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Posted
5 hours ago, sheson said:

Start DynDOLOD in expert mode, select one of the worldspaces that failed and then click the Execute LODGen button. If that worked, next time you run DynDOLOD for everything, set MaxLODGen=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to see if it helps. You can merge the successfully generated object LOD meshes with the existing output you already have.

If there is still an error, overwrite the LODGenx64 files from https://mega.nz/file/AVQHETyI#uc3iBydpHCx0rWp2sX2tvHaW3ZHFC7Sbq1FHqbIhA4A into the Edit Scripts folder. See if it prints more information to the log. Also check the Windows Event log for messages.

Hi, thanks for replying. I think I might have found the issue.

So I replaced LODGenx64, launched DynDOLOD in expert mode and clicked execute LODGen for one of the failed worldspaces as you suggested. It failed to generate the object LODs in the same manner, unfortunately. But I tried it again for the 2nd time and it worked! I thought that something in my system must have been the culprit since the results for DynDOLOD alone were inconsistent.

I also changed the setting for MaxLODGen to 1 and tried generating for everything. With this method, I found that there were more errors. DynDOLOD_SSE_log.txt

I did the LODGen for one of the worlds that had errors to merge it. Before the CMD closed while generating object LODs, I took a screenshot of the error.

See attached "LODGenx64 - Object LOD XJKislandWorld - screenshot.png". 

1108147883_LODGenx64-ObjectLODXJKislandWorld-screenshot.thumb.png.2275a8fa51076d385cc52cc1423dfc94.png

I have a vague idea about what it means but that seems to be causing the CMD to close rapidly and create empty logs. I tried turning off windows defender's anti-virus features for the time being to test if that was causing the issue but it was still failing to generate, so I don't think that is a factor. Thank you for helping me with this.

Posted
48 minutes ago, Zahkrii said:

Hi, thanks for replying. I think I might have found the issue.

So I replaced LODGenx64, launched DynDOLOD in expert mode and clicked execute LODGen for one of the failed worldspaces as you suggested. It failed to generate the object LODs in the same manner, unfortunately. But I tried it again for the 2nd time and it worked! I thought that something in my system must have been the culprit since the results for DynDOLOD alone were inconsistent.

I also changed the setting for MaxLODGen to 1 and tried generating for everything. With this method, I found that there were more errors. DynDOLOD_SSE_log.txt

I did the LODGen for one of the worlds that had errors to merge it. Before the CMD closed while generating object LODs, I took a screenshot of the error.

See attached "LODGenx64 - Object LOD XJKislandWorld - screenshot.png". 

1108147883_LODGenx64-ObjectLODXJKislandWorld-screenshot.thumb.png.2275a8fa51076d385cc52cc1423dfc94.png

I have a vague idea about what it means but that seems to be causing the CMD to close rapidly and create empty logs. I tried turning off windows defender's anti-virus features for the time being to test if that was causing the issue but it was still failing to generate, so I don't think that is a factor. Thank you for helping me with this.

Great. See if there is anything different when using this version https://mega.nz/file/gNBDhbgY#lxoZCLypS2ISXl45-MfyEPdMkjWkL82BkCtSfFKvPh4
Also check the Windows Event Log for entries. Check c:\Users\[username]\AppData\Local\CrashDumps\LODGen.exe.*.dmp upload them if there are any using this new version.

Test what happens if you set LODGenThreadSplit=same number as cores of the CPU  in ..\DynDOLOD3\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and then generate LOD.
If you just want to use Execute LODGen in expert mode, edit the line ThreadSplit= in all the export files for the worldspaces like..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

If you could do a quick memory test and/or prime95 blend test verify system stability that would be great.

Posted
7 hours ago, sheson said:

I ran LODGen for Tamriel and all seasons a couple dozen times with those installed and nothing ever happened. Really mysterious.

Activate the mod again and then test with setting LODGenThreadSplit=24 in ..\DynDOLOD3\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and then generate LOD. If you just want to use Execute LODGen in expert mode, edit the line ThreadSplit=0 in all the export files like LODGen_SSE_Export_Tamriel_WIN.txt etc.

If error still happen set MaxLODGen=1 in DynDOLOD_SSE.ini to if running only one at a time makes a difference.

Tried both, still getting out of range errors during winter season even with both LODGenThreadSplit=24 and MaxLODGen=1

LODGen_SSE_Tamriel_WIN_log.txt

Posted
53 minutes ago, DarthVitrial said:

Tried both, still getting out of range errors during winter season even with both LODGenThreadSplit=24 and MaxLODGen=1

LODGen_SSE_Tamriel_WIN_log.txt 1.55 MB · 0 downloads

Post the trace from Event Log. Also check if you happen to have any c:\Users\[username]\AppData\Local\CrashDumps\LODGen.exe.*.dmp with version from https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259239

Posted (edited)
12 hours ago, sheson said:

Great. See if there is anything different when using this version https://mega.nz/file/gNBDhbgY#lxoZCLypS2ISXl45-MfyEPdMkjWkL82BkCtSfFKvPh4
Also check the Windows Event Log for entries. Check c:\Users\[username]\AppData\Local\CrashDumps\LODGen.exe.*.dmp upload them if there are any using this new version.

Test what happens if you set LODGenThreadSplit=same number as cores of the CPU  in ..\DynDOLOD3\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and then generate LOD.
If you just want to use Execute LODGen in expert mode, edit the line ThreadSplit= in all the export files for the worldspaces like..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt

If you could do a quick memory test and/or prime95 blend test verify system stability that would be great.

I set LODGenThreadSplit = 4, used the new LODGenx64 file, and did windows memory diagnostic (no problems found). Generated for everything and came back with only failed Tamriel, Midwood Isle and ArnimaDuplicate0003. It seems the logs are working now. Three of the logs show, "Error processing  System.NullReferenceException: Object reference not set to an instance of an object.-" with code 528.

LODGen_SSE_arnimaDUPLICATE003_log.txtLODGen_SSE_Tamriel_log.txt

Also, it seems no Windows Event Log .dmp files were made for this one. I only see entries from yesterday.

Edit: Wrong log files posted.

DynDOLOD_SSE_log.txt

DynDOLOD_SSE_Object_LOD.txt

Edited by Zahkrii
wrong logs files posted
Posted
8 hours ago, Zahkrii said:

I set LODGenThreadSplit = 4, used the new LODGenx64 file, and did windows memory diagnostic (no problems found). Generated for everything and came back with only failed Tamriel, Midwood Isle and ArnimaDuplicate0003. It seems the logs are working now. Three of the logs show, "Error processing  System.NullReferenceException: Object reference not set to an instance of an object.-" with code 528.

LODGen_SSE_arnimaDUPLICATE003_log.txt 213.41 kB · 2 downloads LODGen_SSE_Tamriel_log.txt 132.84 kB · 4 downloads

Also, it seems no Windows Event Log .dmp files were made for this one. I only see entries from yesterday.

Edit: Wrong log files posted.

DynDOLOD_SSE_log.txt 378.15 kB · 2 downloads

DynDOLOD_SSE_Object_LOD.txt 450.13 kB · 0 downloads

This all great logs, thanks. As long as there info in the logs (e.g. LODGen can handle the execrption) there won't be dumps.

Can you let me know if there is anything different when setting LODGenThreadSplit/ThreadSplit=1 ? Uploading the LODGen logs is enough.

Posted

Hi, thanks again for consistently replying. I just hope these logs become useful information for you.

LODGenThreadSplit = 1. The first attempt had this error, "item not found".bugreport.txt DynDOLOD_SSE_log.txt

Tried another attempt to see if it happened by chance. This time only Midwood Isle and ArnimaDUPLICATE0003 had lodgen errors. Those two worldspaces seem to consistently fail along with Tamriel but surprisingly, Tamriel did not have errors this time.DynDOLOD_SSE_log.txt

I could just create them separately by using the execute LODgen in expert mode and merge them with the main output, right? The only problem with that is the occlusion esp not being generated. Maybe I could just exclude them altogether.

Posted
54 minutes ago, Zahkrii said:

Hi, thanks again for consistently replying. I just hope these logs become useful information for you.

LODGenThreadSplit = 1. The first attempt had this error, "item not found".bugreport.txt DynDOLOD_SSE_log.txt

Tried another attempt to see if it happened by chance. This time only Midwood Isle and ArnimaDUPLICATE0003 had lodgen errors. Those two worldspaces seem to consistently fail along with Tamriel but surprisingly, Tamriel did not have errors this time.DynDOLOD_SSE_log.txt

I could just create them separately by using the execute LODgen in expert mode and merge them with the main output, right? The only problem with that is the occlusion esp not being generated. Maybe I could just exclude them altogether.

Please upload those LODGen logs, too.

Yes, if they run trough one way or the other you can just use that output for now.

Once you have all the output, you can generate Occlusion.esp only with DynDOLOD or xLODGen.

Posted
20 minutes ago, sheson said:

Please upload those LODGen logs, too.

Yes, if they run trough one way or the other you can just use that output for now.

Once you have all the output, you can generate Occlusion.esp only with DynDOLOD or xLODGen.

My bad, here it is. Some were too large to upload.

Item not found: https://mega.nz/folder/33RFHLxC#4MNO_PuHQo5wXiBZQPZMIA

arnima and midwood error: https://mega.nz/folder/mjpHFAAa#FRxwRY0OnAq8hxl16M_crQ

Posted

Hi sheson,

I have a bit of an odd one - [Window Title] DynDOLOD [Main Instruction] Access violation at address 000000000041A26F in module 'DynDOLOD x64.exe'. [Content] Read of address 0000000000000000 while processing Skyrim.esm DA07 Display Tapestries "Mythic Dawn Tapestries" [ACTI:00096FEE] 

Sorry if I'm being thick, but any ideas?

Posted
23 minutes ago, Ralu said:

Hi sheson,

I have a bit of an odd one - [Window Title] DynDOLOD [Main Instruction] Access violation at address 000000000041A26F in module 'DynDOLOD x64.exe'. [Content] Read of address 0000000000000000 while processing Skyrim.esm DA07 Display Tapestries "Mythic Dawn Tapestries" [ACTI:00096FEE] 

Sorry if I'm being thick, but any ideas?

Read the first post which log, debug log and bugreport.txt if it exists to upload when making posts.

Posted (edited)

Hi,

First, thank you doe this great lod generator. I was able to set up everything nicely, went through all the info on https://dyndolod.info/.

My tree and grass lod are awesome.

Now I am trying to make the mountin cliffs/peak good to. Unfortunately, they are popin-popout as I go closer to a mountain on lod transitions. And every transition, not just between fullmodeI-LOD4 but between all LOD transitions too. Is like they use different textures, or same but differnet/wrong uw maps.

"Object LOD uses the single texture in case the UV coordinates of a 3D shape do not allow the use of the object LOD texture atlas. Sometimes this is done on purpose, like for the mountainslab rock textures, so LOD for mountains in the nearest LOD level uses the full textures."

I aslo saw that there aer lods created for Majesit mountains.

"Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures."

Then I checked the differnet lod level nif files added by the DynDoLod: Resources SE 3.00 alpha 24:

https://ibb.co/LvGmZ3r
https://ibb.co/jbYhDG7
https://ibb.co/wR2ZhQK
https://ibb.co/p3BMK9k

So the lod files are a little bit different from each other, and I guess that explains the pop effect. And lod0 have different textures than lod1 and lod2.

Is this how they supposed to look like? Or am I missing something?

About mitigating the problem:
 - AFAIK there is no fade in fade out possiblity for LOD transition, so if they not seem identical, they will pop right?
 - Can I add somehow a mesh mask/reference rule for mountains and use lod_0h for LOD4 and lod_0l for LOD8 and LOD16?
   (and see if my rig can handle it...)
 - I guess I also can use fSplitDistanceMult, but I still will see the pop effect, just further...

[TerrainManager]
fTreeLoadDistance=327680.0000
fBlockMaximumDistance=327680.0000
fBlockLevel1Distance=32768.0000
fBlockLevel0Distance=16384.0000
fSplitDistanceMult=1.0000

(low values as the LODs are pretty good, and gets me high fps)

Visual Mods:
Realistic Water Two
SMIM

Regards,
CaptainGabi

Edited by captaingabi
Posted
1 hour ago, captaingabi said:

So the lod files are a little bit different from each other, and I guess that explains the pop effect. And lod0 have different textures than lod1 and lod2.

Those LOD models are the vanilla LOD models with updated textures. Most mountains directly use the vanilla LOD models as they are.

1 hour ago, captaingabi said:

 - AFAIK there is no fade in fade out possiblity for LOD transition, so if they not seem identical, they will pop right?

https://dyndolod.info/How-LOD-Works
If the player moves around, new rows of cells attach so that the player is always in the center cell. When new cells attach, the game first loads the ground and lowers the terrain LOD meshes by a fixed amount under the ground and disables water LOD for the cells, loads all trees and disables their tree LOD, loads all objects and their full models and then disables object LOD for the cells.
Having to wait for the full models to load before being able to disable the object LOD can take a noticeable time, in which the full models and their object LOD are both rendered for a brief time. In case the full model and the LOD model occupy the same 3D space (which for example can be the case for structures), their different lighting and textures can noticeable z-fight (texture flicker).

Object LOD models have less triangles. E.g. their shape does not exactly match the full model - which is what you want to have less flicker. LOD does not cast or receive shadows and also has different snow shader.

DynDOLOD does not change how the game works. LOD Levels also simply switch between the different BTR/BTO files. 

1 hour ago, captaingabi said:

 - Can I add somehow a mesh mask/reference rule for mountains and use lod_0h for LOD4 and lod_0l for LOD8 and LOD16?

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
Set Level0 for the desired LOD Level for ""mountains" for example. Check VWD

1 hour ago, captaingabi said:

 - I guess I also can use fSplitDistanceMult, but I still will see the pop effect, just further...

That particular setting is for terrain LOD. https://dyndolod.info/Help/Terrain-LOD#Settings

fBlock* are for object LOD. https://dyndolod.info/Help/Terrain-LOD#Settings and https://dyndolod.info/Help/Mod-Configuration-Menu#Settings

Posted (edited)
3 hours ago, sheson said:

See what happens with this LODGenx64 version from a month ago https://mega.nz/file/dcgUnQbb#E4I6qz_DiMy3fzCh_JQ0cF4ePdvckNeWAdd3V_VR_cU

Here it is, arnimaDUPLICATE0003, desertisland, midwoodisle, rigmoorcyrodiil, jkislandworld, tamriel failed this time.

Edit: the LODGen logs seem to be incomplete or empty again.

DynDOLOD_SSE_log.txt LODGen_SSE_arnimaDUPLICATE003_log.txt LODGen_SSE_DesertIsland_log.txt LODGen_SSE_MidwoodIsle_log.txt LODGen_SSE_RigmorCyrodiil_log.txt LODGen_SSE_Tamriel_log.txt LODGen_SSE_XJKislandWorld_log.txt

Edited by Zahkrii
edit

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