DWM19 Posted August 8, 2023 Posted August 8, 2023 After an hour of regular gameplay this problem appears to be fixed. Thanks!
heheloveer Posted August 8, 2023 Posted August 8, 2023 Thank you for the huge update Sheson! I personally am not able to test it at the moment but the Child/Parent worldspace copy feature is definitely a game changer. I want to ask though, with this feature enabled, can we still make Markarth use Tamriel LOD Data to get better graphics, or is this edit completely redundant now?
MisterMorden Posted August 8, 2023 Posted August 8, 2023 New version woyked for me too! Logs offered up in tribute (no bugreport generated): https://ufile.io/f/r7c6d Going to bed now but will check on the goodies tomorrow...thanks again, sheson!
sheson Posted August 8, 2023 Author Posted August 8, 2023 9 hours ago, PurpleYellowRosa said: Still no good, but this time I got an access violation instead of range check error. Here's the logs: https://ufile.io/n539187c Thanks. This test version should fix that new access violation. https://mega.nz/file/1dIGSI7S#hOL6CGqiteRyrdHTOJ38I7K6OtVC4VL7EVgrA2jGwwQ Upload debug log also if it runs through without a problem.
sheson Posted August 8, 2023 Author Posted August 8, 2023 2 hours ago, heheloveer said: Thank you for the huge update Sheson! I personally am not able to test it at the moment but the Child/Parent worldspace copy feature is definitely a game changer. I want to ask though, with this feature enabled, can we still make Markarth use Tamriel LOD Data to get better graphics, or is this edit completely redundant now? Copying references that have LOD in Tamriel to the Markarth worldspace (with is disabled by default) does not change anything about the castrated data / non existing LOD in it. LOD for Markarth will also not take copied reference from parent to child worldspace into account. So for best possible visuals past the walls, you'll want to set the flag to use Tamriel for LOD with a plugin and set ScanParent=1 in DynDOLOD_SSE_childworld_MarkarthWorld.ini before generating LOD. 1
heheloveer Posted August 8, 2023 Posted August 8, 2023 25 minutes ago, sheson said: Copying references that have LOD in Tamriel to the Markarth worldspace (with is disabled by default) does not change anything about the castrated data / non existing LOD in it. LOD for Markarth will also not take copied reference from parent to child worldspace into account. So for best possible visuals past the walls, you'll want to set the flag to use Tamriel for LOD with a plugin and set ScanParent=1 in DynDOLOD_SSE_childworld_MarkarthWorld.ini before generating LOD. So the edit is still useful. Thanks for the explanation!
sheson Posted August 8, 2023 Author Posted August 8, 2023 1 hour ago, MisterMorden said: New version woyked for me too! Logs offered up in tribute (no bugreport generated): https://ufile.io/f/r7c6d Going to bed now but will check on the goodies tomorrow...thanks again, sheson! Great. You might want to create a LOD model for florajuniper01.nif. Meshes\plants\florajuniper01.nif used 982 times, ~ 2480.92 MB This looks like the full model filesize for it is 2.5MB alone? Is that correct? The vanilla version is like 50kB. 1
NeedsMoreBirds Posted August 8, 2023 Posted August 8, 2023 I've been following the STEP guide for Skyrim SE, and DynDOLOD seems to get stuck generating for Solstheim whenever I try to process all of the worldspaces together (it gets as far as generating the texture atlas for DynDOLOD_DLC2SolstheimWorld_Glow.dds and then just sits there, seemingly indefinitely). In an attempt to get around this, I ran the program with every worldspace ticked except DLC2SolstheimWorld and it completed as expected, moved the output into the prepared mod folder, and then tried again with only DLC2SolstheimWorld ticked and it succeeded this time. Now I have two sets of output files, and I'm wondering how I should go about merging them, if that's the appropriate thing to do here. Any guidance is appreciated!
sheson Posted August 8, 2023 Author Posted August 8, 2023 16 minutes ago, NeedsMoreBirds said: I've been following the STEP guide for Skyrim SE, and DynDOLOD seems to get stuck generating for Solstheim whenever I try to process all of the worldspaces together (it gets as far as generating the texture atlas for DynDOLOD_DLC2SolstheimWorld_Glow.dds and then just sits there, seemingly indefinitely). In an attempt to get around this, I ran the program with every worldspace ticked except DLC2SolstheimWorld and it completed as expected, moved the output into the prepared mod folder, and then tried again with only DLC2SolstheimWorld ticked and it succeeded this time. Now I have two sets of output files, and I'm wondering how I should go about merging them, if that's the appropriate thing to do here. Any guidance is appreciated! Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. If you want to report/trouble shoot the original problem, then check if there are texconv processes in task manager that DynDOLOD might waiting for. If you kill them tehn DynDOLOD should stop with an appropriate error message. In any case, upload the mentioned logs, which are saved when DynDOLOD shuts down normal via the X top right or Exit prompt buttons. If you want to add LOD for worldspaces to existing output, then the existing output needs to be installed and activated in the load order first. DynDOLOD will load the existing plugins, so they can be updated and the new output merged with the old output. https://dyndolod.info/Updating
NeedsMoreBirds Posted August 8, 2023 Posted August 8, 2023 Thankyou for the fast response! I ran the program again and it crashed after a while, but didn't produce a debug log, so I've attached the whole logs folder with output from only this session as well as the most recent log from the Windows event viewer. MO2 says that texconv.exe is still running, but I can't find it in the task manager in order to kill the process. Logs.7z WindowsEventViewerLog_DynDOLODcrash.txt
sheson Posted August 8, 2023 Author Posted August 8, 2023 1 hour ago, NeedsMoreBirds said: Thankyou for the fast response! I ran the program again and it crashed after a while, but didn't produce a debug log, so I've attached the whole logs folder with output from only this session as well as the most recent log from the Windows event viewer. MO2 says that texconv.exe is still running, but I can't find it in the task manager in order to kill the process. Logs.7z 285.44 kB · 0 downloads WindowsEventViewerLog_DynDOLODcrash.txt 1.32 kB · 0 downloads The stalled texconv processs might only be visible if enabling to see all process and/or after unfolding child process of TexGen/DynDOLOD. Is there a bugreport.txt in the same folder as the DynDOLODx64.exe? The log and debug are probably not saved because the programs is terminated by the OS or manually, so it can not go through its own crash handler / shutdown procedures. Make sure UAC, antivir are not interring with any of the executables, including ..\DynDOLOD\Edit Scripts\Texconvx64.exe Make sure graphics the latest graphics drivers without crapware are installed or terminate the crapware before running the tools. Especially if using AMD. Add LockTexonv=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to see if it makes a difference. If it still stalls, check for that Texconv in task manager in order to kill it to see if it allows DynDOLOD to write logs. Either way let me know the outcome.
sheson Posted August 8, 2023 Author Posted August 8, 2023 On 8/7/2023 at 2:01 PM, TheDude said: I would be great to be able to try out the Whiterun/Solitude Exterior patch files with the latest alpha versions, please let me know if I can assist you in testing this. Yes, I'm aware of the Whiterun Exterior Grass patch too, but since I've precached my grass it doesnt affect performance that much actually. Thanks anyway. Ooh, that sounds interesting, I will have a close look at the large reference bugs workarounds then! Have a look at this new page https://dyndolod.info/Help/DynDOLOD-Patches The old and slightly modified Whiterun/Solitude patches should work with Alpha-131 and not checking Parent > child.
MisterMorden Posted August 8, 2023 Posted August 8, 2023 6 hours ago, sheson said: Great. You might want to create a LOD model for florajuniper01.nif. Meshes\plants\florajuniper01.nif used 982 times, ~ 2480.92 MB This looks like the full model filesize for it is 2.5MB alone? Is that correct? The vanilla version is like 50kB. Yea, I was just using "full" for LOD 4 with 3d Junipers & Beries as the billboard for it was driving me crazy upon switch out...but you are, of course, right it's a ridiculous measure.
NeedsMoreBirds Posted August 8, 2023 Posted August 8, 2023 42 minutes ago, sheson said: The stalled texconv processs might only be visible if enabling to see all process and/or after unfolding child process of TexGen/DynDOLOD. Is there a bugreport.txt in the same folder as the DynDOLODx64.exe? The log and debug are probably not saved because the programs is terminated by the OS or manually, so it can not go through its own crash handler / shutdown procedures. Make sure UAC, antivir are not interring with any of the executables, including ..\DynDOLOD\Edit Scripts\Texconvx64.exe Make sure graphics the latest graphics drivers without crapware are installed or terminate the crapware before running the tools. Especially if using AMD. Add LockTexonv=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to see if it makes a difference. If it still stalls, check for that Texconv in task manager in order to kill it to see if it allows DynDOLOD to write logs. Either way let me know the outcome. After stopping and disabling AMD's hotkey utility, setting DynDOLOD, TexGen, Texconv and xLODGen to run as an admin, and adding the LockTexconv=1 line to the .ini, the program ran to completion in just under 18 minutes and failed to generate objects for Solstheim. It looks like that's the only location it's having trouble with. The debug log was far too large to attach here or in paste.ee, so here it is on ufile.io.
sheson Posted August 8, 2023 Author Posted August 8, 2023 7 minutes ago, NeedsMoreBirds said: After stopping and disabling AMD's hotkey utility, setting DynDOLOD, TexGen, Texconv and xLODGen to run as an admin, and adding the LockTexconv=1 line to the .ini, the program ran to completion in just under 18 minutes and failed to generate objects for Solstheim. It looks like that's the only location it's having trouble with. The debug log was far too large to attach here or in paste.ee, so here it is on ufile.io. Also upload E:\Modding\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt Check Windows Event log a related entry for LODGenx64Win.exe and copy/paste or upload that as well. You had an eye on total memory usage of everything in task manager when it happened? C000005 can memory or CPU related in high stress situations if random. Start DynDOLOD in expert mode https://dyndolod.info/Help/Expert-Mode Only select DLC2SolstheimWorld and then click Execute LODGen to only run that again. If it runs through without error just by itself, the output is complete and can be used.
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