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DynDOLOD 3.00 Alpha 182


sheson

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Might be a dumb question, but checking the log I am seeing.  Perhaps I am looking at the wrong message / log to see if the workaround was successful or failed. 

Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)
 
But when dyndolod completes it does note.
Error: Deleted reference Gabby.esp [REFR:0003BF63] (places TreePineShrub02Snow [TREE:0009DAA1] in GRUP Cell Temporary Children of [CELL:00009352] (in Tamriel "Skyrim" [WRLD:0000003C] at -1,18))
 
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2 hours ago, Soulmancer said:

Might be a dumb question, but checking the log I am seeing.  Perhaps I am looking at the wrong message / log to see if the workaround was successful or failed. 

Large reference bugs workarounds: enabled (DynDOLOD.DLL: NG, Scripts: NG, Deleted references: no)
 
But when dyndolod completes it does note.
Error: Deleted reference Gabby.esp [REFR:0003BF63] (places TreePineShrub02Snow [TREE:0009DAA1] in GRUP Cell Temporary Children of [CELL:00009352] (in Tamriel "Skyrim" [WRLD:0000003C] at -1,18))

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

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
In case a deleted large reference is found and the log and the Large reference bugs workarounds requirements not met error message report Deleted references: yes, the debug log will contain a line that mention the plugin that requires cleaning like this

https://dyndolod.info/Help/Large-References#Technical-Details
The system only works for references with base records of the type STAT and MSTT.

The deleted reference is using a TREE base record and is not a deleted large reference.

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On 12/2/2023 at 4:25 PM, sheson said:

Use this test version https://mega.nz/file/5IhWEABT#kXwLkR67UPnTaDIy-QCug_OgnO2deupYmqxPBPndRzc and upload new logs.

Try to keep an eye on memory just in case.

I've monitored memory usage a bit on my latest run and when the error popped up system memory was ~8,6gb used out of 16 and video memory was ~2,1gb out of 8. As shown in the picture below:

Spoiler

image.thumb.png.755634d7af25de7332e68e1dc0e98f05.png

Latest logs but without a bugreport file this time, it doesn't seem like it was generated: https://ufile.io/twtc9q4u

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12 hours ago, sheson said:

Yes, if there still is a problem when using the x64 version and after changing settings.

Ah roger that, sorry.

21 hours ago, sheson said:

The Navmesh errors can cause CTD.
https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
You need to delete the broken plugins that has HITME errors. Maybe you can fix it as explained.
https://dyndolod.info/Messages/Unresolved-Form-ID the reason the form ID can not be found  is the reason why it is unresolved.
The record with the unresolved error is 00012FB4

I deleted the HITME. I deleted the unresolved FORM ID but i'm not sure if it was the right thing to do. I was actually able to find that specific record.  Now its a Null reference.
Anywho I made another attempt at running Dyndolod. I started it before I went out to dinner. It looked like it was going to be stuck on the same part, but when I came back home 4 hours later, it apparently pushed through and kept running. When I went to bed it was stuck on Blackreach glow , but 8 hours later when I woke up it was still sitting on Blackreach glow. So I went ahead and halted it.
Here are the logs from that run:
Debug Log: https://ufile.io/k3f1kik3
SSE Log: https://ufile.io/jg6iro5m
bugreport: https://ufile.io/w6kgywa2

21 hours ago, sheson said:

https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures

Now I'm running through this. It says to do some tests, like add "LockTexConv"=1 to the SSE.ini. There is no "lockTexConv" anywhere in that ini. Does that mean i just add it in completely like at the bottom or something?

Thank you again for your help!
 

2 hours ago, Brambleshire said:

Now I'm running through this. It says to do some tests, like add "LockTexConv"=1 to the SSE.ini. There is no "lockTexConv" anywhere in that ini. Does that mean i just add it in completely like at the bottom or something?

I don't know what happened, but I ran it again after doing this and it worked O_O

But it was suspiciously fast, like 40 minutes for all wordspaces, including occlusion

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2 hours ago, Brambleshire said:

Ah roger that, sorry.

I deleted the HITME. I deleted the unresolved FORM ID but i'm not sure if it was the right thing to do. I was actually able to find that specific record.  Now its a Null reference.
Anywho I made another attempt at running Dyndolod. I started it before I went out to dinner. It looked like it was going to be stuck on the same part, but when I came back home 4 hours later, it apparently pushed through and kept running. When I went to bed it was stuck on Blackreach glow , but 8 hours later when I woke up it was still sitting on Blackreach glow. So I went ahead and halted it.
Here are the logs from that run:
Debug Log: https://ufile.io/k3f1kik3
SSE Log: https://ufile.io/jg6iro5m
bugreport: https://ufile.io/w6kgywa2

Now I'm running through this. It says to do some tests, like add "LockTexConv"=1 to the SSE.ini. There is no "lockTexConv" anywhere in that ini. Does that mean i just add it in completely like at the bottom or something?

Thank you again for your help!
 

I don't know what happened, but I ran it again after doing this and it worked O_O

But it was suspiciously fast, like 40 minutes for all wordspaces, including occlusion

https://dyndolod.info/Generation-Instructions
Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace.

If there were no errors that stopped the process, then the LOD patch was generated successfully. How long it takes depends on mods, assets, settings and hardware.

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  • sheson changed the title to DynDOLOD 3.00 Alpha 157

DynDOLOD 3a157 - Not a problem report

From https://dyndolod.info/Changelog:

Quote

- DynDOLOD.exe - fixed not using combining worldspaces data for terrain underside generation
- DynDOLOD.exe - added TerrainUnderside[Min|Max][X|Y]_[Worldspace] cell coordinates INI settings to limit area of terrain underside

This is Christmas early! Thank you Santa Sheson :)

I'm currently tied up with other things so it will be a little while before I can try out the fix and enjoy the results, but I'm looking forward to it. In the meantime, I had some questions about the TerrainUnderside[Min|Max][X|Y]_[Worldspace] settings in DynDOLOD_[GAME MODE].ini:

  • Could you clarify the purpose of these settings. Are they simply intended to optimize out areas where terrain shadow casting is not needed or is there more to them than that?

In DynDOLOD_SSE.ini, the settings for DLC2SolstheimWorld are:

; exclude terrain north and south of the playable area
;TerrainUndersideMinX_DLC2SolstheimWorld=
TerrainUndersideMaxX_DLC2SolstheimWorld=63
TerrainUndersideMinY_DLC2SolstheimWorld=-2
TerrainUndersideMaxY_DLC2SolstheimWorld=26

I understand they limit the underside to roughly between the southern and northern edges of the island, but I don't understand why there is no lateral restriction on the western side of the island where there is just water.

  • Does [Worldspace] refer ONLY to the worldspace for which the underside is being generated (i.e. the destination worldspace selected in the UI), or does it refer to ANY occurrence of the worldspace (i.e. either as the source or destination worldspace when combining for LOD)?

For example, when combining DLC2SolstheimWorld (source) into Tamriel (destination), do the settings above apply?

Thanks.

Edited by Mousetick
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4 hours ago, Mousetick said:

DynDOLOD 3a157 - Not a problem report

From https://dyndolod.info/Changelog:

This is Christmas early! Thank you Santa Sheson :)

I'm currently tied up with other things so it will be a little while before I can try out the fix and enjoy the results, but I'm looking forward to it. In the meantime, I had some questions about the TerrainUnderside[Min|Max][X|Y]_[Worldspace] settings in DynDOLOD_[GAME MODE].ini:

  • Could you clarify the purpose of these settings. Are they simply intended to optimize out areas where terrain shadow casting is not needed or is there more to them than that?

In DynDOLOD_SSE.ini, the settings for DLC2SolstheimWorld are:

; exclude terrain north and south of the playable area
;TerrainUndersideMinX_DLC2SolstheimWorld=
TerrainUndersideMaxX_DLC2SolstheimWorld=63
TerrainUndersideMinY_DLC2SolstheimWorld=-2
TerrainUndersideMaxY_DLC2SolstheimWorld=26

I understand they limit the underside to roughly between the southern and northern edges of the island, but I don't understand why there is no lateral restriction on the western side of the island where there is just water.

  • Does [Worldspace] refer ONLY to the worldspace for which the underside is being generated (i.e. the destination worldspace selected in the UI), or does it refer to ANY occurrence of the worldspace (i.e. either as the source or destination worldspace when combining for LOD)?

For example, when combining DLC2SolstheimWorld (source) into Tamriel (destination), do the settings above apply?

Thanks.

The purpose is to minimize artifacts visible in Solstheim because of no objects covering up the terrain LOD.

The reason for (almost) not restricting east/west is because of potential mods adding landmass above water.

The settings should only apply for the terrain underside used in the named worldspace.

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HI, I tried to launch texgen exe I'm trying to find any informations on the website and the correct file to download (on nexus the alpha does not appear to be any different than the previous one) for the latest version of dyndolod that is not gonna tell me that  it has expired !

 

There's a NG file wich I guess has to be implemented after installing the alpha but from the nexus page once unzip and  trying to create a short cut on vortex' s dashboard and launching texgen it is still showing that it has expired !

Thanks

 

 

 

Edited by halcyon2023
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32 minutes ago, halcyon2023 said:

HI, I tried to launch texgen exe I'm trying to find any informations on the website and the correct file to download (on nexus the alpha does not appear to be any different than the previous one) for the latest version of dyndolod that is not gonna tell me that  it has expired !

 

There's a NG file wich I guess has to be implemented after installing the alpha but from the nexus page once unzip and  trying to create a short cut on vortex' s dashboard and launching texgen it is still showing that it has expired !

Thanks

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

See https://dyndolod.info/Downloads

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After 45 minutes of downloading and unzipping the very same files vortex agreed to start texgen for whatever reason now i'm trying to fix the dyndolod section where it canno't find most of the files from the 486 mods installed and stop the process without completing it...

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19 minutes ago, halcyon2023 said:

After 45 minutes of downloading and unzipping the very same files vortex agreed to start texgen for whatever reason now i'm trying to fix the dyndolod section where it canno't find most of the files from the 486 mods installed and stop the process without completing it...

If your computer does something different while you redo the exact same steps, that has absolutly nothing to do with DynDOLOD or the download archives.

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

https://dyndolod.info/Messages

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Hello, is 3a157 not backwards compatible with dll NG? I am still on 1.5.97 (BOBW) so I figured updating shouldn't be an issue, however when running texgen I can create only a hand full of working diffuse or normal maps. Instead most will just look like shown in the picture.

1.png

2.png

Edited by KRZ
Added another picture
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https://ufile.io/f/pomst 

 

Hello everyone, I've recently downgraded to 1.5.97 due to the update and ever since then I've been having issues with my meshes/textures. From being invisible(solitude arch road for example, although still walkable) to what i can only explain as Christmas in Skyrim with my (mostly) tree, regular and grass lod, although the problem does go into walls/surfaces. The LOD is completely multicolored as shown in the pictures in the link. 

Just to clarify I have (99%sure) reverted all of my skse plugins to 1.5.97 versions and i seem to have no other issues in the game minus this LOD/texture issue. I followed the guide from the unofficial downgrade patcher perfectly (I swear, I have been looking at it for two days almost)

The issue shows up when I add mods, vanilla skyrim looks and runs perfectly and checking the LOD in texgen renders the LOD perfectly. However, when I load fabled forests and NOTHING ELSE but fabled forests and the updated dec 6 dyndolod resources and DLL ( 1.5.97 version from old files) my tree LOD goes nuts and can't decide which color to be (staticy multicolored trees). This also happens to seemingly every LOD as seen in the pictures although the affects are different, but its definitely not rendering correctly i assume. The Multicolored textures happen to a lot of things though, too many to add. 

I know it's something on my end since texgen shows this error and throws a bunch of file not found errors my way for a bunch of landscape textures and much more(if needed i will run the texgen and upload results)

I can't seem to pin down which mod it is and I have never had this issue up until yesterday. I have generated LOD hundreds of times with no issue, althogh never grass until yesterday as well so grass lod issue is probably lack of knowledge on my end. Anyways, sorry for the long read but I've spent almost 2 days trying to figure out why this is happening and I have come up with nothing. Thanks!

 

Also sometimes I can't read so if i need to post this somewhere else please lmk and my apologies.

modlist.txt loadorder.txt

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9 hours ago, KRZ said:

Hello, is 3a157 not backwards compatible with dll NG? I am still on 1.5.97 (BOBW) so I figured updating shouldn't be an issue, however when running texgen I can create only a hand full of working diffuse or normal maps. Instead most will just look like shown in the picture.

1.png

2.png

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

DynDOLOD DLL NG and Scripts are files to be used with the game.

Check the full textures that are used by these models are OK. 

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