Levitatefred Posted yesterday at 07:16 AM Posted yesterday at 07:16 AM https://imgur.com/C8Kw5uX im running with SE 1.5.97, the video shows my description. the lod mods im using are listed below DynDOLOD Resources SE",52897 DynDOLOD DLL NG and Scripts 3.00",97720 Far Object LOD Improvement Project SSE",79197 HD Terrain Noise Texture SE",47057 DynDOLOD DLL SE - Scripts",57264 DynDOLOD DLL SE",57264 Lod Model Library for DynDOLOD",87521 anyone experience the same as me? especialy occured on architectures and walls near whiterun, mountains and other objects seem to be fine
sheson Posted yesterday at 09:24 AM Author Posted yesterday at 09:24 AM 9 hours ago, GreenEarings said: Still generates a few billboards and then hangs unfortunately. This time TexGen remained responsive for me to use the close dialogue, but after this it stayed frozen in the background so I still had to kill it manually. It output the regular logs this time but no bugreport.txt: https://www.mediafire.com/file/4sljdouluz0yme1/texgenlogs.zip/file Monitoring resource usage shows that upon the freeze gpu usage flatlines and vram usage stays constant, cpu usage stays at 100% on both cores until I kill the program. I uploaded a new test version to try. Report results. In case it still exhibits the problem, check if there are any texconv processes still lingering around. Verify that setting Locktexconv=1 still makes a difference.
sheson Posted yesterday at 09:36 AM Author Posted yesterday at 09:36 AM 9 hours ago, JayJeff said: Re-ran Dyndolod. Hopefully these are the right ones! Dyndolod Debug Dyndolod Log Bugreport The logs show you are starting DynDOLOD and then closing it without starting LOD generation. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Patch-Mod-with-DynDOLOD: If in wizard mode, start LOD generation by clicking one of the Low, Medium or High buttons. If in advanced mode, select options as desired and start LOD generation by clicking the OK button. Does it not show the wizard options window? https://dyndolod.info/Help/Wizard-Mode
sheson Posted yesterday at 09:44 AM Author Posted yesterday at 09:44 AM 3 hours ago, Levitatefred said: https://imgur.com/C8Kw5uX im running with SE 1.5.97, the video shows my description. the lod mods im using are listed below DynDOLOD Resources SE",52897 DynDOLOD DLL NG and Scripts 3.00",97720 Far Object LOD Improvement Project SSE",79197 HD Terrain Noise Texture SE",47057 DynDOLOD DLL SE - Scripts",57264 DynDOLOD DLL SE",57264 Lod Model Library for DynDOLOD",87521 anyone experience the same as me? especialy occured on architectures and walls near whiterun, mountains and other objects seem to be fine Moved to the DynDOLOD alpha thread. See 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. Make a useful screenshot with more informative console of the full model as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/FAQ#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker. Looks like this answer applies: DynDOLOD does not change how the engine and how LOD works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be texture flicker. The more things the game has to load when new cells attach and the more system resources are strained the longer it takes to load full models and to unload object LOD. This exegerrated if object LOD uses the full model (or LOD models with very similar 3D) for LOD and for non large references that switch closer to the player character. See the answer FAQ answers as well.
sheson Posted 21 hours ago Author Posted 21 hours ago 11 hours ago, z929669 said: Here's the results from test version dated 1/26/2026 13:12 Double check the shader files in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ are from the release version. Please repeat the test with UseMipmaps=0 under [DynDOLOD] in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and upload the new *.dds files. Then repeat with adding GLAlphaCoverage=0 and upload those *.dds two.
z929669 Posted 21 hours ago Posted 21 hours ago 40 minutes ago, sheson said: Double check the shader files in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ are from the release version. Please repeat the test with UseMipmaps=0 under [DynDOLOD] in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and upload the new *.dds files. Then repeat with adding GLAlphaCoverage=0 and upload those *.dds two. To clarify, you want me to try UseMipmaps=0 in test 1 and then try GLAlphaCoverage=0 in test 2. For test 2, do you want UseMipmaps=0 commented or enabled?
Arkathor Posted 20 hours ago Posted 20 hours ago 18 hours ago, sheson said: In that case test what happens if you only disable Occlusion.esp. That should not change anything so continue with disabling the DynDOLOD.esp. If nothing changes, also disable the DynDOLOD.esm. In case there still is no change, hide/rename the meshes folder from the DynDOLOD output. Report results. I tested it and now the Problem seems to persist even if I disable DyndolodOutput. Seems like it's problem with different mod, that just randomly disappeared before. I'll look to find the broken mesh on my own. Sorry for false issue report.
z929669 Posted 20 hours ago Posted 20 hours ago 1 hour ago, sheson said: Double check the shader files in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ are from the release version. Please repeat the test with UseMipmaps=0 under [DynDOLOD] in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and upload the new *.dds files. Then repeat with adding GLAlphaCoverage=0 and upload those *.dds two. 36 minutes ago, z929669 said: To clarify, you want me to try UseMipmaps=0 in test 1 and then try GLAlphaCoverage=0 in test 2. For test 2, do you want UseMipmaps=0 commented or enabled? Using the latest Test Versions (Jan 27), no *.dds were generated in the output for test 1. I will pause here until you affirm before continuing. Also, yes. the shaders I have are from the 198 release version and dated 1/2/2026. Here's the logs just in case.
sheson Posted 19 hours ago Author Posted 19 hours ago 1 hour ago, z929669 said: To clarify, you want me to try UseMipmaps=0 in test 1 and then try GLAlphaCoverage=0 in test 2. For test 2, do you want UseMipmaps=0 commented or enabled? Do one, than the other. Shouldn't really matter though 1 hour ago, z929669 said: Using the latest Test Versions (Jan 27), no *.dds were generated in the output for test 1. I will pause here until you affirm before continuing. Also, yes. the shaders I have are from the 198 release version and dated 1/2/2026. Here's the logs just in case. Looks like you changed the texture treepineforestbranchcomp.dds. Restore the 8k one from the mod that has CRC32 110FD4A4
JayJeff Posted 15 hours ago Posted 15 hours ago I figured out why my Dyndolod was stopping prematurely! I checked my Windows Event Log and it showed that my Nvidia drivers were crashing during the dyndolod process. I updated my drivers and dyndolod ran without a hitch and displayed no errors! Thank you for helping me and looking at my logs! I apologize if I took undue amounts of your time! 1
GreenEarings Posted 13 hours ago Posted 13 hours ago (edited) 15 hours ago, sheson said: I uploaded a new test version to try. Report results. In case it still exhibits the problem, check if there are any texconv processes still lingering around. Verify that setting Locktexconv=1 still makes a difference. Ran the new version a few times it's still exhibiting erratic behavior. Locktexconv=1 doesn't seem to make a difference I've gotten freezes with both. Still getting successful runs occasionally even with entirely default settings. Sometimes now instead of going non-responsive the program just crashes without generating any logs. With Locktexconv enabled occasionally I get the error "OpenGL invalid value from TwbRender.DeleteID" but not consistently. One time after a freeze I checked dmesg and it showed that TexGenx64.exe had caused a segfault, but I couldn't recreate this either. Occasionally after exiting there is a lingering texconv process that I need to force kill but not always, usually it's just texgenx64.exe left hanging on its own. I saved logs and the bugreport for the opengl error: https://www.mediafire.com/file/q5coz2jywj247jg/texgenlogs2_opengl.zip/file Unsure how useful they'll be since I've only had this happen twice out of like 30 attempted runs. Another thing is after the opengl error I couldn't rerun the test version since on launch it started giving the Outdated version message and making me exit. Resetting the files to default and removing the bugreport.txt got it to start working again. Edit: Wanted to add that I tried running the test version of DynDOLOD as well. The previous version I was having similar freezing issues and wildly long runtimes even on a vanilla load order (outside of dyndolod dependencies). In particular, "[Tamriel] Processing 264740 references" took around 2.5 hours to complete. Happy to report the test version runs flawlessly and finishes everything in about 15 minutes Edited 12 hours ago by GreenEarings
z929669 Posted 11 hours ago Posted 11 hours ago 7 hours ago, sheson said: Do one, than the other. Shouldn't really matter though Looks like you changed the texture treepineforestbranchcomp.dds. Restore the 8k one from the mod that has CRC32 110FD4A4 Gotcha. Here's Test 1 and Test 2.
sheson Posted 5 hours ago Author Posted 5 hours ago 7 hours ago, GreenEarings said: Ran the new version a few times it's still exhibiting erratic behavior. Locktexconv=1 doesn't seem to make a difference I've gotten freezes with both. Still getting successful runs occasionally even with entirely default settings. Sometimes now instead of going non-responsive the program just crashes without generating any logs. With Locktexconv enabled occasionally I get the error "OpenGL invalid value from TwbRender.DeleteID" but not consistently. One time after a freeze I checked dmesg and it showed that TexGenx64.exe had caused a segfault, but I couldn't recreate this either. Occasionally after exiting there is a lingering texconv process that I need to force kill but not always, usually it's just texgenx64.exe left hanging on its own. I saved logs and the bugreport for the opengl error: https://www.mediafire.com/file/q5coz2jywj247jg/texgenlogs2_opengl.zip/file Unsure how useful they'll be since I've only had this happen twice out of like 30 attempted runs. Another thing is after the opengl error I couldn't rerun the test version since on launch it started giving the Outdated version message and making me exit. Resetting the files to default and removing the bugreport.txt got it to start working again. Edit: Wanted to add that I tried running the test version of DynDOLOD as well. The previous version I was having similar freezing issues and wildly long runtimes even on a vanilla load order (outside of dyndolod dependencies). In particular, "[Tamriel] Processing 264740 references" took around 2.5 hours to complete. Happy to report the test version runs flawlessly and finishes everything in about 15 minutes It seems possible that setting Locktexconv=1 was just coincidental. Make sure the system is stable, especially with CPU and memory BIOS settings, cooling etc. Maybe try latest feature branch (590) of the NVIDIA driver. In any case, delete old logs, get latest test version and add GLDebug=1 under [TexGen] in C:\skyrimtools\DynDOLOD_Test\Edit Scripts\DynDOLOD\TexGen_SSE.ini. Try a couple times with realtimelog=0 to see if you get an opengl error and a debug log then upload those logs. Otherwise repeat with realtimelog=1.
captainlei1993 Posted 3 hours ago Posted 3 hours ago On 1/26/2026 at 1:00 PM, sheson said: In that case, also report all plugins overwriting the permanent cell 00000D74. Other than master plugins and cc plugins, the plugins overwriting the permanent cell 00000D74 are: 1. unofficial skyrim special edition patch.esp 2. unofficial skyrim creation club content patch.esl 3. DynDOLOD.esm, 4. gildergreen regrown.esp 5. Robber's Gorge Fixes.esp 6. Rock Traps Trigger Fixes.esp 7. VolumeticMists.esp 8. Synthesis.esp 9. DynDOLOD.esp I skimmed through records in these plugins and concluded that the culprit are most likely from DynDOLOD.esp. Suspicious records: and: and: and:
sheson Posted 2 hours ago Author Posted 2 hours ago 34 minutes ago, captainlei1993 said: Other than master plugins and cc plugins, the plugins overwriting the permanent cell 00000D74 are: 1. unofficial skyrim special edition patch.esp 2. unofficial skyrim creation club content patch.esl 3. DynDOLOD.esm, 4. gildergreen regrown.esp 5. Robber's Gorge Fixes.esp 6. Rock Traps Trigger Fixes.esp 7. VolumeticMists.esp 8. Synthesis.esp 9. DynDOLOD.esp I skimmed through records in these plugins and concluded that the culprit are most likely from DynDOLOD.esp. If what you see in the game are those dynamic LOD records, then you should be able to click them and get their reference form IDs in console in the game. First do rudimenary troubleshooting by disbaling all LOD with tll in game before this happens as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If you still see LOD objects up close, containue the rudimentary troubleshooting by deactivating dynamic LOD in the DynDOLOD SkyUI - MCM before this happens or by not loading DynDOLOD.esp. If disabling LOD with TLL makes a difference, test without any swaps by temporarily disabling the Base Object Swapper DLL.
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