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Posted

I am writing this message using translation, some parts may not be understood, sorry.
I've been trying to build lod with Dyndolod 12x versions for about three weeks, I'm constantly encountering the same problems, including the last version.

System 1: Ryzen 7 5800, Radeon 6700XT, 16Gb 3600mhz Ram, SSD. Windows 10 pro clean install, pagefile 30GB. Defender is disabled throughout the process, AMD and Radeon processes are terminated from the task manager.
Both SSDs in the system were formatted and the operating system was reinstalled, the mod list was installed from scratch. Almost 1500 mods.

System 2: Intel i3 12100f, Radeon 6600XT, 16Gb 3200mhz Ram, SSD.
Windows 11 730 mod.

Symptoms/problems:
1. Completely stopping at different locations while creating the atlas (except for lodgen, it continues to work and dyndolod does nothing when the process is complete.)
2. Dyndolod random crashes while Lodgen is still running.
3. Even though it has not created an atlas of all regions, it goes to waiting as if it has finished. Even though the Lodgen creation process is finished, it stays in the standby state.

Unfortunately I can no longer use Terrain underside, occlusion options as the system is completely locked (the setting in the ini file doesn't make any difference). I also gave up on the grass lod option. I didn't have many of these problems in old versions, and lod file sizes weren't that huge.

V127 Medium settings, no lod 32, no occlusion, no terrain underside, so only tamriel lods became 13GB.

The lod archive I prepared a few months ago for my 670 mod Vortex collection is 12GB unzipped, including tree and terrain lod 32, occlusion and grass cache.

Now I run it with the debug option turned on and the program is completely stopped, not frozen. Lodgen isn't running in the background either.
I have to terminate the program myself.

I'm aware that the program is an alpha version, but it gets worse with each new version, at least on AMD systems.

https://mega.nz/file/Ai5UzIab#lNpWrUy_S5GR0gy8lXz389g82Qkm5BPkI9J3OcAKCPY

https://mega.nz/file/Zjpz2BLD#5dOl_BQL7aaAH7BND7OX3x1yYwcY51UAa6zFoeCtSqY

Posted
36 minutes ago, proton252 said:

I am writing this message using translation, some parts may not be understood, sorry.
I've been trying to build lod with Dyndolod 12x versions for about three weeks, I'm constantly encountering the same problems, including the last version.

System 1: Ryzen 7 5800, Radeon 6700XT, 16Gb 3600mhz Ram, SSD. Windows 10 pro clean install, pagefile 30GB. Defender is disabled throughout the process, AMD and Radeon processes are terminated from the task manager.
Both SSDs in the system were formatted and the operating system was reinstalled, the mod list was installed from scratch. Almost 1500 mods.

System 2: Intel i3 12100f, Radeon 6600XT, 16Gb 3200mhz Ram, SSD.
Windows 11 730 mod.

Symptoms/problems:
1. Completely stopping at different locations while creating the atlas (except for lodgen, it continues to work and dyndolod does nothing when the process is complete.)
2. Dyndolod random crashes while Lodgen is still running.
3. Even though it has not created an atlas of all regions, it goes to waiting as if it has finished. Even though the Lodgen creation process is finished, it stays in the standby state.

Unfortunately I can no longer use Terrain underside, occlusion options as the system is completely locked (the setting in the ini file doesn't make any difference). I also gave up on the grass lod option. I didn't have many of these problems in old versions, and lod file sizes weren't that huge.

V127 Medium settings, no lod 32, no occlusion, no terrain underside, so only tamriel lods became 13GB.

The lod archive I prepared a few months ago for my 670 mod Vortex collection is 12GB unzipped, including tree and terrain lod 32, occlusion and grass cache.

Now I run it with the debug option turned on and the program is completely stopped, not frozen. Lodgen isn't running in the background either.
I have to terminate the program myself.

I'm aware that the program is an alpha version, but it gets worse with each new version, at least on AMD systems.

https://mega.nz/file/Ai5UzIab#lNpWrUy_S5GR0gy8lXz389g82Qkm5BPkI9J3OcAKCPY

https://mega.nz/file/Zjpz2BLD#5dOl_BQL7aaAH7BND7OX3x1yYwcY51UAa6zFoeCtSqY

Carefully read the DynDOLOD FAQ under section "DynDOLOD/TexGen Questions", and modify DynDOLOD_SSE.ini settings accordingly.

I suspect your issues are due to having so many mods installed. Some may also have non-optimized LOD (e.g., some tree mods have 'LOD' models with huge triangle counts).

Posted
1 hour ago, proton252 said:

I am writing this message using translation, some parts may not be understood, sorry.
I've been trying to build lod with Dyndolod 12x versions for about three weeks, I'm constantly encountering the same problems, including the last version.

System 1: Ryzen 7 5800, Radeon 6700XT, 16Gb 3600mhz Ram, SSD. Windows 10 pro clean install, pagefile 30GB. Defender is disabled throughout the process, AMD and Radeon processes are terminated from the task manager.
Both SSDs in the system were formatted and the operating system was reinstalled, the mod list was installed from scratch. Almost 1500 mods.

System 2: Intel i3 12100f, Radeon 6600XT, 16Gb 3200mhz Ram, SSD.
Windows 11 730 mod.

Symptoms/problems:
1. Completely stopping at different locations while creating the atlas (except for lodgen, it continues to work and dyndolod does nothing when the process is complete.)
2. Dyndolod random crashes while Lodgen is still running.
3. Even though it has not created an atlas of all regions, it goes to waiting as if it has finished. Even though the Lodgen creation process is finished, it stays in the standby state.

Unfortunately I can no longer use Terrain underside, occlusion options as the system is completely locked (the setting in the ini file doesn't make any difference). I also gave up on the grass lod option. I didn't have many of these problems in old versions, and lod file sizes weren't that huge.

V127 Medium settings, no lod 32, no occlusion, no terrain underside, so only tamriel lods became 13GB.

The lod archive I prepared a few months ago for my 670 mod Vortex collection is 12GB unzipped, including tree and terrain lod 32, occlusion and grass cache.

Now I run it with the debug option turned on and the program is completely stopped, not frozen. Lodgen isn't running in the background either.
I have to terminate the program myself.

I'm aware that the program is an alpha version, but it gets worse with each new version, at least on AMD systems.

https://mega.nz/file/Ai5UzIab#lNpWrUy_S5GR0gy8lXz389g82Qkm5BPkI9J3OcAKCPY

https://mega.nz/file/Zjpz2BLD#5dOl_BQL7aaAH7BND7OX3x1yYwcY51UAa6zFoeCtSqY

The bugreport.txt you uploaded shows a handled access violation while checking script pex files. It can be ignored.

The debug log (the accompanying normal log was not provided, see first post) you uploaded seems to show you closed the program mid operation.
Check if there are Texconvx64.exe processes running in the background that DynDOLOD maybe be waiting for.
Really only install the latest graphics driver only, without any of the crapware.
Add RenderSingle=1 under [DynDOLOD] in D:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and check if it makes a difference.

You are referring to a setting in the INI file without actually telling with setting or INI file. If the PC/OS locks up it is a hardware or OS problem.
Generating the underside should typically not require much additional resources.
See https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
See https://dyndolod.info/Help/Grass-LOD#LODGen-takes-a-long-time-or-uses-a-lot-of-memory
See https://dyndolod.info/FAQ "High memory usage / Out of memory"

No other logs, debug logs or bugreport.txt for any other described issues have been provided. When reporting a crash, upload the log, debug, log bugreport.txt for it as explained on the first post. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If the generated output is large, you might have mods that contain or define large NIF or full models NIFs for LOD generation or the grass density is too high, there are more mods, worldspaces, higher settings etc. 

The OpenGL rendering routines are pretty much the same for about a year now. Just with a couple bug fixes to address "invalid operation", which you did not report. The last bug fix was in February.
As far as I can tell, TexConv is still using DirectX to convert textures pretty much the same way, too.

Posted
19 minutes ago, sheson said:

The bugreport.txt you uploaded shows a handled access violation while checking script pex files. It can be ignored.

The debug log (the accompanying normal log was not provided, see first post) you uploaded seems to show you closed the program mid operation.
Check if there are Texconvx64.exe processes running in the background that DynDOLOD maybe be waiting for.
Really only install the latest graphics driver only, without any of the crapware.
Add RenderSingle=1 under [DynDOLOD] in D:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and check if it makes a difference.

You are referring to a setting in the INI file without actually telling with setting or INI file. If the PC/OS locks up it is a hardware or OS problem.
Generating the underside should typically not require much additional resources.
See https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data
See https://dyndolod.info/Help/Grass-LOD#LODGen-takes-a-long-time-or-uses-a-lot-of-memory
See https://dyndolod.info/FAQ "High memory usage / Out of memory"

No other logs, debug logs or bugreport.txt for any other described issues have been provided. When reporting a crash, upload the log, debug, log bugreport.txt for it as explained on the first post. https://dyndolod.info/Official-DynDOLOD-Support-Forum

If the generated output is that large, you might have mods that contain or define large NIF or full models NIFs for LOD generation or the grass density is too high etc.

The OpenGL rendering routines are pretty much the same for about a year now. Just with a couple bug fixes to address "invalid operation", which you did not report. The last bug fix was in February.
As far as I can tell, TexConv is still using DirectX to convert textures pretty much the same way, too.

I am aware of the error with Kernelbase.dll but it does not always give this error.
Drivers are up to date, no programs except background Windows processes. The most common issue I run into is Texconvx64.exe stopping while rendering Texture Atlas and never continuing.

Really, I have neither the strength nor the time to deal with Dyndolod anymore.

If you really want to fix these problems, try installing a large mod list and creating Lod using AMD graphics card, not Nvidia.

Thank you anyway.

Posted
4 hours ago, proton252 said:

I am aware of the error with Kernelbase.dll but it does not always give this error.
Drivers are up to date, no programs except background Windows processes. The most common issue I run into is Texconvx64.exe stopping while rendering Texture Atlas and never continuing.

Really, I have neither the strength nor the time to deal with Dyndolod anymore.

If you really want to fix these problems, try installing a large mod list and creating Lod using AMD graphics card, not Nvidia.

Thank you anyway.

There is not point in making posts without having followed the suggestion I provided and without reporting the result with new corresponding log, debug, bugreport.txt, Windows event log etc. in case the issue persists.

Texconx is a tool from Microsoft using DirectX to convert textures.
If Texconv does not complete, then the tools waiting for it are not the problem.

Install/Repair Visual Studio 2015, 2017, 2019, and 2022.
Make sure that the OS, UAC, antivr, crapware etc. does not interfere with Texconv and tools.
Make sure to only install the graphics driver only without any crapware.
Make sure that the best graphics card is reported as the first by the OS. Otherwise add TexconvAdapterIndex=X under [DynDOLOD] to D:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, where X is the desired adapter index as reporting by the official Texconv version.
If neither helps, disable GPU usage of Texconv by setting TexconvAdapterIndex=-1 so it uses the CPU instead.

Anytime there is a categorical problem/bug, there are lots of proper reports from users. If a single user has different random issues, then the cause is is more likely hardware, BIO setting, OS, drivers, over modding, bad mods, plugins or game asserts not optimized for LOD, too high settings or options, etc.

I do not have an AMD graphics card. This is a free hobby I do in my spare time which I happen to share for the explicit requirement to test and report problems with the tools or mods. If you do not want to troubleshoot and properly report problems, then do not participate in the alpha test.

Posted

Hi there,

I've been having trouble generating my LOD for some reason. It keeps hanging at certain points. I was able to generate Tamriel just fine, but the program stalls after 4-8 minutes when I try to generate all worldspaces. Following STEP guide and ACMOS' instructions. I noticed that it seems to hang on "creating atlas textures" for wyrmstooth, or at least it did on my most recent run. It may be getting stuck on that. I also have a few other errors in the logs but I'm not especially worried about them because my output came out just fine last time. 

Could you take a look at this for me? I'd be happy to give any more information, but I don't really know too much about this area of modding so I don't know what's useful. Attached is a zip link with my (hefty) debug log, the regular log, two wyrmstooth logs, and also a log for solstheim which happened to be selected when I shift-clicked these guys into an archive. Sorted by date modified so I guess it was adjacent to wyrmstooth, which probably doesn't matter.

Anyhow -- I'm going to run on more attempt at this and set my computer to fall asleep two from now or something. I'd appreciate any help if you have the time. Thank you and hoping to hear back soon. Here is the link to the files.  https://ufile.io/b2uyufqh 

Posted
1 hour ago, spacepillow said:

Hi there,

I've been having trouble generating my LOD for some reason. It keeps hanging at certain points. I was able to generate Tamriel just fine, but the program stalls after 4-8 minutes when I try to generate all worldspaces. Following STEP guide and ACMOS' instructions. I noticed that it seems to hang on "creating atlas textures" for wyrmstooth, or at least it did on my most recent run. It may be getting stuck on that. I also have a few other errors in the logs but I'm not especially worried about them because my output came out just fine last time. 

Could you take a look at this for me? I'd be happy to give any more information, but I don't really know too much about this area of modding so I don't know what's useful. Attached is a zip link with my (hefty) debug log, the regular log, two wyrmstooth logs, and also a log for solstheim which happened to be selected when I shift-clicked these guys into an archive. Sorted by date modified so I guess it was adjacent to wyrmstooth, which probably doesn't matter.

Anyhow -- I'm going to run on more attempt at this and set my computer to fall asleep two from now or something. I'd appreciate any help if you have the time. Thank you and hoping to hear back soon. Here is the link to the files.  https://ufile.io/b2uyufqh 

Check in task manager if there are Texconvx64.exe processes running in the background that DynDOLOD might be waiting for.

Add RenderSingle=1 under [DynDOLOD] in C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and check if it makes a difference.

Posted
8 hours ago, sheson said:

Check in task manager if there are Texconvx64.exe processes running in the background that DynDOLOD might be waiting for.

Add RenderSingle=1 under [DynDOLOD] in C:\Modding\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and check if it makes a difference.

So as luck would have it, running Tamriel on its own, then running another one or two things of Dyndolod and then repeating that a third time (and letting it use any previously generated files... I'm pretty sure it does that..?). Still a weird issue and I don't know why, but I've experienced this with past versions/runs of dyndolod as well. Not hanging on Wyrmstooth specifically (I just installed that recently), but hanging in regular worldspaces. It would stall at some point several minutes in like it did now, and I'd have to close Dyndolod and run it again like I did this time. Is this a known issue?

Anyhow -- I had task manager open to check if there were other instances of Dyndolod open or any other related programs and they weren't. I'll add that line the next time I run Dyndolod and see if it helps any. Out of curiosity though, what does RenderSingle do? 

Thank you for your help, and thank you so much for your work on Dyndolod and your other projects. You folks do wonders for this community :)

Posted
3 hours ago, spacepillow said:

So as luck would have it, running Tamriel on its own, then running another one or two things of Dyndolod and then repeating that a third time (and letting it use any previously generated files... I'm pretty sure it does that..?). Still a weird issue and I don't know why, but I've experienced this with past versions/runs of dyndolod as well. Not hanging on Wyrmstooth specifically (I just installed that recently), but hanging in regular worldspaces. It would stall at some point several minutes in like it did now, and I'd have to close Dyndolod and run it again like I did this time. Is this a known issue?

Anyhow -- I had task manager open to check if there were other instances of Dyndolod open or any other related programs and they weren't. I'll add that line the next time I run Dyndolod and see if it helps any. Out of curiosity though, what does RenderSingle do? 

Thank you for your help, and thank you so much for your work on Dyndolod and your other projects. You folks do wonders for this community :)

It changes rendering using multiple threads for different tasks to a single thread.

Posted
3 hours ago, sheson said:

It changes rendering using multiple threads for different tasks to a single thread.

Ended up adding some stuff and rerunning Dyndolod. Can confirm that the ini tweak solved my issues.

Posted

Hi, Sheson!

I have a problem with Windmills not having Fans both in lods and full model, specifically in Whiterun area (Solitude Fans are OK). Regenerated Lods with current load order, clean save (started new game just to test), still no luck.

Any advice?

Posted

Hi there, I am having an issue where I cannot seem to generate DynDOLOD. I have added exclusions for my Skyrim folder as well as the DynDOLOD/TexGen executables.

At first, I was trying to generate the new DynDOLOD files before updating to the most recent 3 Alpha 127 but I am now using that one and having a similar error (I was previously using 126). I am currently also trying to figure out how to work xEdit and hopefully start cleaning some of the conflicts in my LO. I know that there are many. 

 

I am really not sure what I am doing wrong and I am quite new at modding so any help would be appreciated. Here is my log and bug report. Please let me know if there is any other information I can provide to help! 

bugreport.txt DynDOLOD_SSE_Debug_log.txt

Sorry, I realized that first bugreport and debug are from when I was using the Alpha 126. Here is a link to the bugreport file from Alpha 127: https://ufile.io/o3f8snmn

Also just wanted to include my DynDOLOD_SSE_Log file from Alpha 127!

Here: https://ufile.io/z41qclb0

Posted
4 hours ago, adelinadragonborn said:

Hi, Sheson!

I have a problem with Windmills not having Fans both in lods and full model, specifically in Whiterun area (Solitude Fans are OK). Regenerated Lods with current load order, clean save (started new game just to test), still no luck.

Any advice?

Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
If making screenshots of objects missing with DynDOLOD output enabled, make a screenshot of the objects as explained above without DynDOLOD output enabled.

https://dyndolod.info/FAQ "Out of place or floating objects"

Posted
2 hours ago, Hekatris said:

Hi there, I am having an issue where I cannot seem to generate DynDOLOD. I have added exclusions for my Skyrim folder as well as the DynDOLOD/TexGen executables.

At first, I was trying to generate the new DynDOLOD files before updating to the most recent 3 Alpha 127 but I am now using that one and having a similar error (I was previously using 126). I am currently also trying to figure out how to work xEdit and hopefully start cleaning some of the conflicts in my LO. I know that there are many. 

 

I am really not sure what I am doing wrong and I am quite new at modding so any help would be appreciated. Here is my log and bug report. Please let me know if there is any other information I can provide to help! 

bugreport.txtUnavailable DynDOLOD_SSE_Debug_log.txtUnavailable

Sorry, I realized that first bugreport and debug are from when I was using the Alpha 126. Here is a link to the bugreport file from Alpha 127: https://ufile.io/o3f8snmn

Also just wanted to include my DynDOLOD_SSE_Log file from Alpha 127!

Here: https://ufile.io/z41qclb0

Moved to the DynDOLOD 3 Alpha thread.

The bugreport shows out of memory errors.

https://dyndolod.info/Installation-Instructions
Use the x64 versions of DynDOLOD/TexGen. The x86 versions may run into memory errors especially with large texture resolution settings and are included in case a x86 OS is used. They are functionally identical, the only difference is the supported CPU architecture.

Posted

https://www.nexusmods.com/skyrimspecialedition/mods/84375

Should this mod be used? All it does is adding a "Use LOD Data" flag under Parent to the Markarth worldspace, something every other major city child worldspace has. As I understand it this makes the child worldspace use Tamriel LOD data instead of its own LOD, which sounds reasonable. Why didn't Bethesda allow Markarth to use the parent world LOD data like every other city in the first place?

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