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DynDOLOD 3.00 Alpha 180


sheson

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On 10/7/2023 at 3:32 AM, DarSkirata said:

Hey Sheson & community,

FIrst time using DynDOLOD 3.0 on latest AE with NG DLLs I ran into an issue with range check errors.

First off, all plugins identified by LOOT as dirty were cleaned, Treemod is Ulvenvald 3.1 with 3D Hybrid LoDs installed. TexGen ran normally and was installed normally, overwrite all. Among others I have USEEP, Lux, Lux Orbis, Lux Via, Water for ENB, and all their patches installed. Game was stable so far.

Whenever I run DynDOLOD, it stops after a few minutes with an Error: Range check error while processing [some plugin]. Sometimes it's Skyrim.esm, sometimes JK's Skyirm.esp, seemingly everytime it's a different object, marker, navpoint placed in a different cell causing the crash, like this:

image.thumb.png.96840f38665d35055daaf0b0c730c8e0.png

Tried a couple of times by now, everytime it's a range check error, every time a different reason. Strange thing is, I checked all plugins for errors with SSEEdit, and these references are not errors.

These are my settings:
 image.thumb.png.05cf3aed7a8209d90eff6a36c52a25c1.png

I've attached my regular log file to this message. The DynDOLOD_SSE_Debug_log.txt is 37MB big so it's uploaded with the bugreport.txt here: https://ufile.io/rb3c2efh

Any idea or help is appreciated. 

DynDOLOD_SSE_log.txt 909.8 kB · 1 download

I have this same error. It points to a new reference each time, but there is never any actual error in the plugin. My system is stable and I have no overclock. Dyndolod SSE Debug Log available here. https://ufile.io/u9llpuis bugreport.txt

Edited by sasquatch678
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46 minutes ago, KyroDragon said:

Much like Althro and xcal68 I am running into the same issue with alpha 153:

image.thumb.png.5170286bcf808e0ce8f1d59d8057a401.png

or:

[Window Title]
TexGen

[Main Instruction]
Executing Texconvx64.exe returned error code C0000005.

[Content]
"D:\Games\_Modding\Skyrim\DynDOLOD\Edit Scripts\Texconvx64.exe"

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.

[Exit TexGen]

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

The computer is running Windows 11 pro. I did not have this issue with alpha 152, though foolishly I didn't save a copy of it before updating.

Logs are here, though they don't contain much of value at a quick glance:

https://drive.google.com/file/d/1mQsuSbM2UbM3WYD-kikeLbYCWsmgVmhC/view?usp=sharing

https://drive.google.com/file/d/1iMPonSRGKkYtEBodG0y1U9Q2CqW8bCE2/view?usp=sharing

 

Do not post screens of messages.

https://dyndolod.info/Help/Texconv
Install, update or repair Microsoft Visual C++ Redistributable packages for Visual Studio 2015, 2017, 2019 and 2022.
Make sure the OS, UAC, anti-vir or some other 3rd party crapware is not interfering.
Install the latest graphics driver only without any of the crapware.

https://learn.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist

24 minutes ago, KyroDragon said:

For me, nothing that I can see. Launching it from a file manager such as total commander I can see a window open and close very quickly. However, it should be noted that if I launch texgen64 itself manually through total commander it opens up as expected but of course can't access the MO2 VFS, though perhaps it can give a clue as to what is going on here.

To test what happens running Texconvx64.exe on a command prompt, you should open the command prompt first.

If you believe there is an issue with MO2, then check its log(s) for clues.

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1 minute ago, sheson said:

Do not post screens of messages.

https://dyndolod.info/Help/Texconv
Install, update or repair Microsoft Visual C++ Redistributable packages for Visual Studio 2015, 2017, 2019 and 2022.
Make sure the OS, UAC, anti-vir or some other 3rd party crapware is not interfering.
Install the latest graphics driver only without any of the crapware.

https://learn.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist

To test what happens running Texconvx64.exe on a command prompt, you should open the command prompt first.

Apologies for the screen. 

I did run it from cmd.exe first, but nothing noticeable happens running either texconv.exe or texconvx64.exe.

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2 minutes ago, sheson said:

Bingo! Nothing from cmd.exe and just a window that opens and closes very quickly if I launch it from a graphical interface. However, texgenx64 now launches and runs as expected from MO2, so whatever you did seems to have solved the issue for me.

Big thumbs up for the quick help! :bow:

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1 minute ago, KyroDragon said:

Bingo! Nothing from cmd.exe and just a window that opens and closes very quickly if I launch it from a graphical interface. However, texgenx64 now launches and runs as expected from MO2, so whatever you did seems to have solved the issue for me.

Big thumbs up for the quick help! :bow:

Thanks for letting us know.

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  • sheson changed the title to DynDOLOD 3.00 Alpha 154

Sheson, I use a mod Called M.O.I.S.T which uses BOS to swap out some trees in the Morthal area for different ones and I noticed that some of the trees which the full models weren't swapped have lod for a different tree at a distance (treepineforestdead02 for example shows as only a trunk up close but has a lod for a much larger M.O.I.S.T-added marsh tree when far away).  Here are my logs, I realize they are from alpha 153 but I don't think this was affected in the last update.

Texgen log https://drive.google.com/file/d/1XTGMwf4cbKtEepvwYr_lAdtdPEXBYLb1/view?usp=sharing

Texgen debug https://drive.google.com/file/d/1TAP5ul7OfmBhWNllqjAfYUjJwyFRaPj-/view?usp=sharing

Dyndo log https://drive.google.com/file/d/1kIYXkVCLlQf1NWI_rmAkcZLECQYogBfE/view?usp=sharing

Dyndo debug https://drive.google.com/file/d/1g6R35qtSVh-0pIHMFVbPmDHLSjOxnlFL/view?usp=sharing

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On 10/8/2023 at 8:10 AM, sheson said:

Here is a diff of the customized texconv.cpp.

texconv.cpp.7z 3.19 kB · 1 download

Thank you. I will take a look at it. I am currently using the latest version of Texconv. You may have seen that I filed a bug report for Texconv. Texconv could not handle spaces in path names. I guess that your diff does not yet contain these changes, but your latest version of DynDOLOD does? I know your statement about "don't take other Texconv versions, but the one that comes with DynDOLOD." Don't be angry with me for that. I am currently on the trail of something where TexGen64 hangs after about an hour under Linux. As soon as I know more, I will provide logs etc. Maybe now you understand a bit my questions and my actions? In this respect, I would like to make as little work for you as possible.

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31 minutes ago, ErikSteiner said:

Thank you. I will take a look at it. I am currently using the latest version of Texconv. You may have seen that I filed a bug report for Texconv. Texconv could not handle spaces in path names. I guess that your diff does not yet contain these changes, but your latest version of DynDOLOD does? I know your statement about "don't take other Texconv versions, but the one that comes with DynDOLOD." Don't be angry with me for that. I am currently on the trail of something where TexGen64 hangs after about an hour under Linux. As soon as I know more, I will provide logs etc. Maybe now you understand a bit my questions and my actions? In this respect, I would like to make as little work for you as possible.

Support for spaces was added with DynDOLOD 2.74 in October 2019 already. Those changes can be removed from the diff.

When using TexGen/DynDOLOD, TexConv should not be running for more than seconds, maybe a minute at most to complete converting a batch of textures.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQhttps://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures
Test if adding LockTexconv=1 under [TexGen|DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI changes anything.

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8 hours ago, MisterMorden said:

Sheson, I use a mod Called M.O.I.S.T which uses BOS to swap out some trees in the Morthal area for different ones and I noticed that some of the trees which the full models weren't swapped have lod for a different tree at a distance (treepineforestdead02 for example shows as only a trunk up close but has a lod for a much larger M.O.I.S.T-added marsh tree when far away).  Here are my logs, I realize they are from alpha 153 but I don't think this was affected in the last update.

Texgen log https://drive.google.com/file/d/1XTGMwf4cbKtEepvwYr_lAdtdPEXBYLb1/view?usp=sharing

Texgen debug https://drive.google.com/file/d/1TAP5ul7OfmBhWNllqjAfYUjJwyFRaPj-/view?usp=sharing

Dyndo log https://drive.google.com/file/d/1kIYXkVCLlQf1NWI_rmAkcZLECQYogBfE/view?usp=sharing

Dyndo debug https://drive.google.com/file/d/1g6R35qtSVh-0pIHMFVbPmDHLSjOxnlFL/view?usp=sharing

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide useful screenshots with more informative console or provide a reference form id in text.

Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Tree_Report.txt

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