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Posted
7 hours ago, Enhab said:

I added the line and ran it again, and it finished! Here are the logs: https://paste.ee/p/qBLWx https://drive.google.com/file/d/1Eo6VysRNxVT373J1mcNq3Z01jis5e76i/view?usp=sharing

I ran it again just to be sure, and yep, looks like it's working fine now. Thanks for your help!

What was the issue? Just curious.

Something must be happening to the render context between making it current for the current thread and then immediately requesting a new texture ID when using shared contexts between threads. The workaround uses one context for rendering, models and textures instead of 3 shared ones.

The question is why it isn't a problem when running TexGen, which does what DynDOLOD does a hundreds times over.

Posted

Hi there I'm new here. 

I've been having an issue with the LODgen portion of the DynDOLODD process. 

Either it hangs on certain parts and takes very long to do anything or it exits with the error: OpenGL: invalid operation.
Logs.7z
I've included a zipped file which I hope contains all the correct logs.  

Thanks for your time.

Posted
1 hour ago, DudeGuy said:

Hi there I'm new here. 

I've been having an issue with the LODgen portion of the DynDOLODD process. 

Either it hangs on certain parts and takes very long to do anything or it exits with the error: OpenGL: invalid operation.
Logs.7z
I've included a zipped file which I hope contains all the correct logs.  

Thanks for your time.

Read the first post which debug log to also upload when making posts.

Get the test version from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270483 and follow the instructions.

If the problem still happens follow the instructions from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270485

Posted
9 minutes ago, sheson said:

Read the first post which debug log to also upload when making posts.

Get the test version from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270483 and follow the instructions.

If the problem still happens follow the instructions from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270485

Ah sorry about that I was assuming the debug log was only for issues with TextGen.

Here it is:
https://ufile.io/cb4gun3z

Thanks for the quick response. 

Posted
11 minutes ago, DudeGuy said:

Ah sorry about that I was assuming the debug log was only for issues with TextGen.

Here it is:
https://ufile.io/cb4gun3z

Thanks for the quick response. 

Terminate whatever crapware installed with the graphics card driver before running any of the tools or do a clean reinstall of the graphic card driver without any of the crapware.

Posted
7 minutes ago, sheson said:

Terminate whatever crapware installed with the graphics card driver or do a clean reinstall of the graphic card driver without any of the crapware.

Ok I will go ahead and do what you suggested above and then do a clean reinstall of my graphics driver.

How would you recommend I get rid of crapware? 
Would using DDU be the best way?
https://www.guru3d.com/files-details/display-driver-uninstaller-download.html

Sorry for all the questions I'm you get this a lot.

Posted
21 minutes ago, DudeGuy said:

Ok I will go ahead and do what you suggested above and then do a clean reinstall of my graphics driver.

How would you recommend I get rid of crapware? 
Would using DDU be the best way?
https://www.guru3d.com/files-details/display-driver-uninstaller-download.html

Sorry for all the questions I'm you get this a lot.

You might want to try terminating the crapware and then running the tool(s) and using the linked test version etc. first.

How to best to do a clean driver installation would be something to ask on a AMD/Windows etc. support forum. There seems to be an influx of new issues potentially caused either by changes with drivers, unneeded software or changes in the OS, while the way the tools work is still the same as it was a couple years ago.

Posted (edited)

Greetings Sheson, i wanted to ask an opinion on an issue i was having with Dyndolod 3 Alpha-122 (the one available on the Nexus). After following throughly the Open Cities guide and a reddit post with a similar situation,  I keep having a part of Dragonsreach building in Whiterun invisible, the LOD is fine but the building when i get close disappears. Here are some pictures of my issue.

I have read the first post and managed to find both the bugreport.txt and DynDOLOD_TES5_Debug_log.txt but not sure what other debug file i should send since i have 117 total in the Logs folder. Pheraps Whiterun or Tamriel log files?

And sorry but what is a text sharing service?

I apologize for the disturb, i tried my best but couldn't make everything work as this is my first time with DynDOLOD, i don't have many hopes but since i found you active here i thought i could give this thread a try.

Edited by Terminetwork
Posted
2 hours ago, Terminetwork said:

Greetings Sheson, i wanted to ask an opinion on an issue i was having with Dyndolod 3 Alpha-122 (the one available on the Nexus). After following throughly the Open Cities guide and a reddit post with a similar situation,  I keep having a part of Dragonsreach building in Whiterun invisible, the LOD is fine but the building when i get close disappears. Here are some pictures of my issue.

I have read the first post and managed to find both the bugreport.txt and DynDOLOD_TES5_Debug_log.txt but not sure what other debug file i should send since i have 117 total in the Logs folder. Pheraps Whiterun or Tamriel log files?

And sorry but what is a text sharing service?

I apologize for the disturb, i tried my best but couldn't make everything work as this is my first time with DynDOLOD, i don't have many hopes but since i found you active here i thought i could give this thread a try.

Read the first post which DynDOLOD log, DynDOLOD debug log and bugreport.txt (if it exists) to upload when making posts.
The word "text" of the term "text sharing service" is a hyperlink you can click to find out what it is.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots - a proper screenshot of the full model without DynDOLOD output for example.

Possible reasons:

https://dyndolod.info/Mods/Open-Exterior-Cities
Click one of the presets buttons Low, Medium or High to update the rules.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s).

Posted (edited)
17 hours ago, sheson said:

Read the first post which DynDOLOD log, DynDOLOD debug log and bugreport.txt (if it exists) to upload when making posts.
The word "text" of the term "text sharing service" is a hyperlink you can click to find out what it is.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots - a proper screenshot of the full model without DynDOLOD output for example.

Possible reasons:

https://dyndolod.info/Mods/Open-Exterior-Cities
Click one of the presets buttons Low, Medium or High to update the rules.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s).

Hello Sheson, while i was reading the link you sent me (the first one) i got into the game again and took note of the ref id to check it up on xEdit. Apparently the bug was caused by DynDOLOD.esp which has set that static object (the building) to be initially disabled. I reverted all the changes to the static object to Open Cities state and when loaded in game the building was there.  I wonder if other ref ids could be victim of such weird behaviour.

I noticed another problem although this could be much different, when using the map i lag terribly when i am over whiterun (or another city i am currently standing in). And i noticed that if i teleport to Solitude and then check the map, the moment i look back at whiterun the game CTDs.

In the FAQ, under the section ILS and CTD it is recommended NOT to use Safety Load which i am in fact using. After deactivating it and creating a new save the problem persists though. I suppose it is a problem of memory? Is there a Crash Logger for LE?

Thank you for the advices and availability.

 

Edited by Terminetwork
Posted
24 minutes ago, Terminetwork said:

Hello Sheson, while i was reading the link you sent me (the first one) i got into the game again and took note of the ref id to check it up on xEdit. Apparently the bug was caused by DynDOLOD.esp which has set that static object (the building) to be initially disabled. I reverted all the changes to the static object to Open Cities state and when loaded in game the building was there.  I wonder if other ref ids could be victim of such weird behaviour.

I noticed another problem although this could be much different, when using the map i lag terribly when i am over whiterun (or another city i am currently standing in). And i noticed that if i teleport to Solitude and then check the map, the moment i look back at whiterun the game CTDs.

In the FAQ, under the section ILS and CTD it is recommended NOT to use Safety Load which i am in fact using. After deactivating it and creating a new save the problem persists though. I suppose it is a problem of memory? Is there a Crash Logger for LE?

Thank you for the advices and availability.

Read the first post wich log and debug log to upload when making posts.

Really follow the instructions on page https://dyndolod.info/Mods/Open-Exterior-Cities and follow all the instructions exactly. There is no need whatsoever to edit generated plugins.  If you are certain you followed the instructions correctly, then instead of wasting time editing plugins, make a proper problem report.

Does the lagging/CTD have something to do with the LOD patch generated by DynDOLOD? Read the FAQ and readme in the download archive.
Follow a modern modding guide how to properly setup Skyrim LE. SafetyToLoad was superseded by the memory patch build into SKSE, which is superseded by Crash Fixes OSAllocators.

https://www.google.com/search?q=skyrim+le+crash+log
First result: https://www.nexusmods.com/skyrim/mods/106929

Posted
3 hours ago, sheson said:

Read the first post wich log and debug log to upload when making posts.

Really follow the instructions on page https://dyndolod.info/Mods/Open-Exterior-Cities and follow all the instructions exactly. There is no need whatsoever to edit generated plugins.  If you are certain you followed the instructions correctly, then instead of wasting time editing plugins, make a proper problem report.

Does the lagging/CTD have something to do with the LOD patch generated by DynDOLOD? Read the FAQ and readme in the download archive.
Follow a modern modding guide how to properly setup Skyrim LE. SafetyToLoad was superseded by the memory patch build into SKSE, which is superseded by Crash Fixes OSAllocators.

https://www.google.com/search?q=skyrim+le+crash+log
First result: https://www.nexusmods.com/skyrim/mods/106929

After extensive testing turns out the map CTD was caused by Open Cities itself and NOT by DynDOLOD. After all this time i got betrayed by the mod i put at the center of my modlist. :( I'm not sure what exactly in the mod causes this bug but without the mod the map is super stable despite moving and rotating the camera continuosly. Considering this bug is too big and dangerous to ignore, i'm afraid i'll have to give up on this mod since i prefer stability first.

I suppose that if i end up removing OCS and repurposing my modlist then DynDOLOD will not require extra steps and will work straight out of the box.

I don't think i will make a problem report about the initial issue since i can't be 100% sure whether it was user error or a bug with DynDOLOD 3 Alpha.d

Unfortunately the CrashLog mod didn't really help me but it could still be useful in the future so thank you for the recommendation Sheson.

I am sorry for the disturb. Wish you a good day.

P.S: I followed this guide which yes is not modern but is still very useful and functioning. If you have a personal favourite (apart from STEP) i'd be happy to hear.

Posted
12 hours ago, Terminetwork said:

After extensive testing turns out the map CTD was caused by Open Cities itself and NOT by DynDOLOD. After all this time i got betrayed by the mod i put at the center of my modlist. :( I'm not sure what exactly in the mod causes this bug but without the mod the map is super stable despite moving and rotating the camera continuosly. Considering this bug is too big and dangerous to ignore, i'm afraid i'll have to give up on this mod since i prefer stability first.

I suppose that if i end up removing OCS and repurposing my modlist then DynDOLOD will not require extra steps and will work straight out of the box.

I don't think i will make a problem report about the initial issue since i can't be 100% sure whether it was user error or a bug with DynDOLOD 3 Alpha.d

Unfortunately the CrashLog mod didn't really help me but it could still be useful in the future so thank you for the recommendation Sheson.

I am sorry for the disturb. Wish you a good day.

P.S: I followed this guide which yes is not modern but is still very useful and functioning. If you have a personal favourite (apart from STEP) i'd be happy to hear.

This is user error, especially when constantly ignoring my begging for logs.

Posted

Several builds ago (I think it was alpha 119) an alt3 complex grass billboard was added. I don't think this particular change was mentioned in the changelogs, and the description in DynDOLOD_SSE.ini was pretty vague, aside from "experimental" and "do not use". So what does it do exactly? Is there any information you can disclose right now?

Posted

I also want to know that. The billboards for grass are so small i don't think the chosen billboard levels should affect anything? For me it's like 32x32 texture its really small. 

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