Rodocastiza Posted August 25 Share Posted August 25 Hello, I have the same problem, Dyndolod is stuck at "exporting terrain height data". Eventually, it moves on, but it takes more than 30 min to advance in each worldspace. This time has taken 8.15h. I'm running the last version, resources, DLL NG, I can run xLodGen for the terrain without problems, also TexGen. Both generate output. I've tried the test version you posted before Sheson, but with the same results. I haven't tried the new test yet. Will do now. Here is my log. DynDOLOD_SSE_log Link to comment Share on other sites More sharing options...
sheson Posted August 25 Author Share Posted August 25 52 minutes ago, aljoxo said: I was able to successfully generate LOD on this version. Thank you sheson. here are the logs and debug logs in case they are of any use. Debug Log DynDOLOD_SSE_log.txt 1.83 MB · 1 download That's great! Thanks for letting us know. Link to comment Share on other sites More sharing options...
sheson Posted August 25 Author Share Posted August 25 18 minutes ago, Rodocastiza said: Hello, I have the same problem, Dyndolod is stuck at "exporting terrain height data". Eventually, it moves on, but it takes more than 30 min to advance in each worldspace. This time has taken 8.15h. I'm running the last version, resources, DLL NG, I can run xLodGen for the terrain without problems, also TexGen. Both generate output. I've tried the test version you posted before Sheson, but with the same results. I haven't tried the new test yet. Will do now. Here is my log. DynDOLOD_SSE_log Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Do not wait 8 hours... when there is obviously a problem. https://dyndolod.info/Official-DynDOLOD-Support-Forum If it takes time to first gather information, logs etc. it is fine to just take it and then post when ready. Link to comment Share on other sites More sharing options...
Rodocastiza Posted August 25 Share Posted August 25 I thought pausing it alone wouldn't generate a log, ouch, and I forgot the debug one. The last test version seems to be fully working, thank you! Link to comment Share on other sites More sharing options...
sheson Posted August 25 Author Share Posted August 25 11 minutes ago, Rodocastiza said: I thought pausing it alone wouldn't generate a log, ouch, and I forgot the debug one. The last test version seems to be fully working, thank you! That's great! Thanks for letting us know. Link to comment Share on other sites More sharing options...
Kattmandu Posted August 25 Share Posted August 25 (edited) Hmm, I re-ran TexGen and it's saying "Error: Cannot create file "F:\Games\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_updateesm_pbr.txt". The system cannot find the path specified." Rebooted my computer and tried it a second time to see if it would happen again. it did. Running TexGen within MO2. bugreport.txt TexGen_SSE_log.txt TexGen_SSE_Debug_log.txt Edited August 25 by Kattmandu Link to comment Share on other sites More sharing options...
sheson Posted August 25 Author Share Posted August 25 9 minutes ago, Kattmandu said: Hmm, I re-ran TexGen and it's saying "Error: Cannot create file "F:\Games\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_updateesm_pbr.txt". The system cannot find the path specified." Rebooted my computer and tried it a second time to see if it would happen again. it did. Running TexGen within MO2. bugreport.txt 239.82 kB · 0 downloads TexGen_SSE_log.txt 50.27 kB · 0 downloads Will be fixed next Alpha version I am going to release shortly. 1 Link to comment Share on other sites More sharing options...
Kattmandu Posted August 25 Share Posted August 25 28 minutes ago, sheson said: Will be fixed next Alpha version I am going to release shortly. Version 180 is working without error. Thanks! Link to comment Share on other sites More sharing options...
mattski123 Posted August 29 Share Posted August 29 (edited) Hey team, Just to let you know that the wild edit reported from the mod Phenderix Magic World - The Magical World of Manantis likely is not an issue. Here's what the user cheatenabled said about it: "I opened it up in CK. The flag is just because the z coord is 0 which its(DynDOLOD) concerned this was because the author forgot to add it. This is not the case it controls a mountain/hill that partially covers a tower that looks intentional. Changing the z coord in CK to move it around did not show anything that looked like this was a mistake. " Here's the specific report I got: Warning: Potentially wild edit reference with z = 0.0 Phenderix Magic World.esm [REFR:082C3ACE] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Persistent Children of [CELL:0801963F] (in Manantis "Manantis" [WRLD:08018F89]) at 0,0) Logs: https://ufile.io/qwxo6zkk You can also re-add DynDOLOD TexGen Fixes to your messages & summary of errors if you wish. There was one area causing a CTD for a certain mod, but that's resolved now. I see you have it linked for the File Not Found Meshes, but you can also add it to the File Not Found Textures, Scripts, Deleted Reference, Potential Wild Edits, Root Block & Texture Resolution messages as well. I'll be looking at adding some new mods to the list shortly. Edited August 29 by mattski123 Updated status of DynDOLOD TexGen Fixes. Link to comment Share on other sites More sharing options...
sheson Posted August 29 Author Share Posted August 29 3 hours ago, mattski123 said: Hey team, Just to let you know that the wild edit reported from the mod Phenderix Magic World - The Magical World of Manantis likely is not an issue. Here's what the user cheatenabled said about it: "I opened it up in CK. The flag is just because the z coord is 0 which its(DynDOLOD) concerned this was because the author forgot to add it. This is not the case it controls a mountain/hill that partially covers a tower that looks intentional. Changing the z coord in CK to move it around did not show anything that looked like this was a mistake. " Here's the specific report I got: Warning: Potentially wild edit reference with z = 0.0 Phenderix Magic World.esm [REFR:082C3ACE] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Persistent Children of [CELL:0801963F] (in Manantis "Manantis" [WRLD:08018F89]) at 0,0) Logs: https://ufile.io/qwxo6zkk You can also re-add DynDOLOD TexGen Fixes to your messages & summary of errors if you wish. There was one area causing a CTD for a certain mod, but that's resolved now. I see you have it linked for the File Not Found Meshes, but you can also add it to the File Not Found Textures, Scripts, Deleted Reference, Potential Wild Edits, Root Block & Texture Resolution messages as well. I'll be looking at adding some new mods to the list shortly. Thanks. Added the reference to the potentially wild edit ignore list. Link to comment Share on other sites More sharing options...
clearing Posted August 30 Share Posted August 30 (edited) Hi, have been trying to debug this issue on my own for a while and have come up stumped. The core of the issue is I have floating trees in places where there are, without DynDOLOD active, no trees at all. Here's a screenshot of one of the trees. https://i.imgur.com/Lia5eXc.jpeg Not all of them are floating. Here is what the area looks like with DynDOLOD inactive. https://i.imgur.com/5jYME1l.jpeg I checked the floating objects FAQ and didn't see any major issues. One issue I did find is I had a plugin overwriting some trees from 'TheAutumnOfWhiterunRemastered' (the 2024 edition deletes a lot of these refs), and I cleaned up the plugin to make sure all trees were properly deleted. This did not fix the issue. Within DynDOLOD.esm it seems to create these base tree records https://i.imgur.com/S0lxx8s.png only to primarily place them in these bad spots https://i.imgur.com/XavflLG.png I have all my logs available, not sure which would be helpful. I find it interesting that these have a `_CHILD` suffix in the new editorID. Any guidance would be appreciated. Thank you! Edit: All relevant logs zipped and uploaded for reference: https://ufile.io/0kvysabv Edited August 30 by clearing Replaced upload Link to comment Share on other sites More sharing options...
sheson Posted August 30 Author Share Posted August 30 1 hour ago, clearing said: Hi, have been trying to debug this issue on my own for a while and have come up stumped. The core of the issue is I have floating trees in places where there are, without DynDOLOD active, no trees at all. Here's a screenshot of one of the trees. https://i.imgur.com/Lia5eXc.jpeg Not all of them are floating. Here is what the area looks like with DynDOLOD inactive. https://i.imgur.com/5jYME1l.jpeg I checked the floating objects FAQ and didn't see any major issues. One issue I did find is I had a plugin overwriting some trees from 'TheAutumnOfWhiterunRemastered' (the 2024 edition deletes a lot of these refs), and I cleaned up the plugin to make sure all trees were properly deleted. This did not fix the issue. Within DynDOLOD.esm it seems to create these base tree records https://i.imgur.com/S0lxx8s.png only to primarily place them in these bad spots https://i.imgur.com/XavflLG.png I have all my logs available, not sure which would be helpful. I find it interesting that these have a `_CHILD` suffix in the new editorID. Any guidance would be appreciated. Thank you! Edit: All relevant logs zipped and uploaded for reference: https://ufile.io/0kvysabv Note the editor ID of the references, which indicates the plugin and form of the "source" and that they are "Childs". The mod The Autumn of Whiterun (AOW) adds trees to the child world and trees at close but still different enough position in the parent world, so they are not discovered as matching pairs. The relevant answer in https://dyndolod.info/FAQ#Out-of-place-or-floating-objects is this: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for mods modifying the walled cities. Users are asked and welcome to provide feedback to the official DynDOLOD support forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with open console / form id) to show the issues if possible. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates. Also see How to ignore all references of a child worldspace for copying to parent worldspace and LOD. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies According to the logs the setting for Child->parent was the default "Low" so it should not make copies of treeaspen in the ifrst place. Did you edit DynDOLOD_SSE_childworld_WhiterunWorld.ini in any way? Just testing vanilla with the mod alone and low setting it does not copy the trees as expected. Regardless, do this for now: Edit D:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_Mod_World_Ignore.txt and add this line: TheAutumnOfWhiterunRemastered.esp=WhiterunWorld Next alpha version will include that update. Then generate LOD again to test and report back that it fixed the issue as expected. Link to comment Share on other sites More sharing options...
clearing Posted August 30 Share Posted August 30 17 minutes ago, sheson said: Note the editor ID of the references, which indicates the plugin and form of the "source" and that they are "Childs". The mod The Autumn of Whiterun (AOW) adds trees to the child world and trees at close but still different enough position in the parent world, so they are not discovered as matching pairs. he relevant answer in https://dyndolod.info/FAQ#Out-of-place-or-floating-objects is this: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for mods modifying the walled cities. Users are asked and welcome to provide feedback to the official DynDOLOD support forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with open console / form id) to show the issues if possible. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates. Also see How to ignore all references of a child worldspace for copying to parent worldspace and LOD. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies According to the logs the setting for Child->parent was the default "Low" so it should not make copies of treeaspen in the ifrst place. Did you edit DynDOLOD_SSE_childworld_WhiterunWorld.ini in any way? Just testing vanilla with the mod alone and low setting it does not copy the trees as expected. Regardless, do this for now: Edit D:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_Mod_World_Ignore.txt and add this line: TheAutumnOfWhiterunRemastered.esp=WhiterunWorld Next alpha version will include that update. Then generate LOD again to test and report back that it fixed the issue as expected. You are amazing. I did not edit that file nor did I know it existed until now. I'll get to generating now. Thank you! Link to comment Share on other sites More sharing options...
clearing Posted August 30 Share Posted August 30 So I added that line to DynDOLOD_SSE_Mod_World_Ignore and unfortunately the tree still shows up. I should mention the tree is in Tamriel, not inside Whiterun. Maybe I should change the line to TheAutumnOfWhiterunRemastered.esp=WhiterunWorld,Tamriel or something? These are my settings https://i.imgur.com/gEBcJLQ.png I'm sure I'm missing something simple. Link to comment Share on other sites More sharing options...
sheson Posted August 30 Author Share Posted August 30 48 minutes ago, clearing said: So I added that line to DynDOLOD_SSE_Mod_World_Ignore and unfortunately the tree still shows up. I should mention the tree is in Tamriel, not inside Whiterun. Maybe I should change the line to TheAutumnOfWhiterunRemastered.esp=WhiterunWorld,Tamriel or something? These are my settings https://i.imgur.com/gEBcJLQ.png I'm sure I'm missing something simple. The source xx00590C in TheAutumnOfWhiterunRemastered.esp is placed in WhiterunWorld. Adding ,Tamriel should not make a difference, but if you like test it anyways - since something is amiss in the first place. Might be seasons related. Upload the new DynDOLOD log and debug log. Can you upload screenshots of xEdit showing xx00590C in TheAutumnOfWhiterunRemastered.esp and then whatever base record it uses? Link to comment Share on other sites More sharing options...
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