sheson Posted 11 hours ago Author Posted 11 hours ago 2 hours ago, GreenEarings said: Just wanted to report that I reran with the default ini and realtime logging and it froze again. There were no additional errors in the logs except that the runtime debug showed it got stuck on a texconv thread. I reran with LockTexConv=1 and no other changes and this time it completed successfully. I probably overcorrected when editing the other settings, thanks for the reply Upload the requested logs that were created when it froze.
sheson Posted 9 hours ago Author Posted 9 hours ago 9 hours ago, z929669 said: Here's the results with logs included just in case. Please repeat with the latest test version I just uploaded.
Bushranger Posted 9 hours ago Posted 9 hours ago @sheson I'll apologize in advance if I ramble too much, I've spent all afternoon writing this and when I tried to attach the DynDOLOD logs I found they are compressed to 5,079KB so when the Step Attachments wouldn't accept them I went looking for somewhere to host them... and accidentally used the tab that had this post and lost what I typed. I'm trying to remember what I had written but I'm confused and my head is pounding as usual so I hope it can be understood. I've been trying to make a Skyrim Mod Collection I can play this year since November last year, something I've been working on almost every day for three months now and while I'm often left confused it's because people here offer advice and help that I've kept to trying to get a basic understanding. With updates, patches and some advice from you I used the 'Put worldspace references in the right cells' script on some Environs Mods and managed to remove all "Reference Attached to Wrong Cell" messages. As it's been too hot to go outside this weekend I spent yesterday trying to determine what was causing the other warning messages in DynDOLOD. I found that many Textures Do Not Match warnings about dwemer roads I was receiving are caused by Far Object LOD Improvement Project SSE. I also found through searching that this is known because it is spoken of in the FOLIP forum, and known by me because reading it again I remembered it here I was introduced to Additional DynDOLOD Resources. The many Textures Do Not Match warnings about Rock Cliffs in Majestic Mountains I was receiving are caused by the Additional DynDOLOD Resources, if I disable that mod and generate DynDOLOD then those warnings are not produced. I'm glad to know (or remember) what these are from. What I am still confused about is the "Filename * Does Not Adhere To File Naming Conventions" warnings I am always receiving about rwtcalmwater.dds I am fairly sure that this is caused by Realistic Water Two SE. I've searched in MO2 to see if there were any conflicts, I've searched here and I found that there was a post asking for calmwater.dds to be added to the ignore list. I also think a solution is found so that this is resolved, but now it seems that calmwater.dds has changed name to rwtcalmwater.dds and so now warnings are shown in DynDOLOD again. When I asked about that in the RWT forum though I've been told that others do not receive these warnings so it's not what I thought it could be and I should post here to ask about it. https://zerobin.net/?a9338a2e870ecfe2#S1jHDvc6Jd1Tm6lK4PKDxHKPm8JPXBpiwTFGEY0b8R8= DynDOLOD_SSE_log.txt https://www.mediafire.com/file/k77c75y5cravwtp/Logs_Report.7z/file Because ZeroBin keeps replying "Could not create paste. server error or not responding" and it's been more than an hour now of me trying to rewrite a lost post. Sorry it's two different formats Sheson.
hanshotfirst Posted 8 hours ago Posted 8 hours ago (edited) hi im having an issue on 198. texgen ran successfully (after i fixed some mods that had formids outside the range) but when i try to run dyndolod, i get about 7-8 minutes in and it just stops. ive never had this issue before. the log on screen shows the last entry as: [07:41] <Error: Deleted reference Ancient City of Markarth - Addon.esp [REFR:00089B83] (in BthardamzExterior02 [CELL:00007062] (in Tamriel "Skyrim" [WRLD:0000003C] at -41,10))> if i just disable that plugin to test if it will run - it freezes on something else. now i can probably muddle my way through fixing these errors but im concerned that im doing to be spending a week doing that when previously - dyndolod would report errors and warnings, but would continue to run and generate an output. [07:51] <Warning: Reference attached to wrong cell. Should be [0,0] Nature of the Wild Lands.esp [REFR:000883AA] (Places pine_cut_stump01_summer [STAT:000B7889] in [CELL:00009C63] (in Tamriel "Skyrim" [WRLD:0000003C] at -12,-21))> ETA: after fixing both of those issues ^, the new thing it is getting stuck on is this: [07:12] <Warning: Duplicate reference ignored for LOD. Ulvenwald.esp [REFR:0007F93F] (Places Haafingar_TreePineForestSnow03 [TREE:2700FCAA] in ThalmorEmbassyExterior01 [CELL:0000921B] (in Tamriel "Skyrim" [WRLD:0000003C] at -20,28)) adds same model at same position, rotation and scale as Ulvenwald.esp [REFR:0007F93E] (Places Haafingar_TreePineForestSnow03 [TREE:2700FCAA] in ThalmorEmbassyExterior01 [CELL:0000921B] (in Tamriel "Skyrim" [WRLD:0000003C] at -20,28))> Edited 8 hours ago by hanshotfirst
sheson Posted 8 hours ago Author Posted 8 hours ago 1 hour ago, Bushranger said: What I am still confused about is the "Filename * Does Not Adhere To File Naming Conventions" warnings I am always receiving about rwtcalmwater.dds I am fairly sure that this is caused by Realistic Water Two SE. I've searched in MO2 to see if there were any conflicts, I've searched here and I found that there was a post asking for calmwater.dds to be added to the ignore list. I also think a solution is found so that this is resolved, but now it seems that calmwater.dds has changed name to rwtcalmwater.dds and so now warnings are shown in DynDOLOD again. When I asked about that in the RWT forum though I've been told that others do not receive these warnings so it's not what I thought it could be and I should post here to ask about it. https://zerobin.net/?a9338a2e870ecfe2#S1jHDvc6Jd1Tm6lK4PKDxHKPm8JPXBpiwTFGEY0b8R8= DynDOLOD_SSE_log.txt https://www.mediafire.com/file/k77c75y5cravwtp/Logs_Report.7z/file Because ZeroBin keeps replying "Could not create paste. server error or not responding" and it's been more than an hour now of me trying to rewrite a lost post. Sorry it's two different formats Sheson. The solution getting valid noise texture filenames from WATR records broke when a recent update to xEdit made changes to the element paths. Will be fixed in the next alpha version. If you like, get the latest test version from https://dyndolod.info/Downloads/Test-Versions to verify.
GreenEarings Posted 7 hours ago Posted 7 hours ago 3 hours ago, sheson said: Upload the requested logs that were created when it froze. Here is the realtime log as I couldn't get it to output the others: https://www.mediafire.com/file/gbdp518rj7tonbc/TexGen_SSE_realtime_log.txt/file I left it running for ~3 hours before stopping it, it stayed at 100% CPU usage for both cores the whole time so it seemed to be working on something but there was no additional logging or files output. I watched the VRAM consumption but it looked normal throughout
sheson Posted 6 hours ago Author Posted 6 hours ago 2 hours ago, hanshotfirst said: hi im having an issue on 198. texgen ran successfully (after i fixed some mods that had formids outside the range) but when i try to run dyndolod, i get about 7-8 minutes in and it just stops. ive never had this issue before. the log on screen shows the last entry as: [07:41] <Error: Deleted reference Ancient City of Markarth - Addon.esp [REFR:00089B83] (in BthardamzExterior02 [CELL:00007062] (in Tamriel "Skyrim" [WRLD:0000003C] at -41,10))> if i just disable that plugin to test if it will run - it freezes on something else. now i can probably muddle my way through fixing these errors but im concerned that im doing to be spending a week doing that when previously - dyndolod would report errors and warnings, but would continue to run and generate an output. [07:51] <Warning: Reference attached to wrong cell. Should be [0,0] Nature of the Wild Lands.esp [REFR:000883AA] (Places pine_cut_stump01_summer [STAT:000B7889] in [CELL:00009C63] (in Tamriel "Skyrim" [WRLD:0000003C] at -12,-21))> ETA: after fixing both of those issues ^, the new thing it is getting stuck on is this: [07:12] <Warning: Duplicate reference ignored for LOD. Ulvenwald.esp [REFR:0007F93F] (Places Haafingar_TreePineForestSnow03 [TREE:2700FCAA] in ThalmorEmbassyExterior01 [CELL:0000921B] (in Tamriel "Skyrim" [WRLD:0000003C] at -20,28)) adds same model at same position, rotation and scale as Ulvenwald.esp [REFR:0007F93E] (Places Haafingar_TreePineForestSnow03 [TREE:2700FCAA] in ThalmorEmbassyExterior01 [CELL:0000921B] (in Tamriel "Skyrim" [WRLD:0000003C] at -20,28))> Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload when making posts. In case logs are not created because you can not normally end the program, enable the realtime log and upload that as explained in the website link. Regardless of that, always clean plugins that have deleted references. See https://dyndolod.info/Messages/Deleted-Reference. Also see https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell
hanshotfirst Posted 6 hours ago Posted 6 hours ago (edited) 9 minutes ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload when making posts. In case logs are not created because you can not normally end the program, enable the realtime log and upload that as explained in the website link. bugreport debug dyndolod log ive been reading through the support posts to see if anyone had similiar issues and tried enabling the test build and also switching from NG to the SE dll. Slightly different timing, but it inevitably freezes between 7-12 minutes. doesnt crash, just stops showing anything on the on-screen log. let me know if you need more info. I have tried fixing some of the mods that are shown as warnings or errors - but it just freezes on something else instead, one time it froze on USSEP. I can try leaving it longer, but I left it for an hour at one point and nothing on screen had changed. Edited 6 hours ago by hanshotfirst
sheson Posted 5 hours ago Author Posted 5 hours ago 1 hour ago, GreenEarings said: Here is the realtime log as I couldn't get it to output the others: https://www.mediafire.com/file/gbdp518rj7tonbc/TexGen_SSE_realtime_log.txt/file I left it running for ~3 hours before stopping it, it stayed at 100% CPU usage for both cores the whole time so it seemed to be working on something but there was no additional logging or files output. I watched the VRAM consumption but it looked normal throughout Get the latest test version from https://dyndolod.info/Downloads/Test-Versions. Delete all old logs and then try to run it without any changes to the INI. Report if it runs through or upload new logs or realtime log if it doesn't.
z929669 Posted 4 hours ago Posted 4 hours ago 5 hours ago, sheson said: Please repeat with the latest test version I just uploaded. Alpha remains black on the atlas texture, but here's the relevant output/logs.
sheson Posted 4 hours ago Author Posted 4 hours ago 2 hours ago, hanshotfirst said: bugreport debug dyndolod log ive been reading through the support posts to see if anyone had similiar issues and tried enabling the test build and also switching from NG to the SE dll. Slightly different timing, but it inevitably freezes between 7-12 minutes. doesnt crash, just stops showing anything on the on-screen log. let me know if you need more info. I have tried fixing some of the mods that are shown as warnings or errors - but it just freezes on something else instead, one time it froze on USSEP. I can try leaving it longer, but I left it for an hour at one point and nothing on screen had changed. I uploaded a new test version. Delete all old logs, then run and report result and upload new logs if issue persists.
captainlei1993 Posted 3 hours ago Posted 3 hours ago (edited) Encountered a LOD flickering issue(LOD within uGridsToLoad then switch to full in a second) in Helgen at the start of the game: The issue comes from the following models: ImpExtIceBridge01_Nolce, ImpExtHelgenWallDivider01, ImpExtIceWallDivider01_Nolce, ImpExtHelgenWall01 Based on my own test, it seems to do with ACMOS. I don't have the issue if I don't use LOD32. Also the flicking occurs every time at exact position of my character in the screenshot, if this info helps. DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt DynDOLOD.log Edited 3 hours ago by captainlei1993
hanshotfirst Posted 3 hours ago Posted 3 hours ago (edited) @sheson same thing unfortunately. got to 8:24 and froze. bug report debug log dyndolod log Edited 3 hours ago by hanshotfirst
sheson Posted 2 hours ago Author Posted 2 hours ago 1 hour ago, captainlei1993 said: Encountered a LOD flickering issue(LOD within uGridsToLoad then switch to full in a second) in Helgen at the start of the game: The issue comes from the following models: ImpExtIceBridge01_Nolce, ImpExtHelgenWallDivider01, ImpExtIceWallDivider01_Nolce, ImpExtHelgenWall01 Based on my own test, it seems to do with ACMOS. I don't have the issue if I don't use LOD32. Also the flicking occurs every time at exact position of my character in the screenshot, if this info helps. DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt DynDOLOD.log Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. The game enables something in that cell that uses a base record with the Has LOD flag set. DynDOLOD is supposed to patch that out, not sure yet why the Level32 setting would affect that.
BrotherShamus Posted 1 hour ago Posted 1 hour ago I'm having an odd issue with my Bent Pines added to the Reach using this mod (https://www.nexusmods.com/skyrimspecialedition/mods/132482?tab=files). I'm using the 'Clifftrees to Bent Pines In The Reach (only)' file. The Bent Pines in all other areas are fine but the ones added by this mod have very large, dark billboards that are visible in the distance and then disappear when I get close. I'm attaching a screenshot I took using freecam as well as my debug and log files. https://limewire.com/d/p2xmJ#V6Y4hUIWhE
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