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DynDOLOD 3.00 Alpha 182


sheson

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I am getting "random" errors (crashes) pointing to two merge mods that I have created.  I say "random" because they are inconsistent.  Referenced objects change, the source of the error changes, and many times the errors don't occur at all.  I am posting this because I recently changed one of the merges and have to rebuild.  Since then, the crashes are more frequent.  The errors seem to be erroneous if you will forgive the pun as there doesn't seem to be anything wrong with the reference data in question when scanned for errors in xEdit (some errors do exist in these files but not the ones being referenced and not in the objects mentioned).   I think the errors are related to large reference objects if I remember correctly.  I will post such an error if I can catch it this time around.

EDIT:
As mentioned, the errors are inconsistent.  This time (my fourth time through) running Dyndolod no crash occurred.  I am curious if there is a reason for this.

Edited by primem0ver
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1 hour ago, primem0ver said:

I am getting "random" errors (crashes) pointing to two merge mods that I have created.  I say "random" because they are inconsistent.  Referenced objects change, the source of the error changes, and many times the errors don't occur at all.  I am posting this because I recently changed one of the merges and have to rebuild.  Since then, the crashes are more frequent.  The errors seem to be erroneous if you will forgive the pun as there doesn't seem to be anything wrong with the reference data in question when scanned for errors in xEdit (some errors do exist in these files but not the ones being referenced and not in the objects mentioned).   I think the errors are related to large reference objects if I remember correctly.  I will post such an error if I can catch it this time around.

EDIT:
As mentioned, the errors are inconsistent.  This time (my fourth time through) running Dyndolod no crash occurred.  I am curious if there is a reason for this.

Read the first post which log, debug and bugreport.txt if it exists to upload.

If there is an error prompt, clock on "Click on this link for additional explanations and help for this message"  as explained on the first post.

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9 hours ago, Soulmancer said:

I was curious. 

For Majestic Mountains it includes an LOD add on for Dyndolod 3.  If I am using a Texture replacer for Majestic Mountains, should I still be installing the LOD add on pack, or will that result in mismatched lod textures?  Would I get matching LOD textures based off my replacers if I left the MM Lod pack installed?

Thx

You could use LOD0 meshes in all LOD stages, as they use full model textures. Otherwise LOD8/16 will be mismatched as they use custom created LOD textures not generated by TexGen. Also keep in mind that the MM DynDOLOD 3 pack redirects the normal map for LOD0 meshes to a custom texture so that will likely not fit to your retexture either.

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10 hours ago, Soulmancer said:

I was curious. 

For Majestic Mountains it includes an LOD add on for Dyndolod 3.  If I am using a Texture replacer for Majestic Mountains, should I still be installing the LOD add on pack, or will that result in mismatched lod textures?  Would I get matching LOD textures based off my replacers if I left the MM Lod pack installed?

Thx

https://dyndolod.info/Mods/Majestic-Mountains
Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE.

Looking into the archive shows it contains lots of LOD meshes. They are required to be installed. That is why the instructions says to download and install the mod pack when Majestic Mountains is used. Not installing the LOD pack does not change anything about what a texture replacer does or doesn't do, since a texture replacer obviously needs to overwrite the main mod and its LOD pack either way.

https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen

https://dyndolod.info/Help/TexGen
TexGen is a tool which updates a select list of object LOD textures and tree/grass LOD billboards which are then used by DynDOLOD to create the final texture atlasses used by object LOD and tree LOD in the game.

https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.

1 hour ago, Phlunder said:

You could use LOD0 meshes in all LOD stages, as they use full model textures. Otherwise LOD8/16 will be mismatched as they use custom created LOD textures not generated by TexGen. Also keep in mind that the MM DynDOLOD 3 pack redirects the normal map for LOD0 meshes to a custom texture so that will likely not fit to your retexture either.

The LOD0 mountain meshes are "HD LODS", which means whatever textures they define is typically not changed when a BTO is generated. What characters a filename contains does not change that (e.g. it does not matter that it contains "LOD"). Since the main mod contains mountainslabhqlod_n.dds, one would assume so should any well made texture replacer if it actually touches anything about the normal maps.

However, TexGen probably should update mountainslabhqlod_n.dds anyways. It seems like a bug or config is missing. I will check that for the next version.

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5 hours ago, sheson said:

Read the first post which log, debug and bugreport.txt if it exists to upload.

If there is an error prompt, clock on "Click on this link for additional explanations and help for this message"  as explained on the first post.

I had to redo the entire build because not everything was made correctly due to a crash caused by music files I didn't mean to include in my load order.  So it appears there might be a "pattern" after all.  The same errors repeat once per build session but it seems to not repeat any of these errors in the session.  (By session I mean a single set of built attempts until I get the output).  So here is the first crash.  I will add more to this post for each crash.  The logs and an image of the crash are in each report.

 

Crash1.zip

Edited by primem0ver
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1 hour ago, primem0ver said:

I had to redo the entire build because not everything was made correctly due to a crash caused by music files I didn't mean to include in my load order.  So it appears there might be a "pattern" after all.  The same errors repeat once per build session but it seems to not repeat any of these errors in the session.  (By session I mean a single set of built attempts until I get the output).  So here is the first crash.  I will add more to this post for each crash.  The logs and an image of the crash are in each report.

 

Crash1.zip 213.39 kB · 0 downloads

The zip doesn't contain the DynDOLOD log or the debug log but thankfully the bugreport.txt. See if using the test version from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/?do=findComment&comment=261075 fixes it.

Note for future reference: use the "Copy message to clipboard" and paste the text instead of making a screenshot as explained on the first post.

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1 hour ago, sheson said:

The zip doesn't contain the DynDOLOD log or the debug log but thankfully the bugreport.txt. See if using the test version from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-95/?do=findComment&comment=261075 fixes it.

Note for future reference: use the "Copy message to clipboard" and paste the text instead of making a screenshot as explained on the first post.

Sorry about not including the "Copy Message to Clipboard".  I didn't here either until Crash4.  I have been including the logs that have been written to when the errors occured (based on timestamp).  So the reason the others were left out was because they weren't updated... probably because I didn't exit Dyndolod when making the copies (write buffer wasn't cleared/file updated).   I have included the requested files this time in Crash3 and Crash4.  The fourth file is too big to upload here so you can get it here.  I will try your linked version on my next attempt.

EDIT:
The issue might have something to do with having Bashed Patch,0.esp being enabled... or not.  Not sure.  It was disabled for times that it worked (at least the most recent ones).

 

 

Crash2.zip Crash3.7z

Edited by primem0ver
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1 hour ago, primem0ver said:

Sorry about not including the "Copy Message to Clipboard".  I didn't here either until Crash4.  I have been including the logs that have been written to when the errors occured (based on timestamp).  So the reason the others were left out was because they weren't updated... probably because I didn't exit Dyndolod when making the copies (write buffer wasn't cleared/file updated).   I have included the requested files this time in Crash3 and Crash4.  The fourth file is too big to upload here so you can get it here.  I will try your linked version on my next attempt.

EDIT:
The issue might have something to do with having Bashed Patch,0.esp being enabled... or not.  Not sure.  It was disabled for times that it worked (at least the most recent ones).

 

 

Crash2.zip 232.76 kB · 0 downloads Crash3.7z 3.39 MB · 0 downloads

https://dyndolod.info/Generation-Instructions#Prerequisites explains to clean and error check with xEdit prior prior to generating. It also explain to pay attention to log messages when generating.

See https://dyndolod.info/Messages for explanations.  Pay attention to the Summary that opens at the end https://dyndolod.info/Help/Summary-Of-Messages and click through all categories and read their explanations.

Clean all mods that have deleted references, in particular in CoreLocationsStandard.esp, which might be relevant to the error message but should be fixed either way. https://dyndolod.info/Messages/Deleted-Reference

The Unresolved FormID errors in CoreLocationsStandard.esp might be relevant to the error message  but should be fixed either way. https://dyndolod.info/Messages/Unresolved-Form-ID
The mod also seems to be missing a lot of assets.

CoreHybridMerge.esp seems also missing a lot of assets. Seems like a problem with missing/merging the BSAs of the mods that are being merged.

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Hey, im currently facing a problem at the end of my modlist creation. Running Dyndolod i get these warnings for Outdated Billboards. I read through this https://dyndolod.info/Messages/Outdated-Billboards, however im running Dyndolod directly after my Texgen creation without changing anything and its still the same. 
 
Edit: should probably mention i use QW's Grass Patch 2 and the RootBlock warnings i posted just incase however i read they can be ignored for grass mods

These are my Texgen settings:  

Spoiler

133b03229908c4640ddb9025bf361300.png

And here an example that i do have these textures installed:

Spoiler

05c83b45431eaae1b56b2a409949853f.png

 

DynDOLOD_Summary_OutdatedBillboards.html DynDOLOD_Summary_RootBlock.html

Edited by vengas2346
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1 hour ago, vengas2346 said:
Hey, im currently facing a problem at the end of my modlist creation. Running Dyndolod i get these warnings for Outdated Billboards. I read through this https://dyndolod.info/Messages/Outdated-Billboards, however im running Dyndolod directly after my Texgen creation without changing anything and its still the same. 
 
Edit: should probably mention i use QW's Grass Patch 2 and the RootBlock warnings i posted just incase however i read they can be ignored for grass mods

Read the first post which log and debug log to upload when making posts. In this case it should be both for TexGen and DynDOLOD.

Check the TexGen log if it actually creates billboards for the grasses mentioned in the message about outdated billboards. Maybe they are from an older generation or mod.

Make sure to read the explanations for outdated billboards at https://dyndolod.info/Messages/Outdated-Billboards.
The messages says current NIF does not seem to use the mentioned texture. It does not say the mentioned texture is missing.
When the billboard dds/txt were created the NIF used the mentioned texture. Double check the current NIF in NifSkope or xEdit Asset Browser what textures it actually uses.
Compare the billboards to how the models look in NifSkope (might need to disable vertex alpha shader flag to "properly" see them).

As the https://dyndolod.info/Messages/Root-Block explanations says, grasses are not used for dynamic LOD. The LOD models from the manny mod are a different story.  They could be.

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I'm also getting the OpenGL bugcheck on the newest AMD RDNA2 (22.8.1) drivers. I have a hunch as to what is going on.

I originally had a more detailed post with the exact texture atlas that was being processes when the bugcheck was raised, but I suck at keyboards and accidentally closed the tab. :facepalm:

I'll try to be as brief as possible. 

In summary it was processing Solstheim World when it the main thread stopped and threw:

Error: OpenGL: invalid operation while processing 602A829C.

I've attached my bug dump and the entirety of my ./Logs directory. I've also added a file with the clipboard contents and a DXDiag log to this post.

So what changed on AMD cards?

AMD just updated their OpenGL drivers in mid-July in their 22.7.1 driver. This is the first time I've run alpha .95 with the new (now 22.8.1) drivers.

The release notes on 22.7.1 are vague in what was changed but can be found here: https://www.amd.com/en/support/kb/release-notes/rn-rad-win-22-7-1

Steps to reproduce aka my usual process:

  1. Disable bashed patch in Bash
  2. Run "monitor external installation" in Bash and leave it running in the background
  3. Run xLODGen .94 to generate .btr  & close
  4. Switch back to Bash and create a new project for the xLODGen output.  Zip output.
  5. Install xLODGen output.
  6. Close Bash
  7. Start TexGenx64 SSE and generate. Zip and close.
  8. Install texgen_output in Bash.
  9. Close Bash
  10. Run DynDOLODx64 SSE. Zip and close.

Thanks for your hard work on DynDOLOD and please let me know if there's any other information or testing I can provide for you.

P.S. I'm currently generating LOD without SolstheimWorld enabled. I'll update this post if I can reproduce the bugcheck without it.

Update: can reproduce even without SolsthemWorld.

Mertz_Beermotor_20220814-DynDOLOD3a95_bugreport.7z

Edited by Mertz
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1 hour ago, sheson said:

Read the first post which log and debug log to upload when making posts. In this case it should be both for TexGen and DynDOLOD.

Check the TexGen log if it actually creates billboards for the grasses mentioned in the message about outdated billboards. Maybe they are from an older generation or mod.

Make sure to read the explanations for outdated billboards at https://dyndolod.info/Messages/Outdated-Billboards.
The messages says current NIF does not seem to use the mentioned texture. It does not say the mentioned texture is missing.
When the billboard dds/txt were created the NIF used the mentioned texture. Double check the current NIF in NifSkope or xEdit Asset Browser what textures it actually uses.
Compare the billboards to how the models look in NifSkope (might need to disable vertex alpha shader flag to "properly" see them).

As the https://dyndolod.info/Messages/Root-Block explanations says, grasses are not used for dynamic LOD. The LOD models from the manny mod are a different story.  They could be.

Hey sheson, i have to apologize, i have not read the first page. Here are my uploaded logs.

I did a search in the TexGen log and it seems to create the billboards for the grass nifs. I can confirm this by actually finding the .dds files in my TexGen Output.

As far as comparing them to the Nifskope model, here is an image of the actual grass nif model in Nifskope 317c3b9cf371573b64a5f98fd33b6e24.png 

I also found a text file inside my TexGen Output for this specific model and it seems like the texture path is leading to a temporary file, i assume a fallback dyndolod texture?

If there is anything else missing let me know.

DynDOLOD_SSE_log.txt TexGen_SSE_log.txt DynDOLOD_SSE_Debug_log.txt TexGen_SSE_Debug_log.txt bugreport.txt

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1 hour ago, Mertz said:

I'm also getting the OpenGL bugcheck on the newest AMD RDNA2 (22.8.1) drivers. I have a hunch as to what is going on.

I originally had a more detailed post with the exact texture atlas that was being processes when the bugcheck was raised, but I suck at keyboards and accidentally closed the tab. :facepalm:

I'll try to be as brief as possible. 

In summary it was processing Solstheim World when it the main thread stopped and threw:


Error: OpenGL: invalid operation while processing 602A829C.

I've attached my bug dump and the entirety of my ./Logs directory. I've also added a file with the clipboard contents and a DXDiag log to this post.

So what changed on AMD cards?

AMD just updated their OpenGL drivers in mid-July in their 22.7.1 driver. This is the first time I've run alpha .95 with the new (now 22.8.1) drivers.

The release notes on 22.7.1 are vague in what was changed but can be found here: https://www.amd.com/en/support/kb/release-notes/rn-rad-win-22-7-1

Steps to reproduce aka my usual process:

  1. Disable bashed patch in Bash
  2. Run "monitor external installation" in Bash and leave it running in the background
  3. Run xLODGen .94 to generate .btr  & close
  4. Switch back to Bash and create a new project for the xLODGen output.  Zip output.
  5. Install xLODGen output.
  6. Close Bash
  7. Start TexGenx64 SSE and generate. Zip and close.
  8. Install texgen_output in Bash.
  9. Close Bash
  10. Run DynDOLODx64 SSE. Zip and close.

Thanks for your hard work on DynDOLOD and please let me know if there's any other information or testing I can provide for you.

P.S. I'm currently generating LOD without SolstheimWorld enabled. I'll update this post if I can reproduce the bugcheck without it.

Update: can reproduce even without SolsthemWorld.

Mertz_Beermotor_20220814-DynDOLOD3a95_bugreport.7z 613.23 kB · 0 downloads

Unfortunately, the log and debug log from DynDOLOD both only show loading and the being stopped at applying patches at the start.

I suggest to use the Adrenalin 22.5.1 Recommended (WHQL) and not any of the optional newer drivers that still seem to contain bugs. If I understand it correctly the OpenGL driver was rewritten from the ground up, hopefully the cause of the problem is going to be fixed  in the near future.

If you have actual log and debug log with the error then upload anyway. There more I can collect of these the higher the chance I might be able to do a workaround.

Typically do not disable any plugins - including the Bashed Patch. This warning is just in case someone still uses an old version of Wrye Bash that created broken plugins.

55 minutes ago, vengas2346 said:

Hey sheson, i have to apologize, i have not read the first page. Here are my uploaded logs.

I did a search in the TexGen log and it seems to create the billboards for the grass nifs. I can confirm this by actually finding the .dds files in my TexGen Output.

As far as comparing them to the Nifskope model, here is an image of the actual grass nif model in Nifskope 317c3b9cf371573b64a5f98fd33b6e24.png 

I also found a text file inside my TexGen Output for this specific model and it seems like the texture path is leading to a temporary file, i assume a fallback dyndolod texture?

If there is anything else missing let me know.

DynDOLOD_SSE_log.txt 1.11 MB · 0 downloads TexGen_SSE_log.txt 260.98 kB · 0 downloads DynDOLOD_SSE_Debug_log.txt 255.91 kB · 0 downloads TexGen_SSE_Debug_log.txt 1.22 MB · 0 downloads bugreport.txt 88.3 kB · 0 downloads

Use the latest version DynDOLOD 3 Alpha 95 as explained on the first post. This has been fixed in DynDOLOD 3 Alpha 93 back in early June.

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I'm getting a large ref flickering bug on a nordic ruin object. LODs were generated with the latest DynDOLOD 3 Alpha 95. The reference in question is 372BA which is one of the large arches outside Ragnvald in The Reach.

ptHzoQv.png

According to xEdit the reference is added in Skyrim.esm and not edited by anything else in my load order.

FNFweja.png

DynDOLOD reported zero large ref bugs (or any issues for that matter) after being run. Any idea what might be causing this issue? The LOD unloads when the object enters uGridsToLoad, but when it's in the large ref LOD grid the bug manifests. Here are the logs for the last DynDOLOD run:

Last DynDOLOD Log

DynDOLOD Debug Log

Edited by Blackread
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