sheson Posted May 24, 2023 Author Posted May 24, 2023 1 hour ago, Kansas72 said: I have a question on installing DynDOLOD 3. I have seen videos from Gamerpoets on youtube about the command line arguments, like ~sse. He says we no longer need to do that. I have not seen any issues since I haven't. DynDOLOD 3 has been amazing and getting better. I have ran it a ton of times. Do we need to start adding that again for these latest updates? Thanks again From first post: If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. https://dyndolod.info/Installation-Instructions Refer to the manual of the mod manager how to add executables, for example Mod Organizer, Vortex. If the tools are started without setting a Game Mode with a command line argument, a message window will prompt for the desired Game Mode. https://dyndolod.info/Help/Game-Mode If DynDOLOD or TexGen is started without a game mode command line argument, select the desired game mode from the menu and click Start DynDOLOD or Start TexGen. What in the https://dyndolod.info/Changelog prompts you to ask if you have to add the game mode as command line argument again other than FO4/FO4VR? 1
VeilOfDreams Posted May 24, 2023 Posted May 24, 2023 On 5/21/2023 at 9:11 PM, sheson said: Read the first post which log, debug log and bugreport.txt if it exists to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum See https://dyndolod.info/Help/Grass-LOD#Out-of-memory-while-generating-occlusion-data See https://dyndolod.info/FAQ "High memory usage / Out of memory" It is unclear what process / action is actually running out of memory and what settings where changed. Grass LOD is part of object LOD. LODGen can be restarted in expert mode, see https://dyndolod.info/Help/Expert-Mode Sorry to get back to this so much later, was busy. I realize now that my load order in general is unstable in some places and I will try to iron that out first before worrying about grass LOD. Wouldn't make sense to waste your time with a broken load order. Sorry for the trouble. I'll be back if I still can't figure out how to get grass LOD working later.
TwistedModding Posted May 25, 2023 Posted May 25, 2023 Texgen is stuck everytime around the 4:50 mark and it gets stuck on either roaddetails01.dds or roaddetails02.dds. Never goes unresponsive, and no error message ever shows. Logs.7z
sheson Posted May 25, 2023 Author Posted May 25, 2023 On 5/25/2023 at 5:00 AM, TwistedModding said: Texgen is stuck everytime around the 4:50 mark and it gets stuck on either roaddetails01.dds or roaddetails02.dds. Never goes unresponsive, and no error message ever shows. Logs.7z 597.5 kB · 1 download Add LockTexconv=1 under [TexGen] in D:\SVBackups\Skyrim Files\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI and see if that changes anything where TexGen seems to be stuck or stopped.
CyborgArmGUn Posted May 26, 2023 Posted May 26, 2023 (edited) [02:36] here, same issue as TwistedModding. [06:06] with LockTexconv=1. As far as I could tell, the moment the program loses focus it slams to a halt, so it has nothing to do with skyrim, or your load order itself. Logs.7z Logs2.7z EDIT: Visual Studio 2015, 2017, 2019, and 2022 x64 install suggestion from the TexConv error C0000005 thread fixed it. It SHOULD have been already installed. It was, somehow, not. Microsoft Windows, everyone. Edited May 26, 2023 by CyborgArmGUn update
sheson Posted May 26, 2023 Author Posted May 26, 2023 2 hours ago, CyborgArmGUn said: [02:36] here, same issue as TwistedModding. [06:06] with LockTexconv=1. As far as I could tell, the moment the program loses focus it slams to a halt, so it has nothing to do with skyrim, or your load order itself. Logs.7z 354.73 kB · 1 download Logs2.7z 368.93 kB · 1 download EDIT: Visual Studio 2015, 2017, 2019, and 2022 x64 install suggestion from the TexConv error C0000005 thread fixed it. It SHOULD have been already installed. It was, somehow, not. Microsoft Windows, everyone. Was the C0000005 exception reported in the Window Event Log? https://dyndolod.info/Downloads#Additional-Requirements
CyborgArmGUn Posted May 26, 2023 Posted May 26, 2023 Not that one, but it was when I forced it closed before, in the log. I sadly no longer have that log. I was also grasping at straws, so it may not be correlated.
Dsange Posted May 28, 2023 Posted May 28, 2023 TexGen simply closes itself without generating any error messages. I've tried many times even set the options to lower resolution, crash still happens when TexGen goes "creating textures". But for one time, it generated an error message says: "Error: OpenGL: E:\Game Modding\DynDOLOD\TexGen_Output\Textures\dlc02\lod\dlc2dwewall01lod framebuffer objects unsupported." And here are the bugreport and log files. bugreport.txtTexGen_SSE_Debug_log.txtTexGen_SSE_log.txt I looked into some earlier comments similar to my issue, so I checked windows event logs as well. The ModulePath were all the same. Here is the content: Spoiler - System - Provider [ Name] Application Error [ Guid] {a0e9b465-b939-57d7-b27d-95d8e925ff57} EventID 1000 Version 0 Level 2 Task 100 Opcode 0 Keywords 0x8000000000000000 - TimeCreated [ SystemTime] 2023-05-28T09:06:07.5429014Z EventRecordID 12842 Correlation - Execution [ ProcessID] 20400 [ ThreadID] 13020 Channel Application Computer DESKTOP-2O8QVT6 - Security [ UserID] S-1-5-21-2620332742-1496187481-122830528-1003 - EventData AppName TexGenx64.exe AppVersion 3.0.0.128 AppTimeStamp 646a6e33 ModuleName nvoglv64.dll ModuleVersion 31.0.15.3203 ModuleTimeStamp 64674342 ExceptionCode c0000005 FaultingOffset 00000000015441ca ProcessId 0x4794 ProcessCreationTime 0x1d991435d7ae30c AppPath E:\Game Modding\DynDOLOD\TexGenx64.exe ModulePath C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_91a2cdd03914725b\nvoglv64.dll IntegratorReportId bf28f699-e56b-4d57-a0c2-f17bdc3415b5 PackageFullName PackageRelativeAppId I thought maybe it's because I haven't updated my Nvidia driver to the latest version, thus I updated it, but the problem is still unsolved. TexGen keeps crashing everytime without generating messages. I don't know what to do now.
Thorg Posted May 28, 2023 Posted May 28, 2023 Hi All, Just seen the discussion about the crash topic. and i face the same when using texgen (no log file stored in dyndolod3/logs) but a system event (application) with the following informations: - <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> - <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Version>0</Version> <Level>2</Level> <Task>100</Task> <Opcode>0</Opcode> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2023-05-28T09:19:06.1638733Z" /> <EventRecordID>73092</EventRecordID> <Correlation /> <Execution ProcessID="0" ThreadID="0" /> <Channel>Application</Channel> <Computer>DEATHSTAR-WIN</Computer> <Security /> </System> - <EventData> <Data>TexGenx64.exe</Data> <Data>3.0.0.123</Data> <Data>644a3f31</Data> <Data>nvoglv64.dll</Data> <Data>31.0.15.3179</Data> <Data>64480cf6</Data> <Data>c0000005</Data> <Data>00000000015441ca</Data> <Data>31c8</Data> <Data>01d991434aca6f3b</Data> <Data>E:\SkyrimAE\progs\DynDOLOD3\TexGenx64.exe</Data> <Data>C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_e34a87a86b660c23\nvoglv64.dll</Data> <Data>936cb8e8-72dd-455f-ac78-43f3d49c76f6</Data> <Data /> <Data /> </EventData> </Event> In practice, my PC has 32 Gbytes RAM and an nvidia geforce 1050 TI (4 Gb) . Parameters: [TexGen] Notice=0 RenderThreads=2 CreateMod=0 MaxTextureSize=16384 ForceComplexGrass=1 TreeNormalMaps=0 BillboardDiscardRatio=0.01 BillboardMinWidthMulitplier=4 BillboardMinHeightMulitplier=4 MinTreeModelVolume=512 MinGrassModelVolume=64 MinTreeModelHeight=256 MinGrassModelHeight=32 TreeModelHeightMultiplier=1.7 GrassModelHeightMultiplier=1.0 RenderModelHeightMultiplier=1.85 UseMipmaps=1 BleedToTransparent=1 MaxMultiSamples=16 TreeMSAlphaThreshold=96 GrassMSAlphaThreshold=112 ObjectMSAlphaThreshold=96 AlphaCoverage=0 ACAlphaThreshold=255 TreeMaxSuperSamples=0 GrassMaxSuperSamples=0 ObjectMaxSuperSamples=0 SSAlphaThreshold=128 SSRenderAlpha=0 SSBlendAlpha=0 I face the same issue with renderThreads=1 And same issue with the latest version of dyndolod Hope this could help you !
Thorg Posted May 28, 2023 Posted May 28, 2023 for your information, same kind of crash with build 128. Nom de l’application défaillante TexGenx64.exe, version : 3.0.0.128, horodatage : 0x646a6e33 Nom du module défaillant : nvoglv64.dll, version : 31.0.15.3179, horodatage : 0x64480cf6 Code d’exception : 0xc0000005 Décalage d’erreur : 0x00000000015441ca ID du processus défaillant : 0xb74 Heure de début de l’application défaillante : 0x01d991516faea18c Chemin d’accès de l’application défaillante : E:\SkyrimAE\progs\DynDOLOD3\TexGenx64.exe Chemin d’accès du module défaillant: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_e34a87a86b660c23\nvoglv64.dll ID de rapport : 37adcc0d-fd11-4fbf-9230-c4f1fc642df1 Nvidia driver version: 531.79 (updated 2 weeks ago).
sheson Posted May 28, 2023 Author Posted May 28, 2023 2 hours ago, Dsange said: TexGen simply closes itself without generating any error messages. I've tried many times even set the options to lower resolution, crash still happens when TexGen goes "creating textures". But for one time, it generated an error message says: "Error: OpenGL: E:\Game Modding\DynDOLOD\TexGen_Output\Textures\dlc02\lod\dlc2dwewall01lod framebuffer objects unsupported." And here are the bugreport and log files. bugreport.txt 411.79 kB · 0 downloads TexGen_SSE_Debug_log.txt 539.27 kB · 0 downloads TexGen_SSE_log.txt 136.84 kB · 0 downloads I looked into some earlier comments similar to my issue, so I checked windows event logs as well. The ModulePath were all the same. Here is the content: Reveal hidden contents - System - Provider [ Name] Application Error [ Guid] {a0e9b465-b939-57d7-b27d-95d8e925ff57} EventID 1000 Version 0 Level 2 Task 100 Opcode 0 Keywords 0x8000000000000000 - TimeCreated [ SystemTime] 2023-05-28T09:06:07.5429014Z EventRecordID 12842 Correlation - Execution [ ProcessID] 20400 [ ThreadID] 13020 Channel Application Computer DESKTOP-2O8QVT6 - Security [ UserID] S-1-5-21-2620332742-1496187481-122830528-1003 - EventData AppName TexGenx64.exe AppVersion 3.0.0.128 AppTimeStamp 646a6e33 ModuleName nvoglv64.dll ModuleVersion 31.0.15.3203 ModuleTimeStamp 64674342 ExceptionCode c0000005 FaultingOffset 00000000015441ca ProcessId 0x4794 ProcessCreationTime 0x1d991435d7ae30c AppPath E:\Game Modding\DynDOLOD\TexGenx64.exe ModulePath C:\Windows\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_91a2cdd03914725b\nvoglv64.dll IntegratorReportId bf28f699-e56b-4d57-a0c2-f17bdc3415b5 PackageFullName PackageRelativeAppId I thought maybe it's because I haven't updated my Nvidia driver to the latest version, thus I updated it, but the problem is still unsolved. TexGen keeps crashing everytime without generating messages. I don't know what to do now. Add RenderSingle=1 under [TexGen] in E:\Game Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference.
sheson Posted May 28, 2023 Author Posted May 28, 2023 1 hour ago, Thorg said: Hi All, Just seen the discussion about the crash topic. and i face the same when using texgen (no log file stored in dyndolod3/logs) but a system event (application) with the following informations: - <Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event"> - <System> <Provider Name="Application Error" /> <EventID Qualifiers="0">1000</EventID> <Version>0</Version> <Level>2</Level> <Task>100</Task> <Opcode>0</Opcode> <Keywords>0x80000000000000</Keywords> <TimeCreated SystemTime="2023-05-28T09:19:06.1638733Z" /> <EventRecordID>73092</EventRecordID> <Correlation /> <Execution ProcessID="0" ThreadID="0" /> <Channel>Application</Channel> <Computer>DEATHSTAR-WIN</Computer> <Security /> </System> - <EventData> <Data>TexGenx64.exe</Data> <Data>3.0.0.123</Data> <Data>644a3f31</Data> <Data>nvoglv64.dll</Data> <Data>31.0.15.3179</Data> <Data>64480cf6</Data> <Data>c0000005</Data> <Data>00000000015441ca</Data> <Data>31c8</Data> <Data>01d991434aca6f3b</Data> <Data>E:\SkyrimAE\progs\DynDOLOD3\TexGenx64.exe</Data> <Data>C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_e34a87a86b660c23\nvoglv64.dll</Data> <Data>936cb8e8-72dd-455f-ac78-43f3d49c76f6</Data> <Data /> <Data /> </EventData> </Event> In practice, my PC has 32 Gbytes RAM and an nvidia geforce 1050 TI (4 Gb) . Parameters: [TexGen] Notice=0 RenderThreads=2 CreateMod=0 MaxTextureSize=16384 ForceComplexGrass=1 TreeNormalMaps=0 BillboardDiscardRatio=0.01 BillboardMinWidthMulitplier=4 BillboardMinHeightMulitplier=4 MinTreeModelVolume=512 MinGrassModelVolume=64 MinTreeModelHeight=256 MinGrassModelHeight=32 TreeModelHeightMultiplier=1.7 GrassModelHeightMultiplier=1.0 RenderModelHeightMultiplier=1.85 UseMipmaps=1 BleedToTransparent=1 MaxMultiSamples=16 TreeMSAlphaThreshold=96 GrassMSAlphaThreshold=112 ObjectMSAlphaThreshold=96 AlphaCoverage=0 ACAlphaThreshold=255 TreeMaxSuperSamples=0 GrassMaxSuperSamples=0 ObjectMaxSuperSamples=0 SSAlphaThreshold=128 SSRenderAlpha=0 SSBlendAlpha=0 I face the same issue with renderThreads=1 And same issue with the latest version of dyndolod Hope this could help you ! Read the first post which log, debug log and bugreport.txt to upload when making posts. Try the same INI setting as I suggested above.
Dsange Posted May 28, 2023 Posted May 28, 2023 3 hours ago, sheson said: Add RenderSingle=1 under [TexGen] in E:\Game Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference. By the divines it works!!! Thank you so much! You should become the tenth divine after Tiber Septim.
heheloveer Posted May 28, 2023 Posted May 28, 2023 In https://dyndolod.info/Help/Dynamic-LOD, you mentioned: Quote In the Skyrim version, the NearGrid and FarGrid start right beyond the uGridsToLoad. In Skyrim Special Edition / Skyrim VR the FarGrid starts beyond the uLargeRefLODGridSize, while the NearGrid still starts beyond the uGridsToLoad. I'm not very sure if I understand this correctly. Does this mean, assuming NearGridsToLoad=11, FarGridsToLoad=21, UGridsToLoad=5 and uLargeRefLODGridSize=11 (for SE only), that in Oldrim the behavior is [NearGrid dynamic LODs in 5-11 area, FarGrid dynamic LODs in 5-21 area], while in SE it's [NearGrid dynamic LODs in 5-11 area, FarGrid dynamic LODs in 11-21 area]? How does the large reference system interfere with dynamic LOD grids anyway?
sheson Posted May 28, 2023 Author Posted May 28, 2023 35 minutes ago, heheloveer said: In https://dyndolod.info/Help/Dynamic-LOD, you mentioned: I'm not very sure if I understand this correctly. Does this mean, assuming NearGridsToLoad=11, FarGridsToLoad=21, UGridsToLoad=5 and uLargeRefLODGridSize=11 (for SE only), that in Oldrim the behavior is [NearGrid dynamic LODs in 5-11 area, FarGrid dynamic LODs in 5-21 area], while in SE it's [NearGrid dynamic LODs in 5-11 area, FarGrid dynamic LODs in 11-21 area]? How does the large reference system interfere with dynamic LOD grids anyway? No point in adding large references to the near grid since they cover the same distance. The limitation that only large references can use the far grid came from the fact that scripts for large references do not receive a cell attach / detach events. A third helper reference (in addition to near and far activators) for each cell with dynamic LOD for large references needed to be added using the on load/unload events to signal large ref grid changes. The limit means not having to add a fourth helper activator and even more script load, risking triggering large reference bugs etc. The large references bugs workarounds do not have that limit anymore, though. 1
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