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DynDOLOD 3.00 Alpha 182


sheson

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I have engine fixes, SaveGameMaxSize = true. I played with [SaveGame] uiCompression=0 from start. After i reupdate my DynDOLOD, i cannt make a new save game. all new save game become corrupted. if i try to make a new save without DynDOLODs esp my new saves are normal.. 

Edited by chumik6000
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28 minutes ago, chumik6000 said:

I have engine fixes, SaveGameMaxSize = true. I played with [SaveGame] uiCompression=0 from start. After i reupdate my DynDOLOD, i cannt make a new save game. all new save game become corrupted. if i try to make a new save without DynDOLODs esp my new saves are normal.. 

Are you sure the uploaded crash log is from a saving? Quicksave or save from game menu?

Test with a new game.

Make sure to follow proper clean save routine when updating. Consider using DynDOLOD DLL instead of PapyrusUtil.

Disable autosaves.

Carefully read all warning and error messages from the TexGen/DynDOLOD log.

Remove all other mods but DynDOLOD and its dependencies and whatever mods/plugnis are masters. Start new game. Save. If it still crashes with a new game, upload that crash log and the logs from DynDOLOD as explained on the first post.

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34 minutes ago, chumik6000 said:

Well i belive i found a problem/solution. i disabled DynDOLOD.esp, loadded my old save without DynDOLOD.esp, made i new save, then out, enable DynDOLOD.esp, load last save, and creat a new save with DynDOLOD.esp enabled and it is fine! no that error!

As mentioned, follow the clean save routine when updating. See https://dyndolod.info/Help/Clean-Save

That should also mean testing with a new game should also be able to save without issue.

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Hey Sheson, hope you're doing well!

A quick question: I did a complete new LOD-generation with the latest Alpha v63 and discovered that the new DynDOLOD-output zip became appx 800 MB smaller in filesize (1.7 GB) than the previous generated output-zip (from Alpha v60; 2.5 GB). This seems a bit weird since I haven't changed my load order and Im using the exact same DynDOLOD-settings as before...

Also, the Alpha 63 "Logs"-directory seems to be missing (?) a lot of files when compared to Alpha 60 (see attached screenshots below) and the debug file is freaking HUGE in size (100 MB)?  But maybe all of this is perfectly fine since I did not recieve a bugreport? Anyway, please have a look at attached files:

DynDOLOD log and debug file: https://ufile.io/f/in6da

Screenshot/comparison: log-files Alpha 60 vs 63 after completed LOD-generation (same settings): https://imgur.com/a/3B6Dk9l

Edited by TheDude
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5 hours ago, TheDude said:

Hey Sheson, hope you're doing well!

A quick question: I did a complete new LOD-generation with the latest Alpha v63 and discovered that the new DynDOLOD-output zip became appx 800 MB smaller in filesize (1.7 GB) than the previous generated output-zip (from Alpha v60; 2.5 GB). This seems a bit weird since I haven't changed my load order and Im using the exact same DynDOLOD-settings as before...

Also, the Alpha 63 "Logs"-directory seems to be missing (?) a lot of files when compared to Alpha 60 (see attached screenshots below) and the debug file is freaking HUGE in size (100 MB)?  But maybe all of this is perfectly fine since I did not recieve a bugreport? Anyway, please have a look at attached files:

DynDOLOD log and debug file: https://ufile.io/f/in6da

Screenshot/comparison: log-files Alpha 60 vs 63 after completed LOD-generation (same settings): https://imgur.com/a/3B6Dk9l

Instead of comparing file size of logs, open them and check their content for warning or error messages as is their purpose. The LODGen logs indicate there were problems. See what they say and let me know.

Instead of checking size of output (or stopping there), check that the expected sub-folders and files for the selected worldspaces were generated.

Seems like object LOD generation failed for some worldspace. 

E.g. it only says LODGenx64.exe generated object LOD for Tamriel successfully but none of the others.

See if Alpha-64 works as expected or if it reports that there were problems with LODGen as expected.

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15 hours ago, sheson said:

Check the Windows event log if there is a report in there.

While the tool runs, check main memory and video memory usage.

Maybe disable anything like Geforce experience or software from the graphics card maker, overlays etc. Everything else that is equally unnecessary running in the background.

There is no Windows event log report. At least I can't find it. I looked for it in Windows\System32\Config, and I found no text log in there. Is it there were I have to look?

I run TexGen again, with no unnecesary applications running in the background (including GeForce or any overlay). Main memory never went up of 29%. Video memory peaked at 2300 MB (I have a 3080, so not close to the limit). I leave here the log:

https://ufile.io/squ9sk33

P.S. Always, at the top of every log, there are two errors:

<Debug: OpenGL: framebuffer objects unsupported>
<Debug: Framebuffer error: framebuffer objects unsupported: 32768>
<Debug: OpenGL: framebuffer objects unsupported>
<Debug: Framebuffer error: framebuffer objects unsupported: 16384>

 

 

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27 minutes ago, Thardrim said:

There is no Windows event log report. At least I can't find it. I looked for it in Windows\System32\Config, and I found no text log in there. Is it there were I have to look?

I run TexGen again, with no unnecesary applications running in the background (including GeForce or any overlay). Main memory never went up of 29%. Video memory peaked at 2300 MB (I have a 3080, so not close to the limit). I leave here the log:

https://ufile.io/squ9sk33

P.S. Always, at the top of every log, there are two errors:

<Debug: OpenGL: framebuffer objects unsupported>
<Debug: Framebuffer error: framebuffer objects unsupported: 32768>
<Debug: OpenGL: framebuffer objects unsupported>
<Debug: Framebuffer error: framebuffer objects unsupported: 16384>

Use the Windows Event Log Viewer to check the event log. It can be found in  Administrative Tools.

The log entries for finding the max possible resolution for the framebuffer are expected.

Assuming you keep testing with latest Alpha-64?

See what happens if you run TexGen without any mods for vanilla.

Have you checked if Alpha-60 actually still works now?

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1 hour ago, sheson said:

Use the Windows Event Log Viewer to check the event log. It can be found in  Administrative Tools.

The log entries for finding the max possible resolution for the framebuffer are expected.

Assuming you keep testing with latest Alpha-64?

See what happens if you run TexGen without any mods for vanilla.

Have you checked if Alpha-60 actually still works now?

Ok. I used the windows event viewer and here it is what I found:

https://ufile.io/tci6l4ou (I guess this is what we're looking for. If not, let me know).
 
No, I kept testing with Alpha-63. I didn't realize there was an update. From now on, I'll try with Alpha-64 and Dyndolod Resources Alpha-19.
 
I actually did run TexGen (Alpha-63) without any mod loaded a few hours ago and it went through. It finished correctly with Grass and HD trees checked.
 
Yesterday, I checked Alpha-60 and it also didn't work this time.
 
I'm going to check again with Alpha-64 with and without mods. I'll let you know how it goes.
 
Thank you very much for following my case so closely. 
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4 hours ago, sheson said:

Instead of comparing file size of logs, open them and check their content for warning or error messages as is their purpose. The LODGen logs indicate there were problems. See what they say and let me know.

Instead of checking size of output (or stopping there), check that the expected sub-folders and files for the selected worldspaces were generated.

Seems like object LOD generation failed for some worldspace. 

E.g. it only says LODGenx64.exe generated object LOD for Tamriel successfully but none of the others.

See if Alpha-64 works as expected or if it reports that there were problems with LODGen as expected.

Thanks for your support! And yes, you're absolutely right: I will check the logs for warnings or errors next time. I agree that it seems that LOD-generation failed for certain worldspaces and will try to re-generate everything using Alpha-64. I'll be back with more info after this! Cheers!

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33 minutes ago, Thardrim said:

Ok. I used the windows event viewer and here it is what I found:

https://ufile.io/tci6l4ou (I guess this is what we're looking for. If not, let me know).
 
No, I kept testing with Alpha-63. I didn't realize there was an update. From now on, I'll try with Alpha-64 and Dyndolod Resources Alpha-19.
 
I actually did run TexGen (Alpha-63) without any mod loaded a few hours ago and it went through. It finished correctly with Grass and HD trees checked.
 
Yesterday, I checked Alpha-60 and it also didn't work this time.
 
I'm going to check again with Alpha-64 with and without mods. I'll let you know how it goes.
 
Thank you very much for following my case so closely. 

Test if there is anything different using this test version

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