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Posted

The error only occur when I check occlusion data and keep my load order, that's include falskaar.

I run TexGen before it.

Yes there are for 3D trees and plant modified. Modified trees had a really bad rendering on lod (flat green cross). You are suggesting to disable 3D trees billboard ? I haven't found an actual tutorial for generating billboard, so I have tried to do my best, with what I have seen.
I'm sorry I don't know how to  use mesh mask rules to instruct the use of full models for LOD.

Posted
9 minutes ago, Irwine said:

The error only occur when I check occlusion data and keep my load order, that's include falskaar.

I run TexGen before it.

Yes there are for 3D trees and plant modified. Modified trees had a really bad rendering on lod (flat green cross). You are suggesting to disable 3D trees billboard ? I haven't found an actual tutorial for generating billboard, so I have tried to do my best, with what I have seen.
I'm sorry I don't know how to  use mesh mask rules to instruct the use of full models for LOD.

This error is repeatable and happens about at the same time/portion of the the log?

Can you just run it again one time and upload that bugreport.txt and debug log too please.

Checking occlusion generation should not affect the processing of base records as it only starts the occlusion generation way later after worldspaces have been processed and object LOD generated, so that is a bit of a mystery atm.

As the first post and included documentation explains, TexGen automatically generates all required billboards for the load order.
3rd party billboards should not be installed anymore.

The mesh mask rule are explained in the manual, but don't worry about that. Your method works, too and is fine for personal use.

Posted

Yes the error occur each time at the same portion.

Oh, hum, I have forgot that's part of the informations... :/ 

Will take a look a it one day, but if it work as it for the moment it's not really important.

Posted
46 minutes ago, Irwine said:

Yes the error occur each time at the same portion.

Oh, hum, I have forgot that's part of the informations... :/ 

Will take a look a it one day, but if it work as it for the moment it's not really important.

I would like to troubleshoot this a bit to see if I can find out what is happening. So if you could do a run that has the error and uploads its bugreport,txt and DynDOLOD debug so I can compare that to the files you already provided it might help me to better understand what is going on.

If you just want to generate LOD and occlusion, generate everything in DynDOLOD just without checking Occlusion and then generate Occlusion.esp with xLODGen separately. The end result is about the same.

Posted

I have remade a test, the only change is that's I have used Cathedral Assets Optimizer on Falskaar.
This time it doesn't crash even if I see some messages about out of memory during occlusion period when it loading the BTO files of the mod, here's the debug files.
https://ufile.io/f/a6kq9

Before my first message, I had try to generate occlusion by xLODGen, but it crash too. The new test that's I have just made is a success, so I'll remade my occlusion with xLODGen.

Posted (edited)

Getting rid of the "shrink-wrapped" mountains after enabling the Terrain Underside option, turns out, needs a readjustment of [TerrainManager] settings in SkyrimPrefs.ini -- setting them to Ultra values solved the problem.

fBlockLevel0Distance=35000.0000
fBlockLevel1Distance=70000.0000
fBlockMaximumDistance=250000.0000
fSplitDistanceMult=1.5
fTreeLoadDistance=75000.0000

 

Edited by sa547
Posted
3 hours ago, sa547 said:

Getting rid of the "shrink-wrapped" mountains after enabling the Terrain Underside option, turns out, needs a readjustment of [TerrainManager] settings in SkyrimPrefs.ini -- setting them to Ultra values solved the problem.


fBlockLevel0Distance=35000.0000
fBlockLevel1Distance=70000.0000
fBlockMaximumDistance=250000.0000
fSplitDistanceMult=1.5
fTreeLoadDistance=75000.0000

 

Sounds like the screenshot/problem I replied to here.

Posted

I just wanted to post to express my appreciation here.  My game looks unbelievable... stunning even!  Well beyond what I felt I was capable of doing.  Tree LODs are the prefect colour, grass is lush and even as far as the eye can see... no flickering... anything!  After nearly a decade of playing Skyrim, I feel like I've gotten it as perfect as I can, thanks to some crazy ENBs, Parallax Textures but mostly due to this.  I believe I will spend the next few weeks going bug-eyed in front of my TV in Tamriel.  A million thanks for gifting this to the community.

Posted
9 hours ago, BrotherShamus said:

I just wanted to post to express my appreciation here.  My game looks unbelievable... stunning even!  Well beyond what I felt I was capable of doing.  Tree LODs are the prefect colour, grass is lush and even as far as the eye can see... no flickering... anything!  After nearly a decade of playing Skyrim, I feel like I've gotten it as perfect as I can, thanks to some crazy ENBs, Parallax Textures but mostly due to this.  I believe I will spend the next few weeks going bug-eyed in front of my TV in Tamriel.  A million thanks for gifting this to the community.

Thanks. Enjoy.

Posted

Access violation at address 000000000164AE48 in module 'DynDOLODx64.exe'. Read of address 0000000000000000
Computer says "Access violation at address 000000000164AE48 in module 'DynDOLODx64.exe'. Read of address 0000000000000

Hi, I was running dyndo and this error just pop out. 

Posted
34 minutes ago, MITSUYOMI said:

Access violation at address 000000000164AE48 in module 'DynDOLODx64.exe'. Read of address 0000000000000000
Computer says "Access violation at address 000000000164AE48 in module 'DynDOLODx64.exe'. Read of address 0000000000000

Hi, I was running dyndo and this error just pop out. 

Read the first post and follow its suggestions.

Posted
1 hour ago, z929669 said:

@sheson I can't recall the reason for this issue, but you will know probably.

 

DynDOLOD FAQ: Game: Out of place objects / floating objects / flickering full models

A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. 

A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.

The problem with locked object LOD to 32 seems to have a higher (or maybe only?) chance of happening if there are no object LOD Level 32 files. It might also correlate to specific INI settings, like the stuck object LOD after fast travel. But I never really looked that long into it.

  • Thanks 1
Posted
56 minutes ago, sheson said:

DynDOLOD FAQ: Game: Out of place objects / floating objects / flickering full models

A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. 

A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini.

The problem with locked object LOD to 32 seems to have a higher (or maybe only?) chance of happening if there are no object LOD Level 32 files. It might also correlate to specific INI settings, like the stuck object LOD after fast travel. But I never really looked that long into it.

IIRC, you also mentioned once that disabling autosaves on fast travel can cause this issue. I know it is a common advisement among many to disable autosaves completely.

In my testing, there were issues with setting uLockedObjectMapLOD below 16, which could be visibly seen on the map itself in the vicinity around where the player character was standing. Object LOD on the map would be decimated, and I believe this also must have been in some way related to the stuck LOD bugs.

I have play tested for quite a long time using uLockedObjectMapLOD=32 with the DynDOLOD generated lod32 object LOD and have yet to witness stuck LOD issues.

Posted

Apparently, my issue with the access error or something is because the new Beyond Skyrim Bruma version deletes a cell in Tamriel. Disabling the file while running dyndo works but it is not a fix either. Hoping that it will get patched soon tho.

 

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