ArrowFX Posted April 1, 2022 Posted April 1, 2022 12 hours ago, ArrowFX said: 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: Reveal hidden contents [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. PS: Sry if the solution is something obvious! Sry to bother you @sheson but could you please take a look?
sheson Posted April 1, 2022 Author Posted April 1, 2022 17 minutes ago, vektor9999 said: Thanks a lot, will it also fix the less density i have in 3.84 compared to 3.65? The density setting itself did not change, should the outcome should be same again.
mrpanda Posted April 1, 2022 Posted April 1, 2022 (edited) I am trying to run dyndolod on my rather large (>2000 plugins) mod list. Dyndolod runs fine except for the last step where it tries to generate it's plugins. It gives the error: "master list now contains 253 entries and is full". Apparently, because of my large mod list it needs to add more than 253 masters to dyndolod's plugin and this fails. What would be the solution to this problem? Data: https://drive.google.com/file/d/1CBABC32jpI1fcXbTYbuuU8gRepERaBgg/view?usp=sharing Edited April 1, 2022 by mrpanda
sheson Posted April 1, 2022 Author Posted April 1, 2022 13 hours ago, ArrowFX said: 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: Reveal hidden contents [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. PS: Sry if the solution is something obvious! Is this a repeatable error, always the same cell 22,-10? If so can you check if/which plugins overwrite the CELL and its LAND record 0x0000A6E2? If you generate without Occlusion checked, then install the output and then just generate with only Occlusion and Plugin checked, does it happens as well? If it does, can you see what happens if you generate Occlusion with latest xLODGen terrain LOD beta?
ArrowFX Posted April 1, 2022 Posted April 1, 2022 2 hours ago, sheson said: Is this a repeatable error, always the same cell 22,-10? If so can you check if/which plugins overwrite the CELL and its LAND record 0x0000A6E2? If you generate without Occlusion checked, then install the output and then just generate with only Occlusion and Plugin checked, does it happens as well? If it does, can you see what happens if you generate Occlusion with latest xLODGen terrain LOD beta? So I don't know what changed or happened but it worked now, which is weird since I haven't changed anything and I got the error around 3 times earlier today as well as every time I ran DynDOLOD yesterday! So I can't rly help in finding what originally caused it, although, if I get the error again I will go thru the methods you told me to try! And to answer your question, yes it was always cell 22,-10 and I checked it yesterday and no mods I have edits that cell.
sheson Posted April 1, 2022 Author Posted April 1, 2022 5 hours ago, mrpanda said: I am trying to run dyndolod on my rather large (>2000 plugins) mod list. Dyndolod runs fine except for the last step where it tries to generate it's plugins. It gives the error: "master list now contains 253 entries and is full". Apparently, because of my large mod list it needs to add more than 253 masters to dyndolod's plugin and this fails. What would be the solution to this problem? Data: https://drive.google.com/file/d/1CBABC32jpI1fcXbTYbuuU8gRepERaBgg/view?usp=sharing https://dyndolod.info/Messages/Plugin-Limit Plugins can only have have 255 masters. There is no other solution than to reduce the number of plugins that are required as masters. See the first post which debug log and bugreport.txt (if it exists) to upload. If this happens with Occlusion generation enabled, do not check it. Install output and then start DynDOLOD and only select Occlusion generation in advanced mode or use xLODGen for Occlusion generation. If generating occlusion separately does not work for all worldspaces either, only select all worldspaces but Tamriel. Rename the generated occlusion plugin and then generate another occlusion plugin with only Tamriel selected. If this happens without occlusion, then do not select some small worldspaces (added by mods) you won't be visiting often and hope it is enough to stay under the limit. Ignore all worldspaces added by Vigilant. They are ignored by default, but the list maybe incomplete. Renaming DynDOLOD plugins does not work with dynamic LOD. Use "Copy message to clipboard" paste it as text when making posts.
sheson Posted April 1, 2022 Author Posted April 1, 2022 5 hours ago, vektor9999 said: Thanks a lot, will it also fix the less density i have in 3.84 compared to 3.65? I compared Alpha 65 and the new Alpha 86 and have identical file sizes for Tamriel.4.*.*.bto at grass LOD density 25%.
Mephitic Posted April 2, 2022 Posted April 2, 2022 (edited) The first three of these linked images were snapped with grass LOD generated using settings for NGIO, TexGen, and DynDOLOD that are recommended by the S.T.E.P. folks. Image 1 Image 2 Image 3 As you can see in each image there is a "band" of scorched earth that looks to my uneducated eyes like LOD8 maybe? Is this normal (I actually hope it isn't)? I've chatted with the good folks at S.T.E.P. and, over the course of a few days, we pedantically examined all of the tool and mod settings and could not identify a culprit. If I can provide more info (logs, config files, ini settings, anything) please let me know. By the way, the fourth linked image was snapped when the DynDOLOD mode was set to zero in NGIO's GrassControl.config.txt. According to my understanding of the setting that takes DynDOLOD out of the picture (so to speak) but it also completely tanks performance (FPS < 20). Image 4 Thank you very much for any information or advice you may offer. Edited April 2, 2022 by Mephitic Revised text
sheson Posted April 2, 2022 Author Posted April 2, 2022 3 hours ago, Mephitic said: The first three of these linked images were snapped with grass LOD generated using settings for NGIO, TexGen, and DynDOLOD that are recommended by the S.T.E.P. folks. Image 1 Image 2 Image 3 As you can see in each image there is a "band" of scorched earth that looks to my uneducated eyes like LOD8 maybe? Is this normal (I actually hope it isn't)? I've chatted with the good folks at S.T.E.P. and, over the course of a few days, we pedantically examined all of the tool and mod settings and could not identify a culprit. If I can provide more info (logs, config files, ini settings, anything) please let me know. By the way, the fourth linked image was snapped when the DynDOLOD mode was set to zero in NGIO's GrassControl.config.txt. According to my understanding of the setting that takes DynDOLOD out of the picture (so to speak) but it also completely tanks performance (FPS < 20). Image 4 Thank you very much for any information or advice you may offer. Post the log, debug log as explained on first post and the GrassControl.config.txt. Read https://dyndolod.info/Help/Grass-LOD. Grass LOD generated with mode 1 requires DynDOLODGrassMode=1 in GrassControl.config.txt. Grass LOD generated with mode 2 requires DynDOLODGrassMode=2 in GrassControl.config.txt.
Mephitic Posted April 2, 2022 Posted April 2, 2022 (edited) 9 hours ago, sheson said: Post the log, debug log as explained on first post and the GrassControl.config.txt. Read https://dyndolod.info/Help/Grass-LOD. Grass LOD generated with mode 1 requires DynDOLODGrassMode=1 in GrassControl.config.txt. Grass LOD generated with mode 2 requires DynDOLODGrassMode=2 in GrassControl.config.txt. DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt GrassControl.config.txt I know well about DynDOLODGrassMode matching up. I've experimented with almost every combination of various settings imaginable to influence this situation, to no avail. For this generation I've reset all the settings - in TexGen, DynDOILOD, NGIO, and game INI files - to those found in the S.T.E.P. guide here. Edited April 2, 2022 by Mephitic
sheson Posted April 2, 2022 Author Posted April 2, 2022 2 hours ago, Mephitic said: DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt GrassControl.config.txt I know well about DynDOLODGrassMode matching up. I've experimented with almost every combination of various settings imaginable to influence this situation, to no avail. For this generation I've reset all the settings - in TexGen, DynDOILOD, NGIO, and game INI files - to those found in the S.T.E.P. guide here. Grass LOD is generated to object LOD Level 4. Make sure the LOD distances for the different LOD levels do not set lower values for higher levels. E.g. the max distance for LOD level 8 needs to be further than the max distance for LOD level 4. https://dyndolod.info/Help/Object-LOD#Settings When in the game, open console, type tll to toggle LOD off. If grass LOD was generated with mode 1, you will see that it reached to the active cells border. If grass LOD starts a couple cells further out it was generated with mode 2. https://dyndolod.info/How-LOD-Works NGIO is responsible for rendering the full grass to either of the two desired distances with the corresponding DynDOLODGrassMode setting in GrassControl.config.txt. Make sure to edit the right GrassControl.config.txt file which is actually used by NGIO. Restore default GrassControl.config.txt and only change DynDOLODGrassMode. Make sure the file can be can be read by the game/NGIO. Make sure NGIO actually runs.
Mephitic Posted April 2, 2022 Posted April 2, 2022 26 minutes ago, sheson said: Grass LOD is generated to object LOD Level 4. Make sure the LOD distances for the different LOD levels do not set lower values for higher levels. E.g. the max distance for LOD level 8 needs to be further than the max distance for LOD level 4. https://dyndolod.info/Help/Object-LOD#Settings When in the game, open console, type tll to toggle LOD off. If grass LOD was generated with mode 1, you will see that it reached to the active cells border. If grass LOD starts a couple cells further out it was generated with mode 2. NGIO is responsible for rendering the full grass to the desired distance with the corresponding DynDOLODGrassMode setting in GrassControl.config.txt. Make sure to edit the right GrassControl.config.txt file which is actually used by NGIO. Restore default GrassControl.config.txt and only change DynDOLODGrassMode. Make sure the file can be can be read by the game/NGIO. Make sure NGIO actually runs. So I'm not sure what this means but this is with tll toggled. These are my terrain settings fBlockLevel0Distance=57344 fBlockLevel1Distance=147456 fBlockMaximumDistance=327680 DynDOLODGrassMode and DynDOLOD's config for mode are both set to 1. I'm quite sure I'm modifying the correct files - when they're modified.
sheson Posted April 2, 2022 Author Posted April 2, 2022 1 hour ago, Mephitic said: So I'm not sure what this means but this is with tll toggled. These are my terrain settings fBlockLevel0Distance=57344 fBlockLevel1Distance=147456 fBlockMaximumDistance=327680 DynDOLODGrassMode and DynDOLOD's config for mode are both set to 1. I'm quite sure I'm modifying the correct files - when they're modified. You can see that the full grass does not render to the edge of the active cells, which it usually does with when NGIO is active and the config it uses sets DynDOLODGrassMode=1. If you set DynDOLODGrassMode=2, it should even render beyond the active cells, provided uLargeRefLODGridSize is greater than 5. If editing the files does not change anything, then either NGIO is not running, the file can not be read or parsed for some reason or the the file it is reading is not being changed. If the config define DynDOLODGrassMode=0 (or the mode is not set for whatever reason), then setting ExtendGrassDistance = True, ExtendGrassCount = True and keep increasing OverwriteGrassDistance you would expect to see the full grass distance to increase as well, but in a circle around player. Check the .Net Framework ..\NetScriptFramework\NetScriptFramework.log.txt that the GrassControl.dll is loaded. I am not aware of NGIO itself writing to a log. Whatever keeps the full grass render distance low has nothing to do with the LOD or DynDOLOD. You might want to ask on the mods comments.
Mephitic Posted April 2, 2022 Posted April 2, 2022 17 minutes ago, sheson said: You can see that the full grass does not render to the edge of the active cells, which it usually does with when NGIO is active and the config it uses sets DynDOLODGrassMode=1. If you set DynDOLODGrassMode=2, it should even render beyond the active cells, provided uLargeRefLODGridSize is greater than 5. If editing the files does not change anything, then either NGIO is not running, the file can not be read or parsed for some reason or the the file it is reading is not being changed. If the config define DynDOLODGrassMode=0 (or the mode is not set for whatever reason), then setting ExtendGrassDistance = True, ExtendGrassCount = True and keep increasing OverwriteGrassDistance you would expect to see the full grass distance to increase as well, but in a circle around player. Check the .Net Framework ..\NetScriptFramework\NetScriptFramework.log.txt that the GrassControl.dll is loaded. I am not aware of NGIO itself writing to a log. Whatever keeps the full grass render distance low has nothing to do with the LOD or DynDOLOD. You might want to ask on the mods comments. Thank you for your help and advice, I'll travel that road.
vektor9999 Posted April 4, 2022 Posted April 4, 2022 (edited) On 4/1/2022 at 10:21 AM, vektor9999 said: Hey, So far i was using Dyndolod 3.65 with grass lod (density 25) This is what i have so far ==> Now with Dyndolod 3.84 (same load order and density 50) ==> 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 Hey Sheson, Thx for your 3.86 update, now the grass lod has been generated, but i still have the same issue related to density. v 3.86 gives less grass lod density at 50 than 3.65 at 25 (screen shots above still apply) Edited April 4, 2022 by vektor9999
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