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Posted
42 minutes ago, sheson said:

The stalled texconv processs might only be visible if enabling to see all process and/or after unfolding child process of TexGen/DynDOLOD.

Is there a bugreport.txt in the same folder as the DynDOLODx64.exe?

The log and debug are probably not saved because the programs is terminated by the OS or manually, so it can not go through its own crash handler / shutdown procedures.

Make sure UAC, antivir are not interring with any of the executables, including ..\DynDOLOD\Edit Scripts\Texconvx64.exe
Make sure graphics the latest graphics drivers without crapware are installed or terminate the crapware before running the tools. Especially if using AMD.

Add LockTexonv=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to see if it makes a difference.

If it still stalls, check for that Texconv in task manager in order to kill it to see if it allows DynDOLOD to write logs.

Either way let me know the outcome.

After stopping and disabling AMD's hotkey utility, setting DynDOLOD, TexGen, Texconv and xLODGen to run as an admin, and adding the LockTexconv=1 line to the .ini, the program ran to completion in just under 18 minutes and failed to generate objects for Solstheim. It looks like that's the only location it's having trouble with.

The debug log was far too large to attach here or in paste.ee, so here it is on ufile.io.

Posted
7 minutes ago, NeedsMoreBirds said:

After stopping and disabling AMD's hotkey utility, setting DynDOLOD, TexGen, Texconv and xLODGen to run as an admin, and adding the LockTexconv=1 line to the .ini, the program ran to completion in just under 18 minutes and failed to generate objects for Solstheim. It looks like that's the only location it's having trouble with.

The debug log was far too large to attach here or in paste.ee, so here it is on ufile.io.

Also upload E:\Modding\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt
Check Windows Event log a related entry for LODGenx64Win.exe and copy/paste or upload that as well.

You had an eye on total memory usage of everything in task manager when it happened? C000005 can memory or CPU related in high stress situations if random.

Start DynDOLOD in expert mode https://dyndolod.info/Help/Expert-Mode
Only select  DLC2SolstheimWorld and then click Execute LODGen to only run that again. If it runs through without error just by itself, the output is complete and can be used.

Posted
11 hours ago, sheson said:

Also upload E:\Modding\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt
Check Windows Event log a related entry for LODGenx64Win.exe and copy/paste or upload that as well.

You had an eye on total memory usage of everything in task manager when it happened? C000005 can memory or CPU related in high stress situations if random.

Start DynDOLOD in expert mode https://dyndolod.info/Help/Expert-Mode
Only select  DLC2SolstheimWorld and then click Execute LODGen to only run that again. If it runs through without error just by itself, the output is complete and can be used.

Here's the Windows event log for LODGENx64Win.exe:

Quote

Application: LODGenx64Win.exe
CoreCLR Version: 6.0.1322.58009
.NET Version: 6.0.13
Description: The process was terminated due to an internal error in the .NET Runtime at IP 00007FF979DD9370 (00007FF979D30000) with exit code 80131506.

I wasn't keeping an eye on memory usage at the time, but I have 64GB so I don't believe a memory shortage would be a factor. Expert mode is already set to 1 in the .ini, too.

LOD for only DLC2SolstheimWorld generated without issue, but it looks like I'm running an outdated version of .NET v6, so I'm going to update that and rerun the whole thing after I post this.

LODGen_SSE_DLC2SolstheimWorld_log.txt

Posted

Hoping you can point me in the right direction or give me a few ideas to try.  I am using SkyrimVR and the last working copy of NG DLL's that I could use was Alpha 5.  When using any past that (6, 7, or 8), I CTD right before the SkyrimVR load screen.  If I load ENB, the CTD is after the ENB splash screen and before the VR load screen.  I removed all mods except SKSEVR, Crash Logger, VR Address Library, VRIK, Dyndolod Resources & DLL NG #, with the same CTD.  I reinstalled MS C++ and Runtime 6, disabled antivirus. reset NVIDIA profiler to default values and ran a Windows memory test. Still CTD.  If I disable the DLL NG and start, everything is fine.  I also have a crashdump log that I added to the combined logs.

 

Thanks in advance for the help,

 

 

 

Combined logs.txt

Posted
6 hours ago, PurpleYellowRosa said:

It worked (cheers!), but didn't generate a debug log for whatever reason. The file is there, there's just no text in it.

Maybe the drive was full when it tried to write it? Is there a new/updated bugreport.txt with the time stamp of the tool closing?

In any case, if generation went through and the plugins saved without error all is good.

I just would have liked to check something in the debug log, but do not worry about it. Enjoy.

Posted
4 hours ago, NeedsMoreBirds said:

Here's the Windows event log for LODGENx64Win.exe:

I wasn't keeping an eye on memory usage at the time, but I have 64GB so I don't believe a memory shortage would be a factor. Expert mode is already set to 1 in the .ini, too.

LOD for only DLC2SolstheimWorld generated without issue, but it looks like I'm running an outdated version of .NET v6, so I'm going to update that and rerun the whole thing after I post this.

LODGen_SSE_DLC2SolstheimWorld_log.txt 32.53 kB · 0 downloads

The log just stops, so no useful information and the event log also points to internal .Net problem.
If total memory usage is fine, you could double check that CPU and memory settings, cooling, overclocking etc. are stable.

You can install the latest .Net 7 as it typically supports of all former versions.

Since, it ran through without a problem you now should have a complete LOD patch. You might as well just play now and not worry too much about a hard to troubleshoot issue that happens sporadically.

Posted
39 minutes ago, sheson said:

The log just stops, so no useful information and the event log also points to internal .Net problem.
If total memory usage is fine, you could double check that CPU and memory settings, cooling, overclocking etc. are stable.

You can install the latest .Net 7 as it typically supports of all former versions.

Since, it ran through without a problem you now should have a complete LOD patch. You might as well just play now and not worry too much about a hard to troubleshoot issue that happens sporadically.

Running DynDOLOD after updating to the latest version of .NET 6 let it complete properly, so I think the outdated dependency was the problem. Thanks for helping me figure this out! Now I can play and my game looks fantastic.

I'll update to .NET 7 just in case I end up needing to run it again in the future.

Posted

Sheson, just reporting back that everything seems to be working great on my end...nothing appearing nor disappearing outside Solitude anymore (though I personally wasn't bothered by any other city, it was just the surrounding mountainside + trees rising up behind Solitude was a particularly unavoidable annoyance). 

Also, I think my issue with the junipers is that I wasn't checking "visible when distant" on my rule as I didn't think they had vanilla lod and so my rule of "full, billboard4, billboard1" wasn't producing any billboards even past lod level 4.  I plan to test this assumption with a run tonight.

Posted
38 minutes ago, MisterMorden said:

Sheson, just reporting back that everything seems to be working great on my end...nothing appearing nor disappearing outside Solitude anymore (though I personally wasn't bothered by any other city, it was just the surrounding mountainside + trees rising up behind Solitude was a particularly unavoidable annoyance). 

Also, I think my issue with the junipers is that I wasn't checking "visible when distant" on my rule as I didn't think they had vanilla lod and so my rule of "full, billboard4, billboard1" wasn't producing any billboards even past lod level 4.  I plan to test this assumption with a run tonight.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#VWD-Visible-When-Distant explains what the flag controls.

The VWD flag determines if the rule is applied or not depending on LOD asset existing or not.

Posted
11 hours ago, Ran said:

Hoping you can point me in the right direction or give me a few ideas to try.  I am using SkyrimVR and the last working copy of NG DLL's that I could use was Alpha 5.  When using any past that (6, 7, or 8), I CTD right before the SkyrimVR load screen.  If I load ENB, the CTD is after the ENB splash screen and before the VR load screen.  I removed all mods except SKSEVR, Crash Logger, VR Address Library, VRIK, Dyndolod Resources & DLL NG #, with the same CTD.  I reinstalled MS C++ and Runtime 6, disabled antivirus. reset NVIDIA profiler to default values and ran a Windows memory test. Still CTD.  If I disable the DLL NG and start, everything is fine.  I also have a crashdump log that I added to the combined logs.

Thanks in advance for the help,

Combined logs.txt 34.25 kB · 1 download

It seems commonlibsse-ng is not fully including all things from commonlibvr for player character events - or maybe there is a deeper problem. This is going to take a while to sort out.

I might provide an update for Alpha-6 (that is a different problem is easily fixed) in the interim and it still can be used with current DynDOLOD Alpha versions.

Posted

Thanks for the response.  If there is any testing I can help with, please let me know. 

I am currently using 3.00 version 127 with Alpha 37 resources and NG Alpha-5.  Would any of the changes after version 122 still work with NG 5?  The LOD looks great, but just wondering if any of your updates since then are working with the old DLL.  Should I keep using the latest Dyndolod 3 updates with NG 5?

Posted (edited)

getting lines on side of reach trees. am using enhanced vanilla trees which do not touch reach trees. apparently its a mipmap issue but i have no mods affecting reach trees or textures.

 

for dyndolod settings i followed the latest step guide on skyrim se modding

 

https://imgur.com/a/P79PvML

 

theyre very faint but you can see them on those trees

DynDOLOD_SSE_log.txt

Edited by teadude
Posted
5 hours ago, teadude said:

getting lines on side of reach trees. am using enhanced vanilla trees which do not touch reach trees. apparently its a mipmap issue but i have no mods affecting reach trees or textures.

for dyndolod settings i followed the latest step guide on skyrim se modding

https://imgur.com/a/P79PvML

theyre very faint but you can see them on those trees

DynDOLOD_SSE_log.txt 1.06 MB · 2 downloads

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen log and which TexGen/DynDOLOD debug log to also upload.

As explained, always use the latest version.

https://dyndolod.info/Generation-Instructions#Prerequisites
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards

Posted
6 hours ago, Ran said:

Thanks for the response.  If there is any testing I can help with, please let me know. 

I am currently using 3.00 version 127 with Alpha 37 resources and NG Alpha-5.  Would any of the changes after version 122 still work with NG 5?  The LOD looks great, but just wondering if any of your updates since then are working with the old DLL.  Should I keep using the latest Dyndolod 3 updates with NG 5?

The https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Requirements explain which DynDOLOD DLL NG and Scripts 3 Alpha version is required by which DynDOLOD 3 Alpha version.

DynDOLOD DLL NG and Scripts 3 Alpha-5 will not work properly with DynDOLOD 3 Alpha versions 123 and newer. Only Alpha-6 and higher.

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