sheson Posted September 22, 2024 Author Posted September 22, 2024 12 hours ago, QinHe12 said: Thanks for your reply. I tried all the solutions. C0000005 80131506 If happening randomly can be a sign of hardware issues like CPU or memory being unstable. Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory. But in my case, LODGen will definitely appear 80131506. My RAM is 32G. The CPU is 5600, I even lowered his frequency to 4.0 But 80131506 still appears stably And LODGen often freezes and stops working. To be honest, I kind of wonder if there is something wrong with my PC, haha. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which corresponding DynDOLOD log and debug log to upload. Make sure the memory is stable. Make sure the memory is stable like has correct settings in BIOS. Test if using the .Net Framework version works better by deleting the LODGenx64Win.exe, so it uses the LODGenx64.exe instead. Follow the linked advice about memory. https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory If too many concurrent LODGen processes running at the same time consume all available memory while generating seasons, limit their number per worldspace by changing the MaxLODGenPerWorldspace setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI. If a single LODGen process uses a lot of memory, set LODGenThreadSplit in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI to a higher number. Set to the number of virtual cores for lowest possible memory usage. Since terrain LOD meshes are used to optimize object LOD, consider not enabling high resolution terrain LOD meshes (so it uses vanilla terrain meshes) while generating object LOD.
Kowindy Posted September 26, 2024 Posted September 26, 2024 Hi Sheson,thanks for your great mod I want to ask ,is there any way to extend the distance of the large reference tree even further? At the moment, even with a large reference tree enable, switching back from LOD to native models is still too close.
sheson Posted September 26, 2024 Author Posted September 26, 2024 11 minutes ago, Kowindy said: Hi Sheson,thanks for your great mod I want to ask ,is there any way to extend the distance of the large reference tree even further? At the moment, even with a large reference tree enable, switching back from LOD to native models is still too close. Read 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. Increase the large object distance in the launcher of the game. See https://dyndolod.info/Help/Large-References#Settings.
Gamma_Metroid Posted September 28, 2024 Posted September 28, 2024 I am having some trouble with the "material names" feature again... This time, I can see in the debug log that the "sw-moss" LOD models appear to be found, but in the Object Report it is showing the default LOD model being used, and that is what ends up in the .bto files. For example 05007884 is a variant of rockL01, and the debug log shows these lines: Line 110412: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_LSC_AI_Dry for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110414: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_3DB38EABpassthru for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110415: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_3DB38EAB for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110416: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01 for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110429: [02:14] [AddModel] <Debug: Meshes\morrowind\lod\landscape\rocks\rockl01_sw-moss_lod_0.nif RockL01:1 Shader Flags 1: Specular | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110430: [02:14] [AddModel] <Debug: Meshes\morrowind\lod\landscape\rocks\rockl01_sw-moss_lod_0.nif RockL01:1 Shader Flags 2: ZBuffer_Write | Vertex_Colors | EnvMap_Light_Fade Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> but in the Object Report: _LSC_AI_DryRockL01 [STAT:05007884] Meshes\morrowind\landscape\rocks\rockl01.nif [CRC32:3DB38EAB] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds rockl01_lod_0.nif RockL01:1 = textures\landscape\mountains\mountainslab02.dds -> textures\morrowind\landscape\west coast\env3d_westcoast_rav_limestonetop_ai.dds Level0: meshes\lod\rocks\rockl01_lod_0.nif [CRC32:95177048] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds Mask: \ File: C:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_Medium.ini LOD4: Level0 LOD8: None LOD16: None Full logs here: https://ufile.io/k5gxdda4
sheson Posted September 29, 2024 Author Posted September 29, 2024 9 hours ago, Gamma_Metroid said: I am having some trouble with the "material names" feature again... This time, I can see in the debug log that the "sw-moss" LOD models appear to be found, but in the Object Report it is showing the default LOD model being used, and that is what ends up in the .bto files. For example 05007884 is a variant of rockL01, and the debug log shows these lines: Line 110412: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_LSC_AI_Dry for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110414: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_3DB38EABpassthru for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110415: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01_3DB38EAB for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110416: [02:14] [BuildBaseRecords] <Debug: Looking for rockl01 for Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110429: [02:14] [AddModel] <Debug: Meshes\morrowind\lod\landscape\rocks\rockl01_sw-moss_lod_0.nif RockL01:1 Shader Flags 1: Specular | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | ZBuffer_Test Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> Line 110430: [02:14] [AddModel] <Debug: Meshes\morrowind\lod\landscape\rocks\rockl01_sw-moss_lod_0.nif RockL01:1 Shader Flags 2: ZBuffer_Write | Vertex_Colors | EnvMap_Light_Fade Skywind.esm _LSC_AI_DryRockL01 [STAT:05007884]> but in the Object Report: _LSC_AI_DryRockL01 [STAT:05007884] Meshes\morrowind\landscape\rocks\rockl01.nif [CRC32:3DB38EAB] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds rockl01_lod_0.nif RockL01:1 = textures\landscape\mountains\mountainslab02.dds -> textures\morrowind\landscape\west coast\env3d_westcoast_rav_limestonetop_ai.dds Level0: meshes\lod\rocks\rockl01_lod_0.nif [CRC32:95177048] using textures\landscape\mountains\mountainslab02.dds, textures\landscape\mountains\mountainslab02_n.dds Mask: \ File: C:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_Medium.ini LOD4: Level0 LOD8: None LOD16: None Full logs here: https://ufile.io/k5gxdda4 The debug log does not show loading of any DynDOLOD_SSE_material_names_skywindesm.txt, typically followed by the list names and resolved form IDs of the MATOs records. Double check the file still exists in the (virtual) ..\Data\DynDOLOD\ folder.
Gamma_Metroid Posted September 29, 2024 Posted September 29, 2024 1 hour ago, sheson said: The debug log does not show loading of any DynDOLOD_SSE_material_names_skywindesm.txt, typically followed by the list names and resolved form IDs of the MATOs records. Double check the file still exists in the (virtual) ..\Data\DynDOLOD\ folder. Yes, it's still there. I haven't moved or changed it since I first set it up.
sheson Posted September 29, 2024 Author Posted September 29, 2024 2 hours ago, Gamma_Metroid said: Yes, it's still there. I haven't moved or changed it since I first set it up. Check if this version https://mega.nz/file/5VQkCChZ#gIXhhOCyzAu4EynOl8or28CdbOIxd75hSqUi5kzoJSs loads the config file again and that this also fixes the matching.
Gamma_Metroid Posted September 29, 2024 Posted September 29, 2024 8 hours ago, sheson said: Check if this version https://mega.nz/file/5VQkCChZ#gIXhhOCyzAu4EynOl8or28CdbOIxd75hSqUi5kzoJSs loads the config file again and that this also fixes the matching. That does fix it, thanks again!
Alaxouche Posted October 4, 2024 Posted October 4, 2024 Hey! I was told recently that we can create ini fils to prevent DynDOLOD from generating LODs for those by adding lines of exclusion like those seens in the expert menu of DynDOLOD. Tho, the mod i want to exclude is mostly using vanilla assets and I need to exclude a whole land. I could do it manually by excluding each reference from the plugin, but can't we simply exclude a whole plugin? Is this possible or not? Thanks for your time
sheson Posted October 5, 2024 Author Posted October 5, 2024 7 hours ago, Alaxouche said: Hey! I was told recently that we can create ini fils to prevent DynDOLOD from generating LODs for those by adding lines of exclusion like those seens in the expert menu of DynDOLOD. Tho, the mod i want to exclude is mostly using vanilla assets and I need to exclude a whole land. I could do it manually by excluding each reference from the plugin, but can't we simply exclude a whole plugin? Is this possible or not? Thanks for your time Moved to the DynDOLOD 3 Alpha thread. Can you describe the problem you want to solve?
ZoiLATC10 Posted October 8, 2024 Posted October 8, 2024 Hello. I am trying to generate seasonal lod using Nature of the Wild Lands 3.0 and its seasonal patch. All LOD is swapping with the seasons except for trees. I tried to use Happy Little Trees instead and had the same problem there. When I set the season to permanent seasons in po3_SeasonsOfSkyrim.ini it still does not change the tree lod when I start a new game with the permanent season setting enabled. No matter what the tree lods keep their summer appearance. Any help would be appreciated. Here are the required logs DynDOLOD_SSE_log.txt https://ufile.io/o8nzbe9w TexGen_SSE_log.txt https://ufile.io/8mphju3z DynDOLOD_SSE_Debug_log.txt https://ufile.io/o64gf86t TexGen_SSE_Debug_log.txt https://ufile.io/sg2ffqlp
sheson Posted October 9, 2024 Author Posted October 9, 2024 9 hours ago, ZoiLATC10 said: Hello. I am trying to generate seasonal lod using Nature of the Wild Lands 3.0 and its seasonal patch. All LOD is swapping with the seasons except for trees. I tried to use Happy Little Trees instead and had the same problem there. When I set the season to permanent seasons in po3_SeasonsOfSkyrim.ini it still does not change the tree lod when I start a new game with the permanent season setting enabled. No matter what the tree lods keep their summer appearance. Any help would be appreciated. Here are the required logs DynDOLOD_SSE_log.txt https://ufile.io/o8nzbe9w TexGen_SSE_log.txt https://ufile.io/8mphju3z DynDOLOD_SSE_Debug_log.txt https://ufile.io/o64gf86t TexGen_SSE_Debug_log.txt https://ufile.io/sg2ffqlp Provide at least one reference or base record form ID of a tree from the mod that does not change. Upload ..DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Upload ..Data\seasons\Nature of the Wild Lands_WIN.ini or whatever season you are setting permanently.
ZoiLATC10 Posted October 9, 2024 Posted October 9, 2024 Nature of the Wild Lands_WIN.ini https://ufile.io/sl9ugy76 DynDOLOD_SSE_Object_Report.txt https://ufile.io/6t74cuws aspen_common_big01_summer(080BC4D5) should change to aspen_common_big01_winter(082F7230) but doesnt
sheson Posted October 9, 2024 Author Posted October 9, 2024 9 hours ago, ZoiLATC10 said: Nature of the Wild Lands_WIN.ini https://ufile.io/sl9ugy76 DynDOLOD_SSE_Object_Report.txt https://ufile.io/6t74cuws aspen_common_big01_summer(080BC4D5) should change to aspen_common_big01_winter(082F7230) but doesnt Delete all old logs in the log folder Generate with this test version https://mega.nz/file/NEJDHCBA#fv9a_1xgmAyFs4fkavMuBSV04vaYkJb2hA3bfIC7z7g, which should hopefully fix it. Upload new logs if there is still an issue.
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