshot of the whole model, although I forgot to use TCF. The 2 bridges' bodies cannot be selected by console, while the clutters over them like snow and other stuffs can. If I could select them it would be way easier because I would already track down to .nif.
 
This is the Debug_Log:
https://ufile.io/4nbych31
 
What I mean they are wrong is you can see the log problem you mentioned was not the either of the bridge. I defined some weird LOD causing that line of error.

Provide the reference form IDs, the base record form IDs or the full model NIF filenames for the objects that you want to have LOD on the map for.
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots:
When making screenshots of full models, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.

The LOD model that has a wrong root node reported is ignored for LOD. The log message is not wrong. It simply means that there is LOD missing for the full model it represents and that it wasn't part of objects you are looking at in case you fixed the model.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

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8 hours ago, sheson said:

Provide the reference form IDs, the base record form IDs or the full model NIF filenames for the objects that you want to have LOD on the map for.
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots:
When making screenshots of full models, open console and click the object in question to show its reference form ID.
Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object.

The LOD model that has a wrong root node reported is ignored for LOD. The log message is not wrong. It simply means that there is LOD missing for the full model it represents and that it wasn't part of objects you are looking at in case you fixed the model.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt

The problem is I can't find the form ID and .nif because I cannot select it with console. I have More Informative.
 
This is Object Report: https://ufile.io/manz9glx

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3 hours ago, FinalCraneFall said:

The problem is I can't find the form ID and .nif because I cannot select it with console. I have More Informative.
 

The bridge in second screenshot seems to consist of several different objects. There are hundreds of objects in each cell that can be clicked with console open that will show a form ID and lots of additional information with more informative console.

If you can not click any objects to get their form ID then troubleshoot and fix that problem first.

In order to be able to troubleshoot problems with specific mod(s), records or models they need to be known.

Provide the cell coordinates.

Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

Did you generate any terrain LOD meshes with xLODGen (what settings for LOD Level 32?) or are using a terrain LOD mod?

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Background:
So I had an issue generating a dyndolod output. Once dyndolod finished its LODGENx64 program and start 'updating the height map from object lod meshes'. It will consume all of my ram and my OS will not operate well, for example input delay, not responding to what I am doing( of course since all my ram was consumed),etc. Later on , the Windows system will be BSOD with an error message: memory_management(happened mostly) or critical process died(only happened once), or if I am lucky enough the program(dyndolodx64) will shut down automatically and back to normal. In order to resolve this problem, I find out that I have to disable ISLC(Intelligent standby list cleaner v1.0.2.9) before I run the dyndolodx64 program. 

My Problem:
Even after I have disabled ISLC, dyndolod still consumes all my ram during the 'updating the height map from object lod meshes' process. And I wonder why the program consumes such an amount of ram and nearly causes BSOD. I've run the win10 diagnostic tool to diagnose my ram and the result is my rams have no problem. 

My PC Spec:
Ryzen 7 5800X w/ PBO
RTX 4070
G*skill 16GB RAM *2
1 SATA3 SSD(BX500)
1 M.2 KINGSTON A2000 
PSU 650W

Dyndolod log: https://ufile.io/1v5bu1dx

 

3e15a162-1273-45fd-a5d4-2920f1c950de.jpg

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43 minutes ago, Derek317 said:

Background:
So I had an issue generating a dyndolod output. Once dyndolod finished its LODGENx64 program and start 'updating the height map from object lod meshes'. It will consume all of my ram and my OS will not operate well, for example input delay, not responding to what I am doing( of course since all my ram was consumed),etc. Later on , the Windows system will be BSOD with an error message: memory_management(happened mostly) or critical process died(only happened once), or if I am lucky enough the program(dyndolodx64) will shut down automatically and back to normal. In order to resolve this problem, I find out that I have to disable ISLC(Intelligent standby list cleaner v1.0.2.9) before I run the dyndolodx64 program. 

My Problem:
Even after I have disabled ISLC, dyndolod still consumes all my ram during the 'updating the height map from object lod meshes' process. And I wonder why the program consumes such an amount of ram and nearly causes BSOD. I've run the win10 diagnostic tool to diagnose my ram and the result is my rams have no problem. 

My PC Spec:
Ryzen 7 5800X w/ PBO
RTX 4070
G*skill 16GB RAM *2
1 SATA3 SSD(BX500)
1 M.2 KINGSTON A2000 
PSU 650W

Dyndolod log: https://ufile.io/1v5bu1dx

 

3e15a162-1273-45fd-a5d4-2920f1c950de.jpg

Moved to the DynDOLOD 3 Alpha thread. Read the first post which debug log to also upload. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
It seems to be missing from the archive.

The DynDOLOD log that was uploaded shows the generation completed successfully.

See answers for https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory and see https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data, which explains why reading several object LOD BTO at the same time might use a lot of memory and how to limit the max number of threads to limit memory usage.

BSOD is a hardware, BIOS settings, OS, drivers etc. problem. The OS is what controls how much memory a program is allowed to use. Typically leave virtual memory settings in Windows the default, so it is automatic.

The screenshot seems to show about 6GB RAM usage which is less than half of the 16GB total available. The peak working set column might have recorded more.
Do not take pictures of a monitor, make a proper screenshot instead. https://www.cnet.com/tech/services-and-software/how-to-easily-take-screenshots-in-windows-10-and-11

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On 8/1/2023 at 1:20 AM, sheson said:

The bridge in second screenshot seems to consist of several different objects. There are hundreds of objects in each cell that can be clicked with console open that will show a form ID and lots of additional information with more informative console.

If you can not click any objects to get their form ID then troubleshoot and fix that problem first.

In order to be able to troubleshoot problems with specific mod(s), records or models they need to be known.

Provide the cell coordinates.

Also upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

Did you generate any terrain LOD meshes with xLODGen (what settings for LOD Level 32?) or are using a terrain LOD mod?

It is a big bridge with only clutters on it. The clutters can be selected but are not related to the bridge's body. 

Yes I have xLOD.
 
https://ufile.io/diit2e03

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Thank you for your reply. 

Concerning the debug log , unfortunately, I can't find any file that is called debug log in my dyndolod file. I used wiztree to search my drive, and there is no file that's called DynDolod_SSE_Debug_log.txt . 

As I have mentioned before, during the "updating the height map from object lod meshes" process my system is not responsive, so that I can't have a proper screenshot for you. Besides that, I actually have 32GB ram in my system. And you are right, it records more when it is in peak working set , I remember 27GB is the peak.

And I know that the occulsion data and reading several objects LOD simultaneously use lots of memory. However,  I used dyndolod a year ago with similar mods and exactly the same setting, which didn't consume such an amount of my ram and at least my OS is responsive instead of a frozen screen. I am just wondering if is there anything that I do wrong this time which cause such consequences. 

Here is my modlist: https://pastebin.com/BgvWc4dr

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1 hour ago, FinalCraneFall said:

It is a big bridge with only clutters on it. The clutters can be selected but are not related to the bridge's body. 

Yes I have xLOD.
 
https://ufile.io/diit2e03

Post screenshots of the objects that can be selected. Preferably the ones that have LOD.
Report the cell coordinates for the bridges .

Upload ..\xLODGen\SEELODGen_log.txt from the terrain LOD generation.

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1 hour ago, Derek317 said:

Thank you for your reply. 

Concerning the debug log , unfortunately, I can't find any file that is called debug log in my dyndolod file. I used wiztree to search my drive, and there is no file that's called DynDolod_SSE_Debug_log.txt . 

As I have mentioned before, during the "updating the height map from object lod meshes" process my system is not responsive, so that I can't have a proper screenshot for you. Besides that, I actually have 32GB ram in my system. And you are right, it records more when it is in peak working set , I remember 27GB is the peak.

And I know that the occulsion data and reading several objects LOD simultaneously use lots of memory. However,  I used dyndolod a year ago with similar mods and exactly the same setting, which didn't consume such an amount of my ram and at least my OS is responsive instead of a frozen screen. I am just wondering if is there anything that I do wrong this time which cause such consequences. 

Here is my modlist: https://pastebin.com/BgvWc4dr

The debug log is saved after the the normal log into the same log folder. Simply letting the tool shutdown (exit, only one lick on X etc.) on its own should let it save the debug log.

Nothing really changed in the principle code of occlusion generation reading BTO files in xLODGen terrain LOD beta in a long time.
BTO files are read in parallel loop. The OS decides if it gives requested memory to programs. The OS decides how many threads to run on which core.
If reading BTOs is consuming too much memory, just lower the max number of threads as suggested or simply endure the 1 minute that peak seems to take for things complete successfully.

See https://dyndolod.info/Changelog to learn what changed.
The order in which BTO files are read in parallel is not guaranteed to be the same each session.
The reason something is different is probably because of larger BTO files. For example, Worldspace Transition Tweaks adds Solstheim to Tamriel, way too complex 3D tree LOD assets, full models used for LOD etc.

https://dyndolod.info/Messages/Textures-Do-Not-Match
While they may not be the reason, those message indicate that outdated LOD assets are used. Assets from DynDOLOD Resources or the MM DynDOLOD V3.0 LOD Pack are being overwritten by another mod. This can affect visuals negatively.

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Hey, there

I have a z-fighting issue using dyndolod (Alpha 128) and seasons of skyrim.

Seems that the lod transition to full model has issue (only during winter)

image.thumb.jpeg.75a261fd3cf94dc4e4c98f17b94980ef.jpeg

It's really noticable when moving.

If i save and reload, problem is solved until i come back then later ofc, it does not happen for all the same trees models, i can have a same tree model that loads correctly just next to this one.

Here is my log (DynDOLOD_SSE_Debug_log)

https://paste.ee/p/RbypC

I have no bugreport.txt file

I'm thanking you in advance for your help

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