pandorax357 Posted February 15 Posted February 15 (edited) Greetings! Just wanted to report an "circular swap error" with Diverse Windmills Prior to running DynDoLOD, the 11 references to "FarmhouseWindmillFan_DynDOLOD_BASE" in the DiverseWindmillsSWAP.ini file must be removed, prior to patch. But the .ini must be restored to original after running DynDOLOD in order to avoid CTD. Not sure if this issue falls on the mod's architecture, or dyndolod, but reporting nonetheless. Edited February 15 by pandorax357
sheson Posted February 15 Author Posted February 15 8 hours ago, pandorax357 said: Greetings! Just wanted to report an "circular swap error" with Diverse Windmills Prior to running DynDoLOD, the 11 references to "FarmhouseWindmillFan_DynDOLOD_BASE" in the DiverseWindmillsSWAP.ini file must be removed, prior to patch. But the .ini must be restored to original after running DynDOLOD in order to avoid CTD. Not sure if this issue falls on the mod's architecture, or dyndolod, but reporting nonetheless. 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 reports. If you have a crash in the game, upload the crash log. See https://dyndolod.info/FAQ#ILS-or-CTD Upload the edited version of the INI if you believe it causes crashes. https://dyndolod.info/Mods/Base-Object-Swapper Do not swap records in DynDOLOD plugins. The form IDs of records is different for every load order and LOD generation process. Editor IDs are not guaranteed to stay consistent. The LOD generation process will automatically swap records directly or create a DynDOLOD_SWAP.INI if required. In case such swap definitions are detected, remove such lines from the reported SWAP.INI files permanently so the LOD generation process works and the generated LOD patch works properly in the game. Do not restore INI files that contain wrong swaps. The quoted editor ID is not matching any records in the DynDOLOD plugins. The latest version 1.2 of Diverse Windmills does not contains any of the erroneous lines for DynDOLOD plugins. I suggest to update to the latest version of the mod, to avoid making mistakes when editing the INI that might cause crashes.
AngriusWindstorm Posted February 15 Posted February 15 I am having an issue with this mod https://www.nexusmods.com/skyrimspecialedition/mods/130952?tab=description. Others on the mod page are reporting the same. This was not an issue with 1.82 but with 1.83 and above. The mod author also checked they were not masters. The esp's are all independent of each other. The mod page mentions to disable interior esp files whilst generating lods. Screenshot: https://ufile.io/jflwcsqv Logs are attached as requested: https://ufile.io/bukzlv0c https://ufile.io/ykxciycx
sheson Posted February 15 Author Posted February 15 20 hours ago, AngriusWindstorm said: I am having an issue with this mod https://www.nexusmods.com/skyrimspecialedition/mods/130952?tab=description. Others on the mod page are reporting the same. This was not an issue with 1.82 but with 1.83 and above. The mod author also checked they were not masters. The esp's are all independent of each other. The mod page mentions to disable interior esp files whilst generating lods. Screenshot: https://ufile.io/jflwcsqv Logs are attached as requested: https://ufile.io/bukzlv0c https://ufile.io/ykxciycx Use the "Copy message to clipboard" link and paste its content as text as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution. Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message. The message says to "enable all plugins as explained in the Generation Instructions." https://dyndolod.info/Generation-Instructions Finalize the load order as explained in the prerequisites above. ... Make sure all mods, plugins and patches (that affect exterior cells and worldspaces and base records used by references in exterior cells) are enabled and their overwrite order is sorted. Ignore wrong 3rd party misinformation to temporarily disable plugins, mods, meshes or textures. Such misleading guides are categorically wrong or outdated. In case of issues, solve the cause or use appropriate mesh mask rules or settings for desired results. Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice. The additional explanations and help explain: Enable all corresponding plugins. Appropriate mesh mask rule files for all corresponding plugins are included in the DynDOLOD Standalone archive and are automatically applied when clicking the Low, Medium or High preset buttons. Finalize the load order. Generate LOD as usual. Install output as usual. Do you not want to use the mentioned interior plugin in the final load order when you start the game? If you indeed want to use it, enable it as explained and generate LOD as usual. In case there are unexpected issue with the generated LOD patch, then report that. If you do not want to use the interior plugin in the game, let us know.
pandorax357 Posted February 16 Posted February 16 17 hours 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 reports. If you have a crash in the game, upload the crash log. See https://dyndolod.info/FAQ#ILS-or-CTD Upload the edited version of the INI if you believe it causes crashes. https://dyndolod.info/Mods/Base-Object-Swapper Do not swap records in DynDOLOD plugins. The form IDs of records is different for every load order and LOD generation process. Editor IDs are not guaranteed to stay consistent. The LOD generation process will automatically swap records directly or create a DynDOLOD_SWAP.INI if required. In case such swap definitions are detected, remove such lines from the reported SWAP.INI files permanently so the LOD generation process works and the generated LOD patch works properly in the game. Do not restore INI files that contain wrong swaps. The quoted editor ID is not matching any records in the DynDOLOD plugins. The latest version 1.2 of Diverse Windmills does not contains any of the erroneous lines for DynDOLOD plugins. I suggest to update to the latest version of the mod, to avoid making mistakes when editing the INI that might cause crashes. Sorry, I overlooked the Diverse Windmill Sails 1.2 update from 3 days ago. This issue started prior to the update, and this was my temporary "workaround" to get patch run. The updated file launched without issue. Thanks for the reply and the clarification
AngriusWindstorm Posted February 16 Posted February 16 20 hours ago, sheson said: Use the "Copy message to clipboard" link and paste its content as text as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages If there is an error prompt, read the entire message carefully. Many of them describe the problem in detail and offer hints for for a solution. Read additional explanations and help for a message by clicking on the Click on this link for additional explanations and help for this message link of the message. That will open a corresponding page on this website with further explanations and help for the message. The message says to "enable all plugins as explained in the Generation Instructions." https://dyndolod.info/Generation-Instructions Finalize the load order as explained in the prerequisites above. ... Make sure all mods, plugins and patches (that affect exterior cells and worldspaces and base records used by references in exterior cells) are enabled and their overwrite order is sorted. Ignore wrong 3rd party misinformation to temporarily disable plugins, mods, meshes or textures. Such misleading guides are categorically wrong or outdated. In case of issues, solve the cause or use appropriate mesh mask rules or settings for desired results. Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice. The additional explanations and help explain: Enable all corresponding plugins. Appropriate mesh mask rule files for all corresponding plugins are included in the DynDOLOD Standalone archive and are automatically applied when clicking the Low, Medium or High preset buttons. Finalize the load order. Generate LOD as usual. Install output as usual. Do you not want to use the mentioned interior plugin in the final load order when you start the game? If you indeed want to use it, enable it as explained and generate LOD as usual. In case there are unexpected issue with the generated LOD patch, then report that. If you do not want to use the interior plugin in the game, let us know. Thank you for your help if I didn't say so before. The mod author has two ESP files for each city. Skyrim Fantasy Overhaul (City name) and Skyrim Fantasy Overhaul - Interior (City name). The mod author states that you must disable the interior esp's when generating LODs, otherwise you will have issues. If we disable the interior esp with DynDOLD 1.83 and above, DynDOLOD states that the interior esp is disabled and will not continue. As stated, this never happened with 1.82 and below. So I am not sure how to proceed here. Do I take your advice to ignore people saying to disable ESPs for LOD generation, or do I listen to the mod author and disable the esp as the mod author has said that you must do which will prevent me from running LODs efficiently. No malice intended to either you or the mod author by the way. I just do not know what to do here.
sheson Posted February 16 Author Posted February 16 20 hours ago, AngriusWindstorm said: Thank you for your help if I didn't say so before. The mod author has two ESP files for each city. Skyrim Fantasy Overhaul (City name) and Skyrim Fantasy Overhaul - Interior (City name). The mod author states that you must disable the interior esp's when generating LODs, otherwise you will have issues. If we disable the interior esp with DynDOLD 1.83 and above, DynDOLOD states that the interior esp is disabled and will not continue. As stated, this never happened with 1.82 and below. So I am not sure how to proceed here. Do I take your advice to ignore people saying to disable ESPs for LOD generation, or do I listen to the mod author and disable the esp as the mod author has said that you must do which will prevent me from running LODs efficiently. No malice intended to either you or the mod author by the way. I just do not know what to do here. I already explained what to do and what to ignore and explained these 2 options: 1. If you indeed want to use the interior plugin, enable it as explained and generate LOD as usual. In case there are unexpected issues with the generated LOD patch, then report that. 2. If you do not want to use the interior plugin in the game, let us know. Simply follow the official instructions. If you run into any issues following the official instructions, make a problem report here so the issue can be solved as is the modus operandi since 10 years. I suggest to read entire messages and follow their suggestions, including their links.
dreadflopp Posted February 16 Posted February 16 Hi Sheson, you helped med get Texgen working, it seems I have similar problems with Dyndolod. I am getting error messages related to memory. I am using the latest version from nexus that you posted today. The dyndolod executable (TakingYourFirstborn i believe its called) uses quite a lot of ram, about 5 GB. It accumulates, it crashes when it reaches 5 GB. The lodgen executable, LodGen64Win.exe, used around 3 GB when TakingYourFirstborn crashed. Lodgen accumulated and used 9 GB ram before it crashed. I only have a real time log: https://mega.nz/file/BS5ECQpD#f8p97e1Vq6oYjffOjVa9tOWPKEVOjBjRAIIRURHhULo I did get som logs when I used the previous version of Dyndolod that I downloaded yesterday: bugreport.exe: https://paste.ee/p/X1yc7lxH DynDOLOD_SSE_log.txt: https://paste.ee/p/sqWErkoe Debug log: https://mega.nz/file/pPBxXB6K#KdoD5SIteS3UiRUQ4Km9TC0Xcp4m3k2ilbDbckNZMeM
sheson Posted February 16 Author Posted February 16 2 hours ago, dreadflopp said: Hi Sheson, you helped med get Texgen working, it seems I have similar problems with Dyndolod. I am getting error messages related to memory. I am using the latest version from nexus that you posted today. The dyndolod executable (TakingYourFirstborn i believe its called) uses quite a lot of ram, about 5 GB. It accumulates, it crashes when it reaches 5 GB. The lodgen executable, LodGen64Win.exe, used around 3 GB when TakingYourFirstborn crashed. Lodgen accumulated and used 9 GB ram before it crashed. I only have a real time log: https://mega.nz/file/BS5ECQpD#f8p97e1Vq6oYjffOjVa9tOWPKEVOjBjRAIIRURHhULo I did get som logs when I used the previous version of Dyndolod that I downloaded yesterday: bugreport.exe: https://paste.ee/p/X1yc7lxH DynDOLOD_SSE_log.txt: https://paste.ee/p/sqWErkoe Debug log: https://mega.nz/file/pPBxXB6K#KdoD5SIteS3UiRUQ4Km9TC0Xcp4m3k2ilbDbckNZMeM The bugreport says the largest free memory block is 128427GB, as in 125TB, while 30GB being allocated, while having 16GB physical memory. This seems wrong somehow... If you have custom page file settings you might want to change that. Also disk C: seems low on free space. Try with this test version https://mega.nz/file/RVZyRDTS#BxWri-WfxDl3WS80ZXrQkHdjL4V8sH3vGitCSLgfZHo Report results. 1
dreadflopp Posted February 16 Posted February 16 I had about 50 gb of free disk space but freed up 20 more. The settings for page size seems fine: https://imgbox.com/8B8s9D1E I managed to finish Dyndolod with the new version. Not sure if the 20 gb extra disk space helped. TakingYourFirstBorn used less memory. LodGen64Win.exe used about 9 gb of ram. I will try once more with grass lods selected and see if it manages to finish.
dreadflopp Posted February 16 Posted February 16 I ran Dyndolod again with grass lod creation. It failed with an error message telling that textconv ran out of memory. I killed some apps and freed up some HD space and ran it again and it suceeded. Thanks for your help.
LF111 Posted February 17 Posted February 17 This is continuing on from my previous thread about the seams/Occlusion record forwarding issue. I was going to regenerate LODs so I could start a new thread on the rock wall meshes that you wanted me to report on with matching logs, and I noticed that Alpha 187 was uploaded to Nexus, so I grabbed that first. Generating on Alpha 187 is causing some... issues. There are purple LOD textures and strange terrain blocks everywhere. There is no difference in my load order between what I generated two days ago for the water seam tests (on Alpha 185); these issues appear to be tied to 187 (and I also noticed the version of TexGen that ships with Alpha 187 is still on Alpha 186, and it's giving me a "more recent version is available" line at the bottom of the window). Logs. I noticed the debug log is truncated, which is probably due to me booting up and then immediately cancelling DynDOLOD to verify that it was version 187 after I noticed that TexGen was still on 186. Let me know if you need me to do another generation in order to produce a fresh debug log. I've attempted a fresh TexGen and DynDOLOD generation twice on 187, and got the same issues both times. The second attempt was done as cleanly as possible, disabling DynDOLOD and creating a clean interior cell save. After I get this figured out, I'll start a new thread on the rock wall.
CarlWG2 Posted February 17 Posted February 17 Greetings! Looking for support with DynDOLOD Alpha 187. I have a 951 mod, quite stable Skyrim SSE/AE 1.6.1170 setup that I decided to try with DynDOLOD for the first time this week. I have tried using Alpha 185, 186, and 187 (I started trying to use DynDOLOD when 185 was current, then I tried 186, and then 187 as each was released...issue is generally the same with all three). With each new release, I recreated my Texgen and DynDOLOD output with the latest version and removed the old .zip / installed new .zip to Skyrim and then started a new character for testing. With DynDOLOD mod enabled and active in-game, I experience the following CTD and ILS issues: The automatic loading of the last save game after dying will almost always CTD. It was 100% of the time with 185, is slightly better with 186 and 187. Interestingly, it is better with Papyrus bEnableTrace=1 and DynDOLOD_NG_Worlds debug=true. I wonder if the problem is a timing issue and logging/debug is slowing some process down slightly. I do have an extremely fast computer (Intel i9-14900K, GeForce RTX 4090, 96 GB RAM). With a new character leaving Whiterun (starting in Whiterun using Alternate Start - Live Another Life), the first time I try to leave the city with the new character, I will almost always get an ILS (not 100%, but close to it). I started saving before leaving the city, and after restarting the game and reloading that save, I will no longer get an ILS leaving the city with that character. Very odd. I have tried the troubleshooting steps listed on this site and in the readme for DynDOLOD (in DynDOLOD\docs folder). Some troubleshooting results: If I uncheck "DynDOLOD is active" in the MCM and then make a save game and then die, that save game will auto load successfully after I die 100% of the time. I tried removing all of the *.bto files from the Meshes\Terrain\Tamriel\Objects folder. All save games will then load successfully after I die 100% of the time, even with DynDOLOD active in the MCM. If I add any of the *.bto files back to the Tamriel world Object folder, same issue with save games almost always causing CTD after the auto load after death. I can load any save game successfully, with DynDOLOD active, if I manually choose to load a save game when I'm not dead. It is the autoload after death that causes CTD. Skyrim seems less stable with DynDOLOD active (non-scientific observation). I have had more CTD with DynDOLOD active than before I installed it. I've been testing this mod list and load order extensively the last few weeks to prepare for a new run through Skyrim, and while I would have some crashes, the CTD since installing DynDOLOD are more frequent, and seem to go back to pre-DynDOLOD when I uncheck "DynDOLOD is active" in the MCM. I use Crash Logger SSE. It has not helped me to identify any consistent reason for the instability. The items in the stack are never the same from one crash to the next but are always "EXCEPTION_ACCESS_VIOLATION" unhandled exceptions at non-repeating addresses. I have attached the requested logs. I am happy to provide any additional data points. If I have missed something, am doing something wrong, etc., please let me know and I will upload additional logs, try recommended configuration changes, etc. DynDOLOD_SSE_log.txt: https://ufile.io/572l0cnk DynDOLOD_SSE_Debug_log.txt: https://ufile.io/ak4hpco6 Papyrus.0.log: https://ufile.io/0tgz2jvj Crash Logger log: https://ufile.io/4a8lesx1 My sincere thanks for any help. The visuals from DynDOLOD in my game are breathtakingly awesome...I so want to keep using them and am hoping I can figure out what is causing this instability. CarlWG2
sheson Posted February 17 Author Posted February 17 4 hours ago, LF111 said: This is continuing on from my previous thread about the seams/Occlusion record forwarding issue. I was going to regenerate LODs so I could start a new thread on the rock wall meshes that you wanted me to report on with matching logs, and I noticed that Alpha 187 was uploaded to Nexus, so I grabbed that first. Generating on Alpha 187 is causing some... issues. There are purple LOD textures and strange terrain blocks everywhere. There is no difference in my load order between what I generated two days ago for the water seam tests (on Alpha 185); these issues appear to be tied to 187 (and I also noticed the version of TexGen that ships with Alpha 187 is still on Alpha 186, and it's giving me a "more recent version is available" line at the bottom of the window). Logs. I noticed the debug log is truncated, which is probably due to me booting up and then immediately cancelling DynDOLOD to verify that it was version 187 after I noticed that TexGen was still on 186. Let me know if you need me to do another generation in order to produce a fresh debug log. I've attempted a fresh TexGen and DynDOLOD generation twice on 187, and got the same issues both times. The second attempt was done as cleanly as possible, disabling DynDOLOD and creating a clean interior cell save. After I get this figured out, I'll start a new thread on the rock wall. As you noted the session in the debug log just shows starting and closing DynDOLOD. For troubleshooting I would need it to contain the last generation. Upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and DynDOLOD_SSE_TexturesUsed_Tamriel.txt Upload ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt Upload ..\meshes\Terrain\Tamriel\Objects\Tamriel.16.0.0.bto from the output. Make a useful screenshot of a full model that has affect LOD with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Make sure there is no old output overwriting your latest output. There was no change to TexGen, so me forgetting to update its version number should not have an affect. I will fix that in the next alpha.
LF111 Posted February 17 Posted February 17 (edited) I've updated the photos with additional pics that I believe cover what the site asks. Pics. Based on how broad the problem here is, I didn't quite know how many pictures to actually take. Note that it's hard to get an up-close view of the purple squares that bisect that certain tree model, as they disappear when getting too close to them with tfc. Requested files and proper logs (let me know if there's an issue accessing the .bto file this way). I can confirm there is no old output overwriting the new one. There's also something funky going on with generation times. TexGen is taking the same amount of time as usual (2-3 minutes), but DynDOLOD is varying a lot. The generation time for my current load order (backed up by the three generations I did for the seam testing) is ~18 minutes. The two Alpha 187 generations I did earlier today both were around 22 minutes, and the one that I just did (that these logs are coming from) was only 9 minutes total. I have never had a DynDOLOD generation go that fast. Edited February 17 by LF111
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