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Posted
31 minutes ago, wbell03 said:

When using Dyndolod 3.0, some of the trees LOD are like twice the size of the normal trees in game, making everything look extremely weird as the trees shrink in size dramatically when I get close.

Did I do something wrong? I basically used all the setting as default with the ultra tree box checked. Im using

 

Yes you did. Read the first post. Especially the part about which log files to post.

Old and new billboard texture and text file generation is explained in great detail in the included documents.

Posted
1 hour ago, wbell03 said:

When using Dyndolod 3.0, some of the trees LOD are like twice the size of the normal trees in game, making everything look extremely weird as the trees shrink in size dramatically when I get close.

Did I do something wrong? I basically used all the setting as default with the ultra tree box checked. Im using Jedi Trees.

If you are using EVT - Lush/Large with the Alternative Trees optional file, then this is a known issue. I have submitted an updated version to the mod authors, which should be available soon-ish.

If you are not using EVT with those options, please disregard this post.

Posted

DynDOLOD quit unexpectedly after about 40 min with no helpful details but for the following from end of LOSGen_SSE_Tamriel_log.txt:

...
plants\srg_shrub01half_n.dds=7: 2162 -> 2245 | 130, 4
Log ended at 2:29:57 PM (35:41)
Code: 0

What is "Code: 0"? First issue I have had for alpha 33 (I have run with many varieties of settings around 30x on full modded setup). The new *Threads* INI params have completely resolved memory management issues for me (32 Gb system RAM, 8 Gb VRAM here), which occasionally 'broke' running object LOD in 2.xx beta when upwards of 30 Gb system RAM utilized.

I will run again and post back with more detail if issue repeats.

Posted
6 minutes ago, z929669 said:

DynDOLOD quit unexpectedly after about 40 min with no helpful details but for the following from end of LOSGen_SSE_Tamriel_log.txt:


...
plants\srg_shrub01half_n.dds=7: 2162 -> 2245 | 130, 4
Log ended at 2:29:57 PM (35:41)
Code: 0

What is "Code: 0"? First issue I have had for alpha 33 (I have run with many varieties of settings around 30x on full modded setup). The new *Threads* INI params have completely resolved memory management issues for me (32 Gb system RAM, 8 Gb VRAM here), which occasionally 'broke' running object LOD in 2.xx beta when upwards of 30 Gb system RAM utilized.

I will run again and post back with more detail if issue repeats.

Are you saying it quit without saving any log files or a bugreport?

Code: 0 has always been the last line of the LODgen logs when everything went well.

Posted

It's strange and looks like it's going to happen again. Symptom is that the DynDOLOD xEdit window closes, while LODGenx64.exe process continues running. Once that is finished, it just closes, so my issue is the DynDOLOD process. I will post relevant log(s) once completed.

Posted
2 hours ago, sheson said:

Yes you did. Read the first post. Especially the part about which log files to post.

Old and new billboard texture and text file generation is explained in great detail in the included documents.

Fixed the issue. I went to the "trees addon" page on nexus and put the settings they suggested for dyndolod on their main page and now everything is working perfectly. Thank you for the quick response. 

Posted

So no bug report or anything useful. All logs for this run attached, including TexGen logs in case they have any clues. I am running again and will watch the DynDOLOD xEdit process this time ... meh. Logs.7z

EDIT: My DynDOLOD settings for these failed runs. This is the only piece for which I have made any changes. INI settings haven't changed for past 20-ish successful runs. Maybe the Billboard2 changes for the wrTemple* trees? I assume all settings here have fallbacks.

image.png

EDIT: Well, I guess the app wanted my attention is all. Absolutely no changes aside from me watching it for 20 minutes straight to confirm the LODGen64 process started without DynDOLOD closing. Completed successfully this time with those settings.

Posted
8 hours ago, z929669 said:

So no bug report or anything useful. All logs for this run attached, including TexGen logs in case they have any clues. I am running again and will watch the DynDOLOD xEdit process this time ... meh. Logs.7z

EDIT: My DynDOLOD settings for these failed runs. This is the only piece for which I have made any changes. INI settings haven't changed for past 20-ish successful runs. Maybe the Billboard2 changes for the wrTemple* trees? I assume all settings here have fallbacks.

image.png

EDIT: Well, I guess the app wanted my attention is all. Absolutely no changes aside from me watching it for 20 minutes straight to confirm the LODGen64 process started without DynDOLOD closing. Completed successfully this time with those settings.

I a program is being terminated like without an exception it is typically because of something outside  of a program code error, like memory, overclocking,  error etc. There might be something in the Windows event log.

Posted
15 minutes ago, z929669 said:

Yes, not sure if this is informativeAppErrors.txt

 

Ah just the everyday Exception code: 0xc0000005, which could be anything really. Did it ever happen again, can you reproduce it?

Posted

It's not reliably reproducible. The file I posted contained two separate errors that occurred in two runs one after the other. The third run went without issue. All three runs were exactly the same but for the time.

Posted
8 hours ago, z929669 said:

It's not reliably reproducible. The file I posted contained two separate errors that occurred in two runs one after the other. The third run went without issue. All three runs were exactly the same but for the time.

Are you sure there is no bugreport.txt in the same folder the exe files are? Can you pinpoint at what operation of the process it was closed?

If not, consider testing for memory errors or maybe check the Windows DEP setting, anti vir etc. Consider moving the game out of Program Files x86.

Posted (edited)

Hi,

Im having this weird issue where my Grass LOD is grey and I don't understand why: https://imgur.com/mCioH3D / https://imgur.com/ZqCP39N
I've tried to follow every step posted to generate Grass LOD but im still getting the same result, Im only using "Folkvangr - Grass and Landscape Overhaul" for grass mods.

Dunno if it is a silly mistake by me or I didn't "add" or "change" something. 

Also I uploaded my TexGen and DynDOLOD settings.

grass.jpg

grass2.jpg

Edited by Anterdax
Posted
7 hours ago, Anterdax said:

Hi,

Im having this weird issue where my Grass LOD is grey and I don't understand why: https://imgur.com/mCioH3D / https://imgur.com/ZqCP39N
I've tried to follow every step posted to generate Grass LOD but im still getting the same result, Im only using "Folkvangr - Grass and Landscape Overhaul" for grass mods.

Dunno if it is a silly mistake by me or I didn't "add" or "change" something. 

Also I uploaded my TexGen and DynDOLOD settings.

grass.jpg

grass2.jpg

Read the first post. Read what log files to upload when making posts. 

Check the TexGen log if there are any errors.

Check the billboard preview to see if the billboards look OK.

Check the generated billboards textures in an image viewer.

Check the generated object LOD texture atlas in an image viewer.

Check/test different grass brightness top/bottom settings.

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