sheson Posted January 28, 2023 Author Posted January 28, 2023 43 minutes ago, Kansas72 said: Ran version 108 with NG 1. Same thing. Hitting command prompts doesn't help since it's not there. Keep getting fxrapids.nif cos its water there. I would like to include logs for both dyndolod and texgen, but they say file too large. As explained on the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Make and post a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Obviously make that screenshot when the waterwheel is visible, so you can click it with console open. Read the first post which log and debug log to upload when making posts. As explained on the first post or my signature, use a file or text service. As explained on the first post, consider zipping large and/or many files into a single archive.
Rozen Posted January 28, 2023 Posted January 28, 2023 Tested it without running it through vortex and got stuck at creating texture atlas for DynDOLOD_Tamriel_Glow.dds 1024 x 1024 again then tested again without running it through vortex and it got stuck at the same spot. Here is the log> https://ufile.io/f/a6weg And here is what it was doing in task manager, i looked and there was nothing else from it running just the one in the pic.
Kansas72 Posted January 28, 2023 Posted January 28, 2023 Thank you Sheson. I did run on the later versions and that's when I first noticed the issue. I went back to earlier versions, like 108 and ng 1 to see if same thing happened. I was trying to see when It first started, so I could let you know. That way you could see whatever was added to newer versions was causing this weird issue. I will re-run with newest versions again, but water wheels won't show up. Is there a part of log I could add to this forum, since it appears the whole log is too big. I thought about disabling mods and re-running dyndolod that way. I really love the way dyndolod looks in game, so I want to find the answer. I think it's amazing what you are doing.
sheson Posted January 28, 2023 Author Posted January 28, 2023 37 minutes ago, Kansas72 said: I went back to earlier versions, like 108 and ng 1 to see if same thing happened. I will re-run with newest versions again, but water wheels won't show up. Is there a part of log I could add to this forum, since it appears the whole log is too big. As explained on the first post, always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Make and post a screenshot of the waterwheel selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Obviously make that screenshot without DynDOLOD active when the waterwheel is visible, so it can be seen and clicked with console open. Read the first post which log (truncate to the last meaningful session) and which entire debug log to upload when making posts. As explained on the first post or my signature, use a file or text service. As explained on the first post, consider zipping large and/or many files into a single archive.
sheson Posted January 28, 2023 Author Posted January 28, 2023 1 hour ago, Rozen said: Tested it without running it through vortex and got stuck at creating texture atlas for DynDOLOD_Tamriel_Glow.dds 1024 x 1024 again then tested again without running it through vortex and it got stuck at the same spot. Here is the log> https://ufile.io/f/a6weg And here is what it was doing in task manager, i looked and there was nothing else from it running just the one in the pic. Upload the log/debug log of this test version https://mega.nz/file/JAx1WQZC#NRTxgG9vcm1VDrXNNz7a-rTSOB-u90LKIWY6fZNp_Wk Then add CPUMipMaps=1 to the DynDOLOD INI. It should run through no matter what. It is to double check that it is indeed a problem that happens when loading the textures to the GPU and not something earlier in the process.
Kansas72 Posted January 29, 2023 Posted January 29, 2023 Hi. Sheson. Waterwheel man here. I ran dyndolod 3 with latest versions of NG alpha 2, resources alpha 30 and dyndolod alpha 111. Ran with basic settings on texgen and same with dyndolod. Only selected areas and high setting, nothing advanced. Also ran with what I normally choose in advanced settings and same thing, no water wheels in both instances. Then I ran it with old method...2.82.4, dll skse64 plugin for 1.5.97, but did use latest versions of resources alpha 30 and dyndolod alpha 111. Water wheels were there in each instance. So something with NG is causing water wheels to not show up, at least in my game. Both NG alpha 1 and 2. The 2.82.4 and the 1.5.97 combo works. For dyndolod, the only difference between the combo versus NG is the large reference box to click on. That is the only setting or box I didn't use because its not an option with old method. Other than that, I chose the same settings and options. I looked thru large references, but only saw references for Ivarstead and Mixwater Mill. I included large references log. I could be wrong, but since one of the biggest changes I see is the large references box being added, I kind of believe that's the issue. Just not sure why though. I ran old method a few times and water wheels were there in all instances. Not sure if there is a way to use sseedit to clean those files listed. Than try NG again. Any suggestion would be helpful. Thank you large references.txt
sheson Posted January 29, 2023 Author Posted January 29, 2023 5 hours ago, Kansas72 said: Hi. Sheson. Waterwheel man here. I ran dyndolod 3 with latest versions of NG alpha 2, resources alpha 30 and dyndolod alpha 111. Ran with basic settings on texgen and same with dyndolod. Only selected areas and high setting, nothing advanced. Also ran with what I normally choose in advanced settings and same thing, no water wheels in both instances. Then I ran it with old method...2.82.4, dll skse64 plugin for 1.5.97, but did use latest versions of resources alpha 30 and dyndolod alpha 111. Water wheels were there in each instance. So something with NG is causing water wheels to not show up, at least in my game. Both NG alpha 1 and 2. The 2.82.4 and the 1.5.97 combo works. For dyndolod, the only difference between the combo versus NG is the large reference box to click on. That is the only setting or box I didn't use because its not an option with old method. Other than that, I chose the same settings and options. I looked thru large references, but only saw references for Ivarstead and Mixwater Mill. I included large references log. I could be wrong, but since one of the biggest changes I see is the large references box being added, I kind of believe that's the issue. Just not sure why though. I ran old method a few times and water wheels were there in all instances. Not sure if there is a way to use sseedit to clean those files listed. Than try NG again. Any suggestion would be helpful. Thank you large references.txt 230.88 kB · 0 downloads Read the first post which log and debug log to upload when making posts. Use a file or text service as explained on the first post or my signature. Post a screenshot of one of the waterwheels selected while console is open with the mod more informative console installed. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Obviously make the screenshot while the waterwheel is visible before generating LOD.
Rozen Posted January 29, 2023 Posted January 29, 2023 14 hours ago, sheson said: Upload the log/debug log of this test version https://mega.nz/file/JAx1WQZC#NRTxgG9vcm1VDrXNNz7a-rTSOB-u90LKIWY6fZNp_Wk Then add CPUMipMaps=1 to the DynDOLOD INI. It should run through no matter what. It is to double check that it is indeed a problem that happens when loading the textures to the GPU and not something earlier in the process. I just woke up and seen your message, i am going to do that now.
Rozen Posted January 29, 2023 Posted January 29, 2023 (edited) Run 1 nothing added to the .ini file: When getting to the files it was getting stuck on before it maxes out the CPU but goes back down right after getting done with them, so any time it makes a Glow,dds file. This time it got to creating texture atlas for DynDOLOD_DLC01SoulCairn_Glow.dds 256 x 256 then got stuck with 2 processes going, one as a background processes, the one under app is shown here with memory staying the same and CPU going from a low 21% to around 30% And the one in the background staying around 30% with also no change in the memory. Here is the log of run 1> https://ufile.io/f/fqig7 Going to go do the .ini edit you said to do then run again. Edited January 29, 2023 by Rozen Website Error and put the post up for me.
Rozen Posted January 29, 2023 Posted January 29, 2023 Run 2 with .ini edit: it never maxed out the cpu and got stuck at creating texture atlas for DynDOLOD_Tamriel_Glow.dds 1024 x 1024, also when it got stuck there was no background processes running just the main one and stayed around 15% to 20% for CPU and the memory stayed the same. Here are the logs for run 2> https://ufile.io/f/obzk5
sheson Posted January 29, 2023 Author Posted January 29, 2023 3 hours ago, Rozen said: Run 2 with .ini edit: it never maxed out the cpu and got stuck at creating texture atlas for DynDOLOD_Tamriel_Glow.dds 1024 x 1024, also when it got stuck there was no background processes running just the main one and stayed around 15% to 20% for CPU and the memory stayed the same. Here are the logs for run 2> https://ufile.io/f/obzk5 Both set of logs seem to be generated with CPUMipMaps=0. You can check the debug log for it [DynDOLODGenerate] <Debug: CPUMipMaps: False> Do the same 2 runs with this test version please https://mega.nz/file/wdgxmBDK#8luUkdxfC2upce7EYnHEPxsPHcKBFa4c33VE7SOu9Cs and upload the log/debug log
Kansas72 Posted January 29, 2023 Posted January 29, 2023 Here are the screenshots per request. I took 2 pics of Riverwood mill and 2 of Half-Moon mill. Hope this helps. No texgen or dyndolod outputs installed.
sheson Posted January 29, 2023 Author Posted January 29, 2023 12 minutes ago, Kansas72 said: Here are the screenshots per request. I took 2 pics of Riverwood mill and 2 of Half-Moon mill. Hope this helps. No texgen or dyndolod outputs installed. Now generate DynDOLOD with the large reference bugs workarounds enabled for that load order. Install the output and start a new game, for example with coc Riverwood from the main menu. Wait for the DynDOLOD initialized successfully message top left, then if things work or not. If there is an issue, post the log and debug log from that generation.
Rozen Posted January 29, 2023 Posted January 29, 2023 (edited) 3 hours ago, sheson said: Both set of logs seem to be generated with CPUMipMaps=0. You can check the debug log for it [DynDOLODGenerate] <Debug: CPUMipMaps: False> Do the same 2 runs with this test version please https://mega.nz/file/wdgxmBDK#8luUkdxfC2upce7EYnHEPxsPHcKBFa4c33VE7SOu9Cs and upload the log/debug log I am doing a run now without changes to the .ini file and with the new .exe, I added the CPUMipMaps=1 to the .ini file like you said too so I don't know why it would not work. Edit: Just to add i did look for other things running from it and there was none. Edited January 29, 2023 by Rozen
Kansas72 Posted January 29, 2023 Posted January 29, 2023 Same issue. I did wait for dyndolod to load successfully. Pics first. Dyndolod log. DynDOLOD_SSE_log.txt
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