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DynDOLOD 3.00 Alpha 182


sheson

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14 minutes ago, sheson said:

Thanks! This should be fixed in the next alpha version.

Glad to have helped! Erm, and I just thought of some other lod related things... I've been spending too much time on far away things and looked too closely at them recently. One of them is terrain lod related, I think, so I'll report it in the xLODGen thread. As for the other one, I use Skyrim 3D Windmill and after running DynDOLOD I found the LOD model still resembles the vanilla windmill. Is this expected behavior? The mod doesn't come with any lod assets.

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22 minutes ago, heheloveer said:

Glad to have helped! Erm, and I just thought of some other lod related things... I've been spending too much time on far away things and looked too closely at them recently. One of them is terrain lod related, I think, so I'll report it in the xLODGen thread. As for the other one, I use Skyrim 3D Windmill and after running DynDOLOD I found the LOD model still resembles the vanilla windmill. Is this expected behavior? The mod doesn't come with any lod assets.

Of course that is expected if the mod does not include a matching LOD model or a rule to use the full model for LOD.

https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue
https://dyndolod.info/Mod-Authors

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Hey, Sheson. Not sure if anyone posted this issue already but Im having a huge issue with Occlusion generation for some reason. It worked with no issues before, but now for some reason it takes forever and freezes my whole system while generating it. I had to run Dyndolod for 5 hours, just because of the slow Occlusion generation process. Couldnt use my pc during that time at all, system was completely frozen.

 

So I rerun Dyndolod today without creating Occlusion, and it was finished after ~15 mins, with 41 world spaces being activated. The result was a 6gb zip file. Then In tried to create Occlusion seperately afterwards, just for Tamriel world space, but again during Occlusion generation my whole system froze and one hour has passed and nada.

 

Any idea what could be causing this? As I said, this worked perfectly fine before with the same system specs. Ive even updated Dyndolod 3 to the latest vrsion, but this didnt fix it. LodGen has the same issue, btw. I use the default Occlusion settings btw. Didnt change anything there.

Edited by Oozaru85
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1 hour ago, Oozaru85 said:

Hey, Sheson. Not sure if anyone posted this issue already but Im having a huge issue with Occlusion generation for some reason. It worked with no issues before, but now for some reason it takes forever and freezes my whole system while generating it. I had to run Dyndolod for 5 hours, just because of the slow Occlusion generation process. Couldnt use my pc during that time at all, system was completely frozen.

So I rerun Dyndolod today without creating Occlusion, and it was finished after ~15 mins, with 41 world spaces being activated. The result was a 6gb zip file. Then In tried to create Occlusion seperately afterwards, just for Tamriel world space, but again during Occlusion generation my whole system froze and one hour has passed and nada.

Any idea what could be causing this? As I said, this worked perfectly fine before with the same system specs. Ive even updated Dyndolod 3 to the latest vrsion, but this didnt fix it. LodGen has the same issue, btw. I use the default Occlusion settings btw. Didnt change anything there.

Moved to the DynODLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts.

See https://dyndolod.info/FAQ "Long running time or output several GB in file size" and "High memory usage / Out of memory" and https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

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I'm new here so forgive me if this question isn't where it belongs. I had had some issues with my game crashing and while I believe I have fixed said issues, I wanted to go through every log to be sure I don't have any other possible (even if harmless) conflicts. I was going through the plugin logs and this was the DynDOLOD.log:

DynDOLOD Plugin 2.45.0 for Skyrim Script Extender 64 2.2.2 for Skyrim Special Edition 1.6.640.0

My game version is 1.6.640 and SKSE 2.2.3 which is the most recent version up on silverlock. One particular crash may have been caused by occlusion but after running DynDOLOD again, the problem resolved. I'm not currently having any issues and I went through and resolved any errors that had come up during the process. I still wanted to verify if I'm still kosher using this version. I am up to date on everything. Thanks!

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FYI: I have confirmed that using "End Task" to force-kill AMD Adrenaline and other related AMD processes on my system resolves the long-running TexGen process. Tested with same LO, and my 35 minute TexGen run was reduced to about 4 minutes as expected. I haven't tested with DynDOLOD runtime yet.

Running latest Adrenaline drivers and Alpha 118

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LODGen failed after quite a long time testing a new land/grass setup with Veydogolt Overhaul, Veydogolt Trees, and Veydogolt Trees - Extra Trees after cleaning out all of the redundant NIFs (found by deduction using combinations of the DynDOLOD xEdit scripts) and re-making all of the LODs correctly. Only DynDOLOD.esm was saved. No bugreport.txt generated.

Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned C0000005. Check C:\Modding\Tools\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt
Error: LODGenx64Win.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s)

Logs

suspect plugins

This mod has lots of grasses. I have 64 Gb RAM, and memory use never went above 60%, but CPU maxed at times for LODGenx64.

By the way, the fixed Veydogolt tree you posted earlier I think is mislabeled as treepineforest03, but I have this one as treepineforest04_F7CE5204passthru_lod.nif and have verified against the full source that is referenced by skyrim.esm. Veydogolt Trees has no plugin and is supposed to only be providing models for vanilla with custom textures. A variant of treepineforest04 also exists in the tree mod under a subfolder with corresponding treepineforest04_02B81171passthru_lod.nif. I have fixed this by placing that subfolder under the appropriate mod, Veydogolt Trees - Extra Trees, whose plugin references this tree. Anyway, my issue is related to LODGen and not in-game CTD.

I don't think the LODGen fail is related to trees after applying my fixes, but there are three full models with radius 0.00 that I did not fix, so not sure if that would disrupt. I'm thinking it's related to all the grass records in Veydogolt.esp. My next step is to generate by worldspace and possibly run occlusion separately.

System specs are in my sig.


EDIT: After attempting a run on only DLC2SolsteimWorld, LODGen_SSE_DLC2SolstheimWorld_log.txt failed at different coordinates than in the first run, so it's not any particular BTO, I assume.

LODGen_SSE_DLC2SolstheimWorld_log.txt

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9 hours ago, kn1ghtradiant said:

I'm new here so forgive me if this question isn't where it belongs. I had had some issues with my game crashing and while I believe I have fixed said issues, I wanted to go through every log to be sure I don't have any other possible (even if harmless) conflicts. I was going through the plugin logs and this was the DynDOLOD.log:

DynDOLOD Plugin 2.45.0 for Skyrim Script Extender 64 2.2.2 for Skyrim Special Edition 1.6.640.0

My game version is 1.6.640 and SKSE 2.2.3 which is the most recent version up on silverlock. One particular crash may have been caused by occlusion but after running DynDOLOD again, the problem resolved. I'm not currently having any issues and I went through and resolved any errors that had come up during the process. I still wanted to verify if I'm still kosher using this version. I am up to date on everything. Thanks!

LOD Occlusion data can not cause CTD.

The Nexus mod pages linked from https://dyndolod.info/Downloads always have the latest version.

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9 hours ago, z929669 said:

FYI: I have confirmed that using "End Task" to force-kill AMD Adrenaline and other related AMD processes on my system resolves the long-running TexGen process. Tested with same LO, and my 35 minute TexGen run was reduced to about 4 minutes as expected. I haven't tested with DynDOLOD runtime yet.

Running latest Adrenaline drivers and Alpha 118

https://dyndolod.info/FAQ "Long running time or output several GB in file size"
Crapware installed with graphics drivers is known to prolong running times. Install only the drivers and not any of the bloatware.

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1 hour ago, z929669 said:

LODGen failed after quite a long time testing a new land/grass setup with Veydogolt Overhaul, Veydogolt Trees, and Veydogolt Trees - Extra Trees after cleaning out all of the redundant NIFs (found by deduction using combinations of the DynDOLOD xEdit scripts) and re-making all of the LODs correctly. Only DynDOLOD.esm was saved. No bugreport.txt generated.

Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned C0000005. Check C:\Modding\Tools\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt
Error: LODGenx64Win.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s)

Logs

suspect plugins

This mod has lots of grasses. I have 64 Gb RAM, and memory use never went above 60%, but CPU maxed at times for LODGenx64.

By the way, the fixed Veydogolt tree you posted earlier I think is mislabeled as treepineforest03, but I have this one as treepineforest04_F7CE5204passthru_lod.nif and have verified against the full source that is referenced by skyrim.esm. Veydogolt Trees has no plugin and is supposed to only be providing models for vanilla with custom textures. A variant of treepineforest04 also exists in the tree mod under a subfolder with corresponding treepineforest04_02B81171passthru_lod.nif. I have fixed this by placing that subfolder under the appropriate mod, Veydogolt Trees - Extra Trees, whose plugin references this tree. Anyway, my issue is related to LODGen and not in-game CTD.

I don't think the LODGen fail is related to trees after applying my fixes, but there are three full models with radius 0.00 that I did not fix, so not sure if that would disrupt. I'm thinking it's related to all the grass records in Veydogolt.esp. My next step is to generate by worldspace and possibly run occlusion separately.

System specs are in my sig.


EDIT: After attempting a run on only DLC2SolsteimWorld, LODGen_SSE_DLC2SolstheimWorld_log.txt failed at different coordinates than in the first run, so it's not any particular BTO, I assume.

LODGen_SSE_DLC2SolstheimWorld_log.txt 1.92 kB · 0 downloads

As explained on the first post, use "Click on this link for additional explanations and help for this message" to open https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-118/
C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable.

This is not a problem with a specific NIF. LODGEn does not use, read or write any plugins. The Windows Event log might have more information. Install latest  .Net runtime 7 and/or test with LODGenx64.exe for .Net Framwork 4.8 by hiding LODGenx64Win.4exe.

No idea what redundant NIFs are or why they are suspected to be a problem in this case. The tree/object reports in the log folder explain which assets are being used in case there are duplicate filenames in different folders.

The NIF I fixed for the tree in this post, was uploaded by the user. I did not change its filename. It fixed the users CTD. The user found that file by checking what model a base record defined which was involved in a CTD.

https://dyndolod.info/Messages/Radius-00
LODGen does not care about the radius of models.

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13 hours ago, sheson said:

Moved to the DynODLOD 3 Alpha thread. Read the first post which log and debug log to upload when making posts.

See https://dyndolod.info/FAQ "Long running time or output several GB in file size" and "High memory usage / Out of memory" and https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

Alrighty, my bad. here you go:

DyndolodDebug.log:

https://ufile.io/7tqig6n9

and the bug report log file:

https://ufile.io/b3td747c

 

Thats all I have. This is the latest debug files after I let Dyndolod run again the Occlusion generation today (or rather tonight). Took almost 5 hours again, just for the Occlusion only, and in the end it didn't even finish this time, it crashed for some reason it seems. Hope these files give some input into whats going on.

 

Also, already tried all the memory fixes you posted, but they didn't help.

Edited by Oozaru85
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12 minutes ago, Oozaru85 said:

Alrighty, my bad. here you go:

DyndolodDebug.log:

https://ufile.io/7tqig6n9

and the bug report log file:

https://ufile.io/b3td747c

 

Thats all I have. This is the latest debug files after I let Dyndolod run again the Occlusion generation today (or rather tonight). Took almost 5 hours again, just for the Occlusion only, and in the end it didn't even finish this time, it crashed for some reason it seems. Hope these files give some input into whats going on.

The debug log indicates that you did not change the OcclusionMaxThreadsObjectLOD=1 as suggested by https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data that I linked.

If it still has an access violation saving the Occlusion.esp in that case, upload new log, debug and bugreport.txt.

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1 hour ago, sheson said:

The debug log indicates that you did not change the OcclusionMaxThreadsObjectLOD=1 as suggested by https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data that I linked.

If it still has an access violation saving the Occlusion.esp in that case, upload new log, debug and bugreport.txt.

Yeah, I changed that back to 4 because it didnt do anything. I set it to 1 again and am rerunning the occlusion generation now. I started at 10:00am (CET) and my system has been frozen since then and its 10:48am now. Im doing just Tamriel again this time. No other world spaces. But if this takes 5 hours again, Im done with this.

 

Will post the logs as soon as Dyndolod finishes.

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8 minutes ago, Oozaru85 said:

Yeah, I changed that back to 4 because it didnt do anything. I set it to 1 again and am rerunning the occlusion generation now. I started at 10:00am (CET) and my system has been frozen since then and its 10:48am now. Im doing just Tamriel again this time. No other world spaces. But if this takes 5 hours again, Im done with this.

 

Will post the logs as soon as Dyndolod finishes.

Set OcclusionMaxThreadsObjectLOD=1 and upload that log, debug and bugreport.txt if it exists. The setting does indeed something.

Also read the other suggestions at https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data

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