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Posted
8 minutes ago, orbnauticus said:

I encountered the same problem as @bloodmage and did a little more investigating.

Setting RealTimeLog=1 also fixed the process for me. I've attached my logs folder for both the crashed and successful runs.

Although the stalled process was using a lot of memory, I'm not convinced this is memory related. My total system memory usage never rose above 70%. This system has integrated graphics and 32GB of system memory.

Markarth Crash Report.zip

You only selected the MarkarthWorld in both runs, correct?
You also did not post TexGen logs, you ran it before right, all billboards textures were generated by it?

What using the other 10GB or so, is that dedicated to video memory?

If you do not have a dedicated graphics card, this might have to do with the issue. Read through the list of https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory anyways, even just to really rule these possibilities out. Do both of these at the same time to see if they makes a difference:

add the -memory command line argument
In the C:\Games\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, add a line TextureCache=10 under [DynDOLOD]

Posted (edited)

Hi,

I'm running SSE 1.6.640.0 using DynDOLOD 3 Alpha 169

In the DynDOLOD Summary of Messages - File Not Found Textures I have this line;

Warning: File not found textures\. Used by Meshes\landscape\trees\treepineforest03_burnt2.nif blubbos_trees_in_whiterun.esp treepineforest03_burnt2 "treepineforest03_burnt2" [TREE:3A005909]

It's this line I don't understand which isn't pointing to anything?

Warning: File not found textures\.

I uploaded treepineforest03_burnt2.nif;

https://www.mediafire.com/file/dobpmy7hts9wzpm/treepineforest03_burnt2.nif/file

Would the nif have something wrong with it, as to why DynDOLOD says \. the nif needs fixing?

If any DynDOLOD logs are needed, please let me know.

THANKS

Edited by mooit
Posted
3 hours ago, mooit said:

Hi,

I'm running SSE 1.6.640.0 using DynDOLOD 3 Alpha 169

In the DynDOLOD Summary of Messages - File Not Found Textures I have this line;

Warning: File not found textures\. Used by Meshes\landscape\trees\treepineforest03_burnt2.nif blubbos_trees_in_whiterun.esp treepineforest03_burnt2 "treepineforest03_burnt2" [TREE:3A005909]

It's this line I don't understand which isn't pointing to anything?

Warning: File not found textures\.

I uploaded treepineforest03_burnt2.nif;

https://www.mediafire.com/file/dobpmy7hts9wzpm/treepineforest03_burnt2.nif/file

Would the nif have something wrong with it, as to why DynDOLOD says \. the nif needs fixing?

If any DynDOLOD logs are needed, please let me know.

THANKS

Warning: File not found textures\.

The missing texture is "textures\" as the period denotes the end of the sentence.

https://dyndolod.info/Messages/File-Not-Found-Textures
The texture can not be found.
This can happen if not all required textures where included in the download archive of a mod or there are typos in the *.NIF files.

Open the NIF in NifSkope to check and to fix it.

The NIF defines "textures\" instead of the glow/detail map for SmallPineBranches and should typically be the same as the diffuse texture for tree branches or empty.

The NIF defines "textures\" instead of a normal map texture for SmallPineMainTrunk and should point textures\landscape\trees\treepineforestbarkcomp3_n.dds

If the intention is to not define a texture, the slot should be empty.

Posted

Another question regarding the TexGen billboard renderer. In some of the prior updates, the appearance of normal maps changed slightly. Since then, some of the billboards generated for Enderal specific trees are showing dark spots on the crowns. When checking the normal map of those trees in question, these spots are very bright, almost white. I am aware that the Enderal assets are kind of all over the place in quality/execution, so maybe that's just an issue with the meshes themselves.

Some screenshots of the issue, logs are here

image.png 18096252928250609664_20240501094151_1.jpg scotspine_04_0002eb53_1_n.png

Posted
1 hour ago, Phlunder said:

Another question regarding the TexGen billboard renderer. In some of the prior updates, the appearance of normal maps changed slightly. Since then, some of the billboards generated for Enderal specific trees are showing dark spots on the crowns. When checking the normal map of those trees in question, these spots are very bright, almost white. I am aware that the Enderal assets are kind of all over the place in quality/execution, so maybe that's just an issue with the meshes themselves.

Some screenshots of the issue, logs are here

image.png 18096252928250609664_20240501094151_1.jpg scotspine_04_0002eb53_1_n.png

The files in ..\DynDOLOD\Edit Scripts\Shaders last changed in 2022

From left to right. TexGen Alpha-109 from January 2023, TexGen Alpha-166 from January 2024, current TexGen

scotspine_01_00039013_2_n.109.pngscotspine_01_00039013_2_n.166.pngscotspine_01_00039013_2_n.170.png

There is no change how the normal map vectors are calculated as far as I can tell.

The generated normal map texture is the result of the normal vector, bi/tangents vectors and the normal map texture.
In simple terms, the normal map textures being generated is the result of how the model reacts to light from the front + left/right and top/bottom - without the vector ever going "negative" into the opposite direction.

Using NifSkope shining direct light from behind to illustrate:

tree.png

If I had to guess, what changed is the full models or its textures in the recent Enderal update. I assume that is why I have a different model, since I didn't have time to apply the update yet.

Dark aeras mean the combined vectors face away from the light source. In addition, this tree uses doublesided flag. The back faces are always darker since they face the opposite direction of the normal vector of the triangle.

The question is, does the full model look drastically different at about the same distance compared to Billboard4 using these textures. If so I suggest to test applying a bit of "smoothness".

Posted
12 minutes ago, sheson said:

The files in ..\DynDOLOD\Edit Scripts\Shaders last changed in 2022

From left to right. TexGen Alpha-109 from January 2023, TexGen Alpha-166 from January 2024, current TexGen

scotspine_01_00039013_2_n.109.pngscotspine_01_00039013_2_n.166.pngscotspine_01_00039013_2_n.170.png

The generated normal map texture is the result of the normal vector, bi/tangents vectors and the normal map texture.
In simple terms, the normal map textures being generated is the result of how the model reacts to light from the front + left/right and top/bottom - without the vector ever going "negative" into the opposite direction.

Using NifSkope shining direct light from behind to illustrate:

tree.png

If I had to guess, what changed is the full models or its textures in the recent Enderal update. I assume that is why I have a different model.

Dark aeras mean the combined vectors face away from the light source. In addition, this tree uses doublesided flag. The back faces are the "dark side".

The question is, does the full model look drastically different at about the same distance compared to Billboard4 using these textures. If so I suggest to test applying a bit of "smoothness".

Thanks for looking into it! My result is actually the same as yours, I just uploaded the wrong tree billboard normal map. I assumed its just how the model is built, that the parts facing away from the viewpoint are darker. The full model doesn't have that kind of shadowing from the same angle right when the cell is loaded. I guess it just comes from the size and shape of those models, they are much less uniform compared to vanilla tree meshes.

Posted
17 minutes ago, Phlunder said:

Thanks for looking into it! My result is actually the same as yours, I just uploaded the wrong tree billboard normal map. I assumed its just how the model is built, that the parts facing away from the viewpoint are darker. The full model doesn't have that kind of shadowing from the same angle right when the cell is loaded. I guess it just comes from the size and shape of those models, they are much less uniform compared to vanilla tree meshes.

If smoothness doesn't help or just because, you could make sure the triangles face skywards and not towards the ground, or disable the double sided flag, copy/paste the mesh and flip its faces so each branch has a surface facing both directions. If that works merge the two faces, so avoid doubling the drawcalls.

Posted

is re-generating dyndlod mid-save akin to compressing form IDs of plugin in a sense?  The form IDs generated in the re-run would not remain the same as they were in the prior build? ... Does using/updating the existing plugins as opposed to deleting them mitigate any change to the form IDs?

I know what the manual says about updating, but it advises you to disable the plugins in an existing save, which seems like a worse idea.

 

 

Posted
2 hours ago, Soulmancer said:

is re-generating dyndlod mid-save akin to compressing form IDs of plugin in a sense?  The form IDs generated in the re-run would not remain the same as they were in the prior build? ... Does using/updating the existing plugins as opposed to deleting them mitigate any change to the form IDs?

I know what the manual says about updating, but it advises you to disable the plugins in an existing save, which seems like a worse idea.

If there is an actual issue behind these questions, then report it.

Form IDs are not the same when generating from scratch. That is why the clean save instructions exists since epoch. Following this procedure is not a problem with plugins generated by DynDOLOD. The remaining orphaned scripts are reused by the new LOD patch generated from scratch without a problem.

Updating only adds new records, it does not remove records and does not change the form IDs of existing records.

Posted

Im new to modding so sorry ahead of time, im getting this error running the TextGen file:

 
Old DynDOLOD files detected. Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' folder.
 
my DynDOLOD is already in a correct folder, I looked up this issue but Im stumped.
Posted
2 hours ago, Crimson121 said:

Im new to modding so sorry ahead of time, im getting this error running the TextGen file:

 
Old DynDOLOD files detected. Unpack the DynDOLOD Standalone archive into a new 'DynDOLOD' folder.
 
my DynDOLOD is already in a correct folder, I looked up this issue but Im stumped.

Searching this forum using the term, "old files" (with quotes), yields your answer:

 

Delete your current \DynDOLOD folder, and replace it with the \DynDOLOD folder from the downloaded archive. Retry.

Posted (edited)

Hi Sheson

Using DynDOLOD 3.0 Alpha-169 x64 - Skyrim Special Edition (SSE), with DynDOLOD DLL NG Alpha-23 and DynDOLOD Resources SE3.00 Alpha-49.

Trying to generate LODs for a fairly large mod list with new worldspaces (Wyrmstooth, MannyGT, Arnima etc), and Seasons, and Grass Lods with the new NGIO NG. On 1.6.640.

Lod gen took the longest it ever has - 16 hours+! - and right at the end, I got an error message, viz. LODGen4Win.exe failed to generate object LOD for Tamriel Sum.

I am not sure why this happened, all the other worldspaces and seasons worked fine, and for the Tamriel worldspace all other seasons generated LOD just fine. Hoping you can find the cause.

Link to the Logs - https://drive.google.com/drive/folders/1dfRGkkfrW25YraDvNharhFIT0Bq146cF?usp=sharing

Do i need to restart the whole process, or is there a way I can just generate the LODs for Tamriel SUM and add it to the already generated LODs?

Edited by ni1by2
Posted
37 minutes ago, ni1by2 said:

Hi Sheson

Using DynDOLOD 3.0 Alpha-169 x64 - Skyrim Special Edition (SSE), with DynDOLOD DLL NG Alpha-23 and DynDOLOD Resources SE3.00 Alpha-49.

Trying to generate LODs for a fairly large mod list with new worldspaces (Wyrmstooth, MannyGT, Arnima etc), and Seasons, and Grass Lods with the new NGIO NG. On 1.6.640.

Lod gen took the longest it ever has - 16 hours+! - and right at the end, I got an error message, viz. LODGen4Win.exe failed to generate object LOD for Tamriel Sum.

I am not sure why this happened, all the other worldspaces and seasons worked fine, and for the Tamriel worldspace all other seasons generated LOD just fine. Hoping you can find the cause.

Link to the Logs - https://drive.google.com/drive/folders/1dfRGkkfrW25YraDvNharhFIT0Bq146cF?usp=sharing

Do i need to restart the whole process, or is there a way I can just generate the LODs for Tamriel SUM and add it to the already generated LODs?

If should be obvious there is something going wrong and nobody should wait 16 hours. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size, though I have a feeling it is high memory usage https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory

Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

https://dyndolod.info/Help/Expert-Mode#Execute-LODGen
The button Execute LODGen starts LODGen for the selected worldspaces again that already have existing object LOD data exported by DynDOLOD in the last LOD generation processes.

Start experts mode, select desired worldspaces and seasons and click Execute LODGen.

Posted (edited)
17 minutes ago, sheson said:

If should be obvious there is something going wrong and nobody should wait 16 hours. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size, though I have a feeling it is high memory usage https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory

Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

https://dyndolod.info/Help/Expert-Mode#Execute-LODGen
The button Execute LODGen starts LODGen for the selected worldspaces again that already have existing object LOD data exported by DynDOLOD in the last LOD generation processes.

Start experts mode, select desired worldspaces and seasons and click Execute LODGen.

I figued given the extra worldspaces, and seasons, and grass LODS, it would take longer? The process didn't freeze at any point. I am using the STEP settings, and hitting the Medium button.  Hardware is 5800x3D and 3080. 32 Gigs of memory.

My DynDOLOD_Output folder is 424 GB. Uncompressed, obvs. No idea if that is normal or not, but suspect not :biggrin:.

Task manager reported plenty of times where 100% of CPU and 100% of RAM were being used.

> Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

There was, and I am 26 minutes into generating Object LOD for Tamriel SUM as I write this. I wasn't sure if this would overwrite my previous DynDOLOD output, so I made a new output folder - assuming I can just merge this with the Old output and it should be ok?

Edited by ni1by2
Posted
12 minutes ago, ni1by2 said:

I figued given the extra worldspaces, and seasons, and grass LODS, it would take longer? The process didn't freeze at any point. I am using the STEP settings, and hitting the Medium button.  Hardware is 5800x3D and 3080. 32 Gigs of memory.

My DynDOLOD_Output folder is 424 GB. Uncompressed, obvs. No idea if that is normal or not, but suspect not :biggrin:.

Task manager reported plenty of times where 100% of CPU and 100% of GPU were being used.

> Was there not a message with a Click on this link for additional explanations and help for this message that opens https://dyndolod.info/Messages/LODGen-Failed-To-Generate-Object-LOD at the end?
See Expert Mode how to execute LODGen again for a worldspace to complete object LOD generation.

There was, and I am 26 minutes into generating Object LOD for Tamriel SUM as I write this. I wasn't sure if this would overwrite my previous DynDOLOD output, so I made a new output folder - assuming I can just merge this with the Old output and it should be ok?

Speechless at 424GB. That probably means more than 100GB for the default season. That is probably the result of full models used for LOD and/or insane settings for lots of full grass. How is the game performing after doing something like this?

LODGen generates object LOD meshes. Executing LODGen will overwrite the existing ones of the selected worldspace and seasons in generates. That is actually what you want.

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