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Posted
3 hours ago, Poncington said:

Is anyone else getting stuck in texgen64?  It keeps stopping at imperialfortlod.dds every time.  It used to take maybe 5 or 10 minutes but now it gets to that exact point and never moves on.  I found a post online that suggested rolling my nvidia driver back and setting RenderThreads=1  in texgensse.ini but still no joy.  No error messages or anything it just gets to that point and never gets past it.  Any ideas?  I already have texgen64 and dyndolod64 set to run as admin.  Cpu is at 1% and memory is at 47%. Thanks!

Forgot to mention I was using the latest dyndolod/texgen3.0 128 with skyrim 1.6.64.  I also used dydndolod dll se and dyndolod skse64 plugin loaded after dyndolod resources 3.

Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log, debug log and bugrepost.txt (if it exists) to upload when making posts.

TexGen is probably waiting for a TexConv process to finish.

Add LockTexconv=1 under [TexGen] in B:\Mods\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything.
It helped users with the same problem a couple pages back where TexGen seems to be stuck or stopped.

Posted
11 minutes ago, Roastlawyer said:

Well, not exactly the same as before when it was freezing at generating at Tamriel, but I'm getting an issue with similar effect where generation completely freezes and CPU usage drops to zero. So far it's been frozen for 15 minutes or so without doing anything. The realtime log you had me enable last time I had an issue also stopped being updated when It froze. https://drive.google.com/file/d/1tUjYNaETcLsX4LjJH9aFQNFAB1ZDbOok/view?usp=drive_link Link to log

When you close the tool via X top right it should also just save the log and debug log you could then upload instead.

Check in task manager if there are TexConv processes the tool might be waiting on.

Test with RenderSingle=1 added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Posted
23 hours ago, sheson said:

When you close the tool via X top right it should also just save the log and debug log you could then upload instead.

Check in task manager if there are TexConv processes the tool might be waiting on.

Test with RenderSingle=1 added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Yesterday when it was freezing like that, pressing the X in the top right would cause the program to hang, then windows would say dyndolod stopped responding. I click end anyways, the main window would close and then a dyndolod process that could not be killed would hang around in task manager untill the PC was forcably restarted. When that happened the normal log files where not generated which is why you had my enable the realtime one before. Anyways I'll give the RenderSingle=1 line a try.

Alright tried again with the RenderSingle=1 line just below [DynDOLOD] in the _SSE.ini. It hung at [Tamriel] Creating texture atlas. In task manager I couldn't find any TexConv processes. After 25 minutes of DynDOLOD being at 0% cpu usage and no further additionsto the realtime log since it stalled I tried to stop generation. Pressing the X gave me the message about how generation would be incomplete, I accepted and now the dyndolod window is greyed out and the both the window and task manager say it's not responding. Pressing end task in task manager does nothing. Because of this I have no DynDOLOD_SSE__debug_log.txt, bugreport.txt, or DynDOLOD_SSE_log.txt.

Here is the realtime log https://drive.google.com/file/d/1fRTAGWFz2OUqAkvpQROdrmSYT77DmVBJ/view?usp=drive_link

Posted
4 hours ago, Roastlawyer said:

Yesterday when it was freezing like that, pressing the X in the top right would cause the program to hang, then windows would say dyndolod stopped responding. I click end anyways, the main window would close and then a dyndolod process that could not be killed would hang around in task manager untill the PC was forcably restarted. When that happened the normal log files where not generated which is why you had my enable the realtime one before. Anyways I'll give the RenderSingle=1 line a try.

Alright tried again with the RenderSingle=1 line just below [DynDOLOD] in the _SSE.ini. It hung at [Tamriel] Creating texture atlas. In task manager I couldn't find any TexConv processes. After 25 minutes of DynDOLOD being at 0% cpu usage and no further additionsto the realtime log since it stalled I tried to stop generation. Pressing the X gave me the message about how generation would be incomplete, I accepted and now the dyndolod window is greyed out and the both the window and task manager say it's not responding. Pressing end task in task manager does nothing. Because of this I have no DynDOLOD_SSE__debug_log.txt, bugreport.txt, or DynDOLOD_SSE_log.txt.

Here is the realtime log https://drive.google.com/file/d/1fRTAGWFz2OUqAkvpQROdrmSYT77DmVBJ/view?usp=drive_link

Install latest graphics driver only. Disable all overclocking etc.

Add TextureCache=10 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Keep an eye on VRAM usage. Close other programs to free up VRAM usage if needed.

If no change, test with AtlasThreads=1 (and RenderSingle=1) added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Posted

I have some inquiries about Large Reference Bugs Workaround.

I have downloaded DynDOLOD DLL NG and Scripts 3.00, but I don't know how to use it. It says that large references need to be cleaned - but how?

The last time I generated LOD was last year, here is my log. My load order didn't change much regarding large reference offenders, although - how exactly do I find out exactly which mods have large reference bugs? Do I have to determine that and clean them before generating LOD, or will DynDOLOD do it by itself when I start it while the aforementioned script is active?

If it's of any significance, I'm on downgraded Skyrim - version 1.5.97 total, not "best of both worlds".

Posted (edited)
6 hours ago, sheson said:

Install latest graphics driver only. Disable all overclocking etc.

Add TextureCache=10 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Keep an eye on VRAM usage. Close other programs to free up VRAM usage if needed.

If no change, test with AtlasThreads=1 (and RenderSingle=1) added under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Ensured my CPU overclock was disabled (was already running stock) and that MSI afterburner didn't currently have an GPU overclock set (It didn't)

updated Nvidia driver from 528.24 to 336.40  (latest one for 3080)
updated AMD APU Graphics driver from 22.20.27.09 (November 2022) to 22.49.57.05 (June 1 2023) (latest one for Ryzen 5600g)

Ran DynDOLOD (twice because I forgot to watch Vram usage the first time) Both times it got stuck at "[Tamriel] Creating texture atlas E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 128\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds"
Vram usage never went above 1.6GB out of 10GB
Ram maxed out at 9.6GB used out of 31.8GB

 

Ran a 3rd time but with

[DynDOLOD]
TextureCache=10
RenderSingle=1

Instead of just RenderSingle=1 set in DynDOLOD_SSE.ini

That time it got further, getting to "[06:18] [DLC2SolstheimWorld] Creating texture atlas E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 128\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_DLC2SolstheimWorld_Glow.dds 512 x 256" before CPU usage dropped to 0% and Vram usage dropped back to idle levels (0.5GB used)
No real change in amount of Vram or ram used


Ran a 4th time:

[DynDOLOD]
TextureCache=10
RenderSingle=1
AtlasThreads=1

Whoohoo! finally got a complete run. So that's quite nice. Vram usage was pretty much the same. Ram topped out ~13GB when it peaked, most of the time usage was still around 10GB.

Edit: Spelling/formatting

Edited by Roastlawyer
Posted
On 6/30/2023 at 1:38 PM, Katarsi said:

I have some inquiries about Large Reference Bugs Workaround.

I have downloaded DynDOLOD DLL NG and Scripts 3.00, but I don't know how to use it. It says that large references need to be cleaned - but how?

The last time I generated LOD was last year, here is my log. My load order didn't change much regarding large reference offenders, although - how exactly do I find out exactly which mods have large reference bugs? Do I have to determine that and clean them before generating LOD, or will DynDOLOD do it by itself when I start it while the aforementioned script is active?

If it's of any significance, I'm on downgraded Skyrim - version 1.5.97 total, not "best of both worlds".

https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
For the Large reference bugs workarounds check box and options to become available on the advanced mode window, the DynDOLOD DLL NG and Scripts must be installed and every plugin containing deleted references needs to be cleaned. [..] See the Prerequisites section of the Generation Instructions for more.

https://dyndolod.info/Generation-Instructions#Prerequisites
Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. Clean and error check the load order with xEdit. Clean every plugin that LOOT suggests to clean [..] Cleaning of plugins that contain deleted large references is mandatory for the large reference bugs workarounds. The Batch Plugin Cleaner for Mod Organizer or the xEdit Cleaning Extension for Vortex help to automate some of that.

Every well made modding guide should include how to clean plugins, for example https://stepmodifications.org/wiki/SkyrimSE:2.2.0#Cleaning_Vanilla_Master_Plugins.

If you generated without the DynDOLOD DLL NG, look for log messages like https://dyndolod.info/Messages/Deleted-Reference

In regards which plugins cause large reference bugs, check the old log for related messages about large references. The Summary Of Messages should create a combined listing them under Large Reference Bugs. It should include messages like https://dyndolod.info/Messages/Overwritten-Large-Reference for example.

The point of the large reference bugs workarounds is that using plugins causing them should not require users having to do anything out of the ordinary.
It is still recommended for mod authors to avoid causing the bugs to minimize the number of workarounds needing to be applied, though.

  • Thanks 1
Posted

Thank you sheson :)

My old Summary pages aren't working anymore due to time passed. However, what I managed to glean from my old log is that these have overwritten large references:

  • JK Skyrim (definitely the worst offender, has the largest amount of large references)
  • patch for JK Skyrim and eFPS (the patch obviously forwards JK's large reference bug)
  • AI Overhaul (this one is weird)
  • Dlizzio's Mesh Fixes
  • Embers XD
  • Lux Via
  • Convenient Carriages
  • Obsidian Mountain Fogs
  • Riverside Lodge
  • Depths of Skyrim (second worst offender after JK Skyrim)
  • 3D Trees and Plants
  • Cutting Room Floor
  • Better Dynamic Ash
  • The Blackest Reaches

Maybe there are more tiny ones, couldn't sift through the log so much, its quite big.

So regular Quick Cleaning of these plugins will do the trick? I'll make backups of course.

Posted
58 minutes ago, Katarsi said:

Thank you sheson :)

My old Summary pages aren't working anymore due to time passed. However, what I managed to glean from my old log is that these have overwritten large references:

  • JK Skyrim (definitely the worst offender, has the largest amount of large references)
  • patch for JK Skyrim and eFPS (the patch obviously forwards JK's large reference bug)
  • AI Overhaul (this one is weird)
  • Dlizzio's Mesh Fixes
  • Embers XD
  • Lux Via
  • Convenient Carriages
  • Obsidian Mountain Fogs
  • Riverside Lodge
  • Depths of Skyrim (second worst offender after JK Skyrim)
  • 3D Trees and Plants
  • Cutting Room Floor
  • Better Dynamic Ash
  • The Blackest Reaches

Maybe there are more tiny ones, couldn't sift through the log so much, its quite big.

So regular Quick Cleaning of these plugins will do the trick? I'll make backups of course.

According to the log, the only plugin left that has a deleted reference would be The Only Cure - Man_Peryite Shrine Patch.esp
https://dyndolod.info/Messages/Deleted-Reference

  • Thanks 1
Posted (edited)

@sheson I generated LOD with DLL NG script active, it went great. Lasted around 50min on my 415 plugins load order. The only errors about deleted stuff is something I removed intentionally - a couple of trees from a mod, that were added by that mod (regular ESP); they were only decoration and didn't reference any other function in that mod.

Thanks to the report, I also fixed some NiNode shapes for some flowers and converted them to BSFadeNode.

As for large reference bugs, the process basically mentioned only game masters.

I've noticed that there was a generated mesh that required a texture that TexGen didn't create in the first place:

Warning: File not found textures\architecture\highhrothgar\hhwin02noalpha_n.dds. Used by meshes\lod\highhrothgar\highhrothgarentrance01glow_lod_2.nif Skyrim.esm HighHrothgarEntrance01 [STAT:0008118C]

I also noticed that TexGen had created some textures in 2K, even though I specified beforehand that the limit is 1K. My TexGen preparation looked very similar to this.

Here's my log, if you're interested to see all that went on.

EDIT: The game looks awesome.

Edited by Katarsi
Posted
11 hours ago, Katarsi said:

@sheson I generated LOD with DLL NG script active, it went great. Lasted around 50min on my 415 plugins load order. The only errors about deleted stuff is something I removed intentionally - a couple of trees from a mod, that were added by that mod (regular ESP); they were only decoration and didn't reference any other function in that mod.

Thanks to the report, I also fixed some NiNode shapes for some flowers and converted them to BSFadeNode.

As for large reference bugs, the process basically mentioned only game masters.

I've noticed that there was a generated mesh that required a texture that TexGen didn't create in the first place:

Warning: File not found textures\architecture\highhrothgar\hhwin02noalpha_n.dds. Used by meshes\lod\highhrothgar\highhrothgarentrance01glow_lod_2.nif Skyrim.esm HighHrothgarEntrance01 [STAT:0008118C]

I also noticed that TexGen had created some textures in 2K, even though I specified beforehand that the limit is 1K. My TexGen preparation looked very similar to this.

Here's my log, if you're interested to see all that went on.

EDIT: The game looks awesome.

When llarge reference bugs workarounds, the log will list all cells that contain large reference bugs, e.g. that will exhibit texture flicker etc. and not the large references causing the bugs anymore. https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing

The texture hhwin02noalpha_n.dds is installed as part of the DynDOLOD Resources "High Hrothgar Windows Glow" option. Do not modify anything in the installed DynDOLOD Resources manually after its installation. https://dyndolod.info/Help/DynDOLOD-Resources

https://dyndolod.info/Help/TexGen#Stitched-Object-LOD-Textures
This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the TexGen configuration files.
https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
This sets the typical base size of the generated object LOD textures. The actual texture resolutions varies by texture as defined by the scale defined in the special models.

https://dyndolod.info/Messages/Deleted-Reference. Clean all plugins with deleted references. It fast and simple to do.

https://dyndolod.info/Messages/Wrong-Billboard-Path. Do not install any third party billboards and remove wrong billboard files at wrong paths. Use TexGen to generate billboards.

Click the links read the pages that open for further explanations.

  • Thanks 1
Posted
2 hours ago, sheson said:

https://dyndolod.info/Messages/Wrong-Billboard-Path. Do not install any third party billboards and remove wrong billboard files at wrong paths. Use TexGen to generate billboards.

Ah, well, as for those tree billboards... I think I was confused by the description here: https://dyndolod.info/Help/Ultra-Tree-LOD  I thought that installing and activating Skyrim3DTrees and Plants 3dLOD Resources should be done, but apparently not. Myrkvior 3D lods were okay though.

...Do I have to redo TexGen and DynDOLOD now? :cry:

2 hours ago, sheson said:

The texture hhwin02noalpha_n.dds is installed as part of the DynDOLOD Resources "High Hrothgar Windows Glow" option. Do not modify anything in the installed DynDOLOD Resources manually after its installation. https://dyndolod.info/Help/DynDOLOD-Resources

I didn't check this option while installing DynDOLOD Resources, maybe that's why the texture is missing. ...If I have to redo TexGen and DynDOLOD, I suppose I'll have to reinstall DynDOLOD Resources too with this option checked beforehand...

2 hours ago, sheson said:

https://dyndolod.info/Messages/Deleted-Reference. Clean all plugins with deleted references. It fast and simple to do.

Okay fine, I'll replace "Deleted" with "Initially Disabled" (and the "set opposite to playerref" thing) :angel:

Posted

The grass lod reflects light much more strongly than the actual grass. Here are screenshots taken at the same time of day (morning), one facing East and the other facing West.

Here we are facing east (towards the sun)
image.thumb.jpeg.b41c73fa852648479153606b0b1a62b9.jpeg
 As can be seen, it is quite difficult to distinguish between the grass lod (left) and the actual grass (right)

Here we are facing west (away from the sun)
image.thumb.jpeg.f11f094d435b52e7afdc09ea5af1e7bd.jpeg
 For some reason, the lod grass reflects the light shining on it much more than the actual grass.

Moreover, as the day progresses, the shadows recede from the normal grass, and they have similar brightness
 to the grass lod again.
https://imgur.com/VWNZiMc

I am not sure what is the reason for this. if this is due to the inability for shadows to affect grass lods, or something else. I am using complex grass lods, I have disabled backlighting, and in texgen I have set direct lighting to 0, ambient to 100 and smoothness to 10. I am using cabbage enb with NAT3 and EVLas, and I am using QW2's grass mod

Any suggestions on what I can tweak to solve this issue?

Posted
1 hour ago, Katarsi said:

Ah, well, as for those tree billboards... I think I was confused by the description here: https://dyndolod.info/Help/Ultra-Tree-LOD  I thought that installing and activating Skyrim3DTrees and Plants 3dLOD Resources should be done, but apparently not. Myrkvior 3D lods were okay though.

...Do I have to redo TexGen and DynDOLOD now? :cry:

I didn't check this option while installing DynDOLOD Resources, maybe that's why the texture is missing. ...If I have to redo TexGen and DynDOLOD, I suppose I'll have to reinstall DynDOLOD Resources too with this option checked beforehand...

Okay fine, I'll replace "Deleted" with "Initially Disabled" (and the "set opposite to playerref" thing) :angel:

If you want 3D tree LODp with the mod, install its 3D LOD resources which were made for DynDOLOD 2.x. Since you are using DynDOLOD 3, hide or remove the billboards that are installed with it. Right above the list of mods it says this:

https://dyndolod.info/Help/Ultra-Tree-LOD
Below is a list of mods that are known and tested to contain hybrid trees. Read their description for information which versions, trees or install options contain dedicated/optimized 3D LOD models. Install hybrid trees assets according to their documentation. Let TexGen generate all required tree LOD billboards. It is recommended to not install any legacy billboards. In case legacy billboards are included in a mods download it is recommended to hide/remove them.

Seems like highhrothgarentrance01glow_lod_2.nif which should only be installed when checking the option is erroneously installed with the Core Files, too. That will be fixed with the next Alpha version of DynDOLOD Resources.

You only "need" to generate if you notice visual issues that seem related to the mentioned billboards or the High Hrothgar window glow and you want to fix that.

Cleaning a plugin will apply the proper UDR settings automatically to deleted references.

  • Thanks 1

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