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Posted

I have two questions, one for me and another for a friend of mine.

Are there any special steps i need to take into account when i've overhauled the Commonwealth into a winter wasteland with Icepick Overhaul and some added pine trees?  Icepick Overhaul is packaged into a BA2 if that matters.

And a friend of mine has mistakenly pressed the Generate LodGen button in Fo4Edit and now his game is kinda messed up.  Can someone help the fellow by telling me which files he needs to remove from his data folder so he can get his Mad Max desert Commonwealth back?

Posted
12 hours ago, PegasusKoga said:

I have two questions, one for me and another for a friend of mine.

Are there any special steps i need to take into account when i've overhauled the Commonwealth into a winter wasteland with Icepick Overhaul and some added pine trees?  Icepick Overhaul is packaged into a BA2 if that matters.

And a friend of mine has mistakenly pressed the Generate LodGen button in Fo4Edit and now his game is kinda messed up.  Can someone help the fellow by telling me which files he needs to remove from his data folder so he can get his Mad Max desert Commonwealth back?

xLODGen generates LOD for the plugins and assets found in the load order / data folder. Generate LOD for the load order and in case something doesn't work as expected, make a post with the detailed information and ask specific questions. If a mod requires extra steps depends on the mod. Check its description/instructions. Follow a modding guide if you require others testing mods/setups for you.

The log prints lines with the paths where meshes and textures are generated to. Those are the folders/files to delete.

Always use the -o command line parameter to set an output path outside of game and mod manager folders.

  • Like 1
Posted

Logs: https://ufile.io/n41v5fse

Hey, how do I fix this? It only came up nearing the end of the run.

[Main Instruction]
Checking for errors failed Access violation at address 000000000041A1A8 in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000000000000 for arnima.esm [REFR:1324715B] (places TreeDeadShrub [TREE:000A731C] in GRUP Cell Temporary Children of [CELL:13008426] (in arnimaDUPLICATE003 "The Reach" [WRLD:13000D62] at 2,-8))

[Exit DynDOLOD]

Also, these CMD exes were hanging for ages (5-10+ minutes after selecting exit dyndolod). Not moving but going up and down in performance on task manager. L7PFAou.png

Also, notice how my log files are HUGE! Like, what? Also also, seeing as precaching grass isnt working for AE, what's your suggested workaround?

Posted
43 minutes ago, mattski123 said:

Logs: https://ufile.io/n41v5fse

Hey, how do I fix this? It only came up nearing the end of the run.

I think that is a race condition. Is that repeatable? Also when only generating for arnimaDUPLICATE003 "The Reach"?

Will fix for next version.

43 minutes ago, mattski123 said:

Also, these CMD exes were hanging for ages (5-10+ minutes after selecting exit dyndolod). Not moving but going up and down in performance on task manager. L7PFAou.png

If LODGen uses CPU it is working on something. The more ultra tree LOD, the more full models, the more grass LOD, the more high resolution terrain LOD meshes the longer, the higher teh memory requirements. Just let them run and they should finish eventually.

https://dyndolod.info/Help/Grass-LOD#LODGen-takes-a-long-time-or-uses-a-lot-of-memory
https://dyndolod.info/Help/LODGen#Out-of-Memory
https://dyndolod.info/FAQ "DynDOLOD/TexGen Questions / High memory usage"

43 minutes ago, mattski123 said:

Also, notice how my log files are HUGE! Like, what? Also also, seeing as precaching grass isnt working for AE, what's your suggested workaround?

https://dyndolod.info/Help/Grass-LOD
No Grass In Objects is currently only available for Skyrim Special Edition runtime version 1.5.x. The grass LOD generation however does not care about the runtime version, so the grass cache files can still be used to generate grass LOD with the runtime 1.6.x.

As explained several times already, the only option is to generate grass cache with a 1.5.x.

Posted
1 hour ago, sheson said:

I think that is a race condition. Is that repeatable? Also when only generating for arnimaDUPLICATE003 "The Reach"?

Will fix for next version.

If LODGen uses CPU it is working on something. The more ultra tree LOD, the more full models, the more grass LOD, the more high resolution terrain LOD meshes the longer, the higher teh memory requirements. Just let them run and they should finish eventually.

https://dyndolod.info/Help/Grass-LOD#LODGen-takes-a-long-time-or-uses-a-lot-of-memory
https://dyndolod.info/Help/LODGen#Out-of-Memory
https://dyndolod.info/FAQ "DynDOLOD/TexGen Questions / High memory usage"

https://dyndolod.info/Help/Grass-LOD
No Grass In Objects is currently only available for Skyrim Special Edition runtime version 1.5.x. The grass LOD generation however does not care about the runtime version, so the grass cache files can still be used to generate grass LOD with the runtime 1.6.x.

As explained several times already, the only option is to generate grass cache with a 1.5.x.

It wasn't repeatable no. Thanks man!

Posted

So I like some others have been getting the "Access violation" message I have been trying to fix it for the better part of the day and haven't been able to fix it so I will just ask you directly!

Error code:
 

Spoiler

 

[Window Title]
DynDOLOD

[Main Instruction]
<[CELL:000096E2] (in Tamriel "Skyrim" [WRLD:0000003C] at 22,-10) Error while updating TVDT data: Access violation at address 0000000000527446 in module 'DynDOLODx64.exe'.

[Content]
Invalid access of address 0000000000000000>

Click on this link for additional explanations and help for this message

[OK] [Exit DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

bugreport.txt

Debug log. Was too big to upload in pastebin without crashing my browser.

Couldn't find a none debug log.

I also don't have any dirty plugins that might cause this.

loot.thumb.PNG.0fda6663e23d9f271a6f521bc86758f5.PNG

PS: Sry if the solution is something obvious!

 

Posted
19 hours ago, DoubleYou said:

Relevant files are probably in textures/terrain and meshes/terrain. Check file modified stamps to see which ones. 

He'll be relieved to hear that the fix is that simple, thank you for your time!

15 hours ago, sheson said:

xLODGen generates LOD for the plugins and assets found in the load order / data folder. Generate LOD for the load order and in case something doesn't work as expected, make a post with the detailed information and ask specific questions. If a mod requires extra steps depends on the mod. Check its description/instructions. Follow a modding guide if you require others testing mods/setups for you.

The log prints lines with the paths where meshes and textures are generated to. Those are the folders/files to delete.

Always use the -o command line parameter to set an output path outside of game and mod manager folders.

I will and as for my friend i will tell him to check his logs as you suggested, thank you kindly.

Posted (edited)
On 3/23/2022 at 1:24 AM, sheson said:

The promised logs and no concrete information about the what and when were provided, nothing was or could be done.

The https://dyndolod.info/Changelog explains what was fixed or changed.

If the computer freezes it doesn't generate logs man. Jesus. Look, I'm grateful for all you've done for Skyrim but maybe there's a chance the alpha has bugs or compatibility issues. That's kind of normal for software? I mean it's literally in alpha and you're dealing with a stupid amount of system configurations in conjunction with an obscene amount of varied texture/mesh combinations. I tried working with you but you're being obtuse, I tried thanking you, and you're being more obtuse. This is absurd.

P.S. I'm still willing to work with you on this if the issue ever crops up again...just, please, cool it with this kind of stuff. I want to help...but not if you're going to blame my computer immediately, ask for logs that don't exist and then get snarky when I thank you for an update that fixed my issue. :/

Wish you the best and hope whatever caused that little blip has passed. Cheers.

Edited by DankTemplar
Posted
1 hour ago, DankTemplar said:

If the computer freezes it doesn't generate logs man. Jesus. Look, I'm grateful for all you've done for Skyrim but maybe there's a chance the alpha has bugs or compatibility issues. That's kind of normal for software? I mean it's literally in alpha and you're dealing with a stupid amount of system configurations in conjunction with an obscene amount of varied texture/mesh combinations. I tried working with you but you're being obtuse, I tried thanking you, and you're being more obtuse. This is absurd.

If the computer freezes or has BSOD it is caused by hardware, OS, drivers or the settings of each.

Programs do not care about system configurations since they are compiled to use OS functions. For example OS functions to read, write files, or request memory from the OS.

Assumptions what the problem could be, how programs or OS work and not posting any logs did not provide information to act upon. You copy pasted an error message and pieces of log message yet did not provide the accompanying log and debug log despite requests.

I can not accept thanks for something I didn't do. I am just being honest.

Posted

Hey,

So far i was using Dyndolod 3.65 with grass lod (density 25)

This is what i have so far ==> vBiwt51.jpg

 

Now with Dyndolod 3.84 (same load order and density 50) ==> cAzxgyO.jpg

 

Is this normal that the new dyndolod version gives less grass lods for higher density?

I also tried 3.85 and i have no grass lod using this version because for some reason the LODGen_SSE_Grass_Map_xxx.txt has not been generated (always on the same load order)

Thank you for your work and help ;)

Posted
15 minutes ago, vektor9999 said:

Hey,

So far i was using Dyndolod 3.65 with grass lod (density 25)

This is what i have so far ==> vBiwt51.jpg

 

Now with Dyndolod 3.84 (same load order and density 50) ==> cAzxgyO.jpg

 

Is this normal that the new dyndolod version gives less grass lods for higher density?

I also tried 3.85 and i have no grass lod using this version because for some reason the LODGen_SSE_Grass_Map_xxx.txt has not been generated (always on the same load order)

Thank you for your work and help ;)

Please upload the log and debug log as explained on the first post.

If possible both from 84 and 85.

Posted (edited)
17 minutes ago, sheson said:

Thanks! Something (e.g. some code I did) is preventing the grass billboards being added to the object atlas. Will be fixed next version.

Thanks a lot, will it also fix the less density i have in 3.84 compared to 3.65?

Edited by vektor9999

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