sheson Posted July 29 Author Posted July 29 1 hour ago, Firearch said: I tried that, but the link did not open anything. I found out what went wrong, I used SSEEdit to run an error check on one of my plugins and found out it had several unexpected references. I was able to solve it by removing "World Children of 0700003C" under "Worldspace." https://dyndolod.info Participating in the alpha test requires to report any problems to the official DynDOLOD support forum. Too bad the request to upload the DynDOLOD log and debug log was ignored as it could have help to figure out why some systems do not open HTML links and maybe make the tools more resilient and it could have helped to being able to replicate the problem to improve the message and error handling. It is too late now that the logs have been replaced. At least it might be possible to still report/link the the mod in question how it happened that a plugin had such errors.
Roastlawyer Posted July 30 Posted July 30 Hello, I'm suddenly getting an access violation error when running Texgen, I managed to run texgen & dyndolod successfully once right after I updated everything, but every time since it has failed. Now it happens every time I try to run it including on a basically vanilla modlist with just a couple of things like engine fixes, sse fixes, .net framework etc. No matter what modlist I run it on, it always has the violation at the same address and the "read of address" is always the same, though the file it was processing varies based on which modlist I use, though if I rerun on the same list it consistently fails at the same file. As far as I can tell I'm using the latest versions of Dyndolod (Dyndolod/Texgen alpha 173, Dyndolod Resources Alpha 50, Dyndolod DLL NG and Scripts alpha 32). Access violation at address 0000000000DB6166 in module 'TexGenx64.exe'. Read of address 0000000000000084 while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\snowgrass01_0001cc70 bugreport.txt TexGen_SSE_log.txt TexGen_SSE_Debug_log.txt
sheson Posted July 30 Author Posted July 30 20 minutes ago, Roastlawyer said: Hello, I'm suddenly getting an access violation error when running Texgen, I managed to run texgen & dyndolod successfully once right after I updated everything, but every time since it has failed. Now it happens every time I try to run it including on a basically vanilla modlist with just a couple of things like engine fixes, sse fixes, .net framework etc. No matter what modlist I run it on, it always has the violation at the same address and the "read of address" is always the same, though the file it was processing varies based on which modlist I use, though if I rerun on the same list it consistently fails at the same file. As far as I can tell I'm using the latest versions of Dyndolod (Dyndolod/Texgen alpha 173, Dyndolod Resources Alpha 50, Dyndolod DLL NG and Scripts alpha 32). Access violation at address 0000000000DB6166 in module 'TexGenx64.exe'. Read of address 0000000000000084 while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\snowgrass01_0001cc70 bugreport.txt 318 kB · 1 download TexGen_SSE_log.txt 55.32 kB · 1 download TexGen_SSE_Debug_log.txt 2.57 MB · 1 download Check what happens with this test version https://mega.nz/file/YNxmQKID#VAuMFuBJEvE1J97LuPsb9DV-H11EYeonpcWdO5zdG3k Delete old bugreport.txt and logs before running the test version and upload new ones if there is still an issue.
Roastlawyer Posted July 30 Posted July 30 (edited) 6 minutes ago, sheson said: Check what happens with this test version https://mega.nz/file/YNxmQKID#VAuMFuBJEvE1J97LuPsb9DV-H11EYeonpcWdO5zdG3k Delete old bugreport.txt and logs before running the test version and upload new ones if there is still an issue. Replacing the alpha 173 texgen64.exe with the one you linked is giving me a stack overflow: TexGen [Main Instruction] Error: Stack overflow while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\fieldgrass01_000135be. [Content] Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [OK] [Exit TexGen] bugreport.txt TexGen_SSE_log.txt TexGen_SSE_Debug_log.txt Edited July 30 by Roastlawyer
sheson Posted July 30 Author Posted July 30 20 minutes ago, Roastlawyer said: Replacing the alpha 173 texgen64.exe with the one you linked is giving me a stack overflow: TexGen [Main Instruction] Error: Stack overflow while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\fieldgrass01_000135be. [Content] Click on this link for additional explanations and help for this message For qualified help and advice or to report a problem make a post on the official DynDOLOD support forum. [OK] [Exit TexGen] bugreport.txt 197.7 kB · 1 download TexGen_SSE_log.txt 58.84 kB · 1 download TexGen_SSE_Debug_log.txt 2.83 MB · 1 download Check what happens with this test version https://mega.nz/file/pAoX0TjD#td7VDPGKxts2kpLCmOvPVChGScDq1oKMWeJO29gEiko Delete old logs first again. If problem persists, run eat least twice to verify the error is exactly the same or not.
Roastlawyer Posted July 30 Posted July 30 2 minutes ago, sheson said: Check what happens with this test version https://mega.nz/file/pAoX0TjD#td7VDPGKxts2kpLCmOvPVChGScDq1oKMWeJO29gEiko Delete old logs first again. If problem persists, run eat least twice to verify the error is exactly the same or not. Still getting a stack overflow, on different files each time First run: [Main Instruction] Error: Stack overflow while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\tundragrassobj03_0002acd3. Second Run: [Main Instruction] Error: Stack overflow while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachgrassobj01_00053491. run 1 logs.zip run 2 logs.zip
sheson Posted July 30 Author Posted July 30 20 minutes ago, Roastlawyer said: Still getting a stack overflow, on different files each time First run: [Main Instruction] Error: Stack overflow while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\tundragrassobj03_0002acd3. Second Run: [Main Instruction] Error: Stack overflow while processing E:\Mods\[Bethesda Stuff]\Patchers and Similar Tools (Xedit, Wrye Bash,Loot etc)\DynDOLOD & TexGen\DynDOLOD 3.00 Alpha 173\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachgrassobj01_00053491. run 1 logs.zip 126.21 kB · 1 download run 2 logs.zip 123.42 kB · 1 download Test if it works if you move DynDOLOD to a path that does not have non-alphanumeric characters, like E:\Mods\DynDOLOD\ for example.
Roastlawyer Posted July 30 Posted July 30 3 minutes ago, sheson said: Test if it works if you move DynDOLOD to a path that does not have non-alphanumeric characters, like E:\Mods\DynDOLOD\ for example. Made a copy of dyndolod/texgen with that latest test exe at E:\Mods\DYNDOLOD\ and that one still gets a stack overflow TexGen [Main Instruction] Error: Stack overflow while processing E:\Mods\DYNDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachgrassobj01_00053491. bugreport.txt TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt
sheson Posted July 30 Author Posted July 30 9 minutes ago, Roastlawyer said: Made a copy of dyndolod/texgen with that latest test exe at E:\Mods\DYNDOLOD\ and that one still gets a stack overflow TexGen [Main Instruction] Error: Stack overflow while processing E:\Mods\DYNDOLOD\TexGen_Output\textures\terrain\lodgen\skyrim.esm\reachgrassobj01_00053491. bugreport.txt 298.42 kB · 0 downloads TexGen_SSE_Debug_log.txt 1.98 MB · 0 downloads TexGen_SSE_log.txt 35.94 kB · 0 downloads Run this test version and upload new logs https://mega.nz/file/MdoURCqY#RnWafgx8ToZvqArPuNApIovT_MKe2xwcda6iY-ZUh8A What mod are the grass full models like ..\Meshes\landscape\grass\reachgrassobj01.nif from?
Roastlawyer Posted July 30 Posted July 30 2 minutes ago, sheson said: Run this test version and upload new logs https://mega.nz/file/MdoURCqY#RnWafgx8ToZvqArPuNApIovT_MKe2xwcda6iY-ZUh8A What mod are the grass full models like ..\Meshes\landscape\grass\reachgrassobj01.nif from? Because it was being problematic I've went back to a vanilla load order with just skse and a few .dll mods like engine fixes and papyrus utils, the only mod I have that has any meshes or textures at all is dyndolod resources. Everything is otherwise just the 1.5.97 BSA's bugreport.txt TexGen_SSE_Debug_log.txt TexGen_SSE_log.txt
sheson Posted July 30 Author Posted July 30 15 minutes ago, Roastlawyer said: Because it was being problematic I've went back to a vanilla load order with just skse and a few .dll mods like engine fixes and papyrus utils, the only mod I have that has any meshes or textures at all is dyndolod resources. Everything is otherwise just the 1.5.97 BSA's bugreport.txt 296.87 kB · 0 downloads TexGen_SSE_Debug_log.txt 2.88 MB · 0 downloads TexGen_SSE_log.txt 41.08 kB · 0 downloads Check with this test version https://mega.nz/file/5YwgUYiC#WK1KS-68ENfRaJxtzjr7vv9iSSWetLQQheCrxSDaMZ0
Roastlawyer Posted July 30 Posted July 30 (edited) 10 minutes ago, sheson said: Check with this test version https://mega.nz/file/5YwgUYiC#WK1KS-68ENfRaJxtzjr7vv9iSSWetLQQheCrxSDaMZ0 That test version ran successfully on the vanilla load order. I'll give it a try on my full one. EDIT: Ran successfully on the full load order as well. Edited July 30 by Roastlawyer
sheson Posted July 30 Author Posted July 30 10 minutes ago, Roastlawyer said: That test version ran successfully on the vanilla load order. I'll give it a try on my full one. EDIT: Ran successfully on the full load order as well. Thanks for letting us know. Just keep using that test version then until the next official Alpha release.
Roastlawyer Posted July 30 Posted July 30 (edited) 28 minutes ago, sheson said: Thanks for letting us know. Just keep using that test version then until the next official Alpha release. Sorry to be a pain again but after generating dyndolod my tree lods still look like normal billboard trees. I'm using vanilla trees which should have 3d lods from dyndolod resources right? I made sure to selecte ultra trees. Edit: somehow I was looking at the output logs from alpha 128, before. The actual logs from this run say that the 3d lod models aren't found though dyndolod resources has a bunch of passthrough_Lod.nifs for them DynDOLOD_SSE_Tree_Report.txt Edited July 30 by Roastlawyer
sheson Posted July 30 Author Posted July 30 9 minutes ago, Roastlawyer said: Sorry to be a pain again but after generating dyndolod my tree lods still look like normal billboard trees. I'm using vanilla trees which should have 3d lods from dyndolod resources right? I made sure to selecte ultra trees. The SSE_Tree_Report is also full of things like TreePineForest01 [TREE:0001306D] Meshes\landscape\trees\treepineforest01.nif [CRC32:113D79CB] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds Vanilla tree, Billboard DDS/TXT not found textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d.dds, 3D LOD model found Level0: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds Level1: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds Level2: meshes\dyndolod\lod\trees\treepineforest01passthru_lod.nif [CRC32:4DE94352] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_1_n.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2.dds, textures\dyndolod\lod\trees\treepineforest01_trunk_2_n.dds Dynamic: Meshes\landscape\trees\treepineforest01.nif [CRC32:113D79CB] using textures\landscape\trees\treepineforestbranchcomp.dds, textures\landscape\trees\treepineforestbranchcomp_n.dds, textures\landscape\trees\treepineforestbarkcomp.dds, textures\landscape\trees\treepineforestbarkcomp_n.dds Mask: \ File: LOD4: Full LOD8: None LOD16: None Grid: NeverFadeFull Reference: Unchanged which seems odd because the texture is definitely showing in MO2 and shows as coming from the texgen run I just did. Edit uploaded wrong logs, 1 moment 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 post. Make a useful screenshot of the full model with more informative console and a close up of the LOD model with tlc as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Upload the entire DynDOLOD_SSE_Object_Report.txt. Do not use full model trees for LOD. Set Level0 instead. Set Billboard for the higher LOD levels. See https://dyndolod.info/Help/Ultra-Tree-LOD Generate all required and desired billboards with TexGen before generating LOD with DynDOLOD.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now