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DynDOLOD 3.00 Alpha 182


sheson

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1 hour ago, Pahn_Duh said:

Thanks for the copy and pasted response (as if I haven't read all of these resources and referenced them in my post). After many hours of troubleshooting, I've found out that disabling one of my merges allows Dyndolod to complete. Currently troubleshooting to see exactly why that is, what mod in that merge is the issue, or if the issue is simply the merge itself. 

Will upload logs if I can't figure it out.

That means the request to upload the logs, debug log, lodgen log and windows event log was ignored twice. Do not ask what to do if there is no intentions doing it.
Logs contain actual information that can help with identifying causes of problems or at least help with giving better troubleshooting suggestions.
That means you knew not to use the incomplete output but tried it anyway.
That means you mention that you searched the forum but forgot to mention you read stuff on the website.

You get responses according to the information provided.

LODGen generates object LOD from NIFs. Either loose files or from BSAs.
So maybe a NIF or BSA is part of the problem. Removing mods either removes the need to use a NIF or BSA and/or the files themselves.

However, the error code is not "normal" problem with assets or coding errors, but typically an underlying issue with the OS, .Net or used libraries, hardware maybe etc. So troubleshooting mods is typically not really going to help fixing the problems, other than just to avoid the situation altogether.

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2 hours ago, metaltortoise88 said:

This is the issue I'm having: https://i.imgur.com/QLiRDh7.png

I love Nature of the Wildlands, but the LODs are looking pretty bad. It comes with 3d lods, which I made sure were installed before running texgen/dyndolod. The shadows on the trees are what stand out the most to me. They just don't look right. It's not that noticeable a lot of the time, but when the weather is sunny and clear and I'm in an open area, it sticks out like a sore thumb.

I've used Dyndolod quite a bit, but I'm no expert on the matter, so maybe my settings are garbage. 

My Texgen settings: https://i.imgur.com/DQVottJ.png

My Dyndolod settings: https://i.imgur.com/rP6hGy3.png

 

Any help would be greatly appreciated!

Moved to the DynDOLOD 3 Alpha thread.

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

Billboard tree LOD happens either as fallback because 3D tree LOD models are not found or because the tree mesh mask rule defines Billboard for LOD Level 4.
See https://dyndolod.info/Help/Ultra-Tree-LOD#Generating

By default LOD does not receive or cast shadows. Which means you are probably using ENB distance shadows. They will work better with actual 3D tree LODs.

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The process runs for about 42 minutes, then bugs out after finishing Object LOD for Tamriel (and seasons). It's likely from a mod I installed, since the error happens on multiple DynDOLOD versions, I'm just having trouble identifying exactly which mod. My last successful run was two days ago, so potentially I could binary test it, but I'd prefer to try to document the process and actually "solve" what's causing it.

My debug log is about 840 MB, so I'm attaching the final section in hopes that it can help.

Quote

[20:06] [DoObjectLOD] <Debug: Adding mini atlasses 268 616>
[20:06] [SaveAtlasMap] <Debug: Saving C:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_DLC2SolstheimWorld.txt>
[20:06] [SaveList] <Debug: Saving C:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_DLC2SolstheimWorld.txt>
[21:23] [TwbRender.MakeCurrent] <Debug: Enter MC -268367539 131072>
[21:23] [TwbRender.MakeCurrent] <Debug: Leave MC -268367539 131072>
[21:23] [TwbRender.MakeCurrent] <Debug: Enter MC 0 0>
[21:23] [TwbRender.MakeCurrent] <Debug: Leave MC 0 0>
[21:23] [TwbRender.MakeCurrent] <Debug: Enter MC -268367539 131072>
[21:23] [TwbRender.MakeCurrent] <Debug: Leave MC -268367539 131072>
[21:23] [TwbRender.MakeCurrent] <Debug: Enter MC 0 0>
[21:23] [TwbRender.MakeCurrent] <Debug: Leave MC 0 0>
[21:23] [TwbRender.MakeCurrent] <Debug: Enter MC -268367539 131072>
[21:23] [TwbRender.MakeCurrent] <Debug: Leave MC -268367539 131072>
[21:23] [TwbRender.MakeCurrent] <Debug: Enter MC 0 0>
[21:23] [TwbRender.MakeCurrent] <Debug: Leave MC 0 0>
[21:23] [TwbRender.MakeCurrent] <Debug: Enter MC -268367539 65538>
[21:23] [TwbRender.MakeCurrent] <Debug: Leave MC -268367539 65538>
[21:23] [TwbRender.MakeCurrent] <Debug: Enter MC 0 0>
[21:23] [TwbRender.MakeCurrent] <Debug: Leave MC 0 0>
[20:06] Waiting for LODGenx64.exe generating object LOD for Tamriel AUT.
[36:54] LODGenx64.exe generated object LOD for Tamriel AUT successfully
[36:54] Waiting for LODGenx64.exe generating object LOD for Tamriel SUM.
[42:49] [WriteSummaries] <Debug: "Deleted Reference;https://dyndolod.info/Messages/Deleted-Reference","File Not Found Meshes;https://dyndolod.info/Messages/File-Not-Found-Meshes","File Not Found Scripts;https://dyndolod.info/Messages/File-Not-Found-Scripts","File Not Found Textures;https://dyndolod.info/Messages/File-Not-Found-Textures","Invalid Script;https://dyndolod.info/Messages/Invalid-Script","Large Reference Bugs;https://dyndolod.info/Messages/Large-Reference-Bugs","Potentially Wild Edit Reference;https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference","Property Not Found In Scripts;https://dyndolod.info/Messages/Property-Not-Found-In-Scripts","Root Block;https://dyndolod.info/Messages/Root-Block","Textures Do Not Match;https://dyndolod.info/Messages/Textures-Do-Not-Match">
[42:49] LODGenx64.exe generated object LOD for Tamriel SUM successfully
[42:49] LODGenx64.exe generated object LOD for Tamriel SPR successfully
[42:49] LODGenx64.exe generated object LOD for Tamriel WIN successfully
[42:49] LODGenx64.exe generated object LOD for Tamriel successfully
[42:49] Created a summary of log messages C:\DynDOLOD\Summary\DynDOLOD_Index.html.
[42:52] 00000000 ???                                           
01004267 DynDOLODx64.exe DynDOLODResourceStrings   909 dynMessageDialog
00ffad6a DynDOLODx64.exe xeMainForm              21309 TLODGenThread.Execute
005dda80 DynDOLODx64.exe System.Classes                ThreadProc
0042a465 DynDOLODx64.exe BrainMM                  2540 BrainMMThreadProxy
0041214a DynDOLODx64.exe System                        ThreadWrapper
00511709 DynDOLODx64.exe madExcept                     ThreadExceptFrame
7fface68 KERNEL32.DLL                                  BaseThreadInitThunk
7ffad03e ntdll.dll                                     RtlUserThreadStart
[42:52] [TMessageDialog.Dialog] <Debug: Creating TTaskDialog>
[42:52] [TMessageDialog.Dialog] <Debug: [TMessageDialog.Dialog] Executing TTaskDialog>
Range check error
Error: Range check error.
[44:10] [TMessageDialog.Dialog] <Debug: Gathering>
User says "Exit DynDOLOD"
Forced

 

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11 minutes ago, PurpleYellowRosa said:

The process runs for about 42 minutes, then bugs out after finishing Object LOD for Tamriel (and seasons). It's likely from a mod I installed, since the error happens on multiple DynDOLOD versions, I'm just having trouble identifying exactly which mod. My last successful run was two days ago, so potentially I could binary test it, but I'd prefer to try to document the process and actually "solve" what's causing it.

My debug log is about 840 MB, so I'm attaching the final section in hopes that it can help.

 

Moved to the DynDOLOD 3 Alpha thread.

See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log for the session, debug log and bugreport.txt to upload and how to zip and use a file service for large files.

As explained at https://dyndolod.info/Messages/Exceptions#Range-check-error, this is a problem that needs to be fixed in the tools.

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7 hours ago, sheson said:

Child > Parent
"Low" is the old default that just happened automatically.
"Medium" will take care of trees in cities. Vanilla Riften has some aspens that are then visible, so I'd use that.

Parent > Child
Since it replaces the Whiterun and Solitude Exterior patches from older DynDOLOD Resources, enable that check box if you are interested in proper surroundings and used those patches before. Especially helpful for Whiterun, Riften and Solitude if you use mods like Legacy of the Dragenborn where you can actually see outside. Do not use if performance is more important and then just don't peak outside. If large reference bugs workarounds is used, you can disable large references in child worlds from the SkyUI MCM to regain a bit of performance.

Make sure to read https://dyndolod.info/Help/Child-Parent-Worldspace-Copies if controlling things individually for a specific child world is needed.

Hi Sheson, I just tried the new Alpha 130 with the settings above (since I used the Whiterun and Solitude patches from the older Dyndolod resources) but it seems like the new version is giving me huge performance-issues and FPS-drops in comparison to the older version...? In Whiterun for example (which was running at 60 fps before) I get severe stutters in comparison to the older verson so I will try to regenerate my LOD to see if something is wrong on my end...

Or maybe the new child/parent-settings simply are much more performance demanding than the old ones?

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10 minutes ago, TheDude said:

Hi Sheson, I just tried the new Alpha 130 with the settings above (since I used the Whiterun and Solitude patches from the older Dyndolod resources) but it seems like the new version is giving me huge performance-issues and FPS-drops in comparison to the older version...? In Whiterun for example (which was running at 60 fps before) I get severe stutters in comparison to the older verson so I will try to regenerate my LOD to see if something is wrong on my end...

Or maybe the new child/parent-settings simply are much more performance demanding than the old ones?

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

If you have mods that add several hundreds of new references in and around towns then maybe that is to be expected. I tested vanilla game with Capital Whiterun Expansion which adds lots of new stuff around Whiterun and it was fine.

Generating LOD with the same load order and settings is going to have the same results.

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5 minutes ago, sheson said:

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

If you have mods that add several hundreds of new references in and around towns then maybe that is to be expected. I tested vanilla game with Capital Whiterun Expansion which adds lots of new stuff around Whiterun and it was fine.

Generating LOD with the same load order and settings is going to have the same results.

Understood, Ill get back to you the the proper logfiles after Ive redone the LOD-generation.

I also have a minimum of mods in and around town and since the older version (Alpha 128) worked really well the perfomancedrop with the latest version seems weird... The load order is exactly the same btw.

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8 hours ago, sheson said:

Moved to the DynDOLOD 3 Alpha thread.

See the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire log for the session, debug log and bugreport.txt to upload and how to zip and use a file service for large files.

As explained at https://dyndolod.info/Messages/Exceptions#Range-check-error, this is a problem that needs to be fixed in the tools.

Apologies for late follow up on this. I tested two different things: undeleting references to use the new Dyndolod.dll NG (same error) and doing LOD generation with the same parameters but no seasons (success!). So I assume it has something to do with seasons. I'm attaching all the logs from my latest attempt, including the seasonal LODGen logs, as well as the bug report.

https://ufile.io/rv7j6ekj

Edit: It also didn't work with the alpha-131 exe linked by sheson on this thread.
Edit 2: Downgrading to alpha-128 "fixed" the problem. Will wait for more fixes before updating back to current.

Edited by PurpleYellowRosa
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