sheson Posted April 16, 2022 Author Posted April 16, 2022 19 minutes ago, Katarsi said: 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. Compare the text files. For example with a Notepad++ plugin. Or just check the file dates...
Katarsi Posted April 16, 2022 Posted April 16, 2022 (edited) The new exe you gave me works great, until it's supposed to save at the end. It gets infinitely stuck in the saving process, and it only generates partial save of everything. I tried with both "Save and Exit" and "Save and Zip and Exit", it always gets stuck mid-saving. Debug log Edited April 16, 2022 by Katarsi
sheson Posted April 16, 2022 Author Posted April 16, 2022 1 hour ago, Katarsi said: The new exe you gave me works great, until it's supposed to save at the end. It gets infinitely stuck in the saving process, and it only generates partial save of everything. I tried with both "Save and Exit" and "Save and Zip and Exit", it always gets stuck mid-saving. Debug log Try this version https://mega.nz/file/MNxWGIwI#bBVIqiC-nP9SSG9SPmvSFqGJtqiLtEhEUI-xhi4f96I
Katarsi Posted April 16, 2022 Posted April 16, 2022 5 hours ago, sheson said: Try this version https://mega.nz/file/MNxWGIwI#bBVIqiC-nP9SSG9SPmvSFqGJtqiLtEhEUI-xhi4f96I It worked! Thank you
NBBEAST Posted April 16, 2022 Posted April 16, 2022 (edited) 16 hours ago, sheson said: 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. Oh damn. That might be a major reason im facing a bunch of stutter as well, I selected ultra trees without generating hd billboard. Thanks for letting me know. I also generate grass lod at mode 2 which only increases the drain on my computers resources. I should have known lol. Do you think if i get more memory, I could remedy a major stuttering issue I've been getting with ngio and dyndolod grass lod, etc? I only have 8 gbs ram, gtx 1050ti, but would love to play my skyrim at 1920x1080p with ngio dyndolod grass lod mode 2, regular dyndolod trees, and the various city overhaul mods I have like Redbags solitude. I notice my game won't really drop my frames but just stutter a bunch. I mean i can maintain 40-60 fps outside but it stutters like crazy when it loads new cells for grass, etc to load in I think. Thank you for your continued responses. Edited April 16, 2022 by NBBEAST
DarthVitrial Posted April 17, 2022 Posted April 17, 2022 (edited) OK, I reinstalled everything from scratch, and...well, I'm at least getting a DIFFERENT crash? Now it's an Access Violation. Seems like a race condition? I'll try again, but hopefully the attached logs and bugreport.txt help. EDIT: OK, second time it was back to the usual mystery failure with no logs. Might be related to that race condition though? Anyway here are my exports and logs for that: https://mega.nz/file/otcXGQya#r-KhiASkNjngx0N_2lczQHMeOFyeXhdIof1a9pdstDs https://mega.nz/file/QpsnmSoD#8veEz79OeB0P8UnlYbAe5z_cILKy-8kLH22TocP0lkU And here's the event log for the .net error. The error mentions Threading again so I suspect the race condition is indeed related: pplication: LODGenx64.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.AccessViolationException at LODGenerator.Geometry.RemoveDuplicate(Boolean) at LODGenerator.ShapeDesc..ctor(System.String, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.StaticDesc, Int32, System.Collections.Generic.List`1<System.String>, System.Collections.Generic.List`1<System.String>, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, LODGenerator.LogFile) at LODGenerator.LODApp.TransformShape(LODGenerator.QuadDesc, LODGenerator.StaticDesc, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.Common.Matrix44, Single, Int32) at LODGenerator.LODApp.IterateNodes(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32, LODGenerator.NiFile, LODGenerator.NifMain.NiNode, LODGenerator.Common.Matrix44, Single, Int32 ByRef) at LODGenerator.LODApp.ParseNif(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32) at LODGenerator.LODApp+<>c__DisplayClass84_0.<DoLOD>b__0(Int32) at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1() at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task) at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object) at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef) at System.Threading.Tasks.Task.ExecuteEntry(Boolean) at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean) at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean) at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean) at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>) at System.Threading.Tasks.Parallel.For(Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>) at LODGenerator.LODApp.DoLOD(LODGenerator.QuadDesc, Boolean) at LODGenerator.LODApp.<GenerateLOD>b__85_0(LODGenerator.QuadDesc) at System.Threading.Tasks.Parallel+<>c__DisplayClass31_0`2[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForEachWorker>b__0(Int32) at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1() at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task) at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object) at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef) at System.Threading.Tasks.Task.ExecuteEntry(Boolean) at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean) at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean) at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean) at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>) at System.Threading.Tasks.Parallel.ForEachWorker[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](System.Collections.Generic.IEnumerable`1<LODGenerator.QuadDesc>, System.Threading.Tasks.ParallelOptions, System.Action`1<LODGenerator.QuadDesc>, System.Action`2<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState>, System.Action`3<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,Int64>, System.Func`4<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`5<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,Int64,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>) at System.Threading.Tasks.Parallel.ForEach[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null]](System.Collections.Generic.IEnumerable`1<LODGenerator.QuadDesc>, System.Threading.Tasks.ParallelOptions, System.Action`1<LODGenerator.QuadDesc>) at LODGenerator.LODApp.GenerateLOD(System.Collections.Generic.List`1<LODGenerator.StaticDesc>) at LODGeneratorCMD.Program.Main(System.String[]) Logs.7z bugreport.txt Edited April 17, 2022 by DarthVitrial
sheson Posted April 17, 2022 Author Posted April 17, 2022 6 hours ago, NBBEAST said: Oh damn. That might be a major reason im facing a bunch of stutter as well, I selected ultra trees without generating hd billboard. Thanks for letting me know. I also generate grass lod at mode 2 which only increases the drain on my computers resources. I should have known lol. Do you think if i get more memory, I could remedy a major stuttering issue I've been getting with ngio and dyndolod grass lod, etc? I only have 8 gbs ram, gtx 1050ti, but would love to play my skyrim at 1920x1080p with ngio dyndolod grass lod mode 2, regular dyndolod trees, and the various city overhaul mods I have like Redbags solitude. I notice my game won't really drop my frames but just stutter a bunch. I mean i can maintain 40-60 fps outside but it stutters like crazy when it loads new cells for grass, etc to load in I think. Thank you for your continued responses. See https://dyndolod.info/Help/Grass-LOD#Performance Use Skyrim Performance Monitor and/or the task manager to track usage of memory.
sheson Posted April 17, 2022 Author Posted April 17, 2022 3 hours ago, DarthVitrial said: OK, I reinstalled everything from scratch, and...well, I'm at least getting a DIFFERENT crash? Now it's an Access Violation. Seems like a race condition? I'll try again, but hopefully the attached logs and bugreport.txt help. EDIT: OK, second time it was back to the usual mystery failure with no logs. Might be related to that race condition though? Anyway here are my exports and logs for that: https://mega.nz/file/otcXGQya#r-KhiASkNjngx0N_2lczQHMeOFyeXhdIof1a9pdstDs https://mega.nz/file/QpsnmSoD#8veEz79OeB0P8UnlYbAe5z_cILKy-8kLH22TocP0lkU And here's the event log for the .net error. The error mentions Threading again so I suspect the race condition is indeed related: Reveal hidden contents pplication: LODGenx64.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.AccessViolationException at LODGenerator.Geometry.RemoveDuplicate(Boolean) at LODGenerator.ShapeDesc..ctor(System.String, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.StaticDesc, Int32, System.Collections.Generic.List`1<System.String>, System.Collections.Generic.List`1<System.String>, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, LODGenerator.LogFile) at LODGenerator.LODApp.TransformShape(LODGenerator.QuadDesc, LODGenerator.StaticDesc, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.Common.Matrix44, Single, Int32) at LODGenerator.LODApp.IterateNodes(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32, LODGenerator.NiFile, LODGenerator.NifMain.NiNode, LODGenerator.Common.Matrix44, Single, Int32 ByRef) at LODGenerator.LODApp.ParseNif(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32) at LODGenerator.LODApp+<>c__DisplayClass84_0.<DoLOD>b__0(Int32) at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1() at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task) at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object) at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef) at System.Threading.Tasks.Task.ExecuteEntry(Boolean) at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean) at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean) at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean) at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>) at System.Threading.Tasks.Parallel.For(Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>) at LODGenerator.LODApp.DoLOD(LODGenerator.QuadDesc, Boolean) at LODGenerator.LODApp.<GenerateLOD>b__85_0(LODGenerator.QuadDesc) at System.Threading.Tasks.Parallel+<>c__DisplayClass31_0`2[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForEachWorker>b__0(Int32) at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1() at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task) at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object) at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef) at System.Threading.Tasks.Task.ExecuteEntry(Boolean) at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean) at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean) at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean) at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>) at System.Threading.Tasks.Parallel.ForEachWorker[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](System.Collections.Generic.IEnumerable`1<LODGenerator.QuadDesc>, System.Threading.Tasks.ParallelOptions, System.Action`1<LODGenerator.QuadDesc>, System.Action`2<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState>, System.Action`3<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,Int64>, System.Func`4<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`5<LODGenerator.QuadDesc,System.Threading.Tasks.ParallelLoopState,Int64,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>) at System.Threading.Tasks.Parallel.ForEach[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null]](System.Collections.Generic.IEnumerable`1<LODGenerator.QuadDesc>, System.Threading.Tasks.ParallelOptions, System.Action`1<LODGenerator.QuadDesc>) at LODGenerator.LODApp.GenerateLOD(System.Collections.Generic.List`1<LODGenerator.StaticDesc>) at LODGeneratorCMD.Program.Main(System.String[]) Logs.7z 1.52 MB · 0 downloads bugreport.txt 384.08 kB · 0 downloads Test with the DynDOLODx64.exe version from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259053 to see if it changes anything about the Access violation from the bugreport.txt Each LOD quad is it own thread. The LODGen crash has most likely to do with a shape having different count for its geometry arrays, e.g the number of vertices and normal's became different somehow. What is odd is that nothing changed in those routines for months/years even. That is the symptom, need to find the cause. What is odd is that the try/catch that worked as expected in the initial error report and reported the error to the log with the NIF name, now doesn't seem to work anymore that could help better understand the cause of the error. What is odd is that having a few more textures on the atlas could make a difference like that. Maybe try a few times with SeasonsCombineAtlas=0 to see it really doesn't happen then. If you use the LODGen version from 88 again, do you still get the "Error processing ..." line in the log? Can you make an example list of the different NIFs it reports?
GameWolfShow Posted April 17, 2022 Posted April 17, 2022 (edited) Hello, So I am trying to run texgen, but it keeps giving me this error saying invalid resolution Create mipmaps. while processing textures\landscape\mountains\MountainSlab02_N.dds. I am using majestic mountains and dyndolod 3 by the way, I really dont know what I can do and i hope people can help me with this, thanks in advance Edited April 17, 2022 by GameWolfShow
NBBEAST Posted April 17, 2022 Posted April 17, 2022 3 hours ago, sheson said: See https://dyndolod.info/Help/Grass-LOD#Performance Use Skyrim Performance Monitor and/or the task manager to track usage of memory. Thanks for the response. I'm going to Regen dyndolod and run grass mode 1 without ultra trees. See if that alleviates the stutter issues I've been facing. My hardware is too gimped for mode 2 I think.
sheson Posted April 17, 2022 Author Posted April 17, 2022 1 hour ago, GameWolfShow said: Hello, So I am trying to run texgen, but it keeps giving me this error saying invalid resolution Create mipmaps. while processing textures\landscape\mountains\MountainSlab02_N.dds. I am using majestic mountains and dyndolod 3 by the way, I really dont know what I can do and i hope people can help me with this, thanks in advance Read the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved your post to the thread. Upload the log, debug log and bugreport.txt if it exists as explained on the first post of the DynDOLOD 3 alpha thread. The message you pasted seems to tell you what to do: The texture textures\landscape\mountains\MountainSlab02_N.dds should have mipmaps.
aragonit Posted April 17, 2022 Posted April 17, 2022 On 4/15/2022 at 11:27 PM, sheson said: Read the first post which log and debug log to upload when making posts. I have no such error message after installed Point The Way 2.0.6 from https://www.nexusmods.com/skyrimspecialedition/mods/352 No idea what file "Dawnstar" refers to. I reinstalled the mod and the error was resolved. Very strange indeed.
sheson Posted April 17, 2022 Author Posted April 17, 2022 2 hours ago, aragonit said: I reinstalled the mod and the error was resolved. Very strange indeed. The xEdit/DynDOLOD log prints the CRC32 of each plugin. You could compare the numbers from older and new log message to see if the plugin was changed.
aragonit Posted April 17, 2022 Posted April 17, 2022 (edited) 53 minutes ago, sheson said: The xEdit/DynDOLOD log prints the CRC32 of each plugin. You could compare the numbers from older and new log message to see if the plugin was changed. I have only one line with a crc for that file in the whole log: [00:14] Background Loader: [Point The Way.esp] File loaded (CRC32:CE0124EF) I can't find any old log files. Only the newest are kept. Edited April 17, 2022 by aragonit
sheson Posted April 17, 2022 Author Posted April 17, 2022 2 hours ago, aragonit said: I have only one line with a crc for that file in the whole log: [00:14] Background Loader: [Point The Way.esp] File loaded (CRC32:CE0124EF) I can't find any old log files. Only the newest are kept. That's the right one.
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