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DynDOLOD 3.00 Alpha 182


sheson

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36 minutes ago, someguyidk said:

I'm trying to use TexGen64 for my FO4 modlist. I am getting this error when I try to utilize the program.

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Using Fallout4 Data Path: E:\Steam\steamapps\common\Fallout 4\Data\
Using Scripts Path: E:\DynDOLOD\Edit Scripts\
Using Temp Path: C:\Users\xxxxx\AppData\Local\Temp\TexGen_FO4\
Using Output Path: E:\DynDOLOD\TexGen_Output\
Using ini: C:\Users\xxxxx\Documents\My Games\Fallout4\Fallout4.ini
Using custom ini: C:\Users\xxxxx\Documents\My Games\Fallout4\Fallout4Custom.ini
Using save path: C:\Users\xxxxx\Documents\My Games\Fallout4\Saves\
Using Creation Club Content list: E:\Steam\steamapps\common\Fallout 4\Fallout4.ccc
Using plugin list: C:\Users\xxxxx\AppData\Local\Fallout4\Plugins.txt
Using settings file: E:\DynDOLOD\Edit Scripts\DynDOLOD\TexGen.ini
Using language: En
Using general string encoding: 1252  (ANSI - Latin I)
Using translatable string encoding: 1252  (ANSI - Latin I)
Using VMAD string encoding: 65001 (UTF-8)
Loading active plugin list: C:\Users\xxxxx\AppData\Local\Fallout4\Plugins.txt
[00:00] Background Loader: starting...
[00:00] Background Loader: [Fallout4 - Textures1.ba2] Loading Resources.
[00:00] Background Loader: Fatal: <Exception: Unknown archive version 0x00000007>
[00:00] Background Loader: finished

I am using the rolled back version 1.10.163 for my playthrough. Game runs fine so I'm not sure why it is saying unknown archive version. Any help is appreciated. I've used your tools many times for Skyrim but this is my first time trying them in Fallout 4. Thanks for the great tools!

Please update to the latest version of xLODGen.

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45 minutes ago, DoubleYou said:

Please update to the latest version of xLODGen.

The latest is the beta v.112 right? I'm still getting the error somehow. I don't imagine that my textures are too far from vanilla so I'm just use yours for now.

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14 minutes ago, someguyidk said:

The latest is the beta v.112 right? I'm still getting the error somehow. I don't imagine that my textures are too far from vanilla so I'm just use yours for now.

I reread your question. I see now you said TexGen. This is the xLODGen topic, so I thought you were using xLODGen. Latest TexGen is alpha 171 currently. 

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2 hours ago, DoubleYou said:

Please update to the latest version of xLODGen.

My mistake, I thought this was a catch-all for all of Sheson's mods. I am using the latest versions of all of his mods but I'm still getting that same error. Oh well. In any case I generated the LODs with your mod and everything looks great except tree LODs overwrote the ones from A Forest. I should have paid closer attention. With this and PRP everything looks and runs fantastically. Modding FO4 in 2024 is in a pretty sweet spot, even with the NG debacle.

Edited by someguyidk
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Having major issues getting TexGen to run.  I have used DynDOLOD 3.0 for multiple playthroughs in the past with no issue, and I currently cannot get TexGen to run without crashing and leaving no log behind after about 1 minute of trying to create lods.

I have all the requirements, and have recently just switched from the scripts and dll to the NG version of the plugin in an attempt to get things working.  I am on Skyrim AE 1.6.40.  I have tried using both 32 and 64 bit versions of TexGen.

I have the resources for DynDOLOD being overwritten by everything that is conflicting with it, and have tried reversing these dependencies to no avail. I have been frequently restarting my PC, as well as clearing the TexGenOutput folder every time the program fails and boots to desktop.  Currently on the newest release of DynDOLOD (Alpha 171).

The only new mod I have added to my modlist is Skurkbro's Part 4 which in includes LODs and clutter,  TexGen still does not run upon removing this.

I am really banging my head against the desk with this one if anyone could point me in the right direction.  I would include logs from the folder but like I mentioned, TexGen is not generating them upon what I think is a crash.

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1 hour ago, ExquisiteLemon said:

Having major issues getting TexGen to run.  I have used DynDOLOD 3.0 for multiple playthroughs in the past with no issue, and I currently cannot get TexGen to run without crashing and leaving no log behind after about 1 minute of trying to create lods.

I have all the requirements, and have recently just switched from the scripts and dll to the NG version of the plugin in an attempt to get things working.  I am on Skyrim AE 1.6.40.  I have tried using both 32 and 64 bit versions of TexGen.

I have the resources for DynDOLOD being overwritten by everything that is conflicting with it, and have tried reversing these dependencies to no avail. I have been frequently restarting my PC, as well as clearing the TexGenOutput folder every time the program fails and boots to desktop.  Currently on the newest release of DynDOLOD (Alpha 171).

The only new mod I have added to my modlist is Skurkbro's Part 4 which in includes LODs and clutter,  TexGen still does not run upon removing this.

I am really banging my head against the desk with this one if anyone could point me in the right direction.  I would include logs from the folder but like I mentioned, TexGen is not generating them upon what I think is a crash.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
..\DynDOLOD\bugreport.txt - if it exists
If there are no logs or debug logs because the tool is being terminated prematurely, check the Windows Event log for related messages. Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Then execute the tool again to generate the real-time debug log in the Logs folder in real time and upload that.

While the DynDOLOD Resources are irrelevant for TexGen, see https://dyndolod.info/Help/DynDOLOD-Resources
Typically DynDOLOD Resources LOD assets should overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations.
Also see https://dyndolod.info/Help/Load-Overwrite-Orders

DynDOLOD DLL NG (or its former alternatives) are irrelevant for TexGen.

https://en.wikipedia.org/wiki/Booting

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11 hours ago, sheson said:

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs
..\DynDOLOD\bugreport.txt - if it exists
If there are no logs or debug logs because the tool is being terminated prematurely, check the Windows Event log for related messages. Add RealTimeLog=1 under [TexGen] or [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI respectively. Then execute the tool again to generate the real-time debug log in the Logs folder in real time and upload that.

While the DynDOLOD Resources are irrelevant for TexGen, see https://dyndolod.info/Help/DynDOLOD-Resources
Typically DynDOLOD Resources LOD assets should overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations.
Also see https://dyndolod.info/Help/Load-Overwrite-Orders

DynDOLOD DLL NG (or its former alternatives) are irrelevant for TexGen.

https://en.wikipedia.org/wiki/Booting

For whatever reason, adding the RealTimeLog=1  on TexGen ini made it run almost twice as long as it usually does, it still crashed at about the 3 minute mark though, leaving no logs.  I have also re ran SSELodGen to see if that was the issue, but I am still having the same crash.

Here are my real time logs;  https://drive.google.com/file/d/1wuwFXqWPvgZIKAUPmQdSOONnC2vN8Uhn/view?usp=sharing

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54 minutes ago, ExquisiteLemon said:

For whatever reason, adding the RealTimeLog=1  on TexGen ini made it run almost twice as long as it usually does, it still crashed at about the 3 minute mark though, leaving no logs.  I have also re ran SSELodGen to see if that was the issue, but I am still having the same crash.

Here are my real time logs;  https://drive.google.com/file/d/1wuwFXqWPvgZIKAUPmQdSOONnC2vN8Uhn/view?usp=sharing

SSELODGen output is irrelevant for TexGen.

Check the Windows Event log for related messages and post it if you find something.

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1 hour ago, sheson said:

SSELODGen output is irrelevant for TexGen.

Check the Windows Event log for related messages and post it if you find something.

I do seem to be getting some sort of Nvidia Kernel error when looking at Event Viewer, and from what I could tell when looking it up, it has to do with a CPU GPU imbalance.  I've noticed my CPU gets pretty high when running Tex Gen, but I have an i9 and a 4700 (with my drivers updated) so I don't see how this could be a hardware issue when I've had no issues running TexGen before.

I will attach the two logs here, other than "update your drivers is the fix" I can't seem to make a lot of sense of this since my drivers are updated.

https://drive.google.com/file/d/1OUGUxEBfiYMwqAqf73k6J-dfocj7rdtr/view?usp=sharing

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15 minutes ago, ExquisiteLemon said:

I do seem to be getting some sort of Nvidia Kernel error when looking at Event Viewer, and from what I could tell when looking it up, it has to do with a CPU GPU imbalance.  I've noticed my CPU gets pretty high when running Tex Gen, but I have an i9 and a 4700 (with my drivers updated) so I don't see how this could be a hardware issue when I've had no issues running TexGen before.

I will attach the two logs here, other than "update your drivers is the fix" I can't seem to make a lot of sense of this since my drivers are updated.

https://drive.google.com/file/d/1OUGUxEBfiYMwqAqf73k6J-dfocj7rdtr/view?usp=sharing

I re installed all drivers and it magically works now, that was way more of a headache than it should have been oh my gosh.

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  • sheson changed the title to DynDOLOD 3.00 Alpha 172

Is it important to disable SSE Tamriel Terrain Extended.esm BEFORE running TexGen?  Will it cause issues down the road or is it actually fine to leave it enabled for TexGen?

 

Also, just to clarify, should the mod remain enabled with just the ESM disabled or removed when running Dyndolod?

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8 minutes ago, ExquisiteLemon said:

Is it important to disable SSE Tamriel Terrain Extended.esm BEFORE running TexGen?  Will it cause issues down the road or is it actually fine to leave it enabled for TexGen?

Also, just to clarify, should the mod remain enabled with just the ESM disabled or removed when running Dyndolod?

https://dyndolod.info/Help/xLODGen
Terrain LOD is generated from the data found in the game plugins. For memory and performance reasons Bethesda removed landscape information from the Skyim.esm which were restored from the vanilla terrain LOD meshes in the xLODGen Resource mods below.
...
Remove or disable the plugin after terrain LOD generation. No harm done if loaded in-game. Typically the player can not get close to these areas. There are no effects outside the far away added cells.

https://dyndolod.info/Help/TexGen
TexGen generates textures from full textures. For rendered textures and LOD billboards it uses full models or special models. TexGen does not care about terrain LOD meshes or textures or grass cache files.

The plugin is irrelevant for TexGen.

The archive/mod only contains the game plugin and nothing else. Disabling/removing the mod or just the plugin all has the same effect.

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  • sheson changed the title to DynDOLOD 3.00 Alpha 173

Ok,  I've got everything running smoothly now, cleaned the plugins Dyndolod asked me too and ran the tool fine.  Only problem remaining is that Dyndolod is causing CTD on startup.  I checked my persistent reference count and it was about 335,000 total, which seems to be fine.

Here are some interesting lines from the crash logger;

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF728198090 SkyrimSE.exe+0198090    mov rax, [rcx+0x30]
 

PROBABLE CALL STACK:
    [0] 0x7FF728198090 SkyrimSE.exe+0198090 -> 14371+0x10    mov rax, [rcx+0x30]
    [1] 0x7FF728299050 SkyrimSE.exe+0299050 -> 19507+0x5A0    test al, al
    [2] 0x7FF728638795 SkyrimSE.exe+0638795 -> 37791+0x25    mov rax, [rbx]
    [3] 0x7FF7285F0F47 SkyrimSE.exe+05F0F47 -> 36630+0xD7    mov rax, [0x00007FF72AFC1B78]
    [4] 0x7FF7285E9364 SkyrimSE.exe+05E9364 -> 36553+0x3E4    mov rcx, [0x00007FF729F58138]
    [5] 0x7FF7285F285C SkyrimSE.exe+05F285C -> 36644+0x1C    xor eax, eax
    [6] 0x7FF728C45E4D SkyrimSE.exe+0C45E4D -> 68445+0x3D    mov rcx, [0x00007FF72B006898]
    [7] 0x7FF8924C257D KERNEL32.DLL+001257D
    [8] 0x7FF893E2AF28    ntdll.dll+005AF28
 

PLUGINS:
    Light: 0    Regular: 0    Total: 0

 

I can upload the whole thing if you want it.

 

SKSE logs did not say anything.  I did get some errors about duplicate lods when running Dyndolod, but in my experience with running the tool before this has never caused any issues before, especially since my load order is exactly the same as it was before when running Dyndolod 3.0 previously.

 

Edit: The problem seems to be tied to some sort of issue with Requiems Reqtificator having Dynodlod.esm as a master, Ill follow up on this after more troubleshooting

Edited by ExquisiteLemon
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I tried to run Dyndolod Alpha .173 x64 but I got an Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 8480)

Here is the bug report log.  https://paste.ee/p/EVyLv

here is the DynDOLOD_SSE_log.txt https://paste.ee/p/NmRzC

Debug log is here.  https://drive.google.com/file/d/1hGt9AP4_VHPNw21XIMxkutKxWGKQiZUf/view?usp=sharing

Never experienced this before but running again to see if it's repeatable.  I did check xEdit for errors and can't see an issue I've not addressed

EDIT: re-ran and the had the same error again.

 

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4 hours ago, ExquisiteLemon said:

Ok,  I've got everything running smoothly now, cleaned the plugins Dyndolod asked me too and ran the tool fine.  Only problem remaining is that Dyndolod is causing CTD on startup.  I checked my persistent reference count and it was about 335,000 total, which seems to be fine.

Here are some interesting lines from the crash logger;

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF728198090 SkyrimSE.exe+0198090    mov rax, [rcx+0x30]

PROBABLE CALL STACK:
    [0] 0x7FF728198090 SkyrimSE.exe+0198090 -> 14371+0x10    mov rax, [rcx+0x30]
    [1] 0x7FF728299050 SkyrimSE.exe+0299050 -> 19507+0x5A0    test al, al
    [2] 0x7FF728638795 SkyrimSE.exe+0638795 -> 37791+0x25    mov rax, [rbx]
    [3] 0x7FF7285F0F47 SkyrimSE.exe+05F0F47 -> 36630+0xD7    mov rax, [0x00007FF72AFC1B78]
    [4] 0x7FF7285E9364 SkyrimSE.exe+05E9364 -> 36553+0x3E4    mov rcx, [0x00007FF729F58138]
    [5] 0x7FF7285F285C SkyrimSE.exe+05F285C -> 36644+0x1C    xor eax, eax
    [6] 0x7FF728C45E4D SkyrimSE.exe+0C45E4D -> 68445+0x3D    mov rcx, [0x00007FF72B006898]
    [7] 0x7FF8924C257D KERNEL32.DLL+001257D
    [8] 0x7FF893E2AF28    ntdll.dll+005AF28
 

PLUGINS:
    Light: 0    Regular: 0    Total: 0

I can upload the whole thing if you want it.

SKSE logs did not say anything.  I did get some errors about duplicate lods when running Dyndolod, but in my experience with running the tool before this has never caused any issues before, especially since my load order is exactly the same as it was before when running Dyndolod 3.0 previously.

Edit: The problem seems to be tied to some sort of issue with Requiems Reqtificator having Dynodlod.esm as a master, Ill follow up on this after more troubleshooting

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

Always upload the entire log, do not trim or post only a few lines.

https://dyndolod.info/Generation-Instructions#Prerequisites
Finalize the load order. Install mods and their requirements. Sort and resolve conflicts.
...
Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD.

Generated DynDOLOD patch plugins should be required by other plugins other than Occlusion.esp. The DynDOLOD LOD patch should never be patched itself. Something is going or done wrong if this happens.

The crash log shows Light: 0   Regular: 0   Total: 0
The game can not work work without any game plugin like Skyim.esm etc.

This might be missing master or not having BEES installed.

 

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