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Posted
5 hours ago, DDCrusader said:

Good time of day, Sheson!

Last time I had to regenerate LOD, was with DynDOLOD 187, if I remember correctly and all was working without a hitch.

Currently trying with version 190, I fail every time (tried a few times).
Here are the logs (https://ufile.io/hqw46wmu).

1. xLODGen worked fine;

2. TexGen worked fine;

3. DynDOLOD gets stuck.

So what happens is:
1. DynDolod gets to the "[Tamriel] Generating object LOD" string, when it usually starts spawning generation processes, but never continues and processes are not spawned;

2. CPU for "Firstborn" process in task manager stays a 0%, rarely jumps to to ~ 0.5% - 1%, but nothing seems to happen (left it for ~40 minutes, another time for couple hours);

3. I close DynDOLOD screen with X (alerts me that output will be incomplete), program itself closes, but "Firstborn" process stays idle with ~4GB memory consumption, until I kill it. Also, obviously no output, since nothing happened.

Use a legal version of the game. Pay attention to log messages.

Delete old log. Run this test version https://mega.nz/file/FMx1AaRT#p2BwU-k73CCk3tRlgZsFJBRPqqAt3wJR8Lts4h3OvbI. Upload new logs.

Then add ExportLANDBinary=0 under [DynDOLOD] to D:\Games\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Delete old logs. Run test version. Upload these new logs as well.

Posted (edited)

Hey sheson,
got a question that's been on my mind for a while now, perhaps you can give me some insight please.
In regards to grass LOD, specifically Grass Mode 1. Why is there no option to have userdefined further reduced grass LOD amount displayed in LOD8? 

I took a picture from High Hrothgar towards the tundra and drew in the lines where grass (Grass Mode 1; 65%) just stops displaying: https://i.imgur.com/TK2c8GQ.jpeg
If I wanted grass beyond that I could increase LOD4 draw distance or switch to Grass Mode 2, right? GM2 uses the during the LOD generation set value [0;100] though (I believe?), while increasing LOD4 would otherwise increase load due to it's better quality level compared to >LOD4.
To get back to the question, why can we not set a second value for LOD8?  Potentially LOD4 % * (x/100) with x being [0;100]? Perhaps just [0;50] or even less? 
I feel like having just 10% grass in LOD8 would still be better than 0%. Or are there other means to achieve this?

Thank you for your reply or if I missed an important bit of information, thank you for your guidance!

Edited by KRZ
Posted
30 minutes ago, KRZ said:

Hey sheson,
got a question that's been on my mind for a while now, perhaps you can give me some insight please.
In regards to grass LOD, specifically Grass Mode 1. Why is there no option to have userdefined further reduced grass LOD amount displayed in LOD8? 

I took a picture from High Hrothgar towards the tundra and drew in the lines where grass (Grass Mode 1; 65%) just stops displaying: https://i.imgur.com/TK2c8GQ.jpeg
If I wanted grass beyond that I could increase LOD4 draw distance or switch to Grass Mode 2, right? GM2 uses the during the LOD generation set value [0;100] though (I believe?), while increasing LOD4 would otherwise increase load due to it's better quality level compared to >LOD4.
To get back to the question, why can we not set a second value for LOD8?  Potentially LOD4 % * (x/100) with x being [0;100]? Perhaps just [0;50] or even less? 
I feel like having just 10% grass in LOD8 would still be better than 0%. Or are there other means to achieve this?

Thank you for your reply or if I missed an important bit of information, thank you for your guidance!

https://dyndolod.info/Help/Grass-LOD
Grass LOD is generated for LOD level 4 only.

https://dyndolod.info/Help/Grass-LOD#Settings
With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts.

Grass LOD is only generated in LOD Level 4. Grass Mode 1 and 2 define max distance of full grass and thus where grass LOD starts.

For grass LOD to be visible the terrain LOD needs to be of high quality so the billboards are not hidden under coarse terrain LOD or float above it, which can be achieved by  increasing how far terrain LOD level 4 shows. Grass LOD in higher LOD levels will take a considerable longer time to generate, create huge LOD files, since they cover 4 times the area. Rendering lots of small triangles covering each other can have quite the effect on performance. The performance and resource requirements still increase quite a lot, even if density is lowered. The idea is that at those distances "grass" colors should be baked onto the terrain LOD textures.

  • Like 1
Posted (edited)
27 minutes ago, sheson said:

The performance and resource requirements increase quite a lot, even if density is lowered. The idea is that at those distances "grass" colors should be baked onto the terrain LOD textures

Had a feeling it'd be a performance issue but had hoped not. :(
Also been wondering whether it'd be possible to gather all grass data (location, color), create an overlay texture + unique noise and slap that on top of terrain LOD to fake grass fields. But that's pretty much exactly exactly what you suggested should be done via baking. Sounds like mixing landscape textures and grass mods is a lot more disencouraged or trouble to get right for visual consistency than I thought.

But that answers my question. Thank you for the insightful answer, sheson!

Edited by KRZ
Posted

Hi,

I'm having a problem getting underway with Dyndolod on Alpha-190. I get this error message on circular seasonal swap detected. Never had this is prior versions:

Spoiler

[Window Title]
DynDOLOD

[Main Instruction]
Circular seasonal swap detected in seasons\MainFormSwap_WIN.ini.

[Content]
Permanently remove all lines containing "DynDOLOD" from the seasonal INI.

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

For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum.

[Exit DynDOLOD]

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

Thing is I don't have Seasons Of Skyrim installed or use it or any seasons mods (that I'm aware of) and don't have/or know where MainFormSwap_WIN.ini is (not in MO2 overwrite or anywhere else I can find).

Logs are attached here. (couldn't find a bugreport.txt).

Thanks

 

Posted
1 hour ago, Atardecer said:

Hi,

I'm having a problem getting underway with Dyndolod on Alpha-190. I get this error message on circular seasonal swap detected. Never had this is prior versions:

  Reveal hidden contents

Thing is I don't have Seasons Of Skyrim installed or use it or any seasons mods (that I'm aware of) and don't have/or know where MainFormSwap_WIN.ini is (not in MO2 overwrite or anywhere else I can find).

Logs are attached here. (couldn't find a bugreport.txt).

Thanks

Only debug logs were uploaded.

The debug log reports that there is a file C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\seasons\MainFormSwap_WIN.ini, it is loaded and processed.
As usual, to find files in the data folder, use MO2 right window Data tab. Make sure enable the Mod column. Make sure to check Enable archives parsing under menu Tools, Workarounds tabs.

  • +1 1
Posted
14 hours ago, sheson said:

Use a legal version of the game. Pay attention to log messages.

Delete old log. Run this test version https://mega.nz/file/FMx1AaRT#p2BwU-k73CCk3tRlgZsFJBRPqqAt3wJR8Lts4h3OvbI. Upload new logs.

Then add ExportLANDBinary=0 under [DynDOLOD] to D:\Games\Skyrim\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini
Delete old logs. Run test version. Upload these new logs as well.

Thank you, Mr. sheson!

As for the logs, I followed your instructions:

Logs: https://ufile.io/f/hpb6t

1. I replaced the .exe, cleared logs folder;

2. First run failed, like before, results are in DynDOLOD-I.zip;

3. I cleared logs folder, added ExportLANDBinary=0 and second run finished successfully, results are in DynDOLOD-II.zip.

Posted
10 hours ago, UnNateUrals said:

Hello, short message here.  when starting up dynDOLOD, I get almost a couple minutes worth of these:  https://imgbox.com/MxePV9rZ  I don't have anything crashing, but I don't know if this is normal or not.  Does anyone know how to handle this?

Moved to the DynDOLOD 3 Alpha thread. 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.

Do not post screenshots of text. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

See https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages for explanations and a list of messages further help for messages.

Ask specific question(s) about a particular message if further help is required.

Posted
6 hours ago, DDCrusader said:

Thank you, Mr. sheson!

As for the logs, I followed your instructions:

Logs: https://ufile.io/f/hpb6t

1. I replaced the .exe, cleared logs folder;

2. First run failed, like before, results are in DynDOLOD-I.zip;

3. I cleared logs folder, added ExportLANDBinary=0 and second run finished successfully, results are in DynDOLOD-II.zip.

Thanks for those logs.

Delete old logs. Restore default INI or change to ExportLANDBinary=1
Run this test version https://mega.nz/file/MMwCTTwA#7KeWZNiBGTMXlu24VP6yg91JAcFc-ItDQRx6K0psgmk
Upload new logs.

Posted
16 hours ago, sheson said:

Only debug logs were uploaded.

The debug log reports that there is a file C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\seasons\MainFormSwap_WIN.ini, it is loaded and processed.
As usual, to find files in the data folder, use MO2 right window Data tab. Make sure enable the Mod column. Make sure to check Enable archives parsing under menu Tools, Workarounds tabs.

Thanks Sheson.

Found the pesky ini buried in the Mo2 Data tab, which was physically located elsewhere. All sorted now and DLOD runs just fine.

Posted

Hey - I've been experiencing some repeatable crashes attempting to generate LOD for my load order using the latest alpha (190). I am able to get to the last step (completed LODgen, ACMOS road, parallaxgen and texgen). I get an access denied error along these lines:

`Error: Access violation at address 0000000000800330 in module 'DynDOLODx64.exe' (offset 10330). Read of address FFFFFFFFFFFFFFFF while processing Skyrim.esm [REFR:0005A94B] (Places DweRubblePile01Snow [STAT:000765F5] in MzulftExteriorB02`

Trouble is, i'm currently finalizing a PBR texture pack for dwemer/markarth stuff and I feel like it might be failing on my textures. In game I'm able to play as normal (with dynlod disabled) however before I release on the nexus I want to ensure it can be LOD'd successfully. Is there anything in these logs that can help me understand what might be happening? I have freed up around 40gb of space on the output drive, and set the TEMP directory to a drive with ~200gb of free data, and I have 64gb of RAM.

https://drive.google.com/file/d/1de8W6AbBei1jDM3sd90q7vzYd08OpbPs/view?usp=sharing

Happy to share any of the texture files as well, they're generally 4k dds with around 5 passes/nif.

Posted
8 hours ago, tk421storm said:

Hey - I've been experiencing some repeatable crashes attempting to generate LOD for my load order using the latest alpha (190). I am able to get to the last step (completed LODgen, ACMOS road, parallaxgen and texgen). I get an access denied error along these lines:

`Error: Access violation at address 0000000000800330 in module 'DynDOLODx64.exe' (offset 10330). Read of address FFFFFFFFFFFFFFFF while processing Skyrim.esm [REFR:0005A94B] (Places DweRubblePile01Snow [STAT:000765F5] in MzulftExteriorB02`

Trouble is, i'm currently finalizing a PBR texture pack for dwemer/markarth stuff and I feel like it might be failing on my textures. In game I'm able to play as normal (with dynlod disabled) however before I release on the nexus I want to ensure it can be LOD'd successfully. Is there anything in these logs that can help me understand what might be happening? I have freed up around 40gb of space on the output drive, and set the TEMP directory to a drive with ~200gb of free data, and I have 64gb of RAM.

https://drive.google.com/file/d/1de8W6AbBei1jDM3sd90q7vzYd08OpbPs/view?usp=sharing

Happy to share any of the texture files as well, they're generally 4k dds with around 5 passes/nif.

Also upload the bugreport.txt as explained in the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

Is this error repeatable?

Posted

Hi! Can someone please help me, TexGen has been giving me a lot of grief for the last few days, I tried choosing recommended settings, lowering those settings, changing various options in the INI file, e.g. RenderThreads=1, or adding TextureCache=10 at the end. The reasoning: 90-100 CPU usage, and when it drops to normal, the crash follows shortly after. I tried regenerating grass cache, parallax and xLODGen more than a few times, removed a mod I was suspicious of and did the previous steps again... If I understand the bugreport.txt file correctly, most of the time I'm getting an integer overflow error. No logs in the Windows Event Viewer, none inside the DynDOLOD folder either (except when I enable real time logging). Here's a zip file packed with logs, load order, bugreport and whatever was generated during the last run. This time I got an exception error though, the program ran for 2,5 minutes (previous averages were around 1 minute mark) and generated 30ish megabyte of output. Which is also strange, I used to get 70-90MB without real time logging and while getting those sweet integer overflows in less time!

Almost sure I'm missing smth real obvious, here are the files: https://disk.yandex.ru/d/_F6aBbe978WaUQ

P.S. I have the latest versions of everything I can think of, the Windows, Nvidia driver, NET and Visual stuff, Mod Organizer and DynDOLOD 3.00 Alpha 190, the DLL (NG version), resources too.

Posted
1 hour ago, MrPrideHyde said:

Hi! Can someone please help me, TexGen has been giving me a lot of grief for the last few days, I tried choosing recommended settings, lowering those settings, changing various options in the INI file, e.g. RenderThreads=1, or adding TextureCache=10 at the end. The reasoning: 90-100 CPU usage, and when it drops to normal, the crash follows shortly after. I tried regenerating grass cache, parallax and xLODGen more than a few times, removed a mod I was suspicious of and did the previous steps again... If I understand the bugreport.txt file correctly, most of the time I'm getting an integer overflow error. No logs in the Windows Event Viewer, none inside the DynDOLOD folder either (except when I enable real time logging). Here's a zip file packed with logs, load order, bugreport and whatever was generated during the last run. This time I got an exception error though, the program ran for 2,5 minutes (previous averages were around 1 minute mark) and generated 30ish megabyte of output. Which is also strange, I used to get 70-90MB without real time logging and while getting those sweet integer overflows in less time!

Almost sure I'm missing smth real obvious, here are the files: https://disk.yandex.ru/d/_F6aBbe978WaUQ

P.S. I have the latest versions of everything I can think of, the Windows, Nvidia driver, NET and Visual stuff, Mod Organizer and DynDOLOD 3.00 Alpha 190, the DLL (NG version), resources too.

It is possible a source texture has issues.

Do you have a mod containing textures\_resourcepack\landscape\grass\mesagrass02.dds? If so, which one or could you upload the texture?
Not quite sure if this texture is related to the issue or not, though.

Restore default TexGen_SSE.ini and run this test version https://mega.nz/file/BRYAFYgD#sk54a8RGSkX3Br0qF-qtEmLMS_XeuHOPaVwIqreFZYc

If this runs without error it is possible a generated texture / billboard looks funny. Maybe not. Might be hard to see, if at all.

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