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Posted
5 hours ago, Mooserton said:

Can't get dynamic lod to work without crashing so I uncheck it and game stopped crashing but Dyndolod decided to place catapults in the air outside of Whiterun for some reason. 

Screenshot45.png?ex=67bbae0a&is=67ba5c8a&hm=10da9258ae238d4c4b4ca26c1e7cda680ecc756f50c6aadb30ec274fae8294a6&=&format=webp&quality=lossless&width=2202&height=1239Screenshot46.png?ex=67bbae0a&is=67ba5c8a&hm=cf745cbc2bd207f05efa1aeeaf285e6e8603a15802d245606977d05a79c5917a&=&format=webp&quality=lossless&width=2202&height=1239

Clicking on the catapults and they're not touched by anything other than dyndolod and not there with my dynamic lod output. 

Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and crash log to upload when making posts.

Upload useful screenshots with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

See https://dyndolod.info/FAQ#ILS-or-CTD
Instead of ignoring the cause of crashes, it is always prudent to troubleshoot them and actually fix the cause properly.

See https://dyndolod.info/FAQ#Out-of-place-or-floating-objects
By default DynDOLOD is not supposed to do anything with catapults, so maybe a mod, plugin or custom rule must is involved.

Posted (edited)

Hello folks,

Having some issue with my DynDo gen, I believe my issue is occlusion, as it didn't generate on it's own.

 

To give more information, I went through the entire stack of generation software, LODGen, grass cache, parallax gen, texgen, with DynDo for last.

All of the other ones went fine.

With DynDo, the first generation I ran last night froze and bugged out on me, one of the open terminals threw an outofmemoryexception, and while I tried to leave it alone in case it would retry and recover, it never did. I scrapped that generation, and started another one before going to bed. I closed as many background processes as I could to give the software the best chance at utilizing the RAM I have. I woke up in the morning, DynDo says certain world spaces failed to generate LOD, logs for those attached below :

https://ufile.io/f/qgj84

At this point I just wanted to play tbh, so I just pressed OK, DynDo generated the plugins, and I installed the output through MO2.

I loaded up my clean save I had made per the DynDoLOD wiki, and while in an interior, obviously everything is fine. As soon as I went outside, I had practically 0 frames, I then remember that I was supposed to have an Occlusion.esp file, which I don't, I figure my frames are tanking because I'm just drawing everything everywhere.

No big deal I thought, I'll just generate Occlusion separately. Load DynDo back up, select just Tamriel this time for a tad bit faster generation for troubleshooting, select only Occlusion and Plugin as outputs(I made sure the DynDo output was enabled in MO2 here), then hit run. According to DynDo output log, everything went fine, but I doubt that. The occlusion esp itself is 100 bytes, LOOT categorizes it as a dummy file. I put it into the load order anyway, booted up, still practically 0 frames.

Dyn debug and logs :

https://ufile.io/f/13m7c

At this point, I really don't want to just rerun everything again, if I can just get proper occlusion to be generated so my frames aren't null, I could give a lesser crap about the 4 worldspaces that failed.

Also providing the DynDo summary HTMLs :

https://ufile.io/f/9z3au

Edited by Dreibaby
Posted
37 minutes ago, Dreibaby said:

Hello folks,

Having some issue with my DynDo gen, I believe my issue is occlusion, as it didn't generate on it's own.

 

To give more information, I went through the entire stack of generation software, LODGen, grass cache, parallax gen, texgen, with DynDo for last.

All of the other ones went fine.

With DynDo, the first generation I ran last night froze and bugged out on me, one of the open terminals threw an outofmemoryexception, and while I tried to leave it alone in case it would retry and recover, it never did. I scrapped that generation, and started another one before going to bed. I closed as many background processes as I could to give the software the best chance at utilizing the RAM I have. I woke up in the morning, DynDo says certain world spaces failed to generate LOD, logs for those attached below :

https://ufile.io/f/qgj84

At this point I just wanted to play tbh, so I just pressed OK, DynDo generated the plugins, and I installed the output through MO2.

I loaded up my clean save I had made per the DynDoLOD wiki, and while in an interior, obviously everything is fine. As soon as I went outside, I had practically 0 frames, I then remember that I was supposed to have an Occlusion.esp file, which I don't, I figure my frames are tanking because I'm just drawing everything everywhere.

No big deal I thought, I'll just generate Occlusion separately. Load DynDo back up, select just Tamriel this time for a tad bit faster generation for troubleshooting, select only Occlusion and Plugin as outputs(I made sure the DynDo output was enabled in MO2 here), then hit run. According to DynDo output log, everything went fine, but I doubt that. The occlusion esp itself is 100 bytes, LOOT categorizes it as a dummy file. I put it into the load order anyway, booted up, still practically 0 frames.

Dyn debug and logs :

https://ufile.io/f/13m7c

At this point, I really don't want to just rerun everything again, if I can just get proper occlusion to be generated so my frames aren't null, I could give a lesser crap about the 4 worldspaces that failed.

Also providing the DynDo summary HTMLs :

https://ufile.io/f/9z3au

The last log session recorded by the DynDOLOD log and debug log shows an unsuccessful Occlusion generation for Tamriel.

You can not expect output that had errors to somehow magically work all of sudden.
https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely.

Generating Occlusion.esp based on incomplete output is obviously not going to have desired results. It is certainly not going to magically fix issues. Even with a successful generation it will not fix having practically 0 frames. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

I suggest to uninstall and delete everything that was generated and everything else from DynDOLOD installed to the game and the DynDOLOD Standalone. I suggest to not use DynDOLOD until you meet its requirements to participle[ate in the alpha test.

Once you meet the requirements, start from scratch, in case there are errors with LODGen generating output, upload the DynDOLOD log, debug log  and corresponding LODGen logs to troubleshoot and fix one problem at a time.

See https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory and maybe this https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size

Posted (edited)
8 hours ago, sheson said:

Read the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and crash log to upload when making posts.

Upload useful screenshots with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

See https://dyndolod.info/FAQ#ILS-or-CTD
Instead of ignoring the cause of crashes, it is always prudent to troubleshoot them and actually fix the cause properly.

See https://dyndolod.info/FAQ#Out-of-place-or-floating-objects
By default DynDOLOD is not supposed to do anything with catapults, so maybe a mod, plugin or custom rule must is involved.

It won't let me take screens with the console open for whatever reason (sorry for monitor pics) but looks like the lod is from lux via. I see no custom rules in my dyndolod that have the reference ID 

YeKeqx.md.jpeg

YeKS0k.md.jpeg

 

Could I add a rule like:

lod\luxvia\civilwarcatapult01_lod.nif reference: delete

or

skyrim.esm:807B10D reference: delete

Edited by Mooserton
Posted
28 minutes ago, Mooserton said:

It won't let me take screens with the console open for whatever reason (sorry for monitor pics) but looks like the lod is from lux via. I see no custom rules in my dyndolod that have the reference ID 

YeKeqx.md.jpeg

YeKS0k.md.jpeg

 

Could I add a rule like:

lod\luxvia\civilwarcatapult01_lod.nif reference: delete

or

skyrim.esm:807B10D reference: delete

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

There are several options:
Delete the LOD model civilwarcatapult01_lod.nif from the data folder so none of them get LOD.
Add a mesh mask rule for civilwarcatapult01.nif with LOD4,8,16,32 and Grid set all to None, Reference set to Unchanged, VWD checked.
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini and add cwcatapult to IgnoreParentEDID=cwcatapult and also insert cwcatapult at the begging of IgnoreChildEDIDLow=cwcatapult, IgnoreChildEDIDMedium=cwcatapult, IgnoreChildEDIDHigh=cwcatapult, tree...

The last will be included in the next alpha version.

I still suggest to properly troubleshoot the the cause of CTD, which might be caused by a 3rd party asset.

  • sheson changed the title to DynDOLOD 3.00 Alpha 189
Posted
3 hours ago, sheson said:

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

There are several options:
Delete the LOD model civilwarcatapult01_lod.nif from the data folder so none of them get LOD.
Add a mesh mask rule for civilwarcatapult01.nif with LOD4,8,16,32 and Grid set all to None, Reference set to Unchanged, VWD checked.
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini and add cwcatapult to IgnoreParentEDID=cwcatapult and also insert cwcatapult at the begging of IgnoreChildEDIDLow=cwcatapult, IgnoreChildEDIDMedium=cwcatapult, IgnoreChildEDIDHigh=cwcatapult, tree...

The last will be included in the next alpha version.

I still suggest to properly troubleshoot the the cause of CTD, which might be caused by a 3rd party asset.

Went with the bottom option and that did the trick. It's in an archive should could not be bothered to delete the nif. 

Yeah I'd like to troubleshoot the crash. it seems to mostly be crashes in Whiterun Hold it happens at the border near loreius farm, up to Rorikstead and the main road outside the city with the farms is also bad. I don't have an Outskirts mod or SD's farmhouse fences which I heard can be a performance hog. Does dynamic lod introduce more drawcalls? I would think it'd be the opposite. 

 

Crash Logs

  • sheson changed the title to DynDOLOD 3.00 Alpha 190
Posted
10 hours ago, Mooserton said:

Went with the bottom option and that did the trick. It's in an archive should could not be bothered to delete the nif. 

Yeah I'd like to troubleshoot the crash. it seems to mostly be crashes in Whiterun Hold it happens at the border near loreius farm, up to Rorikstead and the main road outside the city with the farms is also bad. I don't have an Outskirts mod or SD's farmhouse fences which I heard can be a performance hog. Does dynamic lod introduce more drawcalls? I would think it'd be the opposite. 

Crash Logs

No DynDOLOD log and debug log were provided.

Make sure the LOD patch was generated for the current load order.

2 crashes report the form id xx06F957 in DynDOLOD.esm used by xx07855E in DynDOLOD.esp
Look up both records in xEdit and make screenshots of them. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
Check and report which mod the used NIF is coming from.

1 crash is related to pathing / navmeshes which is unrelated to the DynDOLOD output.

1 crash reports Landscape\Rocks\RockM03.nif defined by 00019AF7
Check and report which mod the NIF is coming from.

Posted
On 2/17/2025 at 10:42 AM, sheson said:

Upload the other crash logs, also the one without DynDOLOD being active.
That would be the crash to fix first to rule out any interaction that would otherwise not happen. Remember, troubleshooting is to remove everything else that is not required for the issue to occur until only the required parts to remain.

When investigating crashes while DynDOLOD output is active, make sure it was generated for that exact load order.

If you want to troubleshoot crashes with DynDOLOD active further, test what happen if you just disable the DynDOLOD.DLL. Ignore any error messages in the game related to that and do whatever you do to trigger the crash to see if it has any affect. Based on that result we can try narrowing it down further.

Reply whenever you are ready, no probem.

Happy Monday! I didn't want to leave this thread without an update for others who may read about my issue and be facing something similar.

I tore through various mod combinations that dealt with physics, per your suggestion after looking at my crash log. I spent the weekend disabling various combinations of mods (lots of dependencies when dealing with NPC's, physics mods, location mods/patches, etc.)

Ultimately, it seems that disabling the mod "SMP-NPC crash fix" has resolved my DynDOLOD crashes when save games are autoloading after dying. I use the latest version of "Faster HDT-SMP" and I found some people saying that the "SMP-NPC crash fix" mod is both no longer needed and incompatible with "Faster HDT-SMP 2.5.1" From my testing all weekend, disabling this fix, my crashes stopped (pretty random while just playing and every time when autoloading after dying with DynDOLOD enabled.)

Lesson here...as you said...solving all instability, no matter how seemingly infrequent, outside of DynDOLOD is key. DynDOLOD was downstream from the real problem.

What's interesting is that "SMP-NPC crash fix" was mandatory with earlier versions of "Faster HDT-SMP" or you'd have lots of random crashes. Removing this mod with the latest version of "Faster HDT-SMP" seems to be rock solid (at least for me.) I left Skyrim running for 8 hours yesterday in a busy area of the game (lots of NPC's walking around and all my NPC's have SMP wigs randomly assigned) and didn't crash once.

Thanks for the help! Looking forward to these amazing DynDOLOD vistas going forward!

Posted
1 hour ago, CarlWG2 said:

Happy Monday! I didn't want to leave this thread without an update for others who may read about my issue and be facing something similar.

I tore through various mod combinations that dealt with physics, per your suggestion after looking at my crash log. I spent the weekend disabling various combinations of mods (lots of dependencies when dealing with NPC's, physics mods, location mods/patches, etc.)

Ultimately, it seems that disabling the mod "SMP-NPC crash fix" has resolved my DynDOLOD crashes when save games are autoloading after dying. I use the latest version of "Faster HDT-SMP" and I found some people saying that the "SMP-NPC crash fix" mod is both no longer needed and incompatible with "Faster HDT-SMP 2.5.1" From my testing all weekend, disabling this fix, my crashes stopped (pretty random while just playing and every time when autoloading after dying with DynDOLOD enabled.)

Lesson here...as you said...solving all instability, no matter how seemingly infrequent, outside of DynDOLOD is key. DynDOLOD was downstream from the real problem.

What's interesting is that "SMP-NPC crash fix" was mandatory with earlier versions of "Faster HDT-SMP" or you'd have lots of random crashes. Removing this mod with the latest version of "Faster HDT-SMP" seems to be rock solid (at least for me.) I left Skyrim running for 8 hours yesterday in a busy area of the game (lots of NPC's walking around and all my NPC's have SMP wigs randomly assigned) and didn't crash once.

Thanks for the help! Looking forward to these amazing DynDOLOD vistas going forward!

Thanks for letting us know. Enjoy.

Posted

Download with mod manager option is no longer available for Resources Alpha-55. I'm hoping this wasn't intentional, as it overly complicates installation and instructions for doing so.

image.png

It also prevents MO from automatically updating the metadata for proper version tracking.

image.png

Posted
5 hours ago, z929669 said:

Download with mod manager option is no longer available for Resources Alpha-55. I'm hoping this wasn't intentional, as it overly complicates installation and instructions for doing so.

It also prevents MO from automatically updating the metadata for proper version tracking.

Fixed the download options.

  • Thanks 1
Posted
44 minutes ago, Norrin said:

After generating the both TexGen and Dyndolod, I am having an issue with half of Solitute not rendering texture unless I go through them. What did I do wrong and is anyone having the similar issue that have a solution? I follow the guide below

Thanks in advance

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.

What troubleshooting have you done, that makes you believe the problem has something to do with the DynDOLOD output? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

See https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view

If you have a problem following a third party guide, make sure to follow the entire modding guide properly.
Report or ask about problems related to the guide on the forum of the guide.

Posted

Thanks for the quick response. 

I believe that game is not fully rendered yet. I just travel to different town and back to solitude and the game kind fixes itself and everything is loaded in nicely now. It is a fault alarm.

Again, thanks for the guide and great mod

Posted
3 minutes ago, Norrin said:

Thanks for the quick response. 

I believe that game is not fully rendered yet. I just travel to different town and back to solitude and the game kind fixes itself and everything is loaded in nicely now. It is a fault alarm.

Again, thanks for the guide and great mod

Requested logs were not provided.

"unless I go through them"
What you are most likely going through are occlusion planes or boxes. See https://dyndolod.info/FAQ#Full-models-disappearing-going-in-and-out-of-view

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