Jump to content

Recommended Posts

  • Replies 10.2k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Posted
Quote

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable the real time log in case the tool can not write the log and debug log because you are terminating it.

I enabled real time log as mentioned in the support forum, but nothing happens. I did not terminate Dyndolod, it ended prematurely by itself. I do not see TexConv in Task Manager at all, it ended without notice, as though it never happened. 

Posted
1 hour ago, Asphaleia said:

I enabled real time log as mentioned in the support forum, but nothing happens. I did not terminate Dyndolod, it ended prematurely by itself. I do not see TexConv in Task Manager at all, it ended without notice, as though it never happened. 

Doublecheck you added the correct setting to the correct INI.
Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.INI
Right under
[DynDOLOD]
RealTimeLog=1

Make sure to copy and paste the setting and that there are not leading or trailing space etc.
After saving doublecheck it was not accidently saved under a different filename.

Make sure to go through all FAQ answers that apply to DynDOLOD.

Posted (edited)

I'm having a LOD issue related to the mod: Unmarked Locations - All In One. It's weird because TexGen nor Dyndolod through any errors while generating. But when I get in game, there's no LOD. Sorry if this is user error, I submitted a bug report on the mod and the author said to come here. You can see the issue in the attached images.

j7KCFsx.jpegfOlHL67.jpeg

Edited by TazAlonzo
Posted

Yes, I managed to find out what's going on. The realtime log work and pointed out an error in one of my plugins due to Worldspace (improperly installed mod, but for some reason, is still running.)

I apologise for all the trouble, since this incident is of my own making.

Thank you for all your hard work and prompt reply!

Posted
6 hours ago, TazAlonzo said:

I'm having a LOD issue related to the mod: Unmarked Locations - All In One. It's weird because TexGen nor Dyndolod through any errors while generating. But when I get in game, there's no LOD. Sorry if this is user error, I submitted a bug report on the mod and the author said to come here. You can see the issue in the attached images.

j7KCFsx.jpegfOlHL67.jpeg

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.

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

https://dyndolod.info/FAQ#Something-does-not-have-LOD
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation.
If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

Upload the mentioned DynDOLOD_SSE_Object_Report.txt as well.

Posted
3 hours ago, Asphaleia said:

Yes, I managed to find out what's going on. The realtime log work and pointed out an error in one of my plugins due to Worldspace (improperly installed mod, but for some reason, is still running.)

I apologise for all the trouble, since this incident is of my own making.

Thank you for all your hard work and prompt reply!

I would be nice if you could upload the real time log so I could look into improve the handling of the problem.

Posted
1 hour 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.

Make a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

https://dyndolod.info/FAQ#Something-does-not-have-LOD
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order. Check the ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Object_Report.txt to find which LOD models have been found and which models are used for LOD representation.
If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

Upload the mentioned DynDOLOD_SSE_Object_Report.txt as well.

Alright, here are all the logs when I reran TexGen and Dyndolod Just now: https://drive.google.com/file/d/1uQM0IwiQn_dQyQXMq_J4Y9t7Y_WctjiU/view, And here's some screenshots of the area up close and when in LOD form. One of the LOD screenshots is with Dyndolod enabled, the other, it's disabled.

ZGtY7yb.jpeglYCVSu6.jpegF2KuC99.jpeg

Posted
2 hours ago, TazAlonzo said:

Alright, here are all the logs when I reran TexGen and Dyndolod Just now: https://drive.google.com/file/d/1uQM0IwiQn_dQyQXMq_J4Y9t7Y_WctjiU/view, And here's some screenshots of the area up close and when in LOD form. One of the LOD screenshots is with Dyndolod enabled, the other, it's disabled.

ZGtY7yb.jpeglYCVSu6.jpegF2KuC99.jpeg

None of the used full models have LOD models. The vanilla game does not have LOD models nor did anybody ever create any AFAIK.
None of these objects are expected to have LOD representation.

You will need to add mesh mask / reference rules for them if you want these objects to have LOD. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules

For example, for this specific animated banner to have dynamic LOD:
Mesh Mask / Reference Form ID: Unmarked Locations Pack - All In One.esp;00061846
All flags unchecked
LOD 4, 8, 16, 32: None
Grid: Near LOD or Far LOD
Reference: Unchanged
If you want all animated banners of this type to have dynamic LOD, enter CivilWarBannerImp03.nif into the Mesh Mask / Reference Form ID field instead

For example, for this specific flag post to have static object LOD:
Mesh Mask / Reference Form ID: Unmarked Locations Pack - All In One.esp;000523F4
All flags unchecked
LOD 4: Full
LOD 8: Full or None
LOD 8, 16 32: None
Grid: Near LOD or Far LOD
Reference: Unchanged
If you want all the poles to have static object LOD using their full model, enter CivilWarBanner01.nif into the Mesh Mask / Reference Form ID field instead.

Posted
1 hour ago, QinHe12 said:

Sorry, there are many things I don't understand yet.

When LODGenx64 generates Tamriel lod.
This error always appears, and then LODGenx64 automatically closes.
LODGen_SSE_Tamriel_log https://paste.ee/p/CxeWh
DynDOLOD_SSE_Debug_log https://paste.ee/p/ka6XA
DynDOLOD_SSE_log https://paste.ee/p/D9tAj

 

This is the error message of LODGenx64 https://imgur.com/RxhezTW

The DynDOLOD log and debug you uploaded both show a "DynDOLOD Resources SE version information not found. Verify correct installation" message. See https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting and https://stepmodifications.org/forum/topic/18695-dyndolod-resources-se-version-information-not-found

You need to close the tool properly so it can save the new log and debug log with messages about LODGen.

See https://dyndolod.info/Help/LODGen
C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable.
Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory.

See https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory

Posted

Curiosity Post, I am finding random moments within child cells like Solitude and Whiterun where I can go to a specific place and look in a certain direction that will being my game to a single like frame stutter mess until I turn from that direction and it goes up again.

Been testing for months and thinking it goes but it comes back. If I load straight into Solitude for instance no issues, if I jump about on the map and return to Solitude go to the point where I am looking at the windmill from the Black Smith for instance the stutter returns.

Now I thought I save at the point when I am witnessing this dramatic low frame situation and review the scripts.

I just need clarification that these scripts are ok.

https://postimg.cc/Yh8tNBkc

With 18792 instances of this script existing.

https://postimg.cc/qt60dtK0

Thanks always.

Posted
8 hours ago, Jayombi said:

Curiosity Post, I am finding random moments within child cells like Solitude and Whiterun where I can go to a specific place and look in a certain direction that will being my game to a single like frame stutter mess until I turn from that direction and it goes up again.

Been testing for months and thinking it goes but it comes back. If I load straight into Solitude for instance no issues, if I jump about on the map and return to Solitude go to the point where I am looking at the windmill from the Black Smith for instance the stutter returns.

Now I thought I save at the point when I am witnessing this dramatic low frame situation and review the scripts.

I just need clarification that these scripts are ok.

https://postimg.cc/Yh8tNBkc

With 18792 instances of this script existing.

https://postimg.cc/qt60dtK0

Thanks always.

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.

What rudimentary troubleshooting have you done to determine the problem is related to the DynDOLOD output? https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting

https://dyndolod.info/FAQ#Script-instances
Script instances are harmless. A script instance is just data for a script that is currently not active, so the script can execute more efficiently the next time it is active.
The scripts of DynDOLOD are not at all script intensive. There are no scripts that are constantly running. It uses small highly optimized papyrus scripts for dynamic LOD, which run in parallel only when needed at the moment dynamic LOD models are enabled or disabled.
Consider using the large reference bugs workarounds were all of the dynamic LOD is done in the DynDOLOD DLL NG instead of papyrus scripts.

Posted
On 9/18/2024 at 10:29 PM, sheson said:

The DynDOLOD log and debug you uploaded both show a "DynDOLOD Resources SE version information not found. Verify correct installation" message. See https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting and https://stepmodifications.org/forum/topic/18695-dyndolod-resources-se-version-information-not-found

You need to close the tool properly so it can save the new log and debug log with messages about LODGen.

See https://dyndolod.info/Help/LODGen
C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable.
Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory.

See https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory

Thanks for your reply.
I tried all the solutions.
C0000005
80131506
If happening randomly can be a sign of hardware issues like CPU or memory being unstable.
Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory.
But in my case, LODGen will definitely appear 80131506.
My RAM is 32G. The CPU is 5600, I even lowered his frequency to 4.0
But 80131506 still appears stably

And LODGen often freezes and stops working.
To be honest, I kind of wonder if there is something wrong with my PC, haha.

Posted
12 hours ago, QinHe12 said:

Thanks for your reply.
I tried all the solutions.
C0000005
80131506
If happening randomly can be a sign of hardware issues like CPU or memory being unstable.
Reduce memory requirements. See Out of Memory below. See FAQ High Memory Usage / Out of Memory.
But in my case, LODGen will definitely appear 80131506.
My RAM is 32G. The CPU is 5600, I even lowered his frequency to 4.0
But 80131506 still appears stably

And LODGen often freezes and stops working.
To be honest, I kind of wonder if there is something wrong with my PC, haha.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which corresponding DynDOLOD log and debug log to upload.

Make sure the memory is stable. Make sure the memory is stable like has correct settings in BIOS.

Test if using the .Net Framework version works better by deleting the LODGenx64Win.exe, so it uses the LODGenx64.exe instead.

Follow the linked advice about memory. https://dyndolod.info/Help/LODGen#Out-of-Memory and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory
If too many concurrent LODGen processes running at the same time consume all available memory while generating seasons, limit their number per worldspace by changing the MaxLODGenPerWorldspace setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.
If too many concurrent LODGen processes running at the same time consume all available memory, limit their total number by changing the MaxLODGen setting in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI.
If a single LODGen process uses a lot of memory, set LODGenThreadSplit in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAME MODE].INI to a higher number. Set to the number of virtual cores for lowest possible memory usage. Since terrain LOD meshes are used to optimize object LOD, consider not enabling high resolution terrain LOD meshes (so it uses vanilla terrain meshes) while generating object LOD.

 

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.