TazAlonzo Posted September 13 Share Posted September 13 1 hour ago, sheson said: 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. Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/FAQ#Something-does-not-have-LOD For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation. If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD. Upload the mentioned DynDOLOD_SSE_Object_Report.txt as well. Alright, here are all the logs when I reran TexGen and Dyndolod Just now: https://drive.google.com/file/d/1uQM0IwiQn_dQyQXMq_J4Y9t7Y_WctjiU/view, And here's some screenshots of the area up close and when in LOD form. One of the LOD screenshots is with Dyndolod enabled, the other, it's disabled. Link to comment Share on other sites More sharing options...
sheson Posted September 13 Author Share Posted September 13 2 hours ago, TazAlonzo said: Alright, here are all the logs when I reran TexGen and Dyndolod Just now: https://drive.google.com/file/d/1uQM0IwiQn_dQyQXMq_J4Y9t7Y_WctjiU/view, And here's some screenshots of the area up close and when in LOD form. One of the LOD screenshots is with Dyndolod enabled, the other, it's disabled. None of the used full models have LOD models. The vanilla game does not have LOD models nor did anybody ever create any AFAIK. None of these objects are expected to have LOD representation. You will need to add mesh mask / reference rules for them if you want these objects to have LOD. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules For example, for this specific animated banner to have dynamic LOD: Mesh Mask / Reference Form ID: Unmarked Locations Pack - All In One.esp;00061846 All flags unchecked LOD 4, 8, 16, 32: None Grid: Near LOD or Far LOD Reference: Unchanged If you want all animated banners of this type to have dynamic LOD, enter CivilWarBannerImp03.nif into the Mesh Mask / Reference Form ID field instead For example, for this specific flag post to have static object LOD: Mesh Mask / Reference Form ID: Unmarked Locations Pack - All In One.esp;000523F4 All flags unchecked LOD 4: Full LOD 8: Full or None LOD 8, 16 32: None Grid: Near LOD or Far LOD Reference: Unchanged If you want all the poles to have static object LOD using their full model, enter CivilWarBanner01.nif into the Mesh Mask / Reference Form ID field instead. Link to comment Share on other sites More sharing options...
QinHe12 Posted September 18 Share Posted September 18 Sorry, there are many things I don't understand yet. When LODGenx64 generates Tamriel lod. This error always appears, and then LODGenx64 automatically closes. LODGen_SSE_Tamriel_log https://paste.ee/p/CxeWh DynDOLOD_SSE_Debug_log https://paste.ee/p/ka6XA DynDOLOD_SSE_log https://paste.ee/p/D9tAj This is the error message of LODGenx64 https://imgur.com/RxhezTW Link to comment Share on other sites More sharing options...
sheson Posted September 18 Author Share Posted September 18 1 hour ago, QinHe12 said: Sorry, there are many things I don't understand yet. When LODGenx64 generates Tamriel lod. This error always appears, and then LODGenx64 automatically closes. LODGen_SSE_Tamriel_log https://paste.ee/p/CxeWh DynDOLOD_SSE_Debug_log https://paste.ee/p/ka6XA DynDOLOD_SSE_log https://paste.ee/p/D9tAj This is the error message of LODGenx64 https://imgur.com/RxhezTW The DynDOLOD log and debug you uploaded both show a "DynDOLOD Resources SE version information not found. Verify correct installation" message. See https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting and https://stepmodifications.org/forum/topic/18695-dyndolod-resources-se-version-information-not-found You need to close the tool properly so it can save the new log and debug log with messages about LODGen. See https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. See https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory Link to comment Share on other sites More sharing options...
Jayombi Posted September 20 Share Posted September 20 Curiosity Post, I am finding random moments within child cells like Solitude and Whiterun where I can go to a specific place and look in a certain direction that will being my game to a single like frame stutter mess until I turn from that direction and it goes up again. Been testing for months and thinking it goes but it comes back. If I load straight into Solitude for instance no issues, if I jump about on the map and return to Solitude go to the point where I am looking at the windmill from the Black Smith for instance the stutter returns. Now I thought I save at the point when I am witnessing this dramatic low frame situation and review the scripts. I just need clarification that these scripts are ok. https://postimg.cc/Yh8tNBkc With 18792 instances of this script existing. https://postimg.cc/qt60dtK0 Thanks always. Link to comment Share on other sites More sharing options...
sheson Posted September 21 Author Share Posted September 21 8 hours ago, Jayombi said: Curiosity Post, I am finding random moments within child cells like Solitude and Whiterun where I can go to a specific place and look in a certain direction that will being my game to a single like frame stutter mess until I turn from that direction and it goes up again. Been testing for months and thinking it goes but it comes back. If I load straight into Solitude for instance no issues, if I jump about on the map and return to Solitude go to the point where I am looking at the windmill from the Black Smith for instance the stutter returns. Now I thought I save at the point when I am witnessing this dramatic low frame situation and review the scripts. I just need clarification that these scripts are ok. https://postimg.cc/Yh8tNBkc With 18792 instances of this script existing. https://postimg.cc/qt60dtK0 Thanks always. 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. What rudimentary troubleshooting have you done to determine the problem is related to the DynDOLOD output? https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting https://dyndolod.info/FAQ#Script-instances Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active. The scripts of DynDOLOD are not at all script intensive. There are no scripts that are constantly running. It uses small highly optimized papyrus scripts for dynamic LOD, which run in parallel only when needed at the moment dynamic LOD models are enabled or disabled. Consider using the large reference bugs workarounds were all of the dynamic LOD is done in the DynDOLOD DLL NG instead of papyrus scripts. Link to comment Share on other sites More sharing options...
QinHe12 Posted September 21 Share Posted September 21 On 9/18/2024 at 10:29 PM, sheson said: The DynDOLOD log and debug you uploaded both show a "DynDOLOD Resources SE version information not found. Verify correct installation" message. See https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting and https://stepmodifications.org/forum/topic/18695-dyndolod-resources-se-version-information-not-found You need to close the tool properly so it can save the new log and debug log with messages about LODGen. See https://dyndolod.info/Help/LODGen C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. See https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory Thanks for your reply. I tried all the solutions. C0000005 80131506 If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. But in my case, LODGen will definitely appear 80131506. My RAM is 32G. The CPU is 5600, I even lowered his frequency to 4.0 But 80131506 still appears stably And LODGen often freezes and stops working. To be honest, I kind of wonder if there is something wrong with my PC, haha. Link to comment Share on other sites More sharing options...
sheson Posted September 22 Author Share Posted September 22 12 hours ago, QinHe12 said: Thanks for your reply. I tried all the solutions. C0000005 80131506 If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. But in my case, LODGen will definitely appear 80131506. My RAM is 32G. The CPU is 5600, I even lowered his frequency to 4.0 But 80131506 still appears stably And LODGen often freezes and stops working. To be honest, I kind of wonder if there is something wrong with my PC, haha. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which corresponding DynDOLOD log and debug log to upload. Make sure the memory is stable. Make sure the memory is stable like has correct settings in BIOS. Test if using the .Net Framework version works better by deleting the LODGenx64Win.exe, so it uses the LODGenx64.exe instead. Follow the linked advice about memory. https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory If too many concurrent LODGen processes running at the same time consume all available memory while generating seasons, limit their number per worldspace by changing the MaxLODGenPerWorldspace setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. If a single LODGen process uses a lot of memory, set LODGenThreadSplit in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI to a higher number. Set to the number of virtual cores for lowest possible memory usage. Since terrain LOD meshes are used to optimize object LOD, consider not enabling high resolution terrain LOD meshes (so it uses vanilla terrain meshes) while generating object LOD. Link to comment Share on other sites More sharing options...
biggie_boss Posted September 22 Share Posted September 22 Hi I've been having strange issues with my Dyndolod - it seemingly stopped working out of nowhere. Lately, it will randomly close and very rarely give an error message. The error messages I've gotten: LODGENx64Win.exe failed to generate object LOD for one or more worlds (C0000005) or Access violation at address 0000...271D in module "dynDOLODx64.exe" Steps I've taken: Reinstalled Dyndolod Added windows defender exclusions to everything (I don't use any other antivirus software) Repair, uninstall, reinstall, etc .net framework and Visual C++ Redistributable Ran with all other background processes closed Updated all my other drivers I can run lodgen and texgen without any issues. It's just Dyndolod itself will fail. Update: I had somebody else run DynDOLOD on my modlist on their PC and it worked fine for them, so I'm kind of at a loss on what it could be Link to comment Share on other sites More sharing options...
sheson Posted September 23 Author Share Posted September 23 7 hours ago, biggie_boss said: Hi I've been having strange issues with my Dyndolod - it seemingly stopped working out of nowhere. Lately, it will randomly close and very rarely give an error message. The error messages I've gotten: LODGENx64Win.exe failed to generate object LOD for one or more worlds (C0000005) or Access violation at address 0000...271D in module "dynDOLODx64.exe" Steps I've taken: Reinstalled Dyndolod Added windows defender exclusions to everything (I don't use any other antivirus software) Repair, uninstall, reinstall, etc .net framework and Visual C++ Redistributable Ran with all other background processes closed Updated all my other drivers I can run lodgen and texgen without any issues. It's just Dyndolod itself will fail. Update: I had somebody else run DynDOLOD on my modlist on their PC and it worked fine for them, so I'm kind of at a loss on what it could be Moved to the DynDOLOD alpha thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log, debug log, LODGen log and bugreport.txt (if it exists) to upload. If the message has a Copy message to clipboard link, use it to copy/paste the entire message text as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum See https://dyndolod.info/Help/LODGen: C0000005/80131506 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. Link to comment Share on other sites More sharing options...
Kowindy Posted September 26 Share Posted September 26 Hi Sheson,thanks for your great mod I want to ask ,is there any way to extend the distance of the large reference tree even further? At the moment, even with a large reference tree enable, switching back from LOD to native models is still too close. Link to comment Share on other sites More sharing options...
sheson Posted September 26 Author Share Posted September 26 11 minutes ago, Kowindy said: Hi Sheson,thanks for your great mod I want to ask ,is there any way to extend the distance of the large reference tree even further? At the moment, even with a large reference tree enable, switching back from LOD to native models is still too close. 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. Increase the large object distance in the launcher of the game. See https://dyndolod.info/Help/Large-References#Settings. Link to comment Share on other sites More sharing options...
Gamma_Metroid Posted September 28 Share Posted September 28 I am having some trouble with the "material names" feature again... This time, I can see in the debug log that the "sw-moss" LOD models appear to be found, but in the Object Report it is showing the default LOD model being used, and that is what ends up in the .bto files. For example 05007884 is a variant of rockL01, and the debug log shows these lines: Line 110412: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_LSC_AI_Dry for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110414: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_3DB38EABpassthru for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110415: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_3DB38EAB for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110416: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01 for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110429: [02:14] [AddModel] <Debug: Meshes\morrowind\lod\landscape\rocks\rockl01_sw-moss_lod_0.nif RockL01:1 Shader Flags 1: Specular | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110430: [02:14] [AddModel] <Debug: Meshes\morrowind\lod\landscape\rocks\rockl01_sw-moss_lod_0.nif RockL01:1 Shader Flags 2: ZBuffer_Write | Vertex_Colors | EnvMap_Light_Fade Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> but in the Object Report: _LSC_AI_DryRockL01 [STAT:05007884] Meshes\morrowind\landscape\rocks\rockl01.nif [CRC32:3DB38EAB] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds rockl01_lod_0.nif RockL01:1 = textures\landscape\mountains\mountainslab02.dds -> textures\morrowind\landscape\west coast\env3d_westcoast_rav_limestonetop_ai.dds Level0: meshes\lod\rocks\rockl01_lod_0.nif [CRC32:95177048] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds Mask: \ File: C:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_Medium.ini LOD4: Level0 LOD8: None LOD16: None Full logs here: https://ufile.io/k5gxdda4 Link to comment Share on other sites More sharing options...
sheson Posted September 29 Author Share Posted September 29 9 hours ago, Gamma_Metroid said: I am having some trouble with the "material names" feature again... This time, I can see in the debug log that the "sw-moss" LOD models appear to be found, but in the Object Report it is showing the default LOD model being used, and that is what ends up in the .bto files. For example 05007884 is a variant of rockL01, and the debug log shows these lines: Line 110412: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_LSC_AI_Dry for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110414: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_3DB38EABpassthru for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110415: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_3DB38EAB for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110416: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01 for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110429: [02:14] [AddModel] <Debug: Meshes\morrowind\lod\landscape\rocks\rockl01_sw-moss_lod_0.nif RockL01:1 Shader Flags 1: Specular | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110430: [02:14] [AddModel] <Debug: Meshes\morrowind\lod\landscape\rocks\rockl01_sw-moss_lod_0.nif RockL01:1 Shader Flags 2: ZBuffer_Write | Vertex_Colors | EnvMap_Light_Fade Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> but in the Object Report: _LSC_AI_DryRockL01 [STAT:05007884] Meshes\morrowind\landscape\rocks\rockl01.nif [CRC32:3DB38EAB] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds rockl01_lod_0.nif RockL01:1 = textures\landscape\mountains\mountainslab02.dds -> textures\morrowind\landscape\west coast\env3d_westcoast_rav_limestonetop_ai.dds Level0: meshes\lod\rocks\rockl01_lod_0.nif [CRC32:95177048] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds Mask: \ File: C:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_Medium.ini LOD4: Level0 LOD8: None LOD16: None Full logs here: https://ufile.io/k5gxdda4 The debug log does not show loading of any DynDOLOD_SSE_material_names_skywindesm.txt, typically followed by the list names and resolved form IDs of the MATOs records. Double check the file still exists in the (virtual) ..\Data\DynDOLOD\ folder. Link to comment Share on other sites More sharing options...
Gamma_Metroid Posted September 29 Share Posted September 29 1 hour ago, sheson said: The debug log does not show loading of any DynDOLOD_SSE_material_names_skywindesm.txt, typically followed by the list names and resolved form IDs of the MATOs records. Double check the file still exists in the (virtual) ..\Data\DynDOLOD\ folder. Yes, it's still there. I haven't moved or changed it since I first set it up. Link to comment Share on other sites More sharing options...
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