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DynDOLOD 3.00 Alpha 180


sheson

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37 minutes ago, ni1by2 said:

Hi Sheson

Using DynDOLOD 3.0 Alpha-169 x64 - Skyrim Special Edition (SSE), with DynDOLOD DLL NG Alpha-23 and DynDOLOD Resources SE3.00 Alpha-49.

Trying to generate LODs for a fairly large mod list with new worldspaces (Wyrmstooth, MannyGT, Arnima etc), and Seasons, and Grass Lods with the new NGIO NG. On 1.6.640.

Lod gen took the longest it ever has - 16 hours+! - and right at the end, I got an error message, viz. LODGen4Win.exe failed to generate object LOD for Tamriel Sum.

I am not sure why this happened, all the other worldspaces and seasons worked fine, and for the Tamriel worldspace all other seasons generated LOD just fine. Hoping you can find the cause.

Link to the Logs - https://drive.google.com/drive/folders/1dfRGkkfrW25YraDvNharhFIT0Bq146cF?usp=sharing

Do i need to restart the whole process, or is there a way I can just generate the LODs for Tamriel SUM and add it to the already generated LODs?

If should be obvious there is something going wrong and nobody should wait 16 hours. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size, though I have a feeling it is high memory usage https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory

Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

https://dyndolod.info/Help/Expert-Mode#Execute-LODGen
The button Execute LODGen starts LODGen for the selected worldspaces again that already have existing object LOD data exported by DynDOLOD in the last LOD generation processes.

Start experts mode, select desired worldspaces and seasons and click Execute LODGen.

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Posted (edited)
17 minutes ago, sheson said:

If should be obvious there is something going wrong and nobody should wait 16 hours. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size, though I have a feeling it is high memory usage https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory

Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

https://dyndolod.info/Help/Expert-Mode#Execute-LODGen
The button Execute LODGen starts LODGen for the selected worldspaces again that already have existing object LOD data exported by DynDOLOD in the last LOD generation processes.

Start experts mode, select desired worldspaces and seasons and click Execute LODGen.

I figued given the extra worldspaces, and seasons, and grass LODS, it would take longer? The process didn't freeze at any point. I am using the STEP settings, and hitting the Medium button.  Hardware is 5800x3D and 3080. 32 Gigs of memory.

My DynDOLOD_Output folder is 424 GB. Uncompressed, obvs. No idea if that is normal or not, but suspect not :biggrin:.

Task manager reported plenty of times where 100% of CPU and 100% of RAM were being used.

> Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

There was, and I am 26 minutes into generating Object LOD for Tamriel SUM as I write this. I wasn't sure if this would overwrite my previous DynDOLOD output, so I made a new output folder - assuming I can just merge this with the Old output and it should be ok?

Edited by ni1by2
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12 minutes ago, ni1by2 said:

I figued given the extra worldspaces, and seasons, and grass LODS, it would take longer? The process didn't freeze at any point. I am using the STEP settings, and hitting the Medium button.  Hardware is 5800x3D and 3080. 32 Gigs of memory.

My DynDOLOD_Output folder is 424 GB. Uncompressed, obvs. No idea if that is normal or not, but suspect not :biggrin:.

Task manager reported plenty of times where 100% of CPU and 100% of GPU were being used.

> Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

There was, and I am 26 minutes into generating Object LOD for Tamriel SUM as I write this. I wasn't sure if this would overwrite my previous DynDOLOD output, so I made a new output folder - assuming I can just merge this with the Old output and it should be ok?

Speechless at 424GB. That probably means more than 100GB for the default season. That is probably the result of full models used for LOD and/or insane settings for lots of full grass. How is the game performing after doing something like this?

LODGen generates object LOD meshes. Executing LODGen will overwrite the existing ones of the selected worldspace and seasons in generates. That is actually what you want.

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When I click `Execute LODGen`, the Expert mode window doesn't close. See this image:. Also, for watever reason, DynDOLOD is not letting me reset the path back to the old Output folder. Still writing to the secondary folder i created.

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5 minutes ago, ni1by2 said:

When I click `Execute LODGen`, the Expert mode window doesn't close. See this image:. Also, for watever reason, DynDOLOD is not letting me reset the path back to the old Output folder. Still writing to the secondary folder i created.

As explained, clicking the Execute LODGen button starts LODGen.exe processes for the selected worldspaces and seasons by reusing existing export files.

Wait for them to finish before closing DynDOLOD with the Cancel button or the X top right.

Manually copy the generated files wherever you want them, overwriting the existing old and incomplete output.

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Posted (edited)
8 minutes ago, sheson said:

Speechless at 424GB. That probably means more than 100GB for the default season. That is probably the result of full models used for LOD and/or insane settings for lots of full grass. How is the game performing after doing something like this?

LODGen generates object LOD meshes. Executing LODGen will overwrite the existing ones of the selected worldspace and seasons in generates. That is actually what you want.

well.. crap. Like I said, I used the STEP settings from here (Grass) and here (DynDOLOD). I don't know enough to muck about with those settings. I haven't actually tried to play with them. Could the size not be a function of 25 worldspaces with the majority having seasons?

Yeah, I worked out too late that I needed to run Execute LODGen, so tried to restart, but well, see above post - I am not being allowed to select the original output folder for the new run. Any ideas?

Edited by ni1by2
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17 minutes ago, ni1by2 said:

well.. crap. Like I said, I used the STEP settings from here (Grass) and here (DynDOLOD). I don't know enough to muck about with those settings. I haven't actually tried to play with them. Could the size not be a function of 25 worldspaces with the majority having seasons?

Yeah, I worked out too late that I needed to run Execute LODGen, so tried to restart, but well, see above post - I am not being allowed to select the original output folder for the new run. Any ideas?

The settings of modding guide like STEP typically apply to their specific list of used mods.

If you check the folder size of the different worldspaces, I would expect it to show that the largest chunk by far is usually the Tamriel worldspace.
You can check how long object LOD generation time with LODGen took by checking the logfiles - if it was successful. You uploaded LODGen_SSE_Tamriel_SPR_log.txt, which took 01:47:22. I would expect LODGen_SSE_Tamriel_log.txt took the longest. I would be somewhat curious if that is the case here.

What does not being allowed mean? What is the problem or error message?

You can simply copy or move the generated LOD meshes after geenration, where you need them to be, e.g. the MO2 mod folder where you already installed the output form the generation where the two LODGen processes failed. Just overwrite the existing *.BTO files.

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Posted (edited)
18 minutes ago, sheson said:

The settings of modding guide like STEP typically apply to their specific list of used mods.

If you check the folder size of the different worldspaces, I would expect it to show that the largest chunk by far is usually the Tamriel worldspace.
You can check how long object LOD generation time with LODGen took by checking the logfiles - if it was successful. You uploaded LODGen_SSE_Tamriel_SPR_log.txt, which took 01:47:22. I would expect LODGen_SSE_Tamriel_log.txt took the longest. I would be somewhat curious if that is the case here.

What does not being allowed mean? What is the problem or error message?

You can simply copy or move the generated LOD meshes after geenration, where you need them to be, e.g. the MO2 mod folder.

Thanks, I think we crossed messages, I will copy over the files to the original output folder.

18 minutes ago, sheson said:

What does not being allowed mean? What is the problem or error message?

It just says:

<Error: Path not allowed E:\Purush\tools\DynDOLOD\DynDOLOD_Output\>
Resetting not allowed path to E:\Purush\tools\DynDOLOD\DynDOLOD_Output\

The CLI window that opens also shows that the files are being written to the new folder which I want to change back from

18 minutes ago, sheson said:

. I would expect LODGen_SSE_Tamriel_log.txt took the longest. I would be somewhat curious if that is the case here.

I have uploaded that file to the google drive folder. It uhh... I think it says it took ~12 hours?

 

 

Once I finish Tamriel SUM I will compress and install and see how the game plays and report back

Edited by ni1by2
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44 minutes ago, ni1by2 said:

Thanks, I think we crossed messages, I will copy over the files to the original output folder.

It just says:

<Error: Path not allowed E:\Purush\tools\DynDOLOD\DynDOLOD_Output\>
Resetting not allowed path to E:\Purush\tools\DynDOLOD\DynDOLOD_Output\

The CLI window that opens also shows that the files are being written to the new folder which I want to change back from

I have uploaded that file to the google drive folder. It uhh... I think it says it took ~12 hours?

Once I finish Tamriel SUM I will compress and install and see how the game plays and report back

But it still seems to use that path and it is the same the first session was generated to?

Are there any other files in that folder other than the DyDOLOD.esm, DynDOLOD.esp, Occlusion.esp and the meshes, skse and texture folders?

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12 hours ago, sheson said:

Got the log OK now. Thanks.

Object LOD has 3 LOD levels in the game world and 3 distance settings https://dyndolod.info/Help/Object-LOD#Settings
The fBlockMaximumDistance is the one of interest. Beyond that the game just shows terrain LOD. Increase it to show object LOD further away.

As mentioned earlier, the current settings can be checked in the DynDOLOD SkyUI MCM - Settings page  https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
Mods like VR FPS Stabilizer can change them on the fly.

That must be it then.  I checked my prefs ini and fBlockMaximumDistance is set to 102500, and not maxdistance. I am going to check that out and I bet that's the answer. Confirmed. That was it. Statue and college now appear from everywhere, including the world map. You're a legend. That only leaves one last thing, and it is not a big deal, but it is a big hole.

 VirtualDesktop.Android-20240503-122231.thumb.jpg.2c5d8b9b37305634e4c700822ab62676.jpg 

There is this occlusion hole in a Morrowind mountain that the player character cannot even get near. It will disappear for a moment while on the road out of Winterhold, but the reappear 10 steps south again, and I have confirmed that loading the game without the occlusion.esp will make the hole go away, so I think it must be occlusion related. It is only visible from Winterhold and the surrounding waters. Like I said, it's not like I can go there, so it not a big deal, but it is the last thing.  This has been a persitent thing, so the logs I already sent may have some idea why it is there. Thanks again.

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On 5/3/2024 at 7:34 PM, The_Franks said:

That must be it then.  I checked my prefs ini and fBlockMaximumDistance is set to 102500, and not maxdistance. I am going to check that out and I bet that's the answer. Confirmed. That was it. Statue and college now appear from everywhere, including the world map. You're a legend. That only leaves one last thing, and it is not a big deal, but it is a big hole.

 VirtualDesktop.Android-20240503-122231.thumb.jpg.2c5d8b9b37305634e4c700822ab62676.jpg

There is this occlusion hole in a Morrowind mountain that the player character cannot even get near. It will disappear for a moment while on the road out of Winterhold, but the reappear 10 steps south again, and I have confirmed that loading the game without the occlusion.esp will make the hole go away, so I think it must be occlusion related. It is only visible from Winterhold and the surrounding waters. Like I said, it's not like I can go there, so it not a big deal, but it is the last thing.  This has been a persitent thing, so the logs I already sent may have some idea why it is there. Thanks again.

"maxdistance" is not a valid value for fBlockMaximumDistance. It requires a floating point number to be set. In case of invalid settings it will most likely revert to some internal default number. See https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/TerrainManager#fBlockMaximumDistance

Did you generate terrain LOD with xLODGen? Was one of the restored terrain plugins like SSE-Terrain-Tamriel-Extend.esm installed?

https://dyndolod.info/Help/xLODGen#Requirements

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Posted (edited)
1 hour ago, sheson said:

But it still seems to use that path and it is the same the first session was generated to?

Are there any other files in that folder other than the DyDOLOD.esm, DynDOLOD.esp, Occlusion.esp and the meshes, skse and texture folders?

So in the image, the Output folder is listed as MO2\tools\Dyndolod\Dyndolod_output. That's the folder where the output from my first run went. I changed that to another folder outside MO2, called testoutput. After working out how Execute Lodgen works, I tried to change the output folder back from testoutput to the first one, and that's when I got the error message.

No, there isn't anything other than the folders and the esm and esps.

The testoutput folder now has Meshes, Seasons, SKSE, and tesxtures folders, as well as Dyndolod.esm, Dyndolod.esp and Occlusion.esp, all generated from running Execute Lodgen for just Tamriel SUM. Do i copy this all back into MO2\tools\Dyndolod\Dyndolod_Output, where the rest of the worldspaces are? Both folders and files? Or folders only?

Edited by ni1by2
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2 minutes ago, ni1by2 said:

So in the image, the Output folder is listed as MO2\tools\Dyndolod\Dyndolod_output. That's the folder where the output from my first run went. I changed that to another folder outside MO2, called testoutput. After working out how Execute Lodgen works, I tried ti change the folder back from testoutput to the first one, and that's when I got the error message.

The testoutput folder now has Meshes, Seasons, SKSE, and tesxtures folders, as well as Dyndolod.esm, Dyndolod.esp and Occlusion.esp, all generated from running Execute Lodgen for just Tamriel SUM. Do i copy this all back into MO2\tools\Dyndolod\Dyndolod_Output, where the rest of the worldspaces are? Both folders and files? Or folders only?

Instead of screenshotting text, copy and paste the text if possible, upload the entire log and debug log etc.

The problem here is that MO2 is installed into E:\Purush\ and that despite the installation instructions being clear about not installing DynDOLOD into mod manager folder, it is being installed in to a subfolder of MO2. That is why you see the message about the output folder being not allowed, but the tool not having a choice to use its default output folder in its own subfolder. 

In any case, if you click the "Execute xLODGen" button, then the only thing that is being generated is BTO object LOD meshes to the meshes\terrain\.. folder. As I wrote, once that completes, close DynDOLOD via the Cancel button or the X top right.

Doing so will not generate any plugins, SKSE folder or textures. If you got any of those, you did something else in addition to clicking "Execute LODGen".

I suggest to delete testoutput. Then start DynDOLOD in expert mode, make sure the the new output folder is empty. Select desired worldspaces and seasons, click the  Execute LODGen button., wait for all spawned LODGen processes/command prompt windows to finish and then click the Cancel button or the X top right to close DynDOLOD. Then you should only have the meshes folder in the new output folder. Merge it with the existing output, overwrite all already existing BTO files with the new ones. Install result as a mod.

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On 5/3/2024 at 8:10 PM, sheson said:

"maxdistance" is not a valid value for fBlockMaximumDistance. It requires a floating point number to be set. In case of invalid settings it will most likely revert to some internal default number. See https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI/TerrainManager#fBlockMaximumDistance

Did you generate terrain LOD with xLODGen? Was one of the restored terrain plugins like SSE-Terrain-Tamriel-Extend.esm installed?

https://dyndolod.info/Help/xLODGen#Requirements

Yes, I did generate terrain lod with xlodgen with that exact mod installed. My map is giantic now, which is cool. I can always run it again, because I did run it since then to bump up the lod4 texture quality, but had that mod turned off in the list to save time. I assume I will need to regenerate the occlusion data after that. Should I just do that with xlodgen at the same time?

Edit: That was it. I reactivated SSE_Terrain-Tamriel-Extended.esm, reran xlod gen for tamriel, deleted the esm, reran dyndolod for occlusion only and the hole is gone. Thank you. 

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Posted (edited)
10 hours ago, sheson said:

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

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console of the full models that are missing with the output enabled.

Read https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing which papyrus log and DynDOLOD.log (after enabling debug) to also upload.

Just a heads up that I have no missing windmill fans using DynDOLOD DLL NG any version...

Report any main menu altering mods and how you start a new game.

Dyndolod/TexGen logs + debug:

https://ufile.io/f/uounq

Dyndolod log from My Documents:

https://ufile.io/m5lf7k3r

Papyrus.0. log:

https://ufile.io/rzuip039

Screenshots:

https://imgur.com/a/CA6oH3C

This is while using the latest DLL NG version 23.  I use Alternate Start to begin the game and I wait until all the notifications in the corner are gone before fast travelling to Whiterun.  Oh and I misspoke earlier...version 20 is the last one to work for me, not 19.

Edited by MisterMorden
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