aljoxo Posted August 24, 2024 Posted August 24, 2024 On 8/23/2024 at 1:27 AM, sheson said: The logs show that it is stuck on something it does after exporting terrain height. I am really just interested in problems with the latest alpha and the requested tests and their results, so there is no need to run older versions. https://dyndolod.info/FAQ#BSOD-Blue-Screen-Of-Death BSOD are a hardware, BIOS setting, OS or driver problem. For example, problems with overclocking, memory timings, cooling, unstable power supply etc. Searching the Internet for the BSOD code should help troubleshooting. Delete old logs, run this test version https://mega.nz/file/wZwCFJhB#Z2VjOUNVKQpvcMt2RdVlYLTECo0owVZvKwwReEUWv3c and upload new log and debug log if issues persists. Hey sheson, was busy yesterday so I was unable to test. I only included the edits regarding the older versions of DynDOLOD because I had them to test and figured that there was no harm in sharing the information. The BSOD was likely unrelated to DynDOLOD anyways, I was just documenting it. For the record the mega file's exe was named DynDOLOD.64.exe instead of DynDOLOD64.exe This new test version of Alpha179 log: attached debug log: https://drive.google.com/file/d/1m_jy_eiBPvGc9IdVvL28XKbIFzxEpatw/view?usp=sharing DynDOLOD_SSE_log.txt
sheson Posted August 25, 2024 Author Posted August 25, 2024 9 hours ago, aljoxo said: Hey sheson, was busy yesterday so I was unable to test. I only included the edits regarding the older versions of DynDOLOD because I had them to test and figured that there was no harm in sharing the information. The BSOD was likely unrelated to DynDOLOD anyways, I was just documenting it. For the record the mega file's exe was named DynDOLOD.64.exe instead of DynDOLOD64.exe This new test version of Alpha179 log: attached debug log: https://drive.google.com/file/d/1m_jy_eiBPvGc9IdVvL28XKbIFzxEpatw/view?usp=sharing DynDOLOD_SSE_log.txt 735.97 kB · 1 download Thanks. Delete old logs, then run this test version https://mega.nz/file/VVISVLwZ#BUNV8tCRdhURTDrThZWpePgGxACYOHivoCkBV8SYC9k Upload new logs if the issue persists.
aljoxo Posted August 25, 2024 Posted August 25, 2024 11 hours ago, sheson said: Thanks. Delete old logs, then run this test version https://mega.nz/file/VVISVLwZ#BUNV8tCRdhURTDrThZWpePgGxACYOHivoCkBV8SYC9k Upload new logs if the issue persists. I was able to successfully generate LOD on this version. Thank you sheson. here are the logs and debug logs in case they are of any use. Debug Log DynDOLOD_SSE_log.txt
Rodocastiza Posted August 25, 2024 Posted August 25, 2024 Hello, I have the same problem, Dyndolod is stuck at "exporting terrain height data". Eventually, it moves on, but it takes more than 30 min to advance in each worldspace. This time has taken 8.15h. I'm running the last version, resources, DLL NG, I can run xLodGen for the terrain without problems, also TexGen. Both generate output. I've tried the test version you posted before Sheson, but with the same results. I haven't tried the new test yet. Will do now. Here is my log. DynDOLOD_SSE_log
sheson Posted August 25, 2024 Author Posted August 25, 2024 52 minutes ago, aljoxo said: I was able to successfully generate LOD on this version. Thank you sheson. here are the logs and debug logs in case they are of any use. Debug Log DynDOLOD_SSE_log.txt 1.83 MB · 1 download That's great! Thanks for letting us know.
sheson Posted August 25, 2024 Author Posted August 25, 2024 18 minutes ago, Rodocastiza said: Hello, I have the same problem, Dyndolod is stuck at "exporting terrain height data". Eventually, it moves on, but it takes more than 30 min to advance in each worldspace. This time has taken 8.15h. I'm running the last version, resources, DLL NG, I can run xLodGen for the terrain without problems, also TexGen. Both generate output. I've tried the test version you posted before Sheson, but with the same results. I haven't tried the new test yet. Will do now. Here is my log. DynDOLOD_SSE_log Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Do not wait 8 hours... when there is obviously a problem. https://dyndolod.info/Official-DynDOLOD-Support-Forum If it takes time to first gather information, logs etc. it is fine to just take it and then post when ready.
Rodocastiza Posted August 25, 2024 Posted August 25, 2024 I thought pausing it alone wouldn't generate a log, ouch, and I forgot the debug one. The last test version seems to be fully working, thank you!
sheson Posted August 25, 2024 Author Posted August 25, 2024 11 minutes ago, Rodocastiza said: I thought pausing it alone wouldn't generate a log, ouch, and I forgot the debug one. The last test version seems to be fully working, thank you! That's great! Thanks for letting us know.
Kattmandu Posted August 25, 2024 Posted August 25, 2024 (edited) Hmm, I re-ran TexGen and it's saying "Error: Cannot create file "F:\Games\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_updateesm_pbr.txt". The system cannot find the path specified." Rebooted my computer and tried it a second time to see if it would happen again. it did. Running TexGen within MO2. bugreport.txt TexGen_SSE_log.txt TexGen_SSE_Debug_log.txt Edited August 25, 2024 by Kattmandu
sheson Posted August 25, 2024 Author Posted August 25, 2024 9 minutes ago, Kattmandu said: Hmm, I re-ran TexGen and it's saying "Error: Cannot create file "F:\Games\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_updateesm_pbr.txt". The system cannot find the path specified." Rebooted my computer and tried it a second time to see if it would happen again. it did. Running TexGen within MO2. bugreport.txt 239.82 kB · 0 downloads TexGen_SSE_log.txt 50.27 kB · 0 downloads Will be fixed next Alpha version I am going to release shortly. 1
Kattmandu Posted August 25, 2024 Posted August 25, 2024 28 minutes ago, sheson said: Will be fixed next Alpha version I am going to release shortly. Version 180 is working without error. Thanks!
mattski123 Posted August 29, 2024 Posted August 29, 2024 (edited) Hey team, Just to let you know that the wild edit reported from the mod Phenderix Magic World - The Magical World of Manantis likely is not an issue. Here's what the user cheatenabled said about it: "I opened it up in CK. The flag is just because the z coord is 0 which its(DynDOLOD) concerned this was because the author forgot to add it. This is not the case it controls a mountain/hill that partially covers a tower that looks intentional. Changing the z coord in CK to move it around did not show anything that looked like this was a mistake. " Here's the specific report I got: Warning: Potentially wild edit reference with z = 0.0 Phenderix Magic World.esm [REFR:082C3ACE] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Persistent Children of [CELL:0801963F] (in Manantis "Manantis" [WRLD:08018F89]) at 0,0) Logs: https://ufile.io/qwxo6zkk You can also re-add DynDOLOD TexGen Fixes to your messages & summary of errors if you wish. There was one area causing a CTD for a certain mod, but that's resolved now. I see you have it linked for the File Not Found Meshes, but you can also add it to the File Not Found Textures, Scripts, Deleted Reference, Potential Wild Edits, Root Block & Texture Resolution messages as well. I'll be looking at adding some new mods to the list shortly. Edited August 29, 2024 by mattski123 Updated status of DynDOLOD TexGen Fixes.
sheson Posted August 29, 2024 Author Posted August 29, 2024 3 hours ago, mattski123 said: Hey team, Just to let you know that the wild edit reported from the mod Phenderix Magic World - The Magical World of Manantis likely is not an issue. Here's what the user cheatenabled said about it: "I opened it up in CK. The flag is just because the z coord is 0 which its(DynDOLOD) concerned this was because the author forgot to add it. This is not the case it controls a mountain/hill that partially covers a tower that looks intentional. Changing the z coord in CK to move it around did not show anything that looked like this was a mistake. " Here's the specific report I got: Warning: Potentially wild edit reference with z = 0.0 Phenderix Magic World.esm [REFR:082C3ACE] (places MountainCliff02 [STAT:000201F4] in GRUP Cell Persistent Children of [CELL:0801963F] (in Manantis "Manantis" [WRLD:08018F89]) at 0,0) Logs: https://ufile.io/qwxo6zkk You can also re-add DynDOLOD TexGen Fixes to your messages & summary of errors if you wish. There was one area causing a CTD for a certain mod, but that's resolved now. I see you have it linked for the File Not Found Meshes, but you can also add it to the File Not Found Textures, Scripts, Deleted Reference, Potential Wild Edits, Root Block & Texture Resolution messages as well. I'll be looking at adding some new mods to the list shortly. Thanks. Added the reference to the potentially wild edit ignore list.
clearing Posted August 30, 2024 Posted August 30, 2024 (edited) Hi, have been trying to debug this issue on my own for a while and have come up stumped. The core of the issue is I have floating trees in places where there are, without DynDOLOD active, no trees at all. Here's a screenshot of one of the trees. https://i.imgur.com/Lia5eXc.jpeg Not all of them are floating. Here is what the area looks like with DynDOLOD inactive. https://i.imgur.com/5jYME1l.jpeg I checked the floating objects FAQ and didn't see any major issues. One issue I did find is I had a plugin overwriting some trees from 'TheAutumnOfWhiterunRemastered' (the 2024 edition deletes a lot of these refs), and I cleaned up the plugin to make sure all trees were properly deleted. This did not fix the issue. Within DynDOLOD.esm it seems to create these base tree records https://i.imgur.com/S0lxx8s.png only to primarily place them in these bad spots https://i.imgur.com/XavflLG.png I have all my logs available, not sure which would be helpful. I find it interesting that these have a `_CHILD` suffix in the new editorID. Any guidance would be appreciated. Thank you! Edit: All relevant logs zipped and uploaded for reference: https://ufile.io/0kvysabv Edited August 30, 2024 by clearing Replaced upload
sheson Posted August 30, 2024 Author Posted August 30, 2024 1 hour ago, clearing said: Hi, have been trying to debug this issue on my own for a while and have come up stumped. The core of the issue is I have floating trees in places where there are, without DynDOLOD active, no trees at all. Here's a screenshot of one of the trees. https://i.imgur.com/Lia5eXc.jpeg Not all of them are floating. Here is what the area looks like with DynDOLOD inactive. https://i.imgur.com/5jYME1l.jpeg I checked the floating objects FAQ and didn't see any major issues. One issue I did find is I had a plugin overwriting some trees from 'TheAutumnOfWhiterunRemastered' (the 2024 edition deletes a lot of these refs), and I cleaned up the plugin to make sure all trees were properly deleted. This did not fix the issue. Within DynDOLOD.esm it seems to create these base tree records https://i.imgur.com/S0lxx8s.png only to primarily place them in these bad spots https://i.imgur.com/XavflLG.png I have all my logs available, not sure which would be helpful. I find it interesting that these have a `_CHILD` suffix in the new editorID. Any guidance would be appreciated. Thank you! Edit: All relevant logs zipped and uploaded for reference: https://ufile.io/0kvysabv Note the editor ID of the references, which indicates the plugin and form of the "source" and that they are "Childs". The mod The Autumn of Whiterun (AOW) adds trees to the child world and trees at close but still different enough position in the parent world, so they are not discovered as matching pairs. The relevant answer in https://dyndolod.info/FAQ#Out-of-place-or-floating-objects is this: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true for mods modifying the walled cities. Users are asked and welcome to provide feedback to the official DynDOLOD support forum in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with open console / form id) to show the issues if possible. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates. Also see How to ignore all references of a child worldspace for copying to parent worldspace and LOD. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies According to the logs the setting for Child->parent was the default "Low" so it should not make copies of treeaspen in the ifrst place. Did you edit DynDOLOD_SSE_childworld_WhiterunWorld.ini in any way? Just testing vanilla with the mod alone and low setting it does not copy the trees as expected. Regardless, do this for now: Edit D:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_Mod_World_Ignore.txt and add this line: TheAutumnOfWhiterunRemastered.esp=WhiterunWorld Next alpha version will include that update. Then generate LOD again to test and report back that it fixed the issue as expected.
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