Blackread Posted October 9, 2022 Posted October 9, 2022 (edited) I've been having an issue with the latest Alpha 102 version where DynDOLOD will often get stuck processing references for a worldspace. It doesn't seem to be related to any particular mod, as the worldspace this happens at looks to be completely random. No matter how long I leave the program it will never proceed from that point. The Elapsed time counters at the top will also freeze, but otherwise the window remains responsive, and I can close the program normally, though if I do that there will still be a process in the background left running that I will have to kill with the taskmanager. Here are the logs for one run where this happened: https://mega.nz/file/cf1hza7Q#l31nq1otgSvNiH5IqbomBw2OszVMFU6W8bhOLFi2NOI Edited October 9, 2022 by Blackread
sheson Posted October 9, 2022 Author Posted October 9, 2022 32 minutes ago, Blackread said: I've been having an issue with the latest Alpha 102 version where DynDOLOD will often get stuck processing references for a worldspace. It doesn't seem to be related to any particular mod, as the worldspace this happens at looks to be completely random. No matter how long I leave the program it will never proceed from that point. The Elapsed time counters at the top will also freeze, but otherwise the window remains responsive, and I can close the program normally, though if I do that there will still be a process in the background left running that I will have to kill with the taskmanager. Here are the logs for one run where this happened: https://mega.nz/file/cf1hza7Q#l31nq1otgSvNiH5IqbomBw2OszVMFU6W8bhOLFi2NOI Test with this version https://mega.nz/file/xEpHmR6J#yljvdAF6QlNWd_ZcDY9kV4RJwhYSnidUYdFKgE1huOM to see if there is any difference. Add RealTimeLog=1 in the DynDOLOD.ini in case it gets stuck. Check if CPU is 0 in task manager.
Blackread Posted October 9, 2022 Posted October 9, 2022 15 minutes ago, sheson said: Test with this version https://mega.nz/file/xEpHmR6J#yljvdAF6QlNWd_ZcDY9kV4RJwhYSnidUYdFKgE1huOM to see if there is any difference. Add RealTimeLog=1 in the DynDOLOD.ini in case it gets stuck. Check if CPU is 0 in task manager. Should RealTimeLog=1 go under [frmMain] or [Init]? The test version gives an Item not found error on startup Spoiler [Window Title] DynDOLOD [Main Instruction] Error: Item not found. [Content] Click on this link for additional explanations and help for this message [OK] [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard Logs
sheson Posted October 9, 2022 Author Posted October 9, 2022 15 minutes ago, Blackread said: Should RealTimeLog=1 go under [frmMain] or [Init]? The test version gives an Item not found error on startup Hide contents [Window Title] DynDOLOD [Main Instruction] Error: Item not found. [Content] Click on this link for additional explanations and help for this message [OK] [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard Logs Try this version https://mega.nz/file/RVhn2DAD#jIZ5ezOiKl96m26leZvvydq9S0q8s85TYIfGUBnOPaA RealTimeLog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini actually.
Blackread Posted October 10, 2022 Posted October 10, 2022 (edited) 13 hours ago, sheson said: Try this version https://mega.nz/file/RVhn2DAD#jIZ5ezOiKl96m26leZvvydq9S0q8s85TYIfGUBnOPaA RealTimeLog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini actually. I did several runs with this version without getting stuck, so likely the issue was fixed, thank you. I found some large ref bugs in the area around the western watchtower. Here are a few examples: https://i.imgur.com/aEHKPMU.png ref 1a482 https://i.imgur.com/PCxDWWF.png ref 6ea15 https://i.imgur.com/itAuhLY.png ref 1a370 https://i.imgur.com/3DyFU69.png ref 1a494 https://i.imgur.com/lG6zdhJ.png ref 3abbf For some reason I couldn't find a debug log for the latest run, so here are the logs for the run before. The only difference is that I had realtimelogging active for the run these logs are from, the bugs were present in both. Papyrus logs didn't contain anything dyndolod related. Edited October 10, 2022 by Blackread
sheson Posted October 10, 2022 Author Posted October 10, 2022 20 minutes ago, Blackread said: I did several runs with this version without getting stuck, so likely the issue was fixed, thank you. I found some large ref bugs in the area around the western watchtower. Here are a few examples: https://i.imgur.com/aEHKPMU.png ref 1a482 https://i.imgur.com/PCxDWWF.png ref 6ea15 https://i.imgur.com/itAuhLY.png ref 1a370 https://i.imgur.com/3DyFU69.png ref 1a494 https://i.imgur.com/lG6zdhJ.png ref 3abbf For some reason I couldn't find a debug log for the latest run, so here are the logs for the run before. The only difference is that I had realtimelogging active for the run these logs are from, the bugs were present in both. Papyrus logs didn't contain anything dyndolod related. you made sure the go away with uLargeRefLODGridSize=5? Provide a list of all plugins overwriting their cells 000095DE, 00009A8A and 00009A6A. You will notice that those cells (coordinates) are not reported as having bugs right now.
Blackread Posted October 10, 2022 Posted October 10, 2022 23 minutes ago, sheson said: you made sure the go away with uLargeRefLODGridSize=5? Provide a list of all plugins overwriting their cells 000095DE, 00009A8A and 00009A6A. You will notice that those cells (coordinates) are not reported as having bugs right now. Yes, with uLargeRefLODGridSize=5 there are only the LOD models visible (and only one model, no z-fighting). Here are the overwrites: 000095DE: Update.esm, Unofficial Skyrim Special Edition Patch.esp, Landscape and Water Fixes.esp, Landscape Fixes For Grass Mods.esp 00009A8A: Update.esm, Unofficial Skyrim Special Edition Patch.esp, MajesticMountains_Landscape.esm, DynDOLOD.esm, Lux Orbis.esp 00009A6A: Unofficial Skyrim Special Edition Patch.esp, MajesticMountains_Landscape.esm
sheson Posted October 10, 2022 Author Posted October 10, 2022 1 hour ago, Blackread said: Yes, with uLargeRefLODGridSize=5 there are only the LOD models visible (and only one model, no z-fighting). Here are the overwrites: 000095DE: Update.esm, Unofficial Skyrim Special Edition Patch.esp, Landscape and Water Fixes.esp, Landscape Fixes For Grass Mods.esp 00009A8A: Update.esm, Unofficial Skyrim Special Edition Patch.esp, MajesticMountains_Landscape.esm, DynDOLOD.esm, Lux Orbis.esp 00009A6A: Unofficial Skyrim Special Edition Patch.esp, MajesticMountains_Landscape.esm Did you modify any of those plugins or use older version than what is currently available on Nexus?
Blackread Posted October 10, 2022 Posted October 10, 2022 (edited) 2 hours ago, sheson said: Did you modify any of those plugins or use older version than what is currently available on Nexus? Everything is up to date. Update.esm has been cleaned with xEdit QAC. USSEP, not sure, I may have done some small edits. LaWF should be as is except for generating large refs. LFfGM should be unchanged, as is MM Landscape. In Lux Orbis I have done some minor fixing, at least on the floating embers in Windhelm. I'll make sure all those plugins are in their original state and regenerate to be sure. Edited October 10, 2022 by Blackread
sheson Posted October 10, 2022 Author Posted October 10, 2022 10 minutes ago, Blackread said: Everything is up to date. Update.esm has been cleaned with xEdit QuickAutoClean. USSEP, not sure, I may have done some small edits. LaWF should be as is except for generating large refs. LFfGM should be unchanged, as is MM Landscape. In Lux Orbis I have done some minor fixing, at least on the floating embers in Windhelm. I'll make sure all those plugins are in their original state and regenerate to be sure. Here is why I ask. Just checking 00009A6A alone, since it only has 2 plugins overwriting. Majestic Mountains only changes the LAND record, while the unofficial patch only overwrites TREEs. So neither cause the bugs, unless you have different versions doing something else. If I checked correctly, Skyrim.esm adds 5 REFR that are large references, 0001A370, 0001A480, 0001A482, 0001A483, 000C8C06. If nothing adds new large references and does not overwrite those, then check if anything overwrites the base records of those 5 references. 0003ACCD, 0003925C, 00042A88, 0003ABE3, 00077773
Blackread Posted October 10, 2022 Posted October 10, 2022 (edited) 2 hours ago, sheson said: Here is why I ask. Just checking 00009A6A alone, since it only has 2 plugins overwriting. Majestic Mountains only changes the LAND record, while the unofficial patch only overwrites TREEs. So neither cause the bugs, unless you have different versions doing something else. If I checked correctly, Skyrim.esm adds 5 REFR that are large references, 0001A370, 0001A480, 0001A482, 0001A483, 000C8C06. If nothing adds new large references and does not overwrite those, then check if anything overwrites the base records of those 5 references. 0003ACCD, 0003925C, 00042A88, 0003ABE3, 00077773 None of the references are overwritten. 0003ACCD and 0003ABE3 are overwritten by MajesticMountains_Moss.esp 0003ACCD, 0003925C, 00042A88 and 0003ABE3 are overwritten by DynDOLOD.esp. No overwrites on 00077773. I reinstalled USSEP to make sure the plugin is unchanged, and like you said, MM Landscape only edits landscape records. I checked that neither plugin adds new large references to Tamriel. I'm using the test version you gave me a few posts before. Edited October 10, 2022 by Blackread
sheson Posted October 10, 2022 Author Posted October 10, 2022 2 minutes ago, Blackread said: None of the references are overwritten. 0003ACCD and 0003ABE3 are overwritten by MajesticMountains_Moss.esp, 0003ACCD, 0003925C, 00042A88 and 0003ABE3 are overwritten by DynDOLOD.esp. No overwrites on 00077773. I reinstalled USSEP to make sure the plugin is unchanged, and like you said, MM Landscape only edits landscape records. I checked that neither plugin adds new large references to Tamriel. Look up the form id of the references in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt (this mist won't be listed obviously) Check if their lines contain "-LargeRef"
Blackread Posted October 10, 2022 Posted October 10, 2022 1 hour ago, sheson said: Look up the form id of the references in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt (this mist won't be listed obviously) Check if their lines contain "-LargeRef" Yes, all the refs are tagged with -LargeRef. But, it looks like MajesticMountains_Moss.esp is the culprit. I disabled it in my load order, regenerated the LODs and all the bugs were gone. I don't know if it makes any sense from a technical standpoint, but it is logical looking at it from a troubleshooting standpoint. All the affected cells had at least one rock object with the new dirt shader (the moss plugin was changed from moss to dirt in the latest MM update). It is also one of the mods I updated before this latest LOD refresh I did. I'll do a few more tests to see if I can get more info out of this.
sheson Posted October 10, 2022 Author Posted October 10, 2022 16 minutes ago, Blackread said: Yes, all the refs are tagged with -LargeRef. But, it looks like MajesticMountains_Moss.esp is the culprit. I disabled it in my load order, regenerated the LODs and all the bugs were gone. I don't know if it makes any sense from a technical standpoint, but it is logical looking at it from a troubleshooting standpoint. All the affected cells had at least one rock object with the new dirt shader (the moss plugin was changed from moss to dirt in the latest MM update). It is also one of the mods I updated before this latest LOD refresh I did. I'll do a few more tests to see if I can get more info out of this. I am not able to reproduce this so far. Double check object bounds are not weird (the 4.01 ESL moss plugin I have seem fine) and that DynDOLOD.esm sets game setting 0xf92 to 1. Make sure no other plugin overwrites it or adds a new record with Editor ID "fLargeRefMinSize. They are also still STAT base records, so object bounds is really the only thing that matters for large refs. MSTTs also need that flag.
Blackread Posted October 10, 2022 Posted October 10, 2022 (edited) 1 hour ago, sheson said: I am not able to reproduce this so far. Double check object bounds are not weird and that DynDOLOD.esm sets game setting 0xf92 to 1. Make sure no other plugin overwrites it or adds a new record with Editor ID "fLargeRefMinSize" Okay I think I found it! I thought I checked I had the latest version of Majestic Mountains but turns out I didn't. From the changelog of 4.01: Quote fixed object bounds in moss.esp Edit: Just to be clear, some objects in the moss esp had their object bounds set to all 0, including one of the ones that were present in the cell we were checking. Edited October 10, 2022 by Blackread
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