ExquisiteLemon Posted June 16 Posted June 16 1 hour ago, sheson said: SSELODGen output is irrelevant for TexGen. Check the Windows Event log for related messages and post it if you find something. I do seem to be getting some sort of Nvidia Kernel error when looking at Event Viewer, and from what I could tell when looking it up, it has to do with a CPU GPU imbalance. I've noticed my CPU gets pretty high when running Tex Gen, but I have an i9 and a 4700 (with my drivers updated) so I don't see how this could be a hardware issue when I've had no issues running TexGen before. I will attach the two logs here, other than "update your drivers is the fix" I can't seem to make a lot of sense of this since my drivers are updated. https://drive.google.com/file/d/1OUGUxEBfiYMwqAqf73k6J-dfocj7rdtr/view?usp=sharing
ExquisiteLemon Posted June 16 Posted June 16 15 minutes ago, ExquisiteLemon said: I do seem to be getting some sort of Nvidia Kernel error when looking at Event Viewer, and from what I could tell when looking it up, it has to do with a CPU GPU imbalance. I've noticed my CPU gets pretty high when running Tex Gen, but I have an i9 and a 4700 (with my drivers updated) so I don't see how this could be a hardware issue when I've had no issues running TexGen before. I will attach the two logs here, other than "update your drivers is the fix" I can't seem to make a lot of sense of this since my drivers are updated. https://drive.google.com/file/d/1OUGUxEBfiYMwqAqf73k6J-dfocj7rdtr/view?usp=sharing I re installed all drivers and it magically works now, that was way more of a headache than it should have been oh my gosh.
ExquisiteLemon Posted June 17 Posted June 17 Is it important to disable SSE Tamriel Terrain Extended.esm BEFORE running TexGen? Will it cause issues down the road or is it actually fine to leave it enabled for TexGen? Also, just to clarify, should the mod remain enabled with just the ESM disabled or removed when running Dyndolod?
sheson Posted June 17 Author Posted June 17 8 minutes ago, ExquisiteLemon said: Is it important to disable SSE Tamriel Terrain Extended.esm BEFORE running TexGen? Will it cause issues down the road or is it actually fine to leave it enabled for TexGen? Also, just to clarify, should the mod remain enabled with just the ESM disabled or removed when running Dyndolod? https://dyndolod.info/Help/xLODGen Terrain LOD is generated from the data found in the game plugins. For memory and performance reasons Bethesda removed landscape information from the Skyim.esm which were restored from the vanilla terrain LOD meshes in the xLODGen Resource mods below. ... Remove or disable the plugin after terrain LOD generation. No harm done if loaded in-game. Typically the player can not get close to these areas. There are no effects outside the far away added cells. https://dyndolod.info/Help/TexGen TexGen generates textures from full textures. For rendered textures and LOD billboards it uses full models or special models. TexGen does not care about terrain LOD meshes or textures or grass cache files. The plugin is irrelevant for TexGen. The archive/mod only contains the game plugin and nothing else. Disabling/removing the mod or just the plugin all has the same effect.
ExquisiteLemon Posted June 17 Posted June 17 (edited) Ok, I've got everything running smoothly now, cleaned the plugins Dyndolod asked me too and ran the tool fine. Only problem remaining is that Dyndolod is causing CTD on startup. I checked my persistent reference count and it was about 335,000 total, which seems to be fine. Here are some interesting lines from the crash logger; Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF728198090 SkyrimSE.exe+0198090 mov rax, [rcx+0x30] PROBABLE CALL STACK: [0] 0x7FF728198090 SkyrimSE.exe+0198090 -> 14371+0x10 mov rax, [rcx+0x30] [1] 0x7FF728299050 SkyrimSE.exe+0299050 -> 19507+0x5A0 test al, al [2] 0x7FF728638795 SkyrimSE.exe+0638795 -> 37791+0x25 mov rax, [rbx] [3] 0x7FF7285F0F47 SkyrimSE.exe+05F0F47 -> 36630+0xD7 mov rax, [0x00007FF72AFC1B78] [4] 0x7FF7285E9364 SkyrimSE.exe+05E9364 -> 36553+0x3E4 mov rcx, [0x00007FF729F58138] [5] 0x7FF7285F285C SkyrimSE.exe+05F285C -> 36644+0x1C xor eax, eax [6] 0x7FF728C45E4D SkyrimSE.exe+0C45E4D -> 68445+0x3D mov rcx, [0x00007FF72B006898] [7] 0x7FF8924C257D KERNEL32.DLL+001257D [8] 0x7FF893E2AF28 ntdll.dll+005AF28 PLUGINS: Light: 0 Regular: 0 Total: 0 I can upload the whole thing if you want it. SKSE logs did not say anything. I did get some errors about duplicate lods when running Dyndolod, but in my experience with running the tool before this has never caused any issues before, especially since my load order is exactly the same as it was before when running Dyndolod 3.0 previously. Edit: The problem seems to be tied to some sort of issue with Requiems Reqtificator having Dynodlod.esm as a master, Ill follow up on this after more troubleshooting Edited June 17 by ExquisiteLemon
Soulmancer Posted June 18 Posted June 18 I tried to run Dyndolod Alpha .173 x64 but I got an Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 8480) Here is the bug report log. https://paste.ee/p/EVyLv here is the DynDOLOD_SSE_log.txt https://paste.ee/p/NmRzC Debug log is here. https://drive.google.com/file/d/1hGt9AP4_VHPNw21XIMxkutKxWGKQiZUf/view?usp=sharing Never experienced this before but running again to see if it's repeatable. I did check xEdit for errors and can't see an issue I've not addressed EDIT: re-ran and the had the same error again.
sheson Posted June 18 Author Posted June 18 4 hours ago, ExquisiteLemon said: Ok, I've got everything running smoothly now, cleaned the plugins Dyndolod asked me too and ran the tool fine. Only problem remaining is that Dyndolod is causing CTD on startup. I checked my persistent reference count and it was about 335,000 total, which seems to be fine. Here are some interesting lines from the crash logger; Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF728198090 SkyrimSE.exe+0198090 mov rax, [rcx+0x30] PROBABLE CALL STACK: [0] 0x7FF728198090 SkyrimSE.exe+0198090 -> 14371+0x10 mov rax, [rcx+0x30] [1] 0x7FF728299050 SkyrimSE.exe+0299050 -> 19507+0x5A0 test al, al [2] 0x7FF728638795 SkyrimSE.exe+0638795 -> 37791+0x25 mov rax, [rbx] [3] 0x7FF7285F0F47 SkyrimSE.exe+05F0F47 -> 36630+0xD7 mov rax, [0x00007FF72AFC1B78] [4] 0x7FF7285E9364 SkyrimSE.exe+05E9364 -> 36553+0x3E4 mov rcx, [0x00007FF729F58138] [5] 0x7FF7285F285C SkyrimSE.exe+05F285C -> 36644+0x1C xor eax, eax [6] 0x7FF728C45E4D SkyrimSE.exe+0C45E4D -> 68445+0x3D mov rcx, [0x00007FF72B006898] [7] 0x7FF8924C257D KERNEL32.DLL+001257D [8] 0x7FF893E2AF28 ntdll.dll+005AF28 PLUGINS: Light: 0 Regular: 0 Total: 0 I can upload the whole thing if you want it. SKSE logs did not say anything. I did get some errors about duplicate lods when running Dyndolod, but in my experience with running the tool before this has never caused any issues before, especially since my load order is exactly the same as it was before when running Dyndolod 3.0 previously. Edit: The problem seems to be tied to some sort of issue with Requiems Reqtificator having Dynodlod.esm as a master, Ill follow up on this after more troubleshooting Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Always upload the entire log, do not trim or post only a few lines. https://dyndolod.info/Generation-Instructions#Prerequisites Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. ... Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD. Generated DynDOLOD patch plugins should be required by other plugins other than Occlusion.esp. The DynDOLOD LOD patch should never be patched itself. Something is going or done wrong if this happens. The crash log shows Light: 0 Regular: 0 Total: 0 The game can not work work without any game plugin like Skyim.esm etc. This might be missing master or not having BEES installed.
sheson Posted June 18 Author Posted June 18 1 hour ago, Soulmancer said: I tried to run Dyndolod Alpha .173 x64 but I got an Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 8480) Here is the bug report log. https://paste.ee/p/EVyLv here is the DynDOLOD_SSE_log.txt https://paste.ee/p/NmRzC Debug log is here. https://drive.google.com/file/d/1hGt9AP4_VHPNw21XIMxkutKxWGKQiZUf/view?usp=sharing Never experienced this before but running again to see if it's repeatable. I did check xEdit for errors and can't see an issue I've not addressed EDIT: re-ran and the had the same error again. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. See Updating how to update existing installation and save games. Follow https://dyndolod.info/Updating#New-DynDOLOD-Version to rename the old installation folder first, then generate from scratch instead of trying to update existing DynDOLOD output: If updating of the TexGen output or DynDOLOD output is desired for a new DynDOLOD version, typically generate and update from scratch: Remove or backup old TexGen output, old DynDOLOD output Run TexGen and install its output as explained on the generation instructions. Run DynDOLOD and install its output as explained on the generation instructions. In case any of the updating instructions below are unsuccessful, also generate from scratch. This can cause CTD in the game and would be one of the things to fix when error checking the load order with xEdit: <Warning: Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP Errors Fix.esp [REFR:66015749] (places NULL - Null Reference [00000000] in GRUP Cell Temporary Children of BleakwindBasinExterior01 [CELL:000099A2] (in Tamriel "Skyrim" [WRLD:0000003C] at 0,0))> If problem persist with new and clean installation and generating new output from scratch, upload new DynDOLOD log and debug log and bugreport.txt if it exists.
Soulmancer Posted June 18 Posted June 18 9 hours ago, sheson said: https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. See Updating how to update existing installation and save games. Follow https://dyndolod.info/Updating#New-DynDOLOD-Version to rename the old installation folder first, then generate from scratch instead of trying to update existing DynDOLOD output: If updating of the TexGen output or DynDOLOD output is desired for a new DynDOLOD version, typically generate and update from scratch: Remove or backup old TexGen output, old DynDOLOD output Run TexGen and install its output as explained on the generation instructions. Run DynDOLOD and install its output as explained on the generation instructions. In case any of the updating instructions below are unsuccessful, also generate from scratch. This can cause CTD in the game and would be one of the things to fix when error checking the load order with xEdit: <Warning: Found a NULL reference, expected: ACTI,ADDN,ALCH,AMMO,APPA,ARMA,ARMO,ARTO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP Errors Fix.esp [REFR:66015749] (places NULL - Null Reference [00000000] in GRUP Cell Temporary Children of BleakwindBasinExterior01 [CELL:000099A2] (in Tamriel "Skyrim" [WRLD:0000003C] at 0,0))> If problem persist with new and clean installation and generating new output from scratch, upload new DynDOLOD log and debug log and bugreport.txt if it exists. I did fix the NULL error record, and have now made sure the new version of dyndolod has been extracted to an empty and benign folder. I was trying to update existing plugins and I made sure I wiped the output folder of everything except the Dyndolod.esp, Dyndolod.esm and Occlusion.esp. I thought it's because my Dyndolod output generation was pointing into my active MO2 mod list so I tried changing the output destination to an empty folder outside of my mod folder. After this it is still hitting on the same assertion error. I am also using the latest Dyndolod Resources and Dyndolod DLL NG. There were no issues generating TexGen. I'll try generating the output from scratch next time to see if it's the same result but updating the plugins is preferable. I believe the last time I created Dyndlod from scratch was in .169
GerithorDunedain Posted June 18 Posted June 18 Hello! This is the error I'm getting. I've attached my load order as well. I've made sure I have the most current versions of DynDOLOD and the Resource pack, as well as DynDOLOD DLL. [00:08] Background Loader: finished Loading configuration files C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_skyrimesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_skyrimesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dawnguardesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dawnguardesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dragonbornesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dragonbornesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_waterforenbesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_waterforenbesm.txt Game: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\SkyrimSE.exe, Version: 1.6.1170, Date: 2024-05-27 13:30:19 SKSE: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\skse64_loader.exe, Version: 2.2.6, Date: 2024-01-17 13:11:36 PapyrusUtil DLL: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\PapyrusUtil.DLL, Version: 4.6, Game Version: 1.6.1170, Date: 2024-01-18 21:36:10 DynDOLOD DLL: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.29.1130, Game Version: SE/AE 1.6.1130+, Date: 2024-05-19 18:00:00 Item not found Error: Item not found. The message dialog has been copied to the clipboard https://paste.ee/p/3NHqG
ExquisiteLemon Posted June 18 Posted June 18 (edited) 10 hours ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Always upload the entire log, do not trim or post only a few lines. https://dyndolod.info/Generation-Instructions#Prerequisites Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. ... Typically create all other patches first. Especially all patches affecting exterior worldspaces in any way should be done before generating LOD. Generated DynDOLOD patch plugins should be required by other plugins other than Occlusion.esp. The DynDOLOD LOD patch should never be patched itself. Something is going or done wrong if this happens. The crash log shows Light: 0 Regular: 0 Total: 0 The game can not work work without any game plugin like Skyim.esm etc. This might be missing master or not having BEES installed. So for whatever reason, the current Dyndolod.esm does not seem to be compatible with the current release of Requiem. Specifically, Requiemfortheindifferent.esp. After removing Dyndolod_Output from load order and re running the patcher, and then re installing Dyndolod_Output, the game works fine, no more CTD and Dyndolod is working as intended in game. I don’t really know the specifics of why the Requiem patcher no longer works with Dyndolod for me at least, but that is what I have narrowed down my CTD on launch too. I would like to say thank you for all the helpful links and advice for trouble shooting, the new kids generated with LodGen look phenomenal. Edited June 18 by ExquisiteLemon
sheson Posted June 18 Author Posted June 18 4 hours ago, Soulmancer said: I did fix the NULL error record, and have now made sure the new version of dyndolod has been extracted to an empty and benign folder. I was trying to update existing plugins and I made sure I wiped the output folder of everything except the Dyndolod.esp, Dyndolod.esm and Occlusion.esp. I thought it's because my Dyndolod output generation was pointing into my active MO2 mod list so I tried changing the output destination to an empty folder outside of my mod folder. After this it is still hitting on the same assertion error. I am also using the latest Dyndolod Resources and Dyndolod DLL NG. There were no issues generating TexGen. I'll try generating the output from scratch next time to see if it's the same result but updating the plugins is preferable. I believe the last time I created Dyndlod from scratch was in .169 https://dyndolod.info/Generation-Instructions Select a dedicated output path. The dedicated output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.
sheson Posted June 18 Author Posted June 18 14 hours ago, GerithorDunedain said: Hello! This is the error I'm getting. I've attached my load order as well. I've made sure I have the most current versions of DynDOLOD and the Resource pack, as well as DynDOLOD DLL. [00:08] Background Loader: finished Loading configuration files C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_alpha_skyrimesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_skyrimesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dawnguardesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dawnguardesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_dragonbornesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_dragonbornesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_noalpha_waterforenbesm.txt C:\Skyrim Mods\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_TexGen_copy_waterforenbesm.txt Game: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\SkyrimSE.exe, Version: 1.6.1170, Date: 2024-05-27 13:30:19 SKSE: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\skse64_loader.exe, Version: 2.2.6, Date: 2024-01-17 13:11:36 PapyrusUtil DLL: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\PapyrusUtil.DLL, Version: 4.6, Game Version: 1.6.1170, Date: 2024-01-18 21:36:10 DynDOLOD DLL: C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.29.1130, Game Version: SE/AE 1.6.1130+, Date: 2024-05-19 18:00:00 Item not found Error: Item not found. The message dialog has been copied to the clipboard https://paste.ee/p/3NHqG Moved to the DynDOLOD 3 thread. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Links which entire TexGen log and debug log to upload when making posts. Was there not a link Click on this link for additional explanations and help for this message with the message that opens https://dyndolod.info/Messages/Exceptions#Item-not-found https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions
Soulmancer Posted June 19 Posted June 19 9 hours ago, sheson said: https://dyndolod.info/Generation-Instructions Select a dedicated output path. The dedicated output path should be outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. The output I pathed to e:\DynDOLOD_Output\ The process completes successfully if I build from scratch but I still get the same assertion error if I try to update using the old plugins EDIT: don't know if this is relevant, but according to the date stamp it seems to be finishing updating the Occlusion and Dyndolod ESPs according to the date modified stamp and creating the meshes and textures... but it is not updating the Dydolod.ESM or creating the SKSE folder.
sheson Posted June 19 Author Posted June 19 14 hours ago, ExquisiteLemon said: So for whatever reason, the current Dyndolod.esm does not seem to be compatible with the current release of Requiem. Specifically, Requiemfortheindifferent.esp. After removing Dyndolod_Output from load order and re running the patcher, and then re installing Dyndolod_Output, the game works fine, no more CTD and Dyndolod is working as intended in game. I don’t really know the specifics of why the Requiem patcher no longer works with Dyndolod for me at least, but that is what I have narrowed down my CTD on launch too. I would like to say thank you for all the helpful links and advice for trouble shooting, the new kids generated with LodGen look phenomenal. If the load order changes, automatically generated patch plugins may become out of date and need to be generated again.
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