Zanderat Posted February 14, 2022 Posted February 14, 2022 I actually ran my last grass cache without any DynDOLOD assets loaded at all. Maybe that's why I didn't crash (except the "normal" grass cache crashing)?
sheson Posted February 14, 2022 Author Posted February 14, 2022 27 minutes ago, Katarsi said: I'm having a problem. After I have updated DynDOLOD Resources to Alpha-20, I'm getting an infinite crash loop while precaching grass. All the worlds do well, but when it starts processing Tamriel World, crash loop starts. I only have a split second to bring up the console when it starts processing before it crashes, and the line doesn't change, so I know it's stuck. NetScriptFramework shows the same thing in every crash log, it's always this line: Possible relevant objects (1) { [ 166] BSFadeNode(Name: `MLOS_lantern_11_anim`) } Here is the entire Crash Log. Should I just deactivate DynDOLOD Resources in my load order while precaching grass? Why do you believe this CTD has anything to do with the DynDOLOD Resources or especially that version? Do you also have generated DynDOLOD output activated when this happens? Obviously when generating grass cache there is no need or reason for DynDOLOD Resources or any generated TexGen or DynDOLOD output to be active. Generating grass cache should happen before generating or installing any LOD with DynDOLOD.
WhFox Posted February 14, 2022 Posted February 14, 2022 My problem solved with the new update. Thank you Sheson
sheson Posted February 14, 2022 Author Posted February 14, 2022 8 minutes ago, WhFox said: My problem solved with the new update. Thank you Sheson That is great. Thanks for letting us know.
Mousetick Posted February 14, 2022 Posted February 14, 2022 On 2/4/2022 at 9:27 PM, sheson said: There should be no more missing overriden record and no more warning with the next alpha version. Confirmed with Alpha-69, which is the latest I've used since 65. Can't keep up with all the updates
Katarsi Posted February 14, 2022 Posted February 14, 2022 18 minutes ago, sheson said: Why do you believe this CTD has anything to do with the DynDOLOD Resources or especially that version? Do you also have generated DynDOLOD output activated when this happens? Obviously when generating grass cache there is no need or reason for DynDOLOD Resources or any generated TexGen or DynDOLOD output to be active. Generating grass cache should happen before generating or installing any LOD with DynDOLOD. I'm sorry, DynDOLOD Resources isn't the culprit. I didn't have any generated LOD in my load order - I know that needs to be done after precaching grass. Either way, even when it's deactivated, I'm still getting the same crash loop and crash log. And I can't pinpoint what it's referring to. I assumed it's DynDOLOD Resources because it's the only mod that has mlos_lantern meshes in its files. I don't know what to do now. Except start to deactivate mods one by one until grass cache does its thing successfully. And possibly destroy my load order in the process... Never mind, I should probably take this to NGIO page.
sheson Posted February 14, 2022 Author Posted February 14, 2022 8 minutes ago, Katarsi said: I'm sorry, DynDOLOD Resources isn't the culprit. I didn't have any generated LOD in my load order - I know that needs to be done after precaching grass. Either way, even when it's deactivated, I'm still getting the same crash loop and crash log. And I can't pinpoint what it's referring to. I assumed it's DynDOLOD Resources because it's the only mod that has mlos_lantern meshes in its files. I don't know what to do now. Except start to deactivate mods one by one until grass cache does its thing successfully. And possibly destroy my load order in the process... Never mind, I should probably take this to NGIO page. Search every *.NIF in the data folder (and the in the BSAs) for the text "MLOS_lantern_11_anim". 22 minutes ago, Mousetick said: Confirmed with Alpha-69, which is the latest I've used since 65. Can't keep up with all the updates Thanks for confirming the fix worked.
Katarsi Posted February 14, 2022 Posted February 14, 2022 (edited) 34 minutes ago, sheson said: Search every *.NIF in the data folder (and the in the BSAs) for the text "MLOS_lantern_11_anim". Thank you sheson! I searched through .nif files and found it! It was actually packed in BSA, the latest mod I had installed - Lux Via. One of the lanterns has this BSFadeNode value. I'll report it to GGUNIT. Edit: Looks like someone already beat me to it, it was a simultaneous discovery. Edited February 14, 2022 by Katarsi
Admiral30 Posted February 14, 2022 Posted February 14, 2022 https://streamable.com/8dujej Z-fighting goes away once dyndolod is disabled. That doesn't mean that dyndolod is the problem here, but it's definitely related to generated lod. Not large reference error, setting that skyrimprefs ini option to 5 changed nothing. Any clues what it can be?
sheson Posted February 14, 2022 Author Posted February 14, 2022 56 minutes ago, Admiral30 said: https://streamable.com/8dujej Z-fighting goes away once dyndolod is disabled. That doesn't mean that dyndolod is the problem here, but it's definitely related to generated lod. Not large reference error, setting that skyrimprefs ini option to 5 changed nothing. Any clues what it can be? Read the first post what log and debug log to upload when making posts. Use tf to get close see if you can make out what it actually is. Are there waterfalls in that area? If that is the case what mod are those waterfalls from. Was the terrain underside generated? Did you use xLODGen to generate terrain LOD meshes?
Admiral30 Posted February 14, 2022 Posted February 14, 2022 18 minutes ago, sheson said: Read the first post what log and debug log to upload when making posts. Use tf to get close see if you can make out what it actually is. Was the terrain underside generated? Did you use xLODGen to generate terrain LOD meshes? Logs https://ufile.io/f/egazl Used texgen then dyndolod. No flickering after getting closer. Just a regular waterfall.
sheson Posted February 14, 2022 Author Posted February 14, 2022 38 minutes ago, Admiral30 said: Logs https://ufile.io/f/egazl Used texgen then dyndolod. No flickering after getting closer. Just a regular waterfall. So Water for ENB waterfalls. See if there is a change if you increase object LOD 4 distance fBlockLevel0Distance in the DynDOLOD SkyUI MCM. When making screenshots of things, open console and click the object to show the form id, so I know where to look. For now you could try changing the mesh mask rule for "fxwaterfallbody" and set LOD Level 4 to None and then generate LOD with that to see if the problem goes away.
Admiral30 Posted February 14, 2022 Posted February 14, 2022 15 minutes ago, sheson said: So Water for ENB waterfalls. See if there is a change if you increase object LOD 4 distance fBlockLevel0Distance in the DynDOLOD SkyUI MCM. When making screenshots of things, open console and click the object to show the form id, so I know where to look. For now you could try changing the mesh mask rule for "fxwaterfallbody" and set LOD Level 4 to None and then generate LOD with that to see if the problem goes away. Right I forgot waterfalls are also targetable. FXWaterfallBodyTall.nif, 000FC85E No changes after increasting fBlockLevel0Distance, even to max. Might be issue with Water for ENB, but regenerating LOD with active save game is not the most trivial task so I wanted to ask someone who knows things first. Also asked author about it in the comments.
Admiral30 Posted February 14, 2022 Posted February 14, 2022 (edited) 2 hours ago, sheson said: So Water for ENB waterfalls. See if there is a change if you increase object LOD 4 distance fBlockLevel0Distance in the DynDOLOD SkyUI MCM. When making screenshots of things, open console and click the object to show the form id, so I know where to look. For now you could try changing the mesh mask rule for "fxwaterfallbody" and set LOD Level 4 to None and then generate LOD with that to see if the problem goes away. Btw, I managed to get IDs of LOD with tfc command. The closer I get, the less flickering, no flickering up close. So far it seems Water for ENB itself works fine, issue is with generated LOD. Edited February 14, 2022 by Admiral30
MrTanku Posted February 15, 2022 Posted February 15, 2022 It appears that for some reason I still crash on the recent update, even adding renderthreads=1 in TexGen_sse.ini still made me crash in update 73 (For some reason it shows up as Update 72 in TexGen?) However I am happy to say that adding RenderContexts=1 worked for me this time around. (It even saved me 1 minute of generating textures...nice) Will update this once DynDOLOD finishes. *dyndolod finished in 21 vs 29 &31......nice man good job*
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