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Posted

Hi All,

Just seen the discussion about the crash topic. and i face the same when using texgen (no log file stored in dyndolod3/logs) but a system event (application) with the following informations:

- <System>
  <Provider Name="Application Error" />
  <EventID Qualifiers="0">1000</EventID>
  <Version>0</Version>
  <Level>2</Level>
  <Task>100</Task>
  <Opcode>0</Opcode>
  <Keywords>0x80000000000000</Keywords>
  <TimeCreated SystemTime="2023-05-28T09:19:06.1638733Z" />
  <EventRecordID>73092</EventRecordID>
  <Correlation />
  <Execution ProcessID="0" ThreadID="0" />
  <Channel>Application</Channel>
  <Computer>DEATHSTAR-WIN</Computer>
  <Security />
  </System>
- <EventData>
  <Data>TexGenx64.exe</Data>
  <Data>3.0.0.123</Data>
  <Data>644a3f31</Data>
  <Data>nvoglv64.dll</Data>
  <Data>31.0.15.3179</Data>
  <Data>64480cf6</Data>
  <Data>c0000005</Data>
  <Data>00000000015441ca</Data>
  <Data>31c8</Data>
  <Data>01d991434aca6f3b</Data>
  <Data>E:\SkyrimAE\progs\DynDOLOD3\TexGenx64.exe</Data>
  <Data>C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_e34a87a86b660c23\nvoglv64.dll</Data>
  <Data>936cb8e8-72dd-455f-ac78-43f3d49c76f6</Data>
  <Data />
  <Data />
  </EventData>
  </Event>
 
In practice, my PC has 32 Gbytes RAM and an nvidia geforce 1050 TI (4 Gb) .
Parameters:

[TexGen]
Notice=0
RenderThreads=2
CreateMod=0
MaxTextureSize=16384
ForceComplexGrass=1
TreeNormalMaps=0
BillboardDiscardRatio=0.01
BillboardMinWidthMulitplier=4
BillboardMinHeightMulitplier=4
MinTreeModelVolume=512
MinGrassModelVolume=64
MinTreeModelHeight=256
MinGrassModelHeight=32
TreeModelHeightMultiplier=1.7
GrassModelHeightMultiplier=1.0
RenderModelHeightMultiplier=1.85
UseMipmaps=1
BleedToTransparent=1
MaxMultiSamples=16
TreeMSAlphaThreshold=96
GrassMSAlphaThreshold=112
ObjectMSAlphaThreshold=96
AlphaCoverage=0
ACAlphaThreshold=255
TreeMaxSuperSamples=0
GrassMaxSuperSamples=0
ObjectMaxSuperSamples=0
SSAlphaThreshold=128
SSRenderAlpha=0
SSBlendAlpha=0

 

I face the same issue with renderThreads=1

And same issue with the latest version of dyndolod

Hope this could help you !

Posted

for your information, same kind of crash with build 128.

Nom de l’application défaillante TexGenx64.exe, version : 3.0.0.128, horodatage : 0x646a6e33
Nom du module défaillant : nvoglv64.dll, version : 31.0.15.3179, horodatage : 0x64480cf6
Code d’exception : 0xc0000005
Décalage d’erreur : 0x00000000015441ca
ID du processus défaillant : 0xb74
Heure de début de l’application défaillante : 0x01d991516faea18c
Chemin d’accès de l’application défaillante : E:\SkyrimAE\progs\DynDOLOD3\TexGenx64.exe
Chemin d’accès du module défaillant: C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_e34a87a86b660c23\nvoglv64.dll
ID de rapport : 37adcc0d-fd11-4fbf-9230-c4f1fc642df1

Nvidia driver version: 531.79 (updated 2 weeks ago).

Posted
2 hours ago, Dsange said:

TexGen simply closes itself without generating any error messages. I've tried many times even set the options to lower resolution, crash still happens when TexGen goes "creating textures". But for one time, it generated an error message says:

"Error: OpenGL: E:\Game Modding\DynDOLOD\TexGen_Output\Textures\dlc02\lod\dlc2dwewall01lod framebuffer objects unsupported."

And here are the bugreport and log files.

bugreport.txt 411.79 kB · 0 downloads TexGen_SSE_Debug_log.txt 539.27 kB · 0 downloads TexGen_SSE_log.txt 136.84 kB · 0 downloads

I looked into some earlier comments similar to my issue, so I checked windows event logs as well. The ModulePath were all the same. Here is the content:

  Reveal hidden contents

I thought maybe it's because I haven't updated my Nvidia driver to the latest version, thus I updated it, but the problem is still unsolved. TexGen keeps crashing everytime without generating messages. I don't know what to do now.

Add RenderSingle=1 under [TexGen] in E:\Game Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference.

Posted
1 hour ago, Thorg said:

Hi All,

Just seen the discussion about the crash topic. and i face the same when using texgen (no log file stored in dyndolod3/logs) but a system event (application) with the following informations:

- <System>
  <Provider Name="Application Error" />
  <EventID Qualifiers="0">1000</EventID>
  <Version>0</Version>
  <Level>2</Level>
  <Task>100</Task>
  <Opcode>0</Opcode>
  <Keywords>0x80000000000000</Keywords>
  <TimeCreated SystemTime="2023-05-28T09:19:06.1638733Z" />
  <EventRecordID>73092</EventRecordID>
  <Correlation />
  <Execution ProcessID="0" ThreadID="0" />
  <Channel>Application</Channel>
  <Computer>DEATHSTAR-WIN</Computer>
  <Security />
  </System>
- <EventData>
  <Data>TexGenx64.exe</Data>
  <Data>3.0.0.123</Data>
  <Data>644a3f31</Data>
  <Data>nvoglv64.dll</Data>
  <Data>31.0.15.3179</Data>
  <Data>64480cf6</Data>
  <Data>c0000005</Data>
  <Data>00000000015441ca</Data>
  <Data>31c8</Data>
  <Data>01d991434aca6f3b</Data>
  <Data>E:\SkyrimAE\progs\DynDOLOD3\TexGenx64.exe</Data>
  <Data>C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_e34a87a86b660c23\nvoglv64.dll</Data>
  <Data>936cb8e8-72dd-455f-ac78-43f3d49c76f6</Data>
  <Data />
  <Data />
  </EventData>
  </Event>
 
In practice, my PC has 32 Gbytes RAM and an nvidia geforce 1050 TI (4 Gb) .
Parameters:

[TexGen]
Notice=0
RenderThreads=2
CreateMod=0
MaxTextureSize=16384
ForceComplexGrass=1
TreeNormalMaps=0
BillboardDiscardRatio=0.01
BillboardMinWidthMulitplier=4
BillboardMinHeightMulitplier=4
MinTreeModelVolume=512
MinGrassModelVolume=64
MinTreeModelHeight=256
MinGrassModelHeight=32
TreeModelHeightMultiplier=1.7
GrassModelHeightMultiplier=1.0
RenderModelHeightMultiplier=1.85
UseMipmaps=1
BleedToTransparent=1
MaxMultiSamples=16
TreeMSAlphaThreshold=96
GrassMSAlphaThreshold=112
ObjectMSAlphaThreshold=96
AlphaCoverage=0
ACAlphaThreshold=255
TreeMaxSuperSamples=0
GrassMaxSuperSamples=0
ObjectMaxSuperSamples=0
SSAlphaThreshold=128
SSRenderAlpha=0
SSBlendAlpha=0

 

I face the same issue with renderThreads=1

And same issue with the latest version of dyndolod

Hope this could help you !

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

Try the same INI setting as I suggested above.

Posted
3 hours ago, sheson said:

Add RenderSingle=1 under [TexGen] in E:\Game Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and check if it makes a difference.

By the divines it works!!! Thank you so much! You should become the tenth divine after Tiber Septim.

Posted

In https://dyndolod.info/Help/Dynamic-LOD, you mentioned:

Quote

In the Skyrim version, the NearGrid and FarGrid start right beyond the uGridsToLoad. In Skyrim Special Edition / Skyrim VR the FarGrid starts beyond the uLargeRefLODGridSize, while the NearGrid still starts beyond the uGridsToLoad.

I'm not very sure if I understand this correctly. Does this mean, assuming NearGridsToLoad=11, FarGridsToLoad=21, UGridsToLoad=5 and uLargeRefLODGridSize=11 (for SE only), that in Oldrim the behavior is [NearGrid dynamic LODs in 5-11 area, FarGrid dynamic LODs in 5-21 area], while in SE it's [NearGrid dynamic LODs in 5-11 area, FarGrid dynamic LODs in 11-21 area]? How does the large reference system interfere with dynamic LOD grids anyway?

Posted
35 minutes ago, heheloveer said:

In https://dyndolod.info/Help/Dynamic-LOD, you mentioned:

I'm not very sure if I understand this correctly. Does this mean, assuming NearGridsToLoad=11, FarGridsToLoad=21, UGridsToLoad=5 and uLargeRefLODGridSize=11 (for SE only), that in Oldrim the behavior is [NearGrid dynamic LODs in 5-11 area, FarGrid dynamic LODs in 5-21 area], while in SE it's [NearGrid dynamic LODs in 5-11 area, FarGrid dynamic LODs in 11-21 area]? How does the large reference system interfere with dynamic LOD grids anyway?

No point in adding large references to the near grid since they cover the same distance.

The limitation that only large references can use the far grid came from the fact that scripts for large references do not receive a cell attach / detach events.  A third helper reference (in addition to near and far activators) for each cell with dynamic LOD for large references needed to be added using the on load/unload events to signal large ref grid changes. The limit means not having to add a fourth helper activator and even more script load, risking triggering large reference bugs etc.

The large references bugs workarounds do not have that limit anymore, though.

  • Thanks 1
Posted

Hello! 

I managed to generate a (mostly) working grass LOD setup for 1.6.640. The only issue is that the Tundra/Whiterun grass LOD has a different color when compared to the regular grass. The rest of the grass LODs appear normal. I tested with and without a weather mod (Obsidian) and no ENB is used. Grass is not complex, but I do use Grass Lighting for Community Shaders.

 

Relevant screenshots (Hosted in Discord):

Tundra
Falkreath

Relevant log files (hosted in Ufile.io, zipped), also included in this post for convenience.

Logs

Any advice is highly appreciated!

ErrorHelpRequest.7z

Posted (edited)
2 hours ago, sheson said:

No point in adding large references to the near grid since they cover the same distance.

The limitation that only large references can use the far grid came from the fact that scripts for large references do not receive a cell attach / detach events.  A third helper reference (in addition to near and far activators) for each cell with dynamic LOD for large references needed to be added using the on load/unload events to signal large ref grid changes. The limit means not having to add a fourth helper activator and even more script load, risking triggering large reference bugs etc.

The large references bugs workarounds do not have that limit anymore, though.

I'll try to summarize my understanding of how the whole thing works: by default large reference NearGrid dynamic LODs are ignored because large reference system already achieves the same result; non-large reference FarGrid dynamic LODs are relegated into NearGrid because making them work as intended would require heavy script work (I know nothing about scripts) which could result in more large reference bugs. The Upgrade NearGrid Large References to FarGrid option is there to ensure large reference NearGrid dynamic LODs can still show up when the large reference system is essentially disabled by uLargeRefLODGridSize=5, and upgrading them to FarGrid is more of a unintended but necessary side effect. The Downgrade FarGrid references to NearGrid option is hidden and always checked to avoid more large reference bugs, but since large reference bugs workarounds can in theory eliminate all large reference bugs, you can uncheck them safely when using DynDOLOD DLL NG. Is this description accurate?

Edited by heheloveer
Posted
1 hour ago, SeaSparrow said:

Hello! 

I managed to generate a (mostly) working grass LOD setup for 1.6.640. The only issue is that the Tundra/Whiterun grass LOD has a different color when compared to the regular grass. The rest of the grass LODs appear normal. I tested with and without a weather mod (Obsidian) and no ENB is used. Grass is not complex, but I do use Grass Lighting for Community Shaders.

 

Relevant screenshots (Hosted in Discord):

Tundra
Falkreath

Relevant log files (hosted in Ufile.io, zipped), also included in this post for convenience.

Logs

Any advice is highly appreciated!

ErrorHelpRequest.7z 48.83 kB · 0 downloads

It is not possible atm to have the same shader settings/properties in LOD as the full grass, so it is not possible to match it depending mostly on the relative sun position.

Posted
6 hours ago, sheson said:

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

Try the same INI setting as I suggested above.

Thank you so much !

It works for me  too !

Posted
32 minutes ago, heheloveer said:

I'll try to summarize my understanding of how the whole thing works: by default large reference NearGrid dynamic LODs are ignored because large reference system already achieves the same result; non-large reference FarGrid dynamic LODs are relegated into NearGrid because making them work as intended would require heavy script work (I know nothing about scripts) which could result in more large reference bugs. The Upgrade NearGrid Large References to FarGrid option is there to ensure large reference NearGrid dynamic LODs can still show up when the large reference system is essentially disabled by uLargeRefLODGridSize=5, and upgrading them to FarGrid is more of a unintended but necessary side effect. The Downgrade FarGrid references to NearGrid option is hidden and always checked to avoid more large reference bugs, but since large reference bugs workarounds can in theory eliminate all large reference bugs, you can uncheck them safely when using DynDOLOD DLL NG. Is this description accurate?

Instead of saying it would require heavy script, lets just say, it would have made things even more complicated and convoluted back in 2016.

If you disable large references setting it to 5, use the ignore option so everything works again as it does in Skyrim Legendary. But suppose the uLargeRefLOD is just 7, then those are now do not show as far as they did with NearGrid 11 in the old game, so this option can be used to easily select supposedly larger object to show further away for better visuals.

You got the gist of it. DynDOLOD NG now allows me to move more and more things from script into C++ code with every update to it.

  • Like 1
Posted
10 hours ago, Thorg said:

Thank you so much !

It works for me  too !

It would help if you uploaded the log and bugreport.txt as requested. The debug log is most likely overwritten by now, so don't worry about it.

Posted
12 hours ago, sheson said:

Instead of saying it would require heavy script, lets just say, it would have made things even more complicated and convoluted back in 2016.

If you disable large references setting it to 5, use the ignore option so everything works again as it does in Skyrim Legendary. But suppose the uLargeRefLOD is just 7, then those are now do not show as far as they did with NearGrid 11 in the old game, so this option can be used to easily select supposedly larger object to show further away for better visuals.

You got the gist of it. DynDOLOD NG now allows me to move more and more things from script into C++ code with every update to it.

Ah yes, there's that ini option. Using it does make sense if you're sure you are not going to enable the large reference system, could save a bunch of trouble. Still, if someone sets large reference size to 7, then by checking Upgrade NearGrid Large References to FarGrid the viewing distance of these objects would jump from 7 to 21 when the intended viewing distance is just 11. Well, as you said, considering large references are supposed to be large, maybe extending their viewing distance further can be noticeable.

Aside from enabling large reference bugs workarounds, is there any other benefit in using DynDOLOD DLL NG?

Posted
1 hour ago, heheloveer said:

Ah yes, there's that ini option. Using it does make sense if you're sure you are not going to enable the large reference system, could save a bunch of trouble. Still, if someone sets large reference size to 7, then by checking Upgrade NearGrid Large References to FarGrid the viewing distance of these objects would jump from 7 to 21 when the intended viewing distance is just 11. Well, as you said, considering large references are supposed to be large, maybe extending their viewing distance further can be noticeable.

Aside from enabling large reference bugs workarounds, is there any other benefit in using DynDOLOD DLL NG?

Scripted stuff is being moved into the DLL, so it will be more efficient.

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