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Posted
18 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 posts.

The -speed command line argument will make xEdit use more memory by keeping more record data

There is nothing in the tools that limits core usage, they have threads which are not core bound.
You can experiment with the LODGenThreadSplit for LODGen in DynDOLOD_SSE.ini
Try MaxLODGenPerWorldspace=0 if you generate LOD for seasons.
Since occlusion usually does not need to load object LOD meshes anymore, the OcclusionMaxThreadsObjectLOD will not really make a difference.

Thanks @sheson

the --speed switch sounds like just what I need. Much appreciated :D

Posted

Hey all, I've been doing some LOD generation recently and I was wondering if anyone could enlighten me on what the CMD output for object generation means. An example of what I mean is, "Finished LOD level x coord [x, y] [??/??]". What are those last two numbers in the output? I've looked around but I couldn't find an answer easily. So if anyone has any idea please let me know. Thanks!

Posted
1 hour ago, ObviousThr33s said:

Hey all, I've been doing some LOD generation recently and I was wondering if anyone could enlighten me on what the CMD output for object generation means. An example of what I mean is, "Finished LOD level x coord [x, y] [??/??]". What are those last two numbers in the output? I've looked around but I couldn't find an answer easily. So if anyone has any idea please let me know. Thanks!

For object LOD the number of triangles before and after optimizations.
For terrain LOD, the number of triangles for terrain and water.

Posted (edited)

If Dyndolod does a Disable and Create new reference to bypass Large Ref bugs on a given reference.  Should Dyndolod.esp be un-disabling the override in Dyndolod.esm?

i93knSk.png

qSARpTF.png

Its showing up doubled in game due to this

4lYQfQi.png

Log is over 200 MB long, here's every message linking to the vanilla REFR Form Id.

Spoiler

[04:58] [CheckRNAM] <Debug: Moved large reference from [7,-3] to [6,-3] Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[04:58] [BuildReferences] <Debug: Meshes\architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif_286_-120_-33_100 Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[05:44] [ApplyReferenceUpdates] <Debug: Processing Tamriel_Default Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[11:02] [CheckLargeReferences] <Notice: Large reference Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[11:30] [CreateDynamicReference] <Debug: Adding _DynDOLOD_OBJECT Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[11:30] [CreateDynamicReference] <Debug: Adding new reference skyrimesm_0C8E59_Tamriel_DynDOLOD_OBJECT for Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[11:30] [CreateDynamicReference] <Debug: Replace Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[11:30] [DisableReference] <Notice: Disabled Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[11:30] [CopyMainRecordToFile] <Debug: 0 Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3)) --> 137 RynsWhiterunCityLimits.esp [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3))>
[11:30] [CopyMainRecordToFile] <Debug: Processing DynDOLOD.esm RynsWhiterunCityLimits.esp [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3))>
[11:30] [CreateDynamicReference] <Debug: Switch Replace Tamriel "Skyrim" [WRLD:0000003C] Tamriel "Skyrim" [WRLD:0000003C] Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[12:10] [AddMissingReferences] <Debug: Ignoring _DynDOLOD_NOLOD Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[12:12] [AddMissingReferences] <Debug: Ignoring _DynDOLOD_NOLOD Skyrim.esm [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of ChillfurrowFarmExterior [CELL:00009618] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,-3))>
[15:58] [FixLargeReferences] <Debug: Moved large reference from [7,-3] to [6,-3] RynsWhiterunCityLimits.esp [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3))>
[15:58] [CopyMainRecordToFile] <Debug: Processing DynDOLOD.esp RynsWhiterunCityLimits.esp [REFR:000C8E59] (places FarmhouseWindMillFan [MSTT:000FC611] in GRUP Cell Temporary Children of WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3))>

 

Edited by robertgk2017
Posted
1 hour ago, robertgk2017 said:

If Dyndolod does a Disable and Create new reference to bypass Large Ref bugs on a given reference.  Should Dyndolod.esp be un-disabling the override in Dyndolod.esm?

i93knSk.png

qSARpTF.png

Its showing up doubled in game due to this

4lYQfQi.png

Log is over 200 MB long, here's every message linking to the vanilla REFR Form Id.

  Reveal hidden contents

 

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Zip large logs and use a file service as explained.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

Posted
12 minutes ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Zip large logs and use a file service as explained.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots

This issue is from another user, I am awaiting for the full logs.  Generally though i would think the .esp shouldn't be re-enabling that reference given it's a large ref bugs causing refr right?

Posted
22 hours ago, robertgk2017 said:

This issue is from another user, I am awaiting for the full logs.  Generally though i would think the .esp shouldn't be re-enabling that reference given it's a large ref bugs causing refr right?

There seem to be two different things conflicting that probably need to be addressed in code or rules included in the DynDOLOD Standalone.

Posted

I've been trying to troubleshoot this issue myself for about a week, but haven't been able to resolve it. TexGenx64 ran perfectly fine, but DynDOLODx64 has been sending me the same error message over and over. I've tried uninstalling and reinstalling my Skyrim VR directory and only enabling mods that would affect LOD (as well as their requirements), setting SKSEVR and DynDOLODx64 to run both as an administrator and non-administrator, cleaning all mod files and .esms as instructed, and fixing all errors and warnings that popped up over the course of troubleshooting. I no longer get any errors or warnings, but still have the same crash:

[Main Instruction]
Access violation at address 00000000012767D2 in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000000000000.

I'm running a modded setup of Skyrim VR and have been trying to generate LOD files with grass LOD using a Cathedral Landscapes precache file from the nexus - of course I turned off grass LOD generation when I got the error to see if my setup is incompatible, but I still got the error after doing so. I've also ported the creation club content from Skyrim AE (minus survival mode of course) over to VR as well, and am able to run the game bug-free with the port installed. Obviously I've tried disabling the port and all patches that require it and running DynDOLODx64 again, but still no dice. Am I doing something wrong, or is there something else that I need to fix? Would installing all the mods I have on VR on SSE, running DynDOLOD for SSE, and porting that export over to VR work?

Error Logs:

[Google Drive]

.zip with whole log folder: https://drive.google.com/file/d/1S8rE1YyShLna7vq54oMg5-eOcFh-SCJ6/view?usp=drive_link

[Paste.ee]

LODGen_TES5VR_Tamriel_log: https://paste.ee/e/xhEvH/0

DynDOLOD_TES5VR_log: https://paste.ee/e/K6Zyu/0

bugreport: https://paste.ee/e/OhmyM/0

Posted
47 minutes ago, DarthVitrial said:

Unimportant, but are there any plans to swap from .Net 6 to .Net 8 in a future version?

.NET6 is the last version to support Windows 7/8, so no plans.

Posted
40 minutes ago, sneakarcheress said:

I've been trying to troubleshoot this issue myself for about a week, but haven't been able to resolve it. TexGenx64 ran perfectly fine, but DynDOLODx64 has been sending me the same error message over and over. I've tried uninstalling and reinstalling my Skyrim VR directory and only enabling mods that would affect LOD (as well as their requirements), setting SKSEVR and DynDOLODx64 to run both as an administrator and non-administrator, cleaning all mod files and .esms as instructed, and fixing all errors and warnings that popped up over the course of troubleshooting. I no longer get any errors or warnings, but still have the same crash:

[Main Instruction]
Access violation at address 00000000012767D2 in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000000000000.

I'm running a modded setup of Skyrim VR and have been trying to generate LOD files with grass LOD using a Cathedral Landscapes precache file from the nexus - of course I turned off grass LOD generation when I got the error to see if my setup is incompatible, but I still got the error after doing so. I've also ported the creation club content from Skyrim AE (minus survival mode of course) over to VR as well, and am able to run the game bug-free with the port installed. Obviously I've tried disabling the port and all patches that require it and running DynDOLODx64 again, but still no dice. Am I doing something wrong, or is there something else that I need to fix? Would installing all the mods I have on VR on SSE, running DynDOLOD for SSE, and porting that export over to VR work?

Error Logs:

[Google Drive]

.zip with whole log folder: https://drive.google.com/file/d/1S8rE1YyShLna7vq54oMg5-eOcFh-SCJ6/view?usp=drive_link

[Paste.ee]

LODGen_TES5VR_Tamriel_log: https://paste.ee/e/xhEvH/0

DynDOLOD_TES5VR_log: https://paste.ee/e/K6Zyu/0

bugreport: https://paste.ee/e/OhmyM/0

Moved to the DynDOLOD 3 Alpha thread.

https://dyndolod.info/Messages/Exceptions#Access-violation

Test with the latest version. If problem persists, upload new DynDOLOD log, debug log and bugreport.txt.

Unrelated, it seems there are nonsensical command line arguments passed to DynDOLOD that can/should be removed.

Posted (edited)

Edit:
I wrote this, while I started a new generation for the logs and got this message:

[Window Title]
DynDOLOD

[Main Instruction]
Error: OpenGL: 2610CB97 framebuffer incomplete attachment.

[Content]


Click on this link for additional explanations and help for this message

Clean install the latest recommended/WHQL (not optional and not beta) graphics drivers only without any bloatware.

If the issue persists, posts a problem report on the official DynDOLOD support forum.

[Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

This is new and never happened in the past even if I had one or two firefox tabs open.
LODGen is still running (very very slow) - may be because I didn't closed DynDOLOD.exe.
I am using plain nvidia drivers without anything else and also all of my 32GB ram were maxed as well as 100% CPU usage. I have no comparison to earlier generations, but this seems a bit odd, I don't think DynDOLOD/LODGen used all of my ram in the past.

Here are the logs to this point:
No Bugreport.log because I had to manually kill DynDOLOD (it just stayed open).
DynDOLOD/Debug log

__________________________________________________________________________________________________________________________

I know this may be a bit of not so good report, but somehow with alpha 166 the LODGen process is taking ages.
In earlier versions DynDOLOD in whole was finished in about 30 to 40 minutes (including generatin Occlusion.esp).
But now not even Level 4 *.bto of Tamriel are finished - infact it were only about 30 files.

I could provide you the logs to this point, as I don't want to wait hours before DynDOLOD is finished, as this is a new behavior.
This is written in the cmd window:
 

============================================================
Skyrim/Fallout Object/Terrain LOD Generator 3.0.21.0
Created by Ehamloptiran and Zilav
Updated by Sheson

Log started at 01:08:17
.NET Version: 6.0.26
Game Mode: SSE
Worldspace: Tamriel
Fix Tangents: False, False, False, False
Generate Tangents: True, True, True, True
Generate Vertex Colors: True, True, True, True
Merge Vertex Colors: True, True, True, True
Merge Meshes: True
Grouping: False
Remove Faces under Terrain: True
Remove Faces under Water: True
Remove Faces Z-Shift: 10
Use HD Flag: True
Ignore Materials: False
Alpha DoubleSided: False
Default Alpha Threshold: 128
Use Source Alpha Threshold: False
Use Backlight Power: False
Use Decal Flag: True
Specific level: No
Specific quad: No
Max Level: 32
Output: D:\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects\
Using UV Atlas: D:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt
Using Flat Textures: D:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_FlatTextures.txt
Using Alt Textures: D:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_AltTextures_Tamriel.txt
Generating object LOD meshes for worldspace Tamriel
Reading D:\DynDOLOD\Edit Scripts\Export\LODGen_SSE_LODGen_Terrain_Tamriel.bin
Threads: 20
Concs: 10

and after that the correspoding finished files (excerpt):

Finished LOD level 4 coord [44, -20] [211422/182082]
Finished LOD level 4 coord [-12, -12] [351088/297749]
Finished LOD level 4 coord [24, -4] [493912/446584]
Finished LOD level 4 coord [-32, 28] [740072/723720]
Finished LOD level 4 coord [16, 8] [944526/923257]
Finished LOD level 4 coord [36, -24] [126721/96119]
Finished LOD level 4 coord [40, -20] [210528/173473]

I didn't change anything big since the last generation with alpha 165 which could result in such long generation times. I looked at some created bto files and they also don't seem to be extra large or complex in comparison.
Maybe it's a fault on my end with too many high poly assets, but if this is the case I can't even tell which ones are the culprit.

Edited by PRieST

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