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DynDOLOD 3.00 Alpha 180


sheson

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14 minutes ago, vektor9999 said:

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

Unfortunately the debug log only shows DynDOLOD being started and closed. The debug log gets replaced with every session.
Also upload the normal log as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshot with additional information.
Use "tll" in console to see if tree/object LOD is involved as explained.
After clicking an object with console open, type "disable" in the console to see if there is a duplicate model remaining.

See answers for https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

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33 minutes ago, sheson said:

Unfortunately the debug log only shows DynDOLOD being started and closed. The debug log gets replaced with every session.
Also upload the normal log as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make screenshot with additional information.
Use tll to see if tree/object LOD is involved as explained.
After clicking an object in console, use type "disable" in the console to see there is a duplicate model remaining.

See answers for https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

Thanks for your quick answer,

here is my DynDOLOD_SSE_log.txt

https://paste.ee/p/V6Jwe

I have no other debug log than the one i sent you

Here is a small video to illustrate

When i click tll, the tree is loaded correctly

when i console click on the object and type disable only this remain

image.thumb.jpeg.b5c939bdd5b5e74b1274efc4ddb5f37e.jpeg

Edited by vektor9999
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21 minutes ago, vektor9999 said:

Thanks for your quick answer,

here is my DynDOLOD_SSE_log.txt

https://paste.ee/p/V6Jwe

I have no other debug log than the one i sent you

When i click tll, the tree is loaded correctly

when i console click on the object and type disable only this remain

image.thumb.jpeg.b5c939bdd5b5e74b1274efc4ddb5f37e.jpeg

You would need to do a new generation and then make sure that the debug is not being replaced later. Keep in mind for the next time.

This looks like stuck object LOD. See answers for https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

I am assuming ultra LOD was generated and probably object LOD Level 32 is used for the map but the object LOD Level 32 files do not exist for that season.

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1 hour ago, sheson said:

You would need to do a new generation and then make sure that the debug is not being replaced later. Keep in mind for the next time.

This looks like stuck object LOD. See answers for https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells

I am assuming ultra LOD was generated and probably object LOD Level 32 is used for the map but the object LOD Level 32 files do not exist for that season.

Again thanks for your quick answer,

tho following the documentation you posted my map menu is this

[MapMenu]
uLockedObjectMapLOD=16
uLockedTerrainLOD=32

i have trees on my map and both ultra and dynamic lod are checked and i also installed the mod LOD Unloading Bug Fix which does not fix the issue as well

I have no more clue sadly

Edited by vektor9999
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9 minutes ago, vektor9999 said:

Again thanks for your quick answer,

tho following the documentation you posted my map menu is this

[MapMenu]
uLockedObjectMapLOD=16
uLockedTerrainLOD=32

i have trees on my map and both ultra and dynamic lod are checked and i also installed the mod LOD Unloading Bug Fix which does not fix the issue as well

I have no more clue sadly

The dynamic LOD already addresses LOD not unloading after fast travel, so the LOD not unloading bug fix is not needed anyways.

Make sure to check the INIs that are actually used in the game, in the MO2 profile folder, use MO2 menu Tools / Tool Plugins / INI Editor.
Also check SkyrimCustom.INI and every INI found in data folder with the game plugins.

If the INIs are not default, make a backup and test with default INIs.

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4 minutes ago, sheson said:

The dynamic LOD already addresses LOD not unloading after fast travel, so the LOD not unloading bug fix is not needed anyways.

Make sure to check the INIs that are actually used in the game, in the MO2 profile folder, use MO2 menu Tools / Tool Plugins / INI Editor.
Also check SkyrimCustom.INI and every INI found in data folder with the game plugins.

If the INIs are not default, make a backup and test with default INIs.

The posted settings are from my mo2 ini files, i checked using the ini editor.

I also checked that i don't have an overrided value elsewhere for maps but i don't

I'm gonna regen again and come back to you with more info.

Thanks a lot Sheson ;)

Edited by vektor9999
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All these years I have been avoiding dyndolod because it looked way to hard to install, but I finally decide to try it. No matter what I do the process hangs and gets stuck close to 3 minutes in. This is the most frustrating mod I have ever had to deal with. Here is the log:

 

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2 hours ago, sheson said:

The dynamic LOD already addresses LOD not unloading after fast travel, so the LOD not unloading bug fix is not needed anyways.

Make sure to check the INIs that are actually used in the game, in the MO2 profile folder, use MO2 menu Tools / Tool Plugins / INI Editor.
Also check SkyrimCustom.INI and every INI found in data folder with the game plugins.

If the INIs are not default, make a backup and test with default INIs.

OK i'm back again,

I double checked map settings in skyrim.ini and also in the custom.ini and the values are correct, so i don't use uLockedObjectMapLOD=32.

I deleted all logs before regen.

I regened lod with ultra, dynamic lod and seasons checked

I only generated lods for tamriel without grass cache so it was faster

DynDOLOD_SSE_log ==>  https://paste.ee/p/8iKr4

DynDOLOD_SSE_Debug_log (more than 300MB so i uploaded the file on my private cdn, fast download no worry) ==> https://nolvus-storage.b-cdn.net/DynDOLOD_SSE_Debug_log.txt

Compressed file here if you have issue ==> https://nolvus-storage.b-cdn.net/DynDOLOD_SSE_Debug_log.7z

 

Thanks a lot for your help ;)

Edited by vektor9999
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1 hour ago, vektor9999 said:

OK i'm back again,

I double checked map settings in skyrim.ini and also in the custom.ini and the values are correct, so i don't use uLockedObjectMapLOD=32.

I deleted all logs before regen.

I regened lod with ultra, dynamic lod and seasons checked

I only generated lods for tamriel without grass cache so it was faster

DynDOLOD_SSE_log ==>  https://paste.ee/p/8iKr4

DynDOLOD_SSE_Debug_log (more than 300MB so i uploaded the file on my private cdn, fast download no worry) ==> https://nolvus-storage.b-cdn.net/DynDOLOD_SSE_Debug_log.txt

Compressed file here if you have issue ==> https://nolvus-storage.b-cdn.net/DynDOLOD_SSE_Debug_log.7z

 

Thanks a lot for your help ;)

Stuck object LOD is typically an engine issue.

Test with default INIs.

Test with older versions of Seasons of Skyirm, like 1.7.5.2 all the way back to 1.7.2 to see if there is a difference.

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4 hours ago, megablackk1d said:

All these years I have been avoiding dyndolod because it looked way to hard to install, but I finally decide to try it. No matter what I do the process hangs and gets stuck close to 3 minutes in. This is the most frustrating mod I have ever had to deal with. Here is the log:

 

Please do not post your logs as text :ermm:

Also, please do not double post identical topics.

I'm not sure why you are posting this in this particular forum, when the DynDOLOD application and Nexus mod pages all point clearly to the official support forum elswhere on this site. If you had read the basic info provided to everyone that obtains the application, you likely wouldn't have an issue or would have enough information to properly request support for your issue.

Moved to the DynDOLOD support forums for further input/investigation.

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2 hours ago, sheson said:

Stuck object LOD is typically an engine issue.

Test with default INIs.

Test with older versions of Seasons of Skyirm, like 1.7.5.2 all the way back to 1.7.2 to see if there is a difference.

Reverted back to 1.7.5.2 and worked like a charm, as always you are the GOAT

Thanks a lot ;)

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6 hours ago, megablackk1d said:

All these years I have been avoiding dyndolod because it looked way to hard to install, but I finally decide to try it. No matter what I do the process hangs and gets stuck close to 3 minutes in. This is the most frustrating mod I have ever had to deal with. Here is the log:

Moved to the DynDOLOD 3 Alpha thread. See the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

I will list the things that worked for people in the past. Try one at time until it hopefully works:

Make sure UAC and antivirus are not interfering. Add exceptions for all executables, also for in ..\Edit Scripts\Texconvx64.exe for example.

Update the graphics driver to the latest version. Install the driver only without the crapware or terminate the crapware before using the tools.

Check the task manager for stuck Texconvx64.exe that TexGen might be waiting for. If you terminate all Texconvx64.exe TexGen should have a related error message and stop.

Add LockTexconv=1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI to see if that changes anything.

If not, test if adding RenderSingle=1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI lets it run through.

If not, test if adding RenderTexturesSingleThread=1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.IN changes anything.

If not, test if instructing Texconv to not use the GPU by adding TexconvAdapterIndex=-1 under [TexGen] in ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.IN changes anything.

If it still gets stuck, upload both the log and the debug log.

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Hi, I recently updated to the newest version, and ran into a message I have never run into before 

[Window Title]
TexGen

[Main Instruction]
Access violation at address 000000000040EE50 in module 'TexGenx64.exe'.

[Content]
Read of address FFFFFFFFFFFFFFFF.

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

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[OK] [Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

Any help you can provide would be much appreciated thank you

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