Jump to content

Recommended Posts

Posted
1 hour ago, pentapox said:

Tested again with Locktexconv=1 and RenderSingle=1 as suggested, first it got stuck generating textures for object lods pretty far down into the process (Which seemed like progress!) but upon second try it got stuck on billboards. Here's the log from the second attempt (Sorry forgot to save the first attempt): https://ufile.io/avcdfjh7

The debug log shows that either RenderSingle=0 is set or it is missing from the INI. LockTexconv=1 is set.
Add RenderSingle=1 under [TexGen] as well and then test what happens.

If the problem persists, upload new logs.
Check in task manager if there are Texconv processes TexGen might be waiting on. Terminating then should let it continue/fail with an error message in that case.

 

Posted (edited)
1 hour ago, sheson said:

The "missing" land is a game engine bug and the missing references in childworlds are for vanilla optimization. So far it requires manual patching to fix. Currently DynDOLOD includes a manual patches for Dragonsreach Balcony, Whiterun/Solitude exterior for example but nothing for Riften.

The next alpha version will do landscape fixes and reference copying from parent to child world automatically. It will make the manual exterior patches that add copies of cells/references obsolete.

Alright, sounds awesome! Will it include mod added objects too?

1 hour ago, sheson said:

What mod is the ferry that you are taking from? Doesn't it also happen if you just fast travel?

Upload
Papyrus log
c:\Users\[Username]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log
DynDOLOD output ..\skse\plugins\DynDOLOD_Data\DynDOLOD_DLC2SolstheimWorld_Objects.txt

The ferry is from CFTO, but it happens with fast travel from the map too.

Here are the files you requested: https://mega.nz/file/RCtVDSbZ#2P11jMrC-D8U-ZkmNYcWRhmi-jhzqUXs0VmTA0zRbp8

The Papyrus and DynDOLOD logs are from a session where I loaded a save inside the AP room, spawned to Retching Netch and fast travelled (from the map) to tel mithryn.

Edited by Blackread
Posted (edited)
2 hours ago, sheson said:

The debug log shows that either RenderSingle=0 is set or it is missing from the INI. LockTexconv=1 is set.
Add RenderSingle=1 under [TexGen] as well and then test what happens.

If the problem persists, upload new logs.
Check in task manager if there are Texconv processes TexGen might be waiting on. Terminating then should let it continue/fail with an error message in that case.

 

Sorry my bad I checked the inis and I fixed it so it should have both settings enabled.

 

Tried it again, I've been checking the processes/details tabs of task manager too. No change. Here's the logs again. https://ufile.io/jiyogqks

Edited by pentapox
Posted
13 hours ago, pentapox said:

Sorry my bad I checked the inis and I fixed it so it should have both settings enabled.

Tried it again, I've been checking the processes/details tabs of task manager too. No change. Here's the logs again. https://ufile.io/jiyogqks

Are you sure there are no Texconv processes listed in task manager? You might need to unfold TexGen or enable a show all option.

Have you tried with RenderSingle=1 and LockTexconv=0?

Posted
18 hours ago, Blackread said:

Alright, sounds awesome! Will it include mod added objects too?

It does not care which plugin adds them.

18 hours ago, Blackread said:

The ferry is from CFTO, but it happens with fast travel from the map too.

Here are the files you requested: https://mega.nz/file/RCtVDSbZ#2P11jMrC-D8U-ZkmNYcWRhmi-jhzqUXs0VmTA0zRbp8

The Papyrus and DynDOLOD logs are from a session where I loaded a save inside the AP room, spawned to Retching Netch and fast travelled (from the map) to tel mithryn.

Download and run this test versions of DynDOLODx64.exe https://mega.nz/file/tYhSTZaR#gBDvuhylv96TRJP7m60jFAthPPJV0JEr2WGOQhbkwXs

Only select Solstheimworld, upload log and debug log. Do not use output for anything.

Posted (edited)
40 minutes ago, sheson said:

Download and run this test versions of DynDOLODx64.exe https://mega.nz/file/tYhSTZaR#gBDvuhylv96TRJP7m60jFAthPPJV0JEr2WGOQhbkwXs

Only select Solstheimworld, upload log and debug log. Do not use output for anything.

I ran it twice, the program crashed pretty early on in both cases.

Logs for the first run, no error message: https://mega.nz/file/5O0DzZaR#fL_dCdPRd4FlDb3bBOsPeKnXOmG_fJcn6HM38VHZNIY

Logs for the second run which did produce an error message: https://mega.nz/file/tG8EWCTY#sHnJkFURMHLcq77BVz59eaT-2oyW_ckfPmXB7GrdZgQ

I included the bugreport.txt too.

Edited by Blackread
Posted
45 minutes ago, Blackread said:

I ran it twice, the program crashed pretty early on in both cases.

Logs for the first run, no error message: https://mega.nz/file/5O0DzZaR#fL_dCdPRd4FlDb3bBOsPeKnXOmG_fJcn6HM38VHZNIY

Logs for the second run which did produce an error message: https://mega.nz/file/tG8EWCTY#sHnJkFURMHLcq77BVz59eaT-2oyW_ckfPmXB7GrdZgQ

I included the bugreport.txt too.

Use this version https://mega.nz/file/EcIEXTRT#nslaMTPe2omO1vU9AElGTIE-jQgpdpGL8tqKCPDzBbM

Just to create/upload log and debug log.

Posted
1 hour ago, Blackread said:

Here are the logs: https://mega.nz/file/kC8BiLpD#Sa6Me1XBwKPjuWPSlciYokVo5SE55OgmeU8yaFMqjZc

By the way, out of interest I tried the output from this run and couldn't find any stuck glow LOD anywhere.

Can you test if happens if you generate Tamriel + Solstheim only? You do not need to check object/tree LOD, just dynamic LOD and keep the fake light options to make things go a bit quicker. If not, test with all worldspaces again.
Once know which one, do the same worldspace selection with the test version as well, and upload the logs.

Posted (edited)
11 hours ago, sheson said:

Are you sure there are no Texconv processes listed in task manager? You might need to unfold TexGen or enable a show all option.

Have you tried with RenderSingle=1 and LockTexconv=0?

I'm trying this now, usually there are processes though they just have no usage. I've been leaving texgen running around 45 minutes while testing your suggestions and up until literally 3 days ago it's usually taken a maximum of 15 minutes to run so I've assumed it was just not working. 

I'll get back to you with the results, thanks again I appreciate your help :)

 

EDIT: It's stuck on sstonebase01lod.dds again and there's a texture conversion command line process hanging with no cpu or disk usage, just 11mb of ram usage. I'll wait and see if it changes.

Edited by pentapox
Posted
29 minutes ago, pentapox said:

I'm trying this now, usually there are processes though they just have no usage. I've been leaving texgen running around 45 minutes while testing your suggestions and up until literally 3 days ago it's usually taken a maximum of 15 minutes to run so I've assumed it was just not working. 

I'll get back to you with the results, thanks again I appreciate your help :)

 

EDIT: It's stuck on sstonebase01lod.dds again and there's a texture conversion command line process hanging with no cpu or disk usage, just 11mb of ram usage. I'll wait and see if it changes.

Normally TexGen should not take more than a few minutes.

If you terminate that texconv in task manager, TexGen should have a related message and stop.
This happens regardless of LockTexconv=1 or 0?

Download latest texconv from https://github.com/Microsoft/DirectXTex/wiki/Texconv
Open a command prompt (Windows Key + R, cmd, Enter) to where you downloaded that texconv version and run it by typing its file name.
I am interested in what it lists for feature level and adapter at end if its output.

Typically the best/only video card should be adapter 0:
In case it is not 0, add TexconvAdapterIndex=X under [TexGen] in the TexGen_SSE.INI. Set x to the adapter level.
If the best/only graphics card is adapter 0 already or setting it to another level does not change anything, set TexconvAdapterIndex=-1 to disable GPU usage to see if that runs through.

Posted
1 hour ago, sheson said:

Can you test if happens if you generate Tamriel + Solstheim only? You do not need to check object/tree LOD, just dynamic LOD and keep the fake light options to make things go a bit quicker. If not, test with all worldspaces again.
Once know which one, do the same worldspace selection with the test version as well, and upload the logs.

With Tamriel+Solstheim only I saw the glow objects again.

Here are the logs for the run with Alpha-128: https://mega.nz/file/8KUliL7K#KMpnilaom0i1mixB2dyeCEoZzy0vPM7hhdIV_mkTCXM

And here are the logs for the run with the test version: https://mega.nz/file/BGMjSSTL#9ollcacv56J8TjpsGI4T0QetZl1n2gE9W2wCb242UOc

Posted
37 minutes ago, sheson said:

Normally TexGen should not take more than a few minutes.

If you terminate that texconv in task manager, TexGen should have a related message and stop.
This happens regardless of LockTexconv=1 or 0?

Download latest texconv from https://github.com/Microsoft/DirectXTex/wiki/Texconv
Open a command prompt (Windows Key + R, cmd, Enter) to where you downloaded that texconv version and run it by typing its file name.
I am interested in what it lists for feature level and adapter at end if its output.

Typically the best/only video card should be adapter 0:
In case it is not 0, add TexconvAdapterIndex=X under [TexGen] in the TexGen_SSE.INI. Set x to the adapter level.
If the best/only graphics card is adapter 0 already or setting it to another level does not change anything, set TexconvAdapterIndex=-1 to disable GPU usage to see if that runs through.

this is the log that shows up with both texconv settings when killing the texconv process

fcd4f99d03d8d9075e30a13f7fa3ceaf.png

this is the details you wanted from cmd

b42199835717a410bb39d3750821860e.png

i tested with texconvadapterindex=0, i'm gonna test at -1 and see if it works.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.