sheson Posted January 12, 2021 Author Posted January 12, 2021 Hmm. I set the grass distance in grasscontrolconfig.ini then generate a bunch of cgid files and set it use the cached files etc. Then generated dyndolod and this is the result. Generated it several times with various alphas and the result is the same. It does generate but its sparsely populated with grass lod https://imgur.com/a/2HLSdmQThis looks like some grass models have no billboards generated for them. Check out the explanation for Tree/Grass LOD Billboards in ..\DynDOLOD\docs\help\TexGenConfiguration.html, especially the part about the OBND Object Bounds. Mod authors often forget to recalc the bounds in CK and for some grass they might be 0.
Flynn Posted January 13, 2021 Posted January 13, 2021 Hello, I was wondering if the new version of DynDOLOD is still compatible with Open Cities, following the appropriate procedure, the way the last version was? Or is it just flat out not compatible with Open Cities anymore?
sheson Posted January 13, 2021 Author Posted January 13, 2021 (edited) Hello, I was wondering if the new version of DynDOLOD is still compatible with Open Cities, following the appropriate procedure, the way the last version was? Or is it just flat out not compatible with Open Cities anymore? This is an ALPHA version. You are supposed to test things and report problems.Use search to find posts about topics.Read the included manual and contextual help. It is Open Cities that is incompatible with CK/xLODGen/DynDOLOD object LOD generation, because Open Cities disables the LOD representation of the walled cities and instead places many models for which no LOD models exist.Obviously the workaround explained in the DynDOLOD manual / contextual help works. Edited January 13, 2021 by sheson
ls2255 Posted January 13, 2021 Posted January 13, 2021 (edited) Is it normal for the process to take so much longer? Dyndolod without grass normally takes me about 30 minutes, that's with several DLC-sized mods, with grass it's been stuck just on Falskaar for well over an hour. LODGenx64 doesn't seem to be progressing (stuck on the same coord for about 30 minutes), but it's eating 50+ GB of my RAM. Edited January 13, 2021 by ls2255
sheson Posted January 13, 2021 Author Posted January 13, 2021 Is it normal for the process to take so much longer? Dyndolod without grass normally takes me about 30 minutes, that's with several DLC-sized mods, with grass it's been stuck just on Falskaar for well over an hour. LODGenx64 doesn't seem to be progressing (stuck on the same coord for about 30 minutes), but it's eating 50+ GB of my RAM.How much physical RAM does the PC have?
ls2255 Posted January 13, 2021 Posted January 13, 2021 (edited) How much physical RAM does the PC have? 64 GB, it was maxing out RAM at 100% Edited January 13, 2021 by ls2255
sheson Posted January 13, 2021 Author Posted January 13, 2021 64 GB, it was maxing out RAM at 100%See the troubleshooting section of the second post. Try limiting the threads to half number of cores. Just select the problematic worldspace see what happens.
ls2255 Posted January 13, 2021 Posted January 13, 2021 See the troubleshooting section of the second post. Try limiting the threads to half number of cores. Just select the problematic worldspace see what happens.I tried to run just Falskaar and it did a few coords, then no progress for almost an hour, so I stopped it. Now I'm trying to run everything except for Falskaar, but it's stuck on Tamriel now, kept making slow but steady progress for about 2 hours, hasn't moved for an hour.
sheson Posted January 13, 2021 Author Posted January 13, 2021 (edited) I tried to run just Falskaar and it did a few coords, then no progress for almost an hour, so I stopped it. Now I'm trying to run everything except for Falskaar, but it's stuck on Tamriel now, kept making slow but steady progress for about 2 hours, hasn't moved for an hour.You are not saying anything about memory or CPU usage. Edited January 13, 2021 by sheson
soupdragon Posted January 14, 2021 Posted January 14, 2021 This looks like some grass models have no billboards generated for them. Check out the explanation for Tree/Grass LOD Billboards in ..\DynDOLOD\docs\help\TexGenConfiguration.html, especially the part about the OBND Object Bounds. Mod authors often forget to recalc the bounds in CK and for some grass they might be 0. Ok so I read that and you were correct the object bounds were indeed all 0 so I recalculated that in the CK for all the grass records so they now all have bounds and ran texgen again. I looked inside the relevent output folders and billboards are indeed being generated for all the grass records but for some reason only two are being utilized during LOD generation. Both have custom models and thats fine and the billboards are fine but for some unknown reason they're the only two being utilized and I'm not sure why. I might try generating new cgid files see if that makes any difference https://imgur.com/a/jNeeHh8
ls2255 Posted January 14, 2021 Posted January 14, 2021 (edited) You are not saying anything about memory or CPU usage.CPU usage is minimal, between 2-10% most of the time, with the occasional spike to around 50%, memory-wise it eats every bit of RAM it finds (haven't tried limiting anything yet), currently that's 55GB. There's also some disk activity (anywhere between 10 and 100MBps, it's an NVMe SSD), so it does seem to be doing something, just extremely slowly. Weird thing is it starts off quite fast (using a lot more CPU too), then eventually slows down to this complete crawl. Edited January 14, 2021 by ls2255
soupdragon Posted January 14, 2021 Posted January 14, 2021 (edited) Ok so I read that and you were correct the object bounds were indeed all 0 so I recalculated that in the CK for all the grass records so they now all have bounds and ran texgen again. I looked inside the relevent output folders and billboards are indeed being generated for all the grass records but for some reason only two are being utilized during LOD generation. Both have custom models and thats fine and the billboards are fine but for some unknown reason they're the only two being utilized and I'm not sure why. I might try generating new cgid files see if that makes any difference https://imgur.com/a/jNeeHh8 Ok I believe I know why only two lod grasses exist they are TundraGrass01 and TundraGrass03 respectively and both are vanilla records, they both contain custom grass meshes and thats fine apparently and billboards generated for them are fine but any new grass form i.d.'s added by mods don't get added to the LOD even though billboards for them do get generated. Edited January 14, 2021 by soupdragon
sheson Posted January 14, 2021 Author Posted January 14, 2021 Ok I believe I know why only two lod grasses exist they are TundraGrass01 and TundraGrass03 respectively and both are vanilla records, they both contain custom grass meshes and thats fine apparently and billboards generated for them are fine but any new grass form i.d.'s added by mods don't get added to the LOD even though billboards for them do get generated.Use the latest alpha version. Check ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt, it will list all the grass LOD billboards that were discovered and used. For me it lists over 70 lines with entries for grasses added by Verdant, e.g.textures\terrain\lodgen\verdant - a skyrim grass plugin sse version.esp\13grassobj_0001b660_1.dds
sheson Posted January 14, 2021 Author Posted January 14, 2021 CPU usage is minimal, between 2-10% most of the time, with the occasional spike to around 50%, memory-wise it eats every bit of RAM it finds (haven't tried limiting anything yet), currently that's 55GB. There's also some disk activity (anywhere between 10 and 100MBps, it's an NVMe SSD), so it does seem to be doing something, just extremely slowly. Weird thing is it starts off quite fast (using a lot more CPU too), then eventually slows down to this complete crawl. How many cores. It typically starts as many threads as there are cores. Each thread is one LOD quad/file (4x4, 8x8, 16x16 cells). Generating a LOD quad can easily require several GB in memory in order to be generated. If it runs out of physical memory because of the parallel threads, it might mean some of those threads have to wait. It may only be able to run one thread at a time if things get tight. Less threads means less competition for physical memory. Depending on settings, load order, grass density etc. you will find BTO files that larger than 100MB. Load one of those with NifSkope and then check its memory usage to get a feel for it.
S_K_U_L_L_ Posted January 14, 2021 Posted January 14, 2021 Forgive me if this isn't the correct spot for this, I don't know whether I should make a new topic or respond to the Alpha's topic. I am just about done with my pretty sizable modlist and ran TexGen and DynDOLOD through MO2 to ensure everything worked. TexGen ran correctly with zero errors but when running DynDOLOD I get the following fatal error: Can not resolve cell or worldspace for Solitude Skyway SE + BluePalaceTerrace [PATCH - LoTD] (STD).esp 0I_ADJ_CorridorToCourtyardDoor_001 [REFR:3F0029FE] (places SJailDoor02Load "Door" [DOOR:000E3E3F] in GRUP Cell Persistent Children of WBPTLOTDPatchCorridors "Blue Palace - Corridors" [CELL:FE025827]) The DynDOLOD_SSE_Debug_log has not updated with my most recent runs of DynDOLOD (Its last log is when I accidentally ran it yesterday without enabling the TexGen Output)The DynDOLOD_SSE_log does not display any errors, I just get the pop-up without any pattern I can discern (The final lines of the log are always different with each attempt before the error pop-up) The .esp producing the error comes from KhrysINXS's Modular PatchxPress. They could not replicate the error with an earlier 3.0 Alpha build so they suggested I just use the mods I was attempting to patch and their patches. So I made a fresh MO2 profile using simply USSEP, Legacy of the Dragonborn, Blue Palace Terrace, The Great City of Solitude, and Solitude Skyway. I then installed KhrysINXS's Solitude Exterior LOD Unlocker Advocate II, the GCoS + Skyway + Blue Palace Terrace patch, and the Skyway + Terrace + LoTD patch. I installed it all according to the mod author's instructions and... got the same exact error running DynDOLOD. KhrysINXS could not replicate the error with the same load order so they suggested I make a post here. The only settings I changed in DynDOLOD were the setting for Grass LOD with No Grass in Objects' grass cache and ultra trees. I'm still unsure if this is a fault on my end or on DynDOLOD's side but any help would be appreciated. I would like to use these mods AND have the fantastic LOD DynDOLOD provides.
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