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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, Dimom said:

Greetings! Installed the latest version (98) and made settings according to the Manual HD / QHD. In the output, for Level LOD32, the meshes are huge (650MB). For ULTRA trees - LOD32 = Level2. Can you tell me why this is happening to me?

DynDOLOD_SSE.ini 20.52 kB · 0 downloads

Read the first post which log and debug log to upload when making posts.

Since setting to use 3D tree LOD models for object LOD Level 32 obviously means the LOD meshes will have more files and larger file size than using no object LOD Level 32 or billboards in them, I am not what you are really asking. What is happening is what you instruct the LOD generation to do.

Also, typically there is only one level 3D tree LOD model available, so Level0|1|2|3 all means the same LOD model is used.

If you have problems or questions with instructions from a third party guide, you should ask its authors.

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19 hours ago, sheson said:

Read the first of the DynDOLOD 3 Alpha thread which log and debug log to upload when making posts.

Upload the entire crash log.

The crash is of since that ACTI base record does not have a model, while BSExtraDataList seems to be a block in a NIF.

Double check the crash does not happen when DynDOLOD output is not active.

See https://dyndolod.info/FAQ which explains to check ..\DynDOLOD\docs\DynDOLOD-README.txt. Enable the debug option in DynDOLOD_Worlds.json or DynDOLOD_Worlds.txt as explained and upload the papyrus as well.

It seems the DynDOLOD.esp is being overwritten by other plugins, which seems odd. LOD and the DynDOOLOD plugins and then Occlusion should be the last things to generate and then overwrite everything.

So ever since I have enabled the debug option of DynDOLOD, I have A LOT  of trouble in reproducing that particular CTD. I CTD for other things now, but they seem to vary wildly. DynDOLOD is no longer mentioned. I even stress-tested the game (tgm, tcl, player.setav speedmult 3000) and still nada. Does that even make the slightest amount of sense?

I can't provide the logs mentioned in the first thread because this is actually a modfied Wabbajack modlist that I'm playing...

I confess that DynDOLOD IS being overwritten by other plugins, but only in regards to a handful (less than a dozen) records and one of those plugins came pre-packaged with the Wabbajack modlist...

Can't provide the original entire crash log because I deleted it right after posting that portion of the log that I put in Pastebin (believing that it was the only useful portion)...

EDIT OK, I just had a bit of luck: https://pastebin.com/Fwi2nAfe I'll try to look for the DynDOLOD log

EDTIT 2: Well, DynDOLOD didn't produce any new log... And as for Papyrus, I had it deactivated this run because I grew tired of trying to MAKE my game CTD and I got the CTD in this second Pastebin while playing *normally* (but with DynDOLOD's debug option set to true)...

Is there anything that can be gleaned from this second Pastebin?

Edited by Abbot
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1 hour ago, CorneliusC said:

Hi. Can i use Alpha 98 with my current STEP setup, all still in game version 1.6.353? (I think i have A 97 installed now) Thank you ...

https://dyndolod.info
Regardless of which runtime version is used for Skyrim Special Edition, if the Skyrim Anniversary Edition or Anniversary DLC is installed, the game mode is always SSE.

https://dyndolod.info/Mods/Skyrim-Special-Edition-Skyrim-Anniversary-Edition#Runtime-Versions
Regardless of which runtime version is used for Skyrim Special Edition, if the Skyrim Anniversary Edition or Anniversary DLC is installed, the game mode is always SSE.

If you have questions about a third party guide you need ask its authors.

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1 hour ago, Abbot said:

So ever since I have enabled the debug option of DynDOLOD, I have A LOT  of trouble in reproducing that particular CTD. I CTD for other things now, but they seem to vary wildly. DynDOLOD is no longer mentioned. I even stress-tested the game (tgm, tcl, player.setav speedmult 3000) and still nada. Does that even make the slightest amount of sense?

I can't provide the logs mentioned in the first thread because this is actually a modfied Wabbajack modlist that I'm playing...

I confess that DynDOLOD IS being overwritten by other plugins, but only in regards to a handful (less than a dozen) records and one of those plugins came pre-packaged with the Wabbajack modlist...

Can't provide the original entire crash log because I deleted it right after posting that portion of the log that I put in Pastebin (believing that it was the only useful portion)...

EDIT OK, I just had a bit of luck: https://pastebin.com/Fwi2nAfe I'll try to look for the DynDOLOD log

EDTIT 2: Well, DynDOLOD didn't produce any new log... And as for Papyrus, I had it deactivated this run because I grew tired of trying to MAKE my game CTD and I got the CTD in this second Pastebin while playing *normally* (but with DynDOLOD's debug option set to true)...

Is there anything that can be gleaned from this second Pastebin?

Enabling the papyrus log should not cause CTD. This might indicate a larger issue.

if you have issue with a mod list you probably should refer to its author for support.

If you have not generated DynDOLOD properly for the current load order, then any troubleshooting here is pretty pointless. It saves the log and debug log when the program is closed.
If any records in the DynDOLOD/Occlusion plugin or any of the output files are being overwritten, then something is not right or done correctly/as intended.

Regarding that crash log, you can see from first entry of the possible relevant objects and the probable callstack that the CTD seems worldspace and quest related. My first reaction would be to check SVMiscMCMMerged.esp for errors, in particular the mentioned record and test the game without it.

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50 minutes ago, sheson said:

Enabling the papyrus log should not cause CTD. This might indicate a larger issue.

if you have issue with a mod list you probably should refer to its author for support.

If you have not generated DynDOLOD properly for the current load order, then any troubleshooting here is pretty pointless. It saves the log and debug log when the program is closed.
If any records in the DynDOLOD/Occlusion plugin or any of the output files are being overwritten, then something is not right or done correctly/as intended.

Regarding that crash log, you can see from first entry of the possible relevant objects and the probable callstack that the CTD seems worldspace and quest related. My first reaction would be to check SVMiscMCMMerged.esp for errors, in particular the mentioned record and test the game without it.

The issue with SvMiscMCMMerged appears only on loading a save (and that's where I get it this time too), but as you can see the log immediately mentions DynDOLOD as well (and it happened the other times as well).

I just got another CTD that mentions DynDOLOD first: https://pastebin.com/SU8E3MTm

This is *exactly* the type of error I was talking about.

Edited by Abbot
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1 hour ago, Abbot said:

The issue with SvMiscMCMMerged appears only on loading a save (and that's where I get it this time too), but as you can see the log immediately mentions DynDOLOD as well (and it happened the other times as well).

I just got another CTD that mentions DynDOLOD first: https://pastebin.com/SU8E3MTm

This is *exactly* the type of error I was talking about.

That looks similar to the first crash log, so refer to what I said in this post: https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-98/?do=findComment&comment=264175.
No log and no debug log of the DynDOLOD generation for the current load order.  No information if CTD stop with DynDOLOD output is not active. No papyrus logs with debug enabled. DynDOLOD plugin is still being overwritten by other plugins.

Together with the quest crash, it seems there might be different causes of CTD  and reportedly something more severe happening when enabling papyrus logging.

Do all those issues stop when deactivating the DynDOLOD output?

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For some reason i keep getting this weird tree render distance issue where certain whiterun trees does not render until i get super close as seen in this video: I have tried everything from increasing render distance in beth.ini to max and running dyndolod according to this guide here https://github.com/LivelyDismay/Learn-To-Mod/blob/main/lessons/DynDOLOD 3.0 and Grass Cache.md. These are the tree mods i have :

Trees addon SE :https://www.nexusmods.com/skyrimspecialedition/mods/22053

Veydogolot Trees: https://www.nexusmods.com/skyrimspecialedition/mods/62414 

whiterun's tree overhaul: https://www.nexusmods.com/skyrimspecialedition/mods/16230

I set the rules in dyndolod to what trees addon sse recommended. 

Im at a loss at this point i have tried everything i can think of but i cannot solve this issue here:

https://imgur.com/a/c9NUqVF

Any help would be greatly appreciated

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7 hours ago, Smokey said:

For some reason i keep getting this weird tree render distance issue where certain whiterun trees does not render until i get super close as seen in this video: I have tried everything from increasing render distance in beth.ini to max and running dyndolod according to this guide here https://github.com/LivelyDismay/Learn-To-Mod/blob/main/lessons/DynDOLOD 3.0 and Grass Cache.md. These are the tree mods i have :

Trees addon SE :https://www.nexusmods.com/skyrimspecialedition/mods/22053

Veydogolot Trees: https://www.nexusmods.com/skyrimspecialedition/mods/62414 

whiterun's tree overhaul: https://www.nexusmods.com/skyrimspecialedition/mods/16230

I set the rules in dyndolod to what trees addon sse recommended. 

Im at a loss at this point i have tried everything i can think of but i cannot solve this issue here:

https://imgur.com/a/c9NUqVF

Any help would be greatly appreciated

Moved to the DynDOLOD 3 Alpha thread since you mentioned following a third party guide for DynDOLOD 3 Alpha. If you have problems with a third party guide ask its author.
Refer to the always up-to-date and comprehensive DynDOLOD documentation https://dyndolod.info

Read the first post of the DynDOLOD 3 Alpha thread which log and debug log to upload. When taking videos or screenshots, make them at broad daylight.

For things to have LOD they require LOD assets (LOD models and/or billboards for trees) to be installed. Do not install 3rd pary billboard. Use TexGen automatically generates required billboards. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

See https://dyndolod.info/Help/TexGen#Tree-Grass-LOD-Billboards and in particular https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards in case billboards for new trees added by mods are not generated automatically. Also pay attention to the log messages of TexGen. Make sure a tree LOD billboard has been generated for the tree base record.

In addition, check if a 3D tree LOD model is shipping/available for the new tree.  Look up the base record form id (zero the first two bytes of the plugin load order id) in ..\DynDOLOD3\Logs\DynDOLOD_SSE_Tree_Report.txt

Make sure LOD was generated for the current load order.

If none of this helps, make a screenshot of the tree with more informative console information. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

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2 hours ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread since you mentioned following a third party guide for DynDOLOD 3 Alpha. If you have problems with a third party guide ask its author.
Refer to the always up-to-date and comprehensive DynDOLOD documentation https://dyndolod.info

Read the first post of the DynDOLOD 3 Alpha thread which log and debug log to upload. When taking videos or screenshots, make them at broad daylight.

For things to have LOD they require LOD assets (LOD models and/or billboards for trees) to be installed. Do not install 3rd pary billboard. Use TexGen automatically generates required billboards. See https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

See https://dyndolod.info/Help/TexGen#Tree-Grass-LOD-Billboards and in particular https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards in case billboards for new trees added by mods are not generated automatically. Also pay attention to the log messages of TexGen. Make sure a tree LOD billboard has been generated for the tree base record.

In addition, check if a 3D tree LOD model is shipping/available for the new tree.  Look up the base record form id (zero the first two bytes of the plugin load order id) in ..\DynDOLOD3\Logs\DynDOLOD_SSE_Tree_Report.txt

Make sure LOD was generated for the current load order.

If none of this helps, make a screenshot of the tree with more informative console information. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

I have a pic of the tree while using more informative console:

Image

also i should've mentioned this before but i am getting a error while running dyndolod now after a hour of running it:

[Window Title]
DynDOLOD

[Main Instruction]
Error processing object quad [-24,4] Access violation at address 0000000000417B8E in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000DB7321004.

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

[OK] [Exit DynDOLOD]

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

I checked this for help and disabled my antivirus which didnt work it still gives me the error from above. I never had that error from dyndolod until now i dont know if its possibly from my grass cache files or not but this is a relatively new issue as dyndolod used to finish fully and allow me to zip and exit.

I used texgen so the tree billboards should be there i am not a expert on how everything works but i really just followed the dyndolod 3.0 tutorial all the way through with minor changes according to my tree mod which i had to change some dyndolod rules for but everything else is  copied directly from guide.

Edit:

I dont know if this is helpful but i kept the dyndolod messages console up and i noticed these warnings :

 <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-20.bto": Error reading NIF block 100 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-32.bto": Error reading NIF block 69 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-32.28.bto": Error reading NIF block 111 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-28.bto": Error reading NIF block 135 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-44.4.bto": Error reading NIF block 163 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-32.bto": Error reading NIF block 171 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-12.bto": Error reading NIF block 139 BSSubIndexTriShape: Out of memory>

 

Edited by Smokey
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1 hour ago, Smokey said:

I have a pic of the tree while using more informative console:

also i should've mentioned this before but i am getting a error while running dyndolod now after a hour of running it:

[Window Title]
DynDOLOD

[Main Instruction]
Error processing object quad [-24,4] Access violation at address 0000000000417B8E in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000DB7321004.

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

[OK] [Exit DynDOLOD]

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

I checked this for help and disabled my antivirus which didnt work it still gives me the error from above. I never had that error from dyndolod until now i dont know if its possibly from my grass cache files or not but this is a relatively new issue as dyndolod used to finish fully and allow me to zip and exit.

I used texgen so the tree billboards should be there i am not a expert on how everything works but i really just followed the dyndolod 3.0 tutorial all the way through with minor changes according to my tree mod which i had to change some dyndolod rules for but everything else is copied directly from guide.

Edit:

I dont know if this is helpful but i kept the dyndolod messages console up and i noticed these warnings :

<Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-20.bto": Error reading NIF block 100 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-20.-32.bto": Error reading NIF block 69 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-32.28.bto": Error reading NIF block 111 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-28.bto": Error reading NIF block 135 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.-44.4.bto": Error reading NIF block 163 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-32.bto": Error reading NIF block 171 BSSubIndexTriShape: Out of memory>
[1:18:16] <Warning: Error when loading "meshes\terrain\Tamriel\objects\Tamriel.4.36.-12.bto": Error reading NIF block 139 BSSubIndexTriShape: Out of memory>

Read the first post which entire log from the LOD generation session, which entire debug log and bugreport.txt to upload when making posts.

Do screenshots in broad day light.

Read the answers for "High memory usage / Out of memory" at https://dyndolod.info/FAQ and/or https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

Do not use DynDOLOD output unless the process "completed successfully" as explained at https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD

Read the already linked explanations of the DynDOLOD documentation which explain how to use the tools, how everything works and how to troubleshoot certain things. For example, the screenshot shows the base form ID of the tree, which you can look up in the TexGen log to if a billboard has been generated and the already mentioned DynDOLOD_SSE_Tree_Report.txt to see which log assets were found and used. Ask specific questions if further help is needed in addition to the linked explanations.

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Hello Sheson, after I updated from Alpha-95 to Alpha-97, the mountain lod isn't the same. I use Majestic Mountain with Enhanced Landscape together, and the mountain lod under Alpha-95 is as below:

https://imgur.com/KeyOiGY

But with Alpha-97, the lod is like this:

 https://imgur.com/Z1N6MN7

I tried Alpha-97 but the result is just like the one in Alpha-98. I guess this difference is due to some changes in Alpha-96, 97 and 98, but I don't quite understand the basic logic though.

the log of Alpha-98 is attached. Some repeat warning that never showed up in Alpha-95 are

"[03:40] <Warning: Duplicate reference ignored for LOD. Enhanced Landscapes.esp [REFR:0800145C] (places MountainCliff02_HeavySN [STAT:000201F7] in GRUP Cell Temporary Children of [CELL:00009B11] (in Tamriel "Skyrim" [WRLD:0000003C] at -4,-11)) adds same model at same position, rotation and scale as Enhanced Landscapes.esp [REFR:0800145B] (places MountainCliff02_HeavySN [STAT:000201F7] in GRUP Cell Temporary Children of [CELL:00009B11] (in Tamriel "Skyrim" [WRLD:0000003C] at -4,-11))>"

 

I do love the change on grass lod with the enb effect, and I also love the mountain lod with enhanced landscapes. please do help me to find a way to keep both, thank you!

DynDOLOD_SSE_log - Alpha-98.txt DynDOLOD_SSE_log - Alpha-95.txt

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