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Posted
1 hour ago, TheDude said:

Hi Sheson, I seem to have encountered a graphical bug/glitch with the latest Alpha-64... As I wrote earlier, the lod generation for all worldspaces was succesful but instead there seems to be a problem ingame with "flashing/blinking lods" (could it have something to do with the occlusion)? I have looked at the logfiles but since my knowledge is limited they don't really help me and no bugreport was generated either... 

Heres a videoclip of the issue: 

And here are the logfiles: https://ufile.io/f/hzlxx

Post the  the coordinates, location.

Make sure LOD was generated for this exact load order.
Test with a new game.
Give it time to initialize before moving.
Do not increase movement speed for testing. 
Check papyrus log for errors.

Posted (edited)
1 hour ago, sheson said:

Post the  the coordinates, location.

Make sure LOD was generated for this exact load order.
Test with a new game.
Give it time to initialize before moving.
Do not increase movement speed for testing. 
Check papyrus log for errors.

The video was from Lake Ilinalta, near/west of the Guardians Stones (coordinates are something like X: -5015; Y: -57238; Z: 740, but it varies since the glitch happens randomly at different locations...). The glitches occurs at more locations too, such as Whiterun Stables: if Im looking in the direction of White River watch I get flashing/blinking lods (which looks more and more like an occlusion glitch to me...).

All my tests have been on a completely new game, and I haven't moved at all until getting the message "Dyndolod installed successfully". I also did not increase any movement speed - the glitches occurs randomly during  normal speed. The LOD was generated for this exact load order, and Im not getting any papyrs logs or errors. 

Also: I regenerated all LODs again with exact same LO, but the glitches are still there. Haven't had this problem with any of the previous versions of the Alpha so dont really know what to do...

 

Edited by TheDude
Posted

I need help.. I could not push through with TexGen. It would stop at Winteraspen06.nif then Texgen will close. However when I use Dyndolod resources Alpha 15 with the corresponding Dyndolod3 Alpha XX, it would work. Need assistance.

Posted
6 hours ago, TheDude said:

The video was from Lake Ilinalta, near/west of the Guardians Stones (coordinates are something like X: -5015; Y: -57238; Z: 740, but it varies since the glitch happens randomly at different locations...). The glitches occurs at more locations too, such as Whiterun Stables: if Im looking in the direction of White River watch I get flashing/blinking lods (which looks more and more like an occlusion glitch to me...).

All my tests have been on a completely new game, and I haven't moved at all until getting the message "Dyndolod installed successfully". I also did not increase any movement speed - the glitches occurs randomly during  normal speed. The LOD was generated for this exact load order, and Im not getting any papyrs logs or errors. 

Also: I regenerated all LODs again with exact same LO, but the glitches are still there. Haven't had this problem with any of the previous versions of the Alpha so dont really know what to do...

Check if it happens with DynDOLOD DLL https://dyndolod.info/Help/DynDOLOD-DLL

1 hour ago, Jackal99 said:

I need help.. I could not push through with TexGen. It would stop at Winteraspen06.nif then Texgen will close. However when I use Dyndolod resources Alpha 15 with the corresponding Dyndolod3 Alpha XX, it would work. Need assistance.

Read the first post which log and debug log files, bugreport,txt  to upload and how to use "Copy message to clipboard" when making posts.

Posted
4 minutes ago, Jackal99 said:

The problem is there are logs reported...

I assume it means no logs.

Provide information. You do not mention any of the Alpha versions.

Follow the posts ans steps I exchanged with Thardrim https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-64/?do=findComment&comment=255979

Read the latest post from Thardrim first https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-64/?do=findComment&comment=256100

Posted (edited)

Hello sheson, i confirm the "LOD  blinking bug" with beta 63 using Dyndolod DLL 1 5 97 and scripts that were updated for 63 too, as i havent rebuildt the lod since the last update

No errors in skse logs, on generation i had some missings meshes and some textures not fitting meshes but nothing out of ordinary. Had no problem with earlier versions with the same load order and meshes.

 

I can upload debug log file but it's 100MB

 

note that as i'm still using 1 5 97 binaries, maybe you changed something in the scripts that are tied to 1.6 dyndo dll?

Edited by Lance_geis
Posted
36 minutes ago, Lance_geis said:

Hello sheson, i confirm the "LOD  blinking bug" with beta 63 using Dyndolod DLL 1 5 97 and scripts that were updated for 63 too, as i havent rebuildt the lod since the last update

No errors in skse logs, on generation i had some missings meshes and some textures not fitting meshes but nothing out of ordinary. Had no problem with earlier versions with the same load order and meshes.

 

I can upload debug log file but it's 100MB

 

note that as i'm still using 1 5 97 binaries, maybe you changed something in the scripts that are tied to 1.6 dyndo dll?

Download and generate LOD with DynDOLOD Alpha 64.

Download the latest DynDOLOD DLL Scripts (just updated the other day) and whatever DynDOLOD SKSE DLL you need.

Test with new game.

Posted

Thankies, it seems fixed with this dll script update, the lod flicker didnt happen on a fresh game with the old 1.63 generated lod and plugins. It worked fine, anyway imma do as you say and regenerate everything and then i will tell you if it's fixed for good ;)   it will take a while to generate everything again

Posted (edited)

Yup, the fix fixes, the flicker didnt happen at all since the update, thank you again sheson! ( for the program, the fixes, the dedication, your time... ... ...)

Edited by Lance_geis
Posted (edited)

Okey, so I've been trying to generate Object, Ultra and Grass LODs (I'm using Open Cities of Skyrim, so I've been following the instructions on how to work around it), and I keep getting the same error, that confuses me a bit:

Error: LODGenx64.exe failed to generate object LOD for Tamriel. LODGenx64.exe returned 28F. Check F:\Program Files (x86)\ModOrganizer\DynDoLOD\3 alfa\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt>

I checked the log, and it says as follows:
Error processing grass data Tamrielx0022y-034.cgid can not read after the end of the stream. System.IO.EndOfStreamException
Log ended at 20:30:32 (23:3)
Code: 655

(sorry if the wordings wierd, had to translate it, since it wrote part of it in Danish).

So the problem obviously seems to be related to creating grass LODs, and it seems to be predicated on one for the Grasscaches created with No Grass in Objects.
However, after I clicked Ok to the error message, DynDOLOD seemingly finished the proces.

So my question is this, if I finish running DynDOLOD, to create the LODs, what will happen? will none of it work? or will all of it work save one cell, where there just wont be any grass LOD? for if the latter is the case, I think I could live with it, as long as it doesn't cause any CTD.

Cheers
 

Edited by burnersaurus
Posted
19 minutes ago, burnersaurus said:

Okey, so I've been trying to generate Object, Ultra and Grass LODs (I'm using Open Cities of Skyrim, so I've been following the instructions on how to work around it), and I keep getting the same error, that confuses me a bit:

Error: LODGenx64.exe failed to generate object LOD for Tamriel. LODGenx64.exe returned 28F. Check F:\Program Files (x86)\ModOrganizer\DynDoLOD\3 alfa\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt>

I checked the log, and it says as follows:
Error processing grass data Tamrielx0022y-034.cgid can not read after the end of the stream. System.IO.EndOfStreamException
Log ended at 20:30:32 (23:3)
Code: 655

(sorry if the wordings wierd, had to translate it, since it wrote part of it in Danish).

So the problem obviously seems to be related to creating grass LODs, and it seems to be predicated on one for the Grasscaches created with No Grass in Objects.
However, after I clicked Ok to the error message, DynDOLOD seemingly finished the proces.

So my question is this, if I finish running DynDOLOD, to create the LODs, what will happen? will none of it work? or will all of it work save one cell, where there just wont be any grass LOD? for if the latter is the case, I think I could live with it, as long as it doesn't cause any CTD.

Cheers
 

Both https://dyndolod.info/Help/LODGen (which is linked from the message window that notified about that there we errors in LODGen) and https://dyndolod.info/Help/Grass-LOD explain the cause and solution to the error.

Searching for the error https://stepmodifications.org/forum/search/?q=cgid end stream&quick=1&type=forums_topic&item=15606 also gives similar results.

Object LOD generation is incomplete because it stopped and there wasn't a LODGen completed successfully message as explained on https://dyndolod.info/Generation-Instructions Do not attempt to use incomplete generations in the game.

Posted
14 minutes ago, sheson said:

Both https://dyndolod.info/Help/LODGen (which is linked from the message window that notified about that there we errors in LODGen) and https://dyndolod.info/Help/Grass-LOD explain the cause and solution to the error.

Searching for the error https://stepmodifications.org/forum/search/?q=cgid end stream&quick=1&type=forums_topic&item=15606 also gives similar results.

Object LOD generation is incomplete because it stopped and there wasn't a LODGen completed successfully message as explained on https://dyndolod.info/Generation-Instructions

 

Thanks, that makes sense.
One question though. If I simply deleted the bad file, and ran DynDOLOD, what would happen then? does it need that cell to complete the LOD's?

Posted
3 minutes ago, burnersaurus said:

Thanks, that makes sense.
One question though. If I simply deleted the bad file, and ran DynDOLOD, what would happen then? does it need that cell to complete the LOD's?

Cells that have no grass cache file won''t have grass LOD. Doesn't really make sense to only delete the file then not start the game to create the cell real quick.

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