Jump to content

Recommended Posts

Posted
36 minutes ago, sheson said:

No.

The patching process can not create a stable patch if there are errors.

I don't understand why there's no way to skip it. I assume previous versions didn't check for errors and maybe making an unstable patch but that did not actually result in any ctd's or errors in thousand hours of gameplay. I can't even imagine how many errors most Wabbajack lists or other huge loadorders have in their plugins, even if they do their best to patch everything out, some things can't be fixed by themselves.

In case this change was not required by any changes in how Dyndolod creates its patch(es), why not give us the choice of skipping it? Afaik it was not present in earlier versions, or at least did not completely block the LOD generation process.

Usually I would simply revert to an earlier version of Dyndolod 3, but they are not available anymore.

Modding is all about choices, is it not?

Posted
33 minutes ago, wdk said:

I don't understand why there's no way to skip it. I assume previous versions didn't check for errors and maybe making an unstable patch but that did not actually result in any ctd's or errors in thousand hours of gameplay. I can't even imagine how many errors most Wabbajack lists or other huge loadorders have in their plugins, even if they do their best to patch everything out, some things can't be fixed by themselves.

In case this change was not required by any changes in how Dyndolod creates its patch(es), why not give us the choice of skipping it? Afaik it was not present in earlier versions, or at least did not completely block the LOD generation process.

Usually I would simply revert to an earlier version of Dyndolod 3, but they are not available anymore.

Modding is all about choices, is it not?

If you believe the choice is between a game containing easily fixable errors and using a program I happen to share and support publicly for free, I'd say your time is better spend learning proper modding practice and fixing your load order.

Since years everybody else checks and fixes these types of errors with xEdit long before generating LOD. Especially modding  guides or modlists.

I for one enjoy the reduced amount of support posts troubleshooting cryptic error messages in the patching process or issues people have in the game and believe are caused by DynDOLOD.

Posted
10 minutes ago, sheson said:

If you believe the choice is between a game containing easily fixable errors and using a program I happen to share and support publicly for free, I'd say your time is better spend learning proper modding practice and fixing your load order.

Since years everybody else checks and fixes these types of errors with xEdit long before generating LOD. Especially modding  guides or modlists.

I understand, time to dive into xEdit then.

Posted (edited)
1 hour ago, wdk said:

I understand, time to dive into xEdit then.

What is the reason for some "Unresolved FormIDs error" - messages to not block the entire LOD generation? Some do, others don't. Is there a specific condition a error has to meet before it will block the generation?

Edited by wdk
clarity
Posted

Another issue I'm running into is how gruesomely slow my Dyndolod is. It barely uses any CPU, memory or disk yet it makes some aspects of Windows super slow, such as opening or closing programs.

As you can see below, it created only a few lods in only 7 minutes, and before it started creating them there was a stall of around 7 minutes. The error checking process (which I now passed successfully) also took 45 minutes. Below is just for the Tamriel worldspace, with many more worldspaces to come...

Any ideas as to what might be causing this? With Alpha 33 Dyndolod took about 30-40 minutes. Obviously now with the error check process I guess it will take longer, but the LOD generation itself does not seem to be performing as expected. I do notice it's spiking the GPU from time to time to 100%.

Quick spec list:

Ryzen 5 5600X

32GB (2x16) 3800CL16 RAM

All of my drives are SSD's.

RX 6800XT

[43:03] [Tamriel] Processing 729 child worldspace references
[43:03] [Tamriel] Generating object LOD
[50:38] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_shack_rooflod.dds
[52:48] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds
[53:45] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\treepineforestcutlod.dds
[54:05] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01snowlod.dds
[54:25] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffsediment01lod.dds
[54:43] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\pinebarklod.dds
[55:02] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_smelter_spoutlod.dds
[56:49] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadewood01snowlod.dds
[57:29] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds
[1:00:06] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_wood_mine_plankslod.dds
[1:00:08] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds

 

Posted
2 hours ago, wdk said:

What is the reason for some "Unresolved FormIDs error" - messages to not block the entire LOD generation? Some do, others don't. Is there a specific condition a error has to meet before it will block the generation?

Yes.

1 hour ago, wdk said:

Another issue I'm running into is how gruesomely slow my Dyndolod is. It barely uses any CPU, memory or disk yet it makes some aspects of Windows super slow, such as opening or closing programs.

As you can see below, it created only a few lods in only 7 minutes, and before it started creating them there was a stall of around 7 minutes. The error checking process (which I now passed successfully) also took 45 minutes. Below is just for the Tamriel worldspace, with many more worldspaces to come...

Any ideas as to what might be causing this? With Alpha 33 Dyndolod took about 30-40 minutes. Obviously now with the error check process I guess it will take longer, but the LOD generation itself does not seem to be performing as expected. I do notice it's spiking the GPU from time to time to 100%.

Quick spec list:

Ryzen 5 5600X

32GB (2x16) 3800CL16 RAM

All of my drives are SSD's.

RX 6800XT


[43:03] [Tamriel] Processing 729 child worldspace references
[43:03] [Tamriel] Generating object LOD
[50:38] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_shack_rooflod.dds
[52:48] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds
[53:45] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\treepineforestcutlod.dds
[54:05] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01snowlod.dds
[54:25] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffsediment01lod.dds
[54:43] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\pinebarklod.dds
[55:02] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_smelter_spoutlod.dds
[56:49] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadewood01snowlod.dds
[57:29] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds
[1:00:06] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_wood_mine_plankslod.dds
[1:00:08] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds

 

Read the first post what entire log files of the last meaningful generation to upload when making posts.

Typically the thing that require the most work are high texture resolutions while generating on demand object LOD textures or texture atlases.

If there are many cores there is a good chance of too many parallel threads requiring too much memory.

Posted
30 minutes ago, sheson said:

Yes.

Read the first post what entire log files of the last meaningful generation to upload when making posts.

Typically the thing that require the most work are high texture resolutions while generating on demand object LOD textures or texture atlases.

If there are many cores there is a good chance of too many parallel threads requiring too much memory.

Thanks for your fast answers. Luckily thanks to a user on the Wabbajack Discord I figured out what was causing this insanely slow process. At first I thought it was Windows AV screwing me over again even though I have exclusions in place, but that wasn't the case.

The culprit software was AMD's Radeon Software (latest 21.12.1 release). I do not why it interferes with Dyndolod, but doing a driver-only install as suggested by that user fixed it. As you can see in the snippet below, it now started generating LOD after 1.5 mins, instead of 50 minutes, and is now going through the entire process at expected speeds.

I know below isn't the entire log, but as it is clearly not related to Dyndolod I didn't think it was necessary anymore.

[01:24] [Tamriel] Processing 729 child worldspace references
[01:25] [Tamriel] Generating object LOD
[01:31] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds
[01:34] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds
[01:35] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds

TLDR: Crappy AMD software

Posted
16 minutes ago, wdk said:

Thanks for your fast answers. Luckily thanks to a user on the Wabbajack Discord I figured out what was causing this insanely slow process. At first I thought it was Windows AV screwing me over again even though I have exclusions in place, but that wasn't the case.

The culprit software was AMD's Radeon Software (latest 21.12.1 release). I do not why it interferes with Dyndolod, but doing a driver-only install as suggested by that user fixed it. As you can see in the snippet below, it now started generating LOD after 1.5 mins, instead of 50 minutes, and is now going through the entire process at expected speeds.

I know below isn't the entire log, but as it is clearly not related to Dyndolod I didn't think it was necessary anymore.


[01:24] [Tamriel] Processing 729 child worldspace references
[01:25] [Tamriel] Generating object LOD
[01:31] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds
[01:34] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds
[01:35] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds

TLDR: Crappy AMD software

Crapware doing crapware things... good to know.

Posted

Hi! I have Dyndolod.esp loaded second to last in my load order (right above Occlusion.esp generated from SSELODGen), but when I start a new game I see the following message at the top left of the screen:  “Dyndolod.esp is not found or too high in your load order”

I was wondering what might cause that message to appear?  Love this mod by the way, since the days of LE! Thanks Sheson!

 

Posted
6 hours ago, dzee349 said:

Hi! I have Dyndolod.esp loaded second to last in my load order (right above Occlusion.esp generated from SSELODGen), but when I start a new game I see the following message at the top left of the screen:  “Dyndolod.esp is not found or too high in your load order”

I was wondering what might cause that message to appear?  Love this mod by the way, since the days of LE! Thanks Sheson!

Make sure there are not more than 254 full plugins in the load order.

Posted
2 hours ago, sheson said:

Make sure there are not more than 254 full plugins in the load order.

Oh that’s definitely it, I have 255 - thank you!!

Posted

[Window Title]
TexGen

[Main Instruction]
Invalid resolution.

[Content]
Create mipmaps. while processing textures\landscape\mountains\MountainSlab01.dds.

 

Screenshot 2021-12-21 050623.png

Posted
5 hours ago, Diplodoc said:

[Window Title]
TexGen

[Main Instruction]
Invalid resolution.

[Content]
Create mipmaps. while processing textures\landscape\mountains\MountainSlab01.dds.

 

Screenshot 2021-12-21 050623.png

Read the first post of the DynDOLOD 3 Alpha thread where to make posts when participating in the DynDOLOD 3 alpha test. I moved the post to the thread.

Read the first post what entire log file of the last meaningful generation and debug log  file to upload when making posts. Also upload bugreport.txt if it exists.

Make sure textures\landscape\mountains\MountainSlab01.dds resolution is power of 2.

Posted (edited)
On 12/19/2021 at 7:32 AM, sheson said:

describe and ask about the actual problem instead.

2.98 has normal leaf textures for ultra trees 3.xx has low resolution billboard(?) instead

3.xx

Screen-Shot13.png

2.98

Screen-Shot15.png

Selected tree billboards in texgen: yes

Edited by soupdragon
Posted
11 hours ago, soupdragon said:

2.98 has normal leaf textures for ultra trees 3.xx has low resolution billboard(?) instead

Selected tree billboards in texgen: yes

Billboards are complete side views of trees. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards

The screenshots do not show billboards. The player typically never gets close to LOD like this in normal game play. It is unclear what the problem is supposed to be.

Zero information was provided. No mention which tree mod and which 3D tree LOD model, no mention about used settings, etc.

To determine if a texture that is added to the texture atlas would benefit from a higher resolution, see https://dyndolod.info/Help/Texture-Resolution#Determine-Sensible-Texture-Resolutions
Which exact setting to change depends on the assets being used in this case.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.