DarthVitrial Posted April 15, 2022 Posted April 15, 2022 (edited) 41 minutes ago, sheson said: That was LODGenx64.exe from Alpha-87. Honestly, none of this makes any sense right now. Upload contents of ..\DynDOLOD\Edit Scripts\Export\ oh, should I have cleared the Export folder each run? I did clear it when I first updated to 88 since that was a clean install but I haven't since then. https://mega.nz/file/J89mDBTD#DyDMEVf2bQeMtaJ4kQKYv7Ld_fb2cT-VckYom-hpKok EDIT: Could it possible be because I updated from .Net 6.0.3 to 6.0.4? That's the only thing on my system that's changed. Edited April 15, 2022 by DarthVitrial
NBBEAST Posted April 15, 2022 Posted April 15, 2022 (edited) 17 hours ago, sheson said: xLODGen can only overwrite grass LOD which is part of object LOD, if you generated object LOD with xLODGen. Use xLODGen to generate terrain LOD only. Happy Little Trees Add-On - DynDOLOD 3 contains 3D tree LOD assets. If you do not install it, then ultra tree LOD will always use the billboards instead. If the intention is to only use billboards, then 3D tree LOD assets do not need to be installed. https://dyndolod.info/Help/Ultra-Tree-LOD "Billboard1 has 4 triangles per tree, while billboard 4 has 8 triangles per tree." This is negligibly if the game runs well above 60 FPS and has headroom or when using grass LOD. If there is a problem generating LOD, carefully check the error message. thanks. I genuinely don't understand then why the grass lod seemingly started working. It just all loaded in once when I was playing and then I noticed whiterun in the distance had grass lod. So does the 3d trees add on from happy little trees only work in conjunction with hd trees in texgen? Or can it still function without that selected? Should I disable it for performance boost if I use ultra trees without HD trees generated in texgen? Thank you for your patience. Edit: I should also correct myself earlier, I have 8 gb of ram, not 4 gb. Edited April 15, 2022 by NBBEAST
sheson Posted April 16, 2022 Author Posted April 16, 2022 9 hours ago, Surtensoita said: Ah, my bad then. In that case, I'm not getting any logs but the same two as before with the new .exe either, and I tried adding realtimelog=1 to the .ini you mentioned (and later to DynDOLOD.ini because worth a shot I guess) and still no logs. When you add a line realtimelog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini the there should be a DynDOLOD_SSE_realtime_log.txt in the log folder. Also check the Windows event log. You might want to update MO2 to the latest version.
sheson Posted April 16, 2022 Author Posted April 16, 2022 9 hours ago, NBBEAST said: thanks. I genuinely don't understand then why the grass lod seemingly started working. It just all loaded in once when I was playing and then I noticed whiterun in the distance had grass lod. So does the 3d trees add on from happy little trees only work in conjunction with hd trees in texgen? Or can it still function without that selected? Should I disable it for performance boost if I use ultra trees without HD trees generated in texgen? Thank you for your patience. Edit: I should also correct myself earlier, I have 8 gb of ram, not 4 gb. As explained at https://dyndolod.info/Help/Ultra-Tree-LOD, ultra tree LOD means that LOD for trees is done is done in object LOD with billboards and optional 3D tree LOD models. HD billboards with Billboard4 are visually the best LOD billboard option. Always generate HD billboard if using ultra tree LOD. Obviously 3D tree LOD requires more resources than billboards. Billboard4 requires a bit more resources than Billboard1/2 but it is nothing compared to 3D tree LOD or especially grass LOD.
Surtensoita Posted April 16, 2022 Posted April 16, 2022 53 minutes ago, sheson said: When you add a line realtimelog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini the there should be a DynDOLOD_SSE_realtime_log.txt in the log folder. Also check the Windows event log. You might want to update MO2 to the latest version. omg, updating mo2 actually made it work. I'm now ashamed to have made you lose your time with this, thank you VERY much for your help and the amazing tool you have created.
sheson Posted April 16, 2022 Author Posted April 16, 2022 15 minutes ago, Surtensoita said: omg, updating mo2 actually made it work. I'm now ashamed to have made you lose your time with this, thank you VERY much for your help and the amazing tool you have created. No problem! It is such an obscure problem. So this is a good reminder to really check such details in the logs as well.
Katarsi Posted April 16, 2022 Posted April 16, 2022 I got an error during LOD generation: Quote [Main Instruction] Access violation at address 000000000041A26F in module 'DynDOLODx64.exe'. [Content] Read of address 0000000000000000 while processing Skyrim.esm MineOreIron04_LVolcanicTundraRocks "Iron Ore Vein" [ACTI:0010DAA0] I found it in xEdit and it's Skyrim.esm base record, nothing is overwriting it. As suggested here, I checked all the possibilities and everything seems to be fine on my end (I have sufficient memory, DynDOLOD is excepted in my antivirus). This never happened before.
sheson Posted April 16, 2022 Author Posted April 16, 2022 13 hours ago, DarthVitrial said: oh, should I have cleared the Export folder each run? I did clear it when I first updated to 88 since that was a clean install but I haven't since then. https://mega.nz/file/J89mDBTD#DyDMEVf2bQeMtaJ4kQKYv7Ld_fb2cT-VckYom-hpKok EDIT: Could it possible be because I updated from .Net 6.0.3 to 6.0.4? That's the only thing on my system that's changed. No. Files are simply overwritten as needed. LODGen is targeted to /using .NET Framework 4.8. If the .NET 6 update changes anything I do not know. Maybe test by uninstalling it. I keep running "Execute LODGen" in expert mode on your export files for the four seasons for Tamriel over and over again with no failures. Since it is random I doubt it has anything to do with specific NIFs for which you might have different versions. Check which mods overwrite DynDOLOD Resources. Also see https://dyndolod.info/Help/Load-Overwrite-Orders. 20 minutes ago, Katarsi said: I got an error during LOD generation: I found it in xEdit and it's Skyrim.esm base record, nothing is overwriting it. As suggested here, I checked all the possibilities and everything seems to be fine on my end (I have sufficient memory, DynDOLOD is excepted in my antivirus). This never happened before. Read the first post or https://dyndolod.info/Official-DynDOLOD-Support-Forum which log and debug log and bugreport.txt (if it exists) to upload when making posts.
sheson Posted April 16, 2022 Author Posted April 16, 2022 17 minutes ago, Katarsi said: I apologize sheson. Here it is That is just the bugreport.txt. Also upload the log and debug log.
sheson Posted April 16, 2022 Author Posted April 16, 2022 51 minutes ago, Katarsi said: Dang it, sorry Log and Debug Is this error repeatable? Always the same base record? Replace DynDOLODx64.exe with this version, see if it makes a difference.
Katarsi Posted April 16, 2022 Posted April 16, 2022 (edited) 42 minutes ago, sheson said: Is this error repeatable? Always the same base record? Replace DynDOLODx64.exe with this version, see if it makes a difference. I replaced it, it's doing its thing without issues now, it had passed that point where the error appeared previously so I think it's good The previous .exe also showed me an error beforehand with something unrelated (totally optional to consider): Spoiler I have Realistic Water Two.esm and .esp, but I edited both to only use the raining markers - not the water itself. I consulted with TechAngel about this, so I managed to do it right for my own use. Basically I cut out all the water editing parts and left only rain markers in both plugins. However, DynDOLOD gave me an error for this edited .esm (and I can't remember what it was because I didn't save it). I deactivated both plugins so I could generate LOD. Though my game worked fine with those plugins active (and I have rain ripples on water, which was the goal). If you want to check out what might be the issue, here are both modified plugins: RWTesm and RWTesp Edited April 16, 2022 by Katarsi
sheson Posted April 16, 2022 Author Posted April 16, 2022 33 minutes ago, Katarsi said: I replaced it, it's doing its thing without issues now, it had passed that point where the error appeared previously so I think it's good It also showed me an error beforehand with something unrelated (totally optional to consider): Hide contents I have Realistic Water Two.esm and .esp, but I edited both to only use the raining markers - not the water itself. I consulted with TechAngel about this, so I managed to do it right for my own use. Basically I cut out all the water editing parts and left only rain markers in both plugins. However, DynDOLOD gave me an error for this edited .esm (and I can't remember what it was because I didn't save it). I deactivated both plugins so I could generate LOD. Though my game worked fine with those plugins active (and I have rain ripples on water, which was the goal). If you want to check out what might be the issue, here are both modified plugins: RWTesm and RWTesp Really read error messages and their explanations. Temporarily disabling plugins to not see error messages is not fixing the error. The game is only "working fine" until it doesn't. Use the xEdit error to check plugins for errors. To fix unresolved large references in the ESM, use the xEdit script https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.5/Build/Edit Scripts/Skyrim SE - Generate Large References.pas To see the large reference data on a worldspace record in xEdit, uncheck 'Hide "never shown" in the options. Remove the RNAM data so the script can add the new data. Generating LOD while temporarily disabling plugins despite all the warnings to not do that, means that their worldspace and cell changes are not being carried forward into the DynDOLOD/Occlusion plugins.
Katarsi Posted April 16, 2022 Posted April 16, 2022 19 minutes ago, sheson said: Really read error messages and their explanations. Temporarily disabling plugins to not see error messages is not fixing the error. The game is only "working fine" until it doesn't. Use the xEdit error to check plugins for errors. To fix unresolved large references in the ESM, use the xEdit script https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.5/Build/Edit Scripts/Skyrim SE - Generate Large References.pas To see the large reference data on a worldspace record in xEdit, uncheck 'Hide "never shown" in the options. Remove the RNAM data so the script can add the new data. Thank you for the guidance. Is this the same code as in the .pas file of the same name in Edit Scripts folder of xEdit? I have xEdit v4.0.4.
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