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DynDOLOD 3.00 Alpha 180


sheson

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2 hours ago, TIREDshinigami said:

tex gen logs
https://ufile.io/x9ie06ew

removed COTN and now my game launches but the tex gen issue persists.

Moved to the DynDOLOD 3 Alpha thread.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log to also upload in addition to the debug log.
As explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text, do not post screenshots of messages but use the Copy message to clipboard and paste the text instead.
As explained on the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages, use the Click on this link for additional explanations and help for this message to open additional help.
As explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search, search the forum for similar posts before posting.

https://dyndolod.info/Messages/Exceptions
If there are any kind of memory errors, make sure to use the x64 versions of the tools. Check FAQ answers for High memory usage.

https://dyndolod.info/Messages/Exceptions#OpenGL
If they are memory related also check FAQ answers for High memory usage.

https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

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so adding the line lodcache=10 texturecache=10 to the texgen_sse didnt help by itself but after playing around with the output format i changed it to bc7max and that didnt help either but using both this line and bc7max it worked now i have removed the line and it still works i am very confused with and without it i had alot of ram and vram left so idk why i was getting that error thanks for the amazing mod and the quick support 
also sorry for making a post in the wrong place and providing incorrect logs maybe im an idiot or i got redirected to the wrong page but i saw nothing about how to provide logs and all that anywhere.

Edited by TIREDshinigami
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3 hours ago, TIREDshinigami said:

so adding the line lodcache=10 texturecache=10 to the texgen_sse didnt help by itself but after playing around with the output format i changed it to bc7max and that didnt help either but using both this line and bc7max it worked now i have removed the line and it still works i am very confused with and without it i had alot of ram and vram left so idk why i was getting that error thanks for the amazing mod and the quick support 
also sorry for making a post in the wrong place and providing incorrect logs maybe im an idiot or i got redirected to the wrong page but i saw nothing about how to provide logs and all that anywhere.

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

Use the x64 version.
BC7 Max just means texconv will spend a considerable longer time to create a BC7 texture compared to BC7 Quick.

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On 12/2/2023 at 6:35 AM, sheson said:

What other errors are reported by xEdit that you choose to ignore?

To be precise there are 140 in total.
5 "Found a DIAL reference, expected: GLOB" in the STEP Conflict resolution - WACCF patch
2 "Tint index not found" in Summerset Isle
about 10 "navmesh triangle not found" in a few location mods, all involving some kind of doorway.
about 15 "quest alias not found" in a few mods that have quests
1 "HAZD \ Record Header \ Record Flags -> <Unknown: 25 $19>" in Odin
4 "PTDA - Target \ Target Data \ Target -> Target is not persistent" in AI Overhaul
4 "placed mapmarker" in Bruma
The rest are all either something about "Using encoding (from language): 1252  (ANSI - Latin I)" or "NULL reference, expected fact".

However these two I am very unsure about:
[03:08] Tamriel [WRLD:0000003C]
[03:08]     WRLD -> Warning: internal file FormID is a HITME: 0100003C (should be 0000003C ) 
and 
[02:37] [NAVI:00012FB4]
[02:37]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [141D5064] <Error: Could not be resolved>

When I try going to their FormID I dont see anything that says error or warning. I have no idea what to do.

On 12/2/2023 at 6:35 AM, sheson said:

You said Yes to this message prompt:
Update existing plugin(s)? If this is not successful start from scratch.

Yes.

On 12/2/2023 at 6:35 AM, sheson said:

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Pay attention to all log messages. 

For example these messages which are repeated many times:
<Warning: File [B9] DynDOLOD.esp with Group GRUP World Children of [..] is missing an overriden record for[..]

Delete the output folder log folder, delete bugreport,.txt and then generate DynDOLOD from scratch - that means to disable/remove old DynDOLOD output in the load order. If problem persists, upload new log, debug log and bugreport.txt.

https://dyndolod.info/Updating

I tried this and some wierd stuff happened. I didn't get the usual "Assertion Error", DynDOLOD ran for while, but then several pop up windows with more flowing text popped up, and now its still running, but stuck. My fans are still spinning loud, when i click X it says "Generation will not be complete", but its been almost 5 hours now. 
Its been stuck here:
[16:31] [XJKislandWorld] Generating object LOD
[16:31] Creating C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\textures\lod\snowstone01lod.dds
[16:32] Creating C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\textures\lod\xjkstockadeplanks01lod.dds
[16:34] [XJKislandWorld] Executing "C:\Modding\ModdingTools\DynDOLOD\Edit Scripts\LODGenx64Win.exe" --inputfile "C:\Modding\ModdingTools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_XJKislandWorld.txt" --logfile "C:\Modding\ModdingTools\DynDOLOD\Logs\LODGen_SSE_XJKislandWorld_log.txt"
[16:34] [XJKislandWorld] Creating texture atlas C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_XJKislandWorld.dds 8192 x 4096
[16:34] [XJKislandWorld] Creating texture atlas C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_XJKislandWorld_Glow.dds 512 x 512
Its been stuck right here over 4 hours.

Why did you link to the update page? The version has not been changed today or yesterday has it?
Thank you again for your help. 

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1 hour ago, Brambleshire said:

To be precise there are 140 in total.
5 "Found a DIAL reference, expected: GLOB" in the STEP Conflict resolution - WACCF patch
2 "Tint index not found" in Summerset Isle
about 10 "navmesh triangle not found" in a few location mods, all involving some kind of doorway.
about 15 "quest alias not found" in a few mods that have quests
1 "HAZD \ Record Header \ Record Flags -> <Unknown: 25 $19>" in Odin
4 "PTDA - Target \ Target Data \ Target -> Target is not persistent" in AI Overhaul
4 "placed mapmarker" in Bruma
The rest are all either something about "Using encoding (from language): 1252  (ANSI - Latin I)" or "NULL reference, expected fact".

However these two I am very unsure about:
[03:08] Tamriel [WRLD:0000003C]
[03:08]     WRLD -> Warning: internal file FormID is a HITME: 0100003C (should be 0000003C ) 
and 
[02:37] [NAVI:00012FB4]
[02:37]     NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [141D5064] <Error: Could not be resolved>

When I try going to their FormID I dont see anything that says error or warning. I have no idea what to do.

Yes.

I tried this and some wierd stuff happened. I didn't get the usual "Assertion Error", DynDOLOD ran for while, but then several pop up windows with more flowing text popped up, and now its still running, but stuck. My fans are still spinning loud, when i click X it says "Generation will not be complete", but its been almost 5 hours now. 
Its been stuck here:
[16:31] [XJKislandWorld] Generating object LOD
[16:31] Creating C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\textures\lod\snowstone01lod.dds
[16:32] Creating C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\textures\lod\xjkstockadeplanks01lod.dds
[16:34] [XJKislandWorld] Executing "C:\Modding\ModdingTools\DynDOLOD\Edit Scripts\LODGenx64Win.exe" --inputfile "C:\Modding\ModdingTools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_XJKislandWorld.txt" --logfile "C:\Modding\ModdingTools\DynDOLOD\Logs\LODGen_SSE_XJKislandWorld_log.txt"
[16:34] [XJKislandWorld] Creating texture atlas C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_XJKislandWorld.dds 8192 x 4096
[16:34] [XJKislandWorld] Creating texture atlas C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_XJKislandWorld_Glow.dds 512 x 512
Its been stuck right here over 4 hours.

Why did you link to the update page? The version has not been changed today or yesterday has it?
Thank you again for your help. 

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

The Navmesh errors can cause CTD.
https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
You need to delete the broken plugins that has HITME errors. Maybe you can fix it as explained.
https://dyndolod.info/Messages/Unresolved-Form-ID the reason the form ID can not be found  is the reason why it is unresolved.
The record with the unresolved error is 00012FB4

https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures

You were trying to update an existing DynDOLOD installation.

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Might be a dumb question, but checking the log I am seeing.  Perhaps I am looking at the wrong message / log to see if the workaround was successful or failed. 

Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)
 
But when dyndolod completes it does note.
Error: Deleted reference Gabby.esp [REFR:0003BF63] (places TreePineShrub02Snow [TREE:0009DAA1] in GRUP Cell Temporary Children of [CELL:00009352] (in Tamriel "Skyrim" [WRLD:0000003C] at -1,18))
 
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2 hours ago, Soulmancer said:

Might be a dumb question, but checking the log I am seeing.  Perhaps I am looking at the wrong message / log to see if the workaround was successful or failed. 

Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)
 
But when dyndolod completes it does note.
Error: Deleted reference Gabby.esp [REFR:0003BF63] (places TreePineShrub02Snow [TREE:0009DAA1] in GRUP Cell Temporary Children of [CELL:00009352] (in Tamriel "Skyrim" [WRLD:0000003C] at -1,18))

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

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
In case a deleted large reference is found and the log and the Large reference bugs workarounds requirements not met error message report Deleted references: yes, the debug log will contain a line that mention the plugin that requires cleaning like this

https://dyndolod.info/Help/Large-References#Technical-Details
The system only works for references with base records of the type STAT and MSTT.

The deleted reference is using a TREE base record and is not a deleted large reference.

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On 12/2/2023 at 4:25 PM, sheson said:

Use this test version https://mega.nz/file/5IhWEABT#kXwLkR67UPnTaDIy-QCug_OgnO2deupYmqxPBPndRzc and upload new logs.

Try to keep an eye on memory just in case.

I've monitored memory usage a bit on my latest run and when the error popped up system memory was ~8,6gb used out of 16 and video memory was ~2,1gb out of 8. As shown in the picture below:

Spoiler

image.thumb.png.755634d7af25de7332e68e1dc0e98f05.png

Latest logs but without a bugreport file this time, it doesn't seem like it was generated: https://ufile.io/twtc9q4u

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12 hours ago, sheson said:

Yes, if there still is a problem when using the x64 version and after changing settings.

Ah roger that, sorry.

21 hours ago, sheson said:

The Navmesh errors can cause CTD.
https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
You need to delete the broken plugins that has HITME errors. Maybe you can fix it as explained.
https://dyndolod.info/Messages/Unresolved-Form-ID the reason the form ID can not be found  is the reason why it is unresolved.
The record with the unresolved error is 00012FB4

I deleted the HITME. I deleted the unresolved FORM ID but i'm not sure if it was the right thing to do. I was actually able to find that specific record.  Now its a Null reference.
Anywho I made another attempt at running Dyndolod. I started it before I went out to dinner. It looked like it was going to be stuck on the same part, but when I came back home 4 hours later, it apparently pushed through and kept running. When I went to bed it was stuck on Blackreach glow , but 8 hours later when I woke up it was still sitting on Blackreach glow. So I went ahead and halted it.
Here are the logs from that run:
Debug Log: https://ufile.io/k3f1kik3
SSE Log: https://ufile.io/jg6iro5m
bugreport: https://ufile.io/w6kgywa2

21 hours ago, sheson said:

https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures

Now I'm running through this. It says to do some tests, like add "LockTexConv"=1 to the SSE.ini. There is no "lockTexConv" anywhere in that ini. Does that mean i just add it in completely like at the bottom or something?

Thank you again for your help!
 

2 hours ago, Brambleshire said:

Now I'm running through this. It says to do some tests, like add "LockTexConv"=1 to the SSE.ini. There is no "lockTexConv" anywhere in that ini. Does that mean i just add it in completely like at the bottom or something?

I don't know what happened, but I ran it again after doing this and it worked O_O

But it was suspiciously fast, like 40 minutes for all wordspaces, including occlusion

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2 hours ago, Brambleshire said:

Ah roger that, sorry.

I deleted the HITME. I deleted the unresolved FORM ID but i'm not sure if it was the right thing to do. I was actually able to find that specific record.  Now its a Null reference.
Anywho I made another attempt at running Dyndolod. I started it before I went out to dinner. It looked like it was going to be stuck on the same part, but when I came back home 4 hours later, it apparently pushed through and kept running. When I went to bed it was stuck on Blackreach glow , but 8 hours later when I woke up it was still sitting on Blackreach glow. So I went ahead and halted it.
Here are the logs from that run:
Debug Log: https://ufile.io/k3f1kik3
SSE Log: https://ufile.io/jg6iro5m
bugreport: https://ufile.io/w6kgywa2

Now I'm running through this. It says to do some tests, like add "LockTexConv"=1 to the SSE.ini. There is no "lockTexConv" anywhere in that ini. Does that mean i just add it in completely like at the bottom or something?

Thank you again for your help!
 

I don't know what happened, but I ran it again after doing this and it worked O_O

But it was suspiciously fast, like 40 minutes for all wordspaces, including occlusion

https://dyndolod.info/Generation-Instructions
Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace.

If there were no errors that stopped the process, then the LOD patch was generated successfully. How long it takes depends on mods, assets, settings and hardware.

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  • sheson changed the title to DynDOLOD 3.00 Alpha 157

DynDOLOD 3a157 - Not a problem report

From https://dyndolod.info/Changelog:

Quote

- DynDOLOD.exe - fixed not using combining worldspaces data for terrain underside generation
- DynDOLOD.exe - added TerrainUnderside[Min|Max][X|Y]_[Worldspace] cell coordinates INI settings to limit area of terrain underside

This is Christmas early! Thank you Santa Sheson :)

I'm currently tied up with other things so it will be a little while before I can try out the fix and enjoy the results, but I'm looking forward to it. In the meantime, I had some questions about the TerrainUnderside[Min|Max][X|Y]_[Worldspace] settings in DynDOLOD_[GAME MODE].ini:

  • Could you clarify the purpose of these settings. Are they simply intended to optimize out areas where terrain shadow casting is not needed or is there more to them than that?

In DynDOLOD_SSE.ini, the settings for DLC2SolstheimWorld are:

; exclude terrain north and south of the playable area
;TerrainUndersideMinX_DLC2SolstheimWorld=
TerrainUndersideMaxX_DLC2SolstheimWorld=63
TerrainUndersideMinY_DLC2SolstheimWorld=-2
TerrainUndersideMaxY_DLC2SolstheimWorld=26

I understand they limit the underside to roughly between the southern and northern edges of the island, but I don't understand why there is no lateral restriction on the western side of the island where there is just water.

  • Does [Worldspace] refer ONLY to the worldspace for which the underside is being generated (i.e. the destination worldspace selected in the UI), or does it refer to ANY occurrence of the worldspace (i.e. either as the source or destination worldspace when combining for LOD)?

For example, when combining DLC2SolstheimWorld (source) into Tamriel (destination), do the settings above apply?

Thanks.

Edited by Mousetick
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4 hours ago, Mousetick said:

DynDOLOD 3a157 - Not a problem report

From https://dyndolod.info/Changelog:

This is Christmas early! Thank you Santa Sheson :)

I'm currently tied up with other things so it will be a little while before I can try out the fix and enjoy the results, but I'm looking forward to it. In the meantime, I had some questions about the TerrainUnderside[Min|Max][X|Y]_[Worldspace] settings in DynDOLOD_[GAME MODE].ini:

  • Could you clarify the purpose of these settings. Are they simply intended to optimize out areas where terrain shadow casting is not needed or is there more to them than that?

In DynDOLOD_SSE.ini, the settings for DLC2SolstheimWorld are:

; exclude terrain north and south of the playable area
;TerrainUndersideMinX_DLC2SolstheimWorld=
TerrainUndersideMaxX_DLC2SolstheimWorld=63
TerrainUndersideMinY_DLC2SolstheimWorld=-2
TerrainUndersideMaxY_DLC2SolstheimWorld=26

I understand they limit the underside to roughly between the southern and northern edges of the island, but I don't understand why there is no lateral restriction on the western side of the island where there is just water.

  • Does [Worldspace] refer ONLY to the worldspace for which the underside is being generated (i.e. the destination worldspace selected in the UI), or does it refer to ANY occurrence of the worldspace (i.e. either as the source or destination worldspace when combining for LOD)?

For example, when combining DLC2SolstheimWorld (source) into Tamriel (destination), do the settings above apply?

Thanks.

The purpose is to minimize artifacts visible in Solstheim because of no objects covering up the terrain LOD.

The reason for (almost) not restricting east/west is because of potential mods adding landmass above water.

The settings should only apply for the terrain underside used in the named worldspace.

  • Thanks 1
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HI, I tried to launch texgen exe I'm trying to find any informations on the website and the correct file to download (on nexus the alpha does not appear to be any different than the previous one) for the latest version of dyndolod that is not gonna tell me that  it has expired !

 

There's a NG file wich I guess has to be implemented after installing the alpha but from the nexus page once unzip and  trying to create a short cut on vortex' s dashboard and launching texgen it is still showing that it has expired !

Thanks

 

 

 

Edited by halcyon2023
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