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Posted
On 10/22/2024 at 7:10 PM, mostwanted11 said:

I never said I am entitled to anything, I already said I am willing to help to an extent as long as it doesn't come at the cost of my convenience (which is selfish brat behavior i know). BUT i have already reported it before that dll ng ctds my game on reload from time to time and I have already uploaded logs before on multiple occasions. Those past couple months I have NEVER Ctd'd on reload at least not when its a free of stress area and on a new level save and I mean NEVER. It is not a coincidence that it happened again like it used to back when I was using the ng dll thing in May (which was resolved when i reverted to dll SE) and I did report it and it probably got dismissed because its a difficult issue to track and hammer down, but it is widely known Dyndolod causes ctd on reload and a lot of modlist authors know it. My dyndolod generation says Dll: not Ng and "using papyrus scripts" when generating and i will continue to play with the version that does not CTD because it is common sense. I will test the ng version output from time to time when free and i will post crashlogs here but i am not sure if its going to be of much help because dyndolod dll is never mentioned in the logs but you're the one who knows his stuff in the end not me.

Common sense would be to first troubleshoot if this crash is actually caused by DynDOLOD and not by another mod or DLL.
Common sense of an alpha test is to troubleshoot the actual problem so it can be fixed.
There are zero similar crash reports here in months while the DynDOLOD DLL is being used by tens of thousands of people.

I suggested what to do test next, if a crash is rare, so what? It does even less prevent you from "just playing the game" while troubleshooting.
I can not fix what is not reported and/or people refuse to follow through with the actual troubleshoot requests to narrow things down.

Posted
On 10/15/2024 at 5:24 AM, sheson said:

What is the "exact" location?

You seem to be reporting that close up the waterfall is static and when moving away it becomes animated?

The waterfall 0001CCDA should have these states:
The full model fxwaterfallbodyslope.nif defined by the base record 000FC85F in the active 5x5 cells and the large reference area around them.
Beyond the large reference distance in the LOD area there should be an animated LOD model. It has a reference and base record in the DynDOLOD plugins and uses fxwaterfallbodyslope_AA06506B_dyndolod_lod.nif. It can be disabled/enabled via console. Typically the dynamic LOD model is active to the edge of the Far Grid.
Underneath the dynamic LOD model should be the static LOD model, which uses fxwaterfallbodyslope_AA06506Bpassthru_lod.nif for all static LOD levels. It can be toggled with all LOD with the tll command in console.

You should replace the files with the same filenames in their respective folders in the DynDOLOD Resources with the ones I uploaded.

The reference and base record that are shown in the screenshot with more informative console uses fxwaterfallbodyslope.nif for the full model.
There typically is no fxwaterfallbody.nif but there are also fxwaterfallbodytall.nif and fxwaterfallbodytall02.nif

Static LOD does not support animation and transparency, so using the full model for LOD is not going to have good visual results. That is why a dedicated dynamic LOD model and a dedicated static LOD model exist and should be used usually.

The reference 0001CCDA is a large reference.

The vanilla game shows the full model waterfalls to the edge of the large reference grid and then switches them to static LOD. That is why the dynamic LOD with the Near and Far Grid exists; to show the animated LOD further than the vanilla game does. If you see an animated waterfall for the reference 0001CCDA further than the large reference distance, then something that is not vanilla/default is causing that change.

Finally got around to regenerating with the 2 meshes as requested and it made no difference when checking in game. I am just going to make this easy and regenerate LOD again sometime and remove the dynamic flag from waterfalls and change LOD levels to 'None' minus LOD 32. That will look and work better for what I am looking for since dynamic LOD is not working.

Posted
8 hours ago, D1Z4STR said:

Finally got around to regenerating with the 2 meshes as requested and it made no difference when checking in game. I am just going to make this easy and regenerate LOD again sometime and remove the dynamic flag from waterfalls and change LOD levels to 'None' minus LOD 32. That will look and work better for what I am looking for since dynamic LOD is not working.

No logs or screenshots were provided for the new generation.
That is not really a satisfactory solution or seems logical.

Didn't you report that you see the animated dynamic LOD reference added by DynDOLOD plugins beyond the large reference distance in the LOD area once you if you disabled all LOD with tll?
Why would the static LOD model that should be a bit lower and smaller than the animated dynamic LOD model cover it?
If anything either only uncheck Dynamic and leave everything else as is, or just set LOD Level 4 to None and leave everything else as is.

Posted (edited)

Need some help, i've used dyndo a long time ago but ive changed my whole modlist, so i ran thru all the steps for dyndo again, but i get halfway thru texgen and it freezes. It stops every time at "Gathering base records for billboards". Even waiting up to ten minutes and it's still frozen. 

This is my texgen realtime log: https://pastebin.com/sRx3xgHP

any help is appreciated. 

edit: i see the problem is a dds file, but when i search for this file, it shows up in like 6 different mods. Not quite sure what to do.

Edited by LilSxmmy
Posted
12 hours ago, LilSxmmy said:

Need some help, i've used dyndo a long time ago but ive changed my whole modlist, so i ran thru all the steps for dyndo again, but i get halfway thru texgen and it freezes. It stops every time at "Gathering base records for billboards". Even waiting up to ten minutes and it's still frozen. 

This is my texgen realtime log: https://pastebin.com/sRx3xgHP

any help is appreciated. 

edit: i see the problem is a dds file, but when i search for this file, it shows up in like 6 different mods. Not quite sure what to do.

Upload the entire log as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.

The log shows a message window was created to show the error.

Clicking on the "Click on this link for additional explanations and help for this message" should open https://dyndolod.info/Help/Texconv:
The texture is not a valid file format or corrupted and needs to be converted or replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. If the mentioned texture is part of the DynDOLOD output, delete the entire output from former session before trying again.

Only one mod can supply the wining texture for any given unique file path.

Posted (edited)
1 hour ago, sheson said:

Upload the entire log as explained in the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs.

Only one mod can supply the wining texture for any given unique file path.

https://dyndolod.info/Help/Texconv
The texture is not a valid file format or corrupted and needs to be converted or replaced. Look up the texture path in MOs right window Data tab to find out which mod supplies it. Reinstall the textures from the mod, DynDOLOD Resources or TexGen output, whichever it is. If the mentioned texture is part of the DynDOLOD output, delete the entire output from former session before trying again.

that's the only log it gives me, i don't see any log other than the texgen realtime one. Also, when texgen freezes, no window pops up.

so what you're saying is tho,, since ewpshore07.dds is already in the textures in the actual game files,, i should just delete the copies coming from mods?

Edited by LilSxmmy
Posted
11 hours ago, LilSxmmy said:

that's the only log it gives me, i don't see any log other than the texgen realtime one. Also, when texgen freezes, no window pops up.

so what you're saying is tho,, since ewpshore07.dds is already in the textures in the actual game files,, i should just delete the copies coming from mods?

You did not upload the entire log starting with the line TexGen ... starting session to the end.

The log shows a message dialog was created and executed. Sometimes the OS hides new windows behind other ones despite the instruction to show it in front.

As explained, the winning version of textures\landscape\grass\ewpshore07.dds is not a valid texture. Replace it with a valid texture as explained. For example, download and install the winning mod again.

Posted

I am using 3d tree lods, Level 0, billboard4, billboard 1. I heard TreeNormalMaps=1 and TreeLODComplexAtlas=1 makes 2d lods look better.. Would my setup benefit from it even if i have 3d lods? Obviously level 8 and level 16 tree lods will be using 2d so i am wondering if it would affect it or not

Posted
1 minute ago, mostwanted11 said:

I am using 3d tree lods, Level 0, billboard4, billboard 1. I heard TreeNormalMaps=1 and TreeLODComplexAtlas=1 makes 2d lods look better.. Would my setup benefit from it even if i have 3d lods? Obviously level 8 and level 16 tree lods will be using 2d so i am wondering if it would affect it or not

https://dyndolod.info/Mods/Community-Shaders
Note that ultra tree LOD with BillboardX already utilizes HD tree LOD billboards that have normal map textures and typically has better visual results.

https://dyndolod.info/Help/Ultra-Tree-LOD#Requirements
Consider generating HD Tree LOD billboards with normal map textures for better looking tree LOD that reacts more naturally to lighting than standard tree LOD.

https://dyndolod.info/Help/Ultra-Tree-LOD#Generating
While Billboard1 is suitable for standard tree LOD billboards and HD tree LOD billboards, consider using Billboard4 with HD tree LOD billboards for even better visuals.

Posted

before i try this, please pause this video at 3:18 and show me the link for that plugin... i cant find it. in this video there are 3 links.

1. the textgen and dyndolod files / the executables

2. resources

3. scripts

 

however he activates 3 mods in mo2... the link for the plugin is missing

Posted
17 minutes ago, 0wnyx said:

before i try this, please pause this video at 3:18 and show me the link for that plugin... i cant find it. in this video there are 3 links.

1. the textgen and dyndolod files / the executables

2. resources

3. scripts

 

however he activates 3 mods in mo2... the link for the plugin is missing

I am not going to watch a 3rd party video trying to find out what your problem is with it.
If you have problems following third party advice, you need to ask its author/forum etc.

I suggest to read https://dyndolod.info/Downloads for the links to all required downloads.
Then follow https://dyndolod.info/Installation-Instructions and https://dyndolod.info/Generation-Instructions and watch the embedded videos.

Posted

Dyndylod mcm tells me now to safe the game inside a cell, turn off all old dyndolod files and reload the safe with new dyndolod mod...

 

i get this:

DynDOLOD NG plugin version: 3.0.33.0 | SKSE version: 2.2.6.0 | Game version: 1-6-1170-0
DynDOLOD save/load handler installed.
DynDOLOD Papyrus functions installed.
Trampoline initialized.
DynDOLOD Patch installed.
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt
Error opening file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt

 

it seems i am unable to create output that my dyndolod setup can read

Posted
11 minutes ago, 0wnyx said:

Dyndylod mcm tells me now to safe the game inside a cell, turn off all old dyndolod files and reload the safe with new dyndolod mod...

i get this:

DynDOLOD NG plugin version: 3.0.33.0 | SKSE version: 2.2.6.0 | Game version: 1-6-1170-0
DynDOLOD save/load handler installed.
DynDOLOD Papyrus functions installed.
Trampoline initialized.
DynDOLOD Patch installed.
Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt
Error opening file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt

it seems i am unable to create output that my dyndolod setup can read

No question was asked. You did not explain what it is you are doing.

See image at https://dyndolod.info/Help/Mod-Configuration-Menu-NG
The DynDOLOD MCM simply shows update instructions in the MCM right part of the Window, since they are important to remember.

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.

Posted (edited)

For what it's worth, I've had issues generating LODs too, although that was using xLODGen. Also Access Violation errors.
Stress testing using OCCT revealed instabilities in my system, and after resetting my BIOS to factory defaults I was able to generate terrain LODs.
I've now just encountered yet another Access Violation error, this time with DynDOLOD. I doubt it's a stability issue this time, since the OCCT test passed after the BIOS reset.

It's late, so I won't be investigating any further tonight, but I'll return with any updates. 

Bugreport: https://pastebin.com/NZgaTETW
Relevant bits of the pop-up dialogue:

[Main Instruction]
Access violation at address 0000000001ED0CAD in module 'DynDOLODx64.exe' (offset EF0CAD).

[Content]
Read of address 0000000000000000.
Edited by MaverickMartyn
Slight formatting fix.

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