sheson Posted April 4, 2023 Author Posted April 4, 2023 3 hours ago, Onyx said: Hi Sheson, In trying to troubleshoot before I posted here, I had been running with and without GLListDebug=1 and GLDebug=1 as well already (although come to think of it that may have simply been useless without a test version like that one). I had enabled the real time log because TexGenx64 was indeed terminating without any other log files being generated. I may have solved whatever my issue was by fumbling around with my load order. My issues began after I'd added ELFX Shadows (on top of other ELFX mods), but changing some overwrite ordering with Particle Patch for ENB seems to have done the trick. I previously had Particle Patch loading after most everything else in accordance with Vortex's recommendations, but some more Nexus posts I found indicated that Particle Patch should come much earlier in a load order and tend to be overwritten by most things. Doing that is what seems to have allowed things to work again. I can run TexGenx64 and DynDOLODx64 successfully. If you'd like, I can try to recreate the old load/overwrite order again to try to break it again for troubleshooting. I'm not sure how much value that would add for you. The load order of mods, especially when they do not contain textures used by TexGen, should have any effect on TexGen being terminated by the OS / exceptions with nvoglv64.dll without OPenGL reporting back the problem as "invalid operation" for example and TexGens own exception handler being executed. If anything it is indirectly. Check if the last mentioned full textures that are loaded in the log are from a different mod now.
Terminetwork Posted April 4, 2023 Posted April 4, 2023 (edited) 17 hours ago, sheson said: Read the first post which DynDOLOD log, DynDOLOD debug log and bugreport.txt (if it exists) to upload when making posts. The word "text" of the term "text sharing service" is a hyperlink you can click to find out what it is. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots - a proper screenshot of the full model without DynDOLOD output for example. Possible reasons: https://dyndolod.info/Mods/Open-Exterior-Cities Click one of the presets buttons Low, Medium or High to update the rules. https://dyndolod.info/Generation-Instructions Activate the plugins(s). Hello Sheson, while i was reading the link you sent me (the first one) i got into the game again and took note of the ref id to check it up on xEdit. Apparently the bug was caused by DynDOLOD.esp which has set that static object (the building) to be initially disabled. I reverted all the changes to the static object to Open Cities state and when loaded in game the building was there. I wonder if other ref ids could be victim of such weird behaviour. I noticed another problem although this could be much different, when using the map i lag terribly when i am over whiterun (or another city i am currently standing in). And i noticed that if i teleport to Solitude and then check the map, the moment i look back at whiterun the game CTDs. In the FAQ, under the section ILS and CTD it is recommended NOT to use Safety Load which i am in fact using. After deactivating it and creating a new save the problem persists though. I suppose it is a problem of memory? Is there a Crash Logger for LE? Thank you for the advices and availability. Edited April 4, 2023 by Terminetwork
sheson Posted April 4, 2023 Author Posted April 4, 2023 24 minutes ago, Terminetwork said: Hello Sheson, while i was reading the link you sent me (the first one) i got into the game again and took note of the ref id to check it up on xEdit. Apparently the bug was caused by DynDOLOD.esp which has set that static object (the building) to be initially disabled. I reverted all the changes to the static object to Open Cities state and when loaded in game the building was there. I wonder if other ref ids could be victim of such weird behaviour. I noticed another problem although this could be much different, when using the map i lag terribly when i am over whiterun (or another city i am currently standing in). And i noticed that if i teleport to Solitude and then check the map, the moment i look back at whiterun the game CTDs. In the FAQ, under the section ILS and CTD it is recommended NOT to use Safety Load which i am in fact using. After deactivating it and creating a new save the problem persists though. I suppose it is a problem of memory? Is there a Crash Logger for LE? Thank you for the advices and availability. Read the first post wich log and debug log to upload when making posts. Really follow the instructions on page https://dyndolod.info/Mods/Open-Exterior-Cities and follow all the instructions exactly. There is no need whatsoever to edit generated plugins. If you are certain you followed the instructions correctly, then instead of wasting time editing plugins, make a proper problem report. Does the lagging/CTD have something to do with the LOD patch generated by DynDOLOD? Read the FAQ and readme in the download archive. Follow a modern modding guide how to properly setup Skyrim LE. SafetyToLoad was superseded by the memory patch build into SKSE, which is superseded by Crash Fixes OSAllocators. https://www.google.com/search?q=skyrim+le+crash+log First result: https://www.nexusmods.com/skyrim/mods/106929
Terminetwork Posted April 4, 2023 Posted April 4, 2023 3 hours ago, sheson said: Read the first post wich log and debug log to upload when making posts. Really follow the instructions on page https://dyndolod.info/Mods/Open-Exterior-Cities and follow all the instructions exactly. There is no need whatsoever to edit generated plugins. If you are certain you followed the instructions correctly, then instead of wasting time editing plugins, make a proper problem report. Does the lagging/CTD have something to do with the LOD patch generated by DynDOLOD? Read the FAQ and readme in the download archive. Follow a modern modding guide how to properly setup Skyrim LE. SafetyToLoad was superseded by the memory patch build into SKSE, which is superseded by Crash Fixes OSAllocators. https://www.google.com/search?q=skyrim+le+crash+log First result: https://www.nexusmods.com/skyrim/mods/106929 After extensive testing turns out the map CTD was caused by Open Cities itself and NOT by DynDOLOD. After all this time i got betrayed by the mod i put at the center of my modlist. I'm not sure what exactly in the mod causes this bug but without the mod the map is super stable despite moving and rotating the camera continuosly. Considering this bug is too big and dangerous to ignore, i'm afraid i'll have to give up on this mod since i prefer stability first. I suppose that if i end up removing OCS and repurposing my modlist then DynDOLOD will not require extra steps and will work straight out of the box. I don't think i will make a problem report about the initial issue since i can't be 100% sure whether it was user error or a bug with DynDOLOD 3 Alpha.d Unfortunately the CrashLog mod didn't really help me but it could still be useful in the future so thank you for the recommendation Sheson. I am sorry for the disturb. Wish you a good day. P.S: I followed this guide which yes is not modern but is still very useful and functioning. If you have a personal favourite (apart from STEP) i'd be happy to hear.
sheson Posted April 5, 2023 Author Posted April 5, 2023 12 hours ago, Terminetwork said: After extensive testing turns out the map CTD was caused by Open Cities itself and NOT by DynDOLOD. After all this time i got betrayed by the mod i put at the center of my modlist. I'm not sure what exactly in the mod causes this bug but without the mod the map is super stable despite moving and rotating the camera continuosly. Considering this bug is too big and dangerous to ignore, i'm afraid i'll have to give up on this mod since i prefer stability first. I suppose that if i end up removing OCS and repurposing my modlist then DynDOLOD will not require extra steps and will work straight out of the box. I don't think i will make a problem report about the initial issue since i can't be 100% sure whether it was user error or a bug with DynDOLOD 3 Alpha.d Unfortunately the CrashLog mod didn't really help me but it could still be useful in the future so thank you for the recommendation Sheson. I am sorry for the disturb. Wish you a good day. P.S: I followed this guide which yes is not modern but is still very useful and functioning. If you have a personal favourite (apart from STEP) i'd be happy to hear. This is user error, especially when constantly ignoring my begging for logs.
heheloveer Posted April 6, 2023 Posted April 6, 2023 Several builds ago (I think it was alpha 119) an alt3 complex grass billboard was added. I don't think this particular change was mentioned in the changelogs, and the description in DynDOLOD_SSE.ini was pretty vague, aside from "experimental" and "do not use". So what does it do exactly? Is there any information you can disclose right now?
RainingTacco Posted April 6, 2023 Posted April 6, 2023 I also want to know that. The billboards for grass are so small i don't think the chosen billboard levels should affect anything? For me it's like 32x32 texture its really small.
sheson Posted April 6, 2023 Author Posted April 6, 2023 2 hours ago, heheloveer said: Several builds ago (I think it was alpha 119) an alt3 complex grass billboard was added. I don't think this particular change was mentioned in the changelogs, and the description in DynDOLOD_SSE.ini was pretty vague, aside from "experimental" and "do not use". So what does it do exactly? Is there any information you can disclose right now? What it does and what it is for is explained in the INI ; alt3 = softlight/backlight using diffuse - for shader development - do not use https://stepmodifications.org/forum/topic/18542-tree-lod-shaders/?do=findComment&comment=270049
Charolas Posted April 6, 2023 Posted April 6, 2023 Sheson, or anyone capable of helping, I'm here to beg for help in a very annoying issue, my LODs are popping in close to me, specially trees, but I saw mountains and other stuff pop in as well. I am using xLODGen and DynDOLOD 3 with Happy Little Trees, HLT 3D addon, HLT Reworked, HLT Ivy BoS and HLT DLC BoS. You can check an example here: I'm attaching the logs asked, the bug report file and my modlist, plugins and load order, if anyone can help, I'll appreciate it very much! : https://ufile.io/f/csql1 I've tried doing: Switching INIs Switching Load Order of the Trees Removing "Less Vanilla Trees" Re-Running DynDOLOD with or without Ultra Trees Ticking/Unticking LOD in Shadow Boost plugin Re-installing every mod I found to be relevant Running DynDOLOD with various settings from different guides (STEP, Animunculory, Performance LODS Github, etc.)
heheloveer Posted April 7, 2023 Posted April 7, 2023 5 hours ago, sheson said: What it does and what it is for is explained in the INI ; alt3 = softlight/backlight using diffuse - for shader development - do not use https://stepmodifications.org/forum/topic/18542-tree-lod-shaders/?do=findComment&comment=270049 I suspected it had something to do with Community Shaders and it’s nice to have the confirmation. Thanks for the pointers.
sheson Posted April 7, 2023 Author Posted April 7, 2023 9 hours ago, Charolas said: Sheson, or anyone capable of helping, I'm here to beg for help in a very annoying issue, my LODs are popping in close to me, specially trees, but I saw mountains and other stuff pop in as well. I am using xLODGen and DynDOLOD 3 with Happy Little Trees, HLT 3D addon, HLT Reworked, HLT Ivy BoS and HLT DLC BoS. You can check an example here: I'm attaching the logs asked, the bug report file and my modlist, plugins and load order, if anyone can help, I'll appreciate it very much! : https://ufile.io/f/csql1 I've tried doing: Switching INIs Switching Load Order of the Trees Removing "Less Vanilla Trees" Re-Running DynDOLOD with or without Ultra Trees Ticking/Unticking LOD in Shadow Boost plugin Re-installing every mod I found to be relevant Running DynDOLOD with various settings from different guides (STEP, Animunculory, Performance LODS Github, etc.) https://dyndolod.info/Official-DynDOLOD-Support-Forum Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. Provide at least one screenshot with the Mfg for a full model tree that does not have LOD. https://dyndolod.info/FAQ "Something does not have LOD" For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation. If a LOD billboard does not exist, use TexGen to generate it. Also see TexGen Configuration. Check DynDOLOD_SSE_Object_Report.txt You will most likely find that for those tree base records you found via the game console information no billboards exists. You have a mod HLT Ivy BoS that randomly switches tree models at each new game load. Checking the TexGen log you can see that no billboards are generated for this plugin automatically. That is because the tree base records have no object bounds. https://dyndolod.info/Help/Object-Bounds and https://dyndolod.info/Help/TexGen-Configuration#Tree-Grass-LOD-Billboards In addition the mod adds random base object swapper information for some trees, e.g. the swaps are not consistent for each base record and/or game load. This can not be reflected in LOD. The outcome is not properly defined in the current Alpha version, it may generate LOD for the original base record or one of the swapped versions for all tree references using that base record. Next alpha version will properly ignore such random swaps and generate LOD for the original base record.
CBSkyrimModding Posted April 8, 2023 Posted April 8, 2023 Hi guys, I'm hitting a number of errors when attempting to run DynDOLOD, and after researching them and applying relevant fixes, I'm still stuck. Here are the debug files and truncated DynDOLOD_SSE_log, but here is one example of each error type: Quote [00:07] <Warning: LOD model contains Controller block: meshes\lod\waterfalls\fxwaterfallbodyslopepassthru_lod.nif Water for ENB.esm FXWaterfallBodySlope_static [STAT:000FC85F]> [00:13] <Warning: Textures do not match for "MountainRidge03:0": textures\landscape\mountains\mountainslab01.dds in mountainridge03.nif -> textures\landscape\mountains\mountainslab02.dds in mountainridge03_lod_0l.nif for Skyrim.esm MountainRidge03_Light_SN [STAT:00053908]> [01:05] <Warning: Billboard for model Meshes\landscape\trees\treeaspen07.nif has different CRC32 for textures\terrain\lodgen\aspens ablaze.esp\treeaspen07_00000d61.dds Aspens Ablaze.esp TreeAspen07 [TREE:68000D61]> [01:57] <Warning: Moved large reference from [18,24] to [18,23] Skyrim.esm [REFR:000F7A25] (places FXAmbSnowBlowingDriftTip [MSTT:000197CA] in GRUP Cell Temporary Children of [CELL:00008EC9] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,24))> [02:00] <Error: Deleted reference Themarshlands.esp [REFR:0010D8A8] (places INV_SkyrimCloudShape05_50 [STAT:0010C493] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]))> [02:03] <Warning: Overwritten large reference in SMIM-SE-Merged-All.esp [REFR:02011CFD] (places RTDockPier03SMIM [STAT:0E00AA05] in GRUP Cell Temporary Children of DLC1IcewaterJetty [CELL:00006E11] (in Tamriel "Skyrim" [WRLD:0000003C] at -37,29))> [02:09] <Error: File not found scripts\cwitelescopescript.pex CollegeOfWinterholdImmersive.esp [REFR:2232C9F3] (places CWIStrotiTelescope [STAT:220428E8] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 20,3)> [02:09] <Warning: Property not found mgritual03 in scripts\cwicourtyardweatherscript.pex CollegeOfWinterholdImmersive.esp CWICourtyardWeatherHub [REFR:2259CC03] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 28,27)> [02:09] <Warning: Property not found mgritual03lightref in scripts\cwicourtyardweatherscript.pex CollegeOfWinterholdImmersive.esp CWICourtyardWeatherHub [REFR:2259CC03] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 28,27)> [02:09] <Warning: Duplicate reference ignored for LOD. CollegeOfWinterholdImmersive.esp [REFR:222CAE12] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of WinterholdExteriorBridge [CELL:00008E82] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,26)) adds same model at same position, rotation and scale as Skyrim.esm [REFR:0010793F] (places RockCliff03Snow [STAT:00024BAD] in GRUP Cell Temporary Children of WinterholdExteriorBridge [CELL:00008E82] (in Tamriel "Skyrim" [WRLD:0000003C] at 27,26))> Some of these errors are supposed to come from not using up-to-date files, but I'm using the latest versions of DynDOLOD Alpha, Resources, DLL SE, Cathedral Landscapes' DynDOLOD resources mod, and tree mods. Any idea what's going on? Thanks. https://ufile.io/bt13k0c5
sheson Posted April 8, 2023 Author Posted April 8, 2023 1 hour ago, CBSkyrimModding said: Hi guys, I'm hitting a number of errors when attempting to run DynDOLOD, and after researching them and applying relevant fixes, I'm still stuck. Here are the debug files and truncated DynDOLOD_SSE_log, but here is one example of each error type: Some of these errors are supposed to come from not using up-to-date files, but I'm using the latest versions of DynDOLOD Alpha, Resources, DLL SE, Cathedral Landscapes' DynDOLOD resources mod, and tree mods. Any idea what's going on? Thanks. https://ufile.io/bt13k0c5 Read the first post which entire DynDOLOD log truncated to the entire last session of interest to upload. Read the first post which entire DynDOLOD debug log to upload. All quotes messages have explanations at https://dyndolod.info/Messages. They explain what is going on. https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block https://dyndolod.info/Messages/Textures-Do-Not-Match https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32 https://dyndolod.info/Messages/Moved-Large-Reference https://dyndolod.info/Messages/Deleted-Reference https://dyndolod.info/Messages/Overwritten-Large-Reference https://dyndolod.info/Messages/File-Not-Found-Scripts https://dyndolod.info/Messages/Property-Not-Found-In-Scripts https://dyndolod.info/Messages/Duplicate-Reference If you have a question about a specific message from the log or need further explanations for a warning or error, then ask a specific question. I would expect some of the assets in the DynDOLOD Resources are being overwritten causing the https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block and https://dyndolod.info/Messages/Textures-Do-Not-Match. MO2 right window data tab can help to find out and to report which mod (with link and version) overwriting file(s) come from. Since you didn't ask, I assume you do not help with the https://dyndolod.info/Messages/Exceptions#Error-reading-grass-worldspace-x-y / https://dyndolod.info/Messages/Exceptions#Unknown-grass-data-file-format
Onyx Posted April 8, 2023 Posted April 8, 2023 (edited) On 4/4/2023 at 1:12 AM, sheson said: The load order of mods, especially when they do not contain textures used by TexGen, should have any effect on TexGen being terminated by the OS / exceptions with nvoglv64.dll without OPenGL reporting back the problem as "invalid operation" for example and TexGens own exception handler being executed. If anything it is indirectly. Check if the last mentioned full textures that are loaded in the log are from a different mod now. I admit I've reached the end of my limited knowledge (and I'm a decade removed from Skyrim modding, getting back into it now) so I apologize in advance for that. By last mentioned full textures, do you mean the textures from the last line that has a "Loading..." statement like: [02:58] [TwbRender.LoadTexture] <Debug: Loading textures\dlc01\dungeons\castle\CastleWallStone05.dds> Should I be looking in my Vortex staging area to determine from which mod that file exists? Because I think the last texture that had that loading statement in my prior logfile was SERuinsBronzeInlay01_n.dds, which I don't see in my staging folder currently. I suppose that makes sense - I must have removed another mod in my fumbling that had the problem texture and that ""fixed"" the issue. (not really because it just avoided it without me understanding why) I ran again with the test executable you provided and attached the log from that run. If I'm understanding correctly, this time the CastleWallStone05.dds file exists in Skyrim 202X 9.0.1 - Other. Is there anything else I can do to give you more info? TexGen_SSE_realtime_log.zip Edited April 8, 2023 by Onyx
sheson Posted April 9, 2023 Author Posted April 9, 2023 11 hours ago, Onyx said: I admit I've reached the end of my limited knowledge (and I'm a decade removed from Skyrim modding, getting back into it now) so I apologize in advance for that. By last mentioned full textures, do you mean the textures from the last line that has a "Loading..." statement like: [02:58] [TwbRender.LoadTexture] <Debug: Loading textures\dlc01\dungeons\castle\CastleWallStone05.dds> Should I be looking in my Vortex staging area to determine from which mod that file exists? Because I think the last texture that had that loading statement in my prior logfile was SERuinsBronzeInlay01_n.dds, which I don't see in my staging folder currently. I suppose that makes sense - I must have removed another mod in my fumbling that had the problem texture and that ""fixed"" the issue. (not really because it just avoided it without me understanding why) I ran again with the test executable you provided and attached the log from that run. If I'm understanding correctly, this time the CastleWallStone05.dds file exists in Skyrim 202X 9.0.1 - Other. Is there anything else I can do to give you more info? TexGen_SSE_realtime_log.zip 289.83 kB · 0 downloads Yes any texture in the last 2 or so seconds that has [TwbRender.LoadTexture] <Debug: Loading ... Not necessarily the last one, as things are multi-threaded and all parallel processes write to the log at the same. In this case textures\architecture\solitude\SStoneBase01.dds is also of interest. Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI in notepad and add RenderTexturesSingleThread=1 under [TexGen] might help to have a clearer log - but might also make it so that the problem does not occur. See what happens if you do that. If a file does not exist as loose file but only in BSAs, you can use the xEdit Asset Browser that is started with CTRL+F3 after loading the entire load order into xEdit. After enterting part of a filename into the filter field, the first mentioned container (BSA) for a file is the winning one. Data means loose file.
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