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Posted
8 hours ago, Admiral30 said:

DynDOLOD semi-randomly fails to generate meshes with out of memory error (even though RAM usage is around 50%), and uses 100% of CPU (had to forcefully disable 4 cores for dyndolod process). I'm using newest alpha 73, it wasn't a thing on previous versions.

I will upload logs as soon as DynDOLOD completes generating LOD that doesn't throws out of memory exception.

https://ufile.io/f/9tasc
At least a few meshes failed making output unusable.

2nd attempt with changed ini threads settings failed again

Screenshot-2.png

Do not post screenshots of text. Post the text/log instead.

Why is using 100% CPU a problem?

Let the OS handle virtual memory with default settings.

Set OcclusionMaxThreadsObjectLOD=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini as explained at https://dyndolod.info/Help/Occlusion-Data

Start DynDOLOD with  -memory command line argument.

If none of this helps, generate only Occlusion in a separate session.

Posted
1 hour ago, SparklingSliver said:

this is my first time using DynDOLOD and it gave me this error when I tried to generate the first two lods following the Open Cities installation step

Access violation at address 000000000100AB43 in module 'DynDOLODx64.exe'.
Read of address 0000000000000000.

this is my bug report & log txt. thank yoU!

Clean dirty plugins with deleted references, like Kynes Hunt - Quest for Chanterelle.esp, mini gardens.esp, stonhenge + hilltops.esp, NoBrokenWhiterunTower.esp, True Forest of riverwood.esp etc. https://dyndolod.info/Messages/Deleted-Reference

Fix or remove broken plugins with HITME errors like loftattic.esp  https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

Fix Unresolved FormID errors in loftattic.esp  https://dyndolod.info/Messages/Unresolved-Form-ID

Fix/remove duplicate worldspace problem with Undriel_FallingGildergreenPetals.esp. Might be a botched conversion to light plugin.

Use latest version of Flying Crows SSE 1.2 that does not contain meshes\crow\flyingcrow_lod.nif but contains mesh rule INI for DynDOLOD.

If the problem still happens afterwards, upload new bugreport, log and debug log.

Posted
13 hours ago, Tetrol88 said:

Thanks again - X3DAudio1_7.dll was placed by a manually installed mod "Binaural 3D Sound for Headphones" - so I had forgotten about it as it wasn't appearing on my mod list. Removing it and game loaded through to start ok (repeatable) - with the existing Dyndolod build too -  odd (to me) that the issue only showed up when Dyndolod was loaded when it was a dll operating with or without it. A combination of the W10 update, an incompatible dll and somehow only triggered when Dyndolod active. 

and I have cleaned up those deleted references etc as well - that didn't change the game loading ctds for me, but still better to have cleaned them.

It probably has to do with a copied record from another plugin.

It would be good to find out what it is by doing the binary search troubleshooting I explained earlier.

Posted
4 hours ago, sheson said:

Do not post screenshots of text. Post the text/log instead.

Why is using 100% CPU a problem?

Let the OS handle virtual memory with default settings.

Set OcclusionMaxThreadsObjectLOD=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini as explained at https://dyndolod.info/Help/Occlusion-Data

Start DynDOLOD with  -memory command line argument.

If none of this helps, generate only Occlusion in a separate session.

I already did set occlusion threads and it changed nothing. Adding -memory command doesn't fix it either.

I will try generating it in two steps, I have no idea how but I will figure it out.

As I said before it worked fine before (alpha 70 or 71), so something is clearly wrong with alpha 73.

Posted
1 hour ago, Admiral30 said:

I already did set occlusion threads and it changed nothing. Adding -memory command doesn't fix it either.

I will try generating it in two steps, I have no idea how but I will figure it out.

As I said before it worked fine before (alpha 70 or 71), so something is clearly wrong with alpha 73.

You are not the only user using DynDOLOD or generating Occlusion. There usually would be several reports within hours of the release.
Nothing changed in occlusion generation code since Alpha-71 fixed slow reading of BTO.

Most likely something changed in the load order or settings requiring more memory beforehand (e.g. larger BTO files because of 3D tree or grass LOD) or maybe the system has less memory to give.

Posted
14 minutes ago, sheson said:

You are not the only user using DynDOLOD or generating Occlusion. There would be several reports within hours of the release.
Nothing changed in occlusion generation code since Alpha-71 fixed slow reading of BTO.

Most likely something changed in the load order or settings requiring more memory beforehand (e.g. larger BTO files because of 3D tree or grass LOD) or maybe the system has less memory to give.

I have generated LOD with occlusion disabled, moved it to MO2 but didn't enable it, then used DynDOLOD again with only occlusion enabled (according to manual), and it works fine.

No idea why it happens, it isn't even reaching more than 70% of RAM usage, and I had WAY heavier load order before and it worked fine on earlier versions.

But in the end it works again, just one more step instead. Thanks for help, hopefully it will be accidentally fixed in alpha 74+.

Posted
11 minutes ago, Admiral30 said:

I have generated LOD with occlusion disabled, moved it to MO2 but didn't enable it, then used DynDOLOD again with only occlusion enabled (according to manual), and it works fine.

No idea why it happens, it isn't even reaching more than 70% of RAM usage, and I had WAY heavier load order before and it worked fine on earlier versions.

But in the end it works again, just one more step instead. Thanks for help, hopefully it will be accidentally fixed in alpha 74+.

If you do not enable the generated LOD for separate occlusion generation, it reads the object LOD that is available in the load order. Most likely vanilla object LOD which typically will have less details e.g. smaller files size.

Typically the generated LOD should be enabled, so its changes are taken into account for occlusion generation.

Posted
9 minutes ago, sheson said:

If you do not enable the generated LOD for separate occlusion generation, it reads the object LOD that is available in the load order. Most likely vanilla object LOD which typically will have less details e.g. smaller files size.

Typically the generated LOD should be enabled, so its changes are taken into account for occlusion generation.

I see. I have disabled it because DynDOLOD showed warning that output will be overriden (which technically I don't want, I just need separate occlusion.esp).

Posted
15 minutes ago, Admiral30 said:

I see. I have disabled it because DynDOLOD showed warning that output will be overriden (which technically I don't want, I just need separate occlusion.esp).

There won't be any changes to the existing DynDOLOD plugins if they are loaded and if you just select Occlusion and Plugin while  unchecking all other options - object, tree, dynamic, underside .

It should only save the new Occlusion.esp and no DynDOLOD plugins in that case. Despite the message about updating existing plugins.

Though if they are updated, it should work just all the same.

  • +1 1
Posted
2 hours ago, sheson said:

Clean dirty plugins with deleted references, like Kynes Hunt - Quest for Chanterelle.esp, mini gardens.esp, stonhenge + hilltops.esp, NoBrokenWhiterunTower.esp, True Forest of riverwood.esp etc. https://dyndolod.info/Messages/Deleted-Reference

Fix or remove broken plugins with HITME errors like loftattic.esp  https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

Fix Unresolved FormID errors in loftattic.esp  https://dyndolod.info/Messages/Unresolved-Form-ID

Fix/remove duplicate worldspace problem with Undriel_FallingGildergreenPetals.esp. Might be a botched conversion to light plugin.

Use latest version of Flying Crows SSE 1.2 that does not contain meshes\crow\flyingcrow_lod.nif but contains mesh rule INI for DynDOLOD.

If the problem still happens afterwards, upload new bugreport, log and debug log.

I did everything you said and now it works! Thank you so much!! :D

Posted
1 hour ago, sheson said:

There won't be any changes to the existing DynDOLOD plugins if they are loaded and if you just select Occlusion and Plugin while  unchecking all other options - object, tree, dynamic, underside .

It should only save the new Occlusion.esp and no DynDOLOD plugins in that case. Despite the message about updating existing plugins.

Though if they are updated, it should work just all the same.

Keeping dyndolod output enabled again triggers out of memory errors. Unfortunately I'm forced to rollback to previous version for the time being.

Posted
11 minutes ago, Admiral30 said:

Keeping dyndolod output enabled again triggers out of memory errors. Unfortunately I'm forced to rollback to previous version for the time being.

Compare total size of the BTOs for the worldspace.

Posted
13 minutes ago, Admiral30 said:

I require explanation.

Compare the size of the folder ..\Meshes\Terrain\Tamriel\Objects\ which contains the object LOD *.bto files between old and new output.

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