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Posted (edited)

Okay, I had a backup of my DynDOLOD output for all worldspaces except Bruma which worked.

I generated and copied the output for Bruma into that DynDOLOD mod 

LOD works perfectly, no issues at all from testing, but I keep getting an error 

DynDOLOD can not find master data in DynDOLOD_Worlds

DynDOLOD can not read DynDOLOD_None

and variations of this...

Now I read the advice from this thread but it didn't work for me. I made sure to copy over the json files when updating for the new worldspace, and have validated the JSON.

The LOD is perfect now, just wondering how I can get rid of this error from showing up.

Edited by bargalarkh
Posted (edited)

Hello, I'm getting an issue where about every second run (or even more) DYNDOLOD seems to freeze at "[Tamriel] Generating object LOD". CPU usage for dyndolod goes to 0% (sometimes flickers to 0.1%) and the LODgen window doesn't come up (even after it sitting at that message for 15 or so minutes. Actually sometimes LODGen would come up but after it was done the rest of dyndolod would still freeze up just the same, however the last couple runs I couldn't even get that and the DynDOLOD_Output folder has only 4 smim lod textures generated.

 

the only ini edits I've made to \Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini was to change it to boot to advanced mode & my grass LOD brightness settings.

I'm using DYNDOLOD 3.00 Alpha 128

[DynDOLOD Resources SE v3.00 Alpha 37], [DynDOLOD DLL NG and Scripts 3.00 Alpha 6 for dyndolod 123+], [PapyrusUtil SE v3.9 for SSE 1.5.97], and I'm also using NGIO v8 with a generated grass Precache


When I try and close DYNDOLOD it gives me the expected warning about generated output being incomplete, I click yes, then the window freezes up and DYNDOLOD.exe stops responding. Task manager can't kill it, and If I try to end it from the TM details panel I get "this operation could not be completed. Access is denied" and I have to hard reboot my PC.

for log files there aren't many generated:

No bugreport.txt, No Dyndolod_SSE_log.txt, No Dyndolod_SSE_Debug_log.txt, and no LODGen_SSE_Tamriel_log.txt

 

EDIT: I ran it again with Verbose=1 in _SSE.ini and it worked, so I'll see if its consistent and if the problem immediately returns if I set it back to 0

EDIT 2: nope while the first 3 runs with verbose did work, this time cpu usage went down to 0%, elapsed time stopped counting, when I tried to save the in window log it froze and went unresponsive and I couldn't close it again.

DynDOLOD_SSE.ini

Edited by Roastlawyer
Posted
8 hours ago, Roastlawyer said:

Hello, I'm getting an issue where about every second run (or even more) DYNDOLOD seems to freeze at "[Tamriel] Generating object LOD". CPU usage for dyndolod goes to 0% (sometimes flickers to 0.1%) and the LODgen window doesn't come up (even after it sitting at that message for 15 or so minutes. Actually sometimes LODGen would come up but after it was done the rest of dyndolod would still freeze up just the same, however the last couple runs I couldn't even get that and the DynDOLOD_Output folder has only 4 smim lod textures generated.

 

the only ini edits I've made to \Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini was to change it to boot to advanced mode & my grass LOD brightness settings.

I'm using DYNDOLOD 3.00 Alpha 128

[DynDOLOD Resources SE v3.00 Alpha 37], [DynDOLOD DLL NG and Scripts 3.00 Alpha 6 for dyndolod 123+], [PapyrusUtil SE v3.9 for SSE 1.5.97], and I'm also using NGIO v8 with a generated grass Precache


When I try and close DYNDOLOD it gives me the expected warning about generated output being incomplete, I click yes, then the window freezes up and DYNDOLOD.exe stops responding. Task manager can't kill it, and If I try to end it from the TM details panel I get "this operation could not be completed. Access is denied" and I have to hard reboot my PC.

for log files there aren't many generated:

No bugreport.txt, No Dyndolod_SSE_log.txt, No Dyndolod_SSE_Debug_log.txt, and no LODGen_SSE_Tamriel_log.txt

 

EDIT: I ran it again with Verbose=1 in _SSE.ini and it worked, so I'll see if its consistent and if the problem immediately returns if I set it back to 0

EDIT 2: nope while the first 3 runs with verbose did work, this time cpu usage went down to 0%, elapsed time stopped counting, when I tried to save the in window log it froze and went unresponsive and I couldn't close it again.

DynDOLOD_SSE.ini 21.17 kB · 1 download

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

When the OS needs rebooting , then there is something with the OS, drivers, hardware etc. Simple programs can not cause this.

Verbose=1 does not change anything with DynDOLOD. It simply enables more log messages for the spawned LODGen processes write to their log.

Posted
12 hours ago, bargalarkh said:

So I left it running, didn't close anything and enabled the realtime log as you said. Also increased that thread value to 12. I also have been using default paging the whole time.

Logs

Mentions an access violation, which i checked the wiki for. 

- I have disabled UAC and Antivirus

- I ran DDL and Mod Organiser as admin

- I have the latest version of the resources, exe, etc

The logs show that there seems to be a problem reading Skyrim.esm by the xEdit background loader. This might be caused by corrupt files,  reading errors or instability because of hardware (disk, CPU, memory problems) or software interfering with the loading.

UAC, antivir should typically prevent loading of files entirely.

Posted
1 hour ago, sheson said:

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

When the OS needs rebooting , then there is something with the OS, drivers, hardware etc. Simple programs can not cause this.

Verbose=1 does not change anything with DynDOLOD. It simply enables more log messages for the spawned LODGen processes write to their log.

When I tried it again just now it worked, but if it happens again I'll be back with the log

Posted
12 hours ago, bargalarkh said:

I tried running again. It seems to alternate between crashing and hanging on creating texture atlases. In the most recent case, it's been running at this for a long time:

[08:28] [Tamriel] Creating texture atlas F:\Skyrim Modding\Tools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 1024 x 512

I have enabled the texture cache and max texture size ini options. There's no console window open for these, it just doesn't move past this point. I've found this is often where it will stop making progress even when left overnight.

Upload log, debug and/or the realtime log.

Check for TexConv background processes in task manager that DynDOLOD might be waiting on.

Terminate or uninstall any crapware installed with graphics drivers. See https://stepmodifications.org/forum/topic/18763-vastly-underestimed-times-for-xlodgen-texgen-etc/#comment-271754

 

Posted
11 hours ago, bargalarkh said:

Okay, I had a backup of my DynDOLOD output for all worldspaces except Bruma which worked.

I generated and copied the output for Bruma into that DynDOLOD mod 

LOD works perfectly, no issues at all from testing, but I keep getting an error 

DynDOLOD can not find master data in DynDOLOD_Worlds

DynDOLOD can not read DynDOLOD_None

and variations of this...

Now I read the advice from this thread but it didn't work for me. I made sure to copy over the json files when updating for the new worldspace, and have validated the JSON.

The LOD is perfect now, just wondering how I can get rid of this error from showing up.

Upload the log and debug log as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs when making posts.

Read answers for DynDOLOD could/can not read/find at https://dyndolod.info/FAQ

It could be related to the bug you reported with DynDOLOD_Worlds.txt/DynDOLOD_Worlds.json  not retaining the "worlds" from the former generation and which will be fixed in the alpha as I mentioned in the edited post. 

If that is the case, copy/pasting the missing lines from the first generation to the new file should do the trick in the interim.

Posted (edited)

Okay thanks. So I have done three generations now, which went through okay. In this order, merging and overwriting each time:

- All worldspaces - [default, i.e. no seasons]

- Tamriel seasons only (no default) - [AUT, SPR, SUM, WIN]

- All other seasonal worldspaces (in my case this was 4 worldspaces) - [AUT, SPR, SUM, WIN]

I'll let you know how this goes if there are any issues

Edited by bargalarkh
Posted

Sorted now, I actually had been transferring those lines in the files before but I obviously missed one of the things to transfer. For future reference for anyone reading this, you need to copy over lines that look like these three types:

"5829":"60,Skyrim.esm",

---------------------------

"masters":"5829, ... //you would just copy the numbers to this line

---------------------------

"tamriel":"tamriel",

---------------------------

Thanks for all the help sheson, I really appreciate it!

Posted
42 minutes ago, FinalCraneFall said:

image.thumb.png.03a0e15d81a7d5e902713e9272bb56cc.pngWhat should I do with Northern Roads bridges? I assume this is not the correct setting. What should I do?
And how can I save my current rules? I want to make a backup.

Report the actual problem as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum
What is the problem about Northern Roads bridges. Which one?

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide information about objects in the game.

Read https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

Read https://dyndolod.info/Help/Advanced-Mode#Mesh-Mask-and-Reference-Rules
Use the Save preset and Load preset buttons to save custom rules for later use.

Posted (edited)

Moving the conversation here, as it is starting to look like this might indeed be a bug. I reran DynDOLOD with the latest version, and this time the solitude windmill is using the swindmillrotor.nif model as it should. However, the farmhouse windmills are using Farmhousewindmillfan.nif, despite smfarmhousewindmillfan.nif being present during LOD generation.
32vwkN9.png0zTvlPb.pngWIqkTIl.png

I also have some problems with trees. Outside Solitude there are some tree LOD models in a loaded cell. I don't think these trees have an associated full model in that location. In the place of one of these there used to be a tree added by USSEP. I made it into an UDR, and now there's just the LOD model instead.

Qzm0Qcn.pngIYF3mHg.png

If I disable TGC Solitude Fixes.esp, I get this tree on top of the LOD model on the right.

zNGnumk.png

Then there's a bunch of trees near Kynesgrove that behave erratically. In LOD4 they can be seen in the distance. Then when I go closer and the trees enter the large ref grid they disappear. When the cell loads properly they appear again.

aqJv6xd.pngXzGLOm8.pngDraXfsd.png

m8eXAc1.pngOx7n1up.pngcf3TKgy.png

I am using large trees as large refs - which btw is a fantastic feature, thank you very much for adding it. Here are the logs as usual. I also checked Papyrus logs, but there were no DynDOLOD related errors or warnings.

Edit: My uGridsToLoad is 5 and uLargeRefLODGridSize is 9. If disabling large refs by setting uLargeRefLODGridSize to 5 the trees at Kynesgrove no longer disappear. I'm using the DynDOLOD DLL NG and Scripts large ref workarounds.

Edited by Blackread
additional information
Posted
33 minutes ago, Blackread said:

Moving the conversation here, as it is starting to look like this might indeed be a bug. I reran DynDOLOD with the latest version, and this time the solitude windmill is using the swindmillrotor.nif model as it should. However, the farmhouse windmills are using Farmhousewindmillfan.nif, despite smfarmhousewindmillfan.nif being present during LOD generation.
32vwkN9.png0zTvlPb.pngWIqkTIl.png

I also have some problems with trees. Outside Solitude there are some tree LOD models in a loaded cell. I don't think these trees have an associated full model in that location. In the place of one of these there used to be a tree added by USSEP. I made it into an UDR, and now there's just the LOD model instead.

Qzm0Qcn.pngIYF3mHg.png

If I disable TGC Solitude Fixes.esp, I get this tree on top of the LOD model on the right.

zNGnumk.png

Then there's a bunch of trees near Kynesgrove that behave erratically. In LOD4 they can be seen in the distance. Then when I go closer and the trees enter the large ref grid they disappear. When the cell loads properly they appear again.

aqJv6xd.pngXzGLOm8.pngDraXfsd.png

m8eXAc1.pngOx7n1up.pngcf3TKgy.png

I am using large trees as large refs - which btw is a fantastic feature, thank you very much for adding it. Here are the logs as usual. I also checked Papyrus logs, but there were no DynDOLOD related errors or warnings.

If making screenshots of records in xEdit best to not hide no conflict/empty rows if there are plugins overwriting.

So the SMIM DynDOLOD install option is still working for the Solitude rotor as it is supposed to. Great.

Can you check if the full path of the second screenshot is architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif?
Are the files shown in the third screenshot identical - same CRC32?

LOD is typically added for full model references that exist (and are not permanently disabled through player) with the exact same position and rotation of the winning record at generation time. See if you can find the form id in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

Can you look up the tree form id form the last screenshot in xEdit 0x98EA7 if any other plugin is overwriting it before the DynDOLOD plugin?
I think the trees are being moved to a different cell by The Great Village of Kynesgrove.esp and should thus not be made large references in this case. That will be fixed in the next alpha version.

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