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Posted
1 hour ago, duy123a said:

With Dyndolod Alpha 182, I always have C00000005 error when try to create lod for DLC2SolstheimWorld

Here is the log zip file 

I have both updated the .net framework and .net core 6 runtime and tried to hide/unhide LODGenx64Win

The window event shows an error like this

Faulting application name: LODGenx64.exe, version: 3.0.31.0, time stamp: 0xfe202107
Faulting module name: clr.dll, version: 4.8.9277.0, time stamp: 0x66d138c8
Exception code: 0xc0000005
Fault offset: 0x000000000009d7ff
Faulting process id: 0x0xB924
Faulting application start time: 0x0x1DB2C34993DBE94
Faulting application path: D:\Modding\DynDOLOD\Edit Scripts\LODGenx64.exe
Faulting module path: C:\Windows\Microsoft.NET\Framework64\v4.0.30319\clr.dll
Report Id: 0f84d5e8-f60b-49ca-bcb2-a7893fa26a90
Faulting package full name: 
Faulting package-relative application ID: 

Logs.zip 77.85 kB · 1 download

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.

Overclocking, memory timings, BIOS settings, Cooling, PSU, OS/drivers etc.
Stress test the system with prime95/OCCT.

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Posted
15 minutes ago, mostwanted11 said:

does texgen/dyndolod generate glacier slab lods based on your load order? because it just seems to ignore my actual glacier texture and uses the one provided in dyndolod resources

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

It is unclear what filename "glacier slab lods" refers to. The TexGen log reports every path and filename it generates. That typically includes ..\textures\lod\glacierslabreallod.dds

Click the "Help" button in TexGen and read the page.
https://dyndolod.info/Help/TexGen#Rendered-Object-LOD-Textures
Note that the list of rendered object LOD textures is not covering all vanilla rendered object LOD textures. It can update the rendered object LOD textures for the walled cities and most structures. However, far away mountains, icebergs and glaciers are not yet covered. If a mod makes changes to these relevant full textures, it should also include updated pre-rendered object LOD textures.

Posted (edited)
3 hours ago, sheson said:

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.

Overclocking, memory timings, BIOS settings, Cooling, PSU, OS/drivers etc.
Stress test the system with prime95/OCCT.

My test with OCCT is fine. I even set MaxLODGen = 1 or 2 and LODGenThreadSplit = 8 but still error.

Set LODGenThreadSplit = 16 (equal to my logical cores) made my computer force to restart (test two times and it is restarted two times)

No idea how to fix it. I currently using Happy Little Tree quality 3d lod, should I use the hybrid instead?

Edited by duy123a
More information
Posted

Hello! I have big load order and dyndolod finished the lod creation but when I try to sort with LOOT in MO2, is says

  • Cyclic interaction detected: SMIM-SE-Merged-All.esp --[Master]-> DynDOLOD.esm --[Master Flag]-> SMIM-SE-Merged-All.esp

Now the Dyndolod. esm is below all my plugins as they are masters but can't go up because its a master too. How can I solve this, thanks. 

Posted
7 hours ago, duy123a said:

My test with OCCT is fine. I even set MaxLODGen = 1 or 2 and LODGenThreadSplit = 8 but still error.

Set LODGenThreadSplit = 16 (equal to my logical cores) made my computer force to restart (test two times and it is restarted two times)

No idea how to fix it. I currently using Happy Little Tree quality 3d lod, should I use the hybrid instead?

If your computer just restarts, there is a hardware, BIOS, power etc. problem. Check the Windows event log for hints.

Lowering the required resources can help.

Posted
1 hour ago, MestreKann said:

Hello! I have big load order and dyndolod finished the lod creation but when I try to sort with LOOT in MO2, is says

  • Cyclic interaction detected: SMIM-SE-Merged-All.esp --[Master]-> DynDOLOD.esm --[Master Flag]-> SMIM-SE-Merged-All.esp

Now the Dyndolod. esm is below all my plugins as they are masters but can't go up because its a master too. How can I solve this, thanks. 

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.

Posted (edited)
Hello. I've managed to gather a small understanding of these errors I'm seeing in my DynDOLOD summary, though one is standing out to me.
LODGen Failed To Generate Object LOD for DLC2SolstheimWorld. I RTFM and saw it is due to my xLODGen Output, where the stated .BTR Terrain LOD Mesh is located. If I'm gathering things correctly, the solution is to Generate a valid mesh with xLODGen since it is in fact a .BTR terrain LOD mesh 
Considering I am an infant when it comes to these programs, I don't fully understand how to solve this besides running xLODGen one more time from start to finish. My fear is having the same result when running xLODGen again.
 
For rest assurance, my xLODGen Output folder is in a separate folder than my game installation or mod manager folders.
 
Here is my DynDOLOD_SSE_log.txt file for review: https://ufile.io/hqxs5npt
 
Edit: Here is the LODGen_SSE_DLC2SolstheimWorld_log.txt as well: https://ufile.io/km841chm
 
Edit2: I should also mention, the errors I'm facing are also resulting in no Occlusion.esp being generated.
 
Edit3: After running xLODGen once more with no Bashed Patch or Conflict Resolution Patches in my Load Order, I was able to produce LODGen with have zero errors. DynDOLOD and TexGen also reported zero errors in their summaries.
 
Edited by Thern
Posted
7 hours ago, Thern said:
Hello. I've managed to gather a small understanding of these errors I'm seeing in my DynDOLOD summary, though one is standing out to me.
LODGen Failed To Generate Object LOD for DLC2SolstheimWorld. I RTFM and saw it is due to my xLODGen Output, where the stated .BTR Terrain LOD Mesh is located. If I'm gathering things correctly, the solution is to Generate a valid mesh with xLODGen since it is in fact a .BTR terrain LOD mesh 
Considering I am an infant when it comes to these programs, I don't fully understand how to solve this besides running xLODGen one more time from start to finish. My fear is having the same result when running xLODGen again.
 
For rest assurance, my xLODGen Output folder is in a separate folder than my game installation or mod manager folders.
 
Here is my DynDOLOD_SSE_log.txt file for review: https://ufile.io/hqxs5npt
 
Edit: Here is the LODGen_SSE_DLC2SolstheimWorld_log.txt as well: https://ufile.io/km841chm
 
Edit2: I should also mention, the errors I'm facing are also resulting in no Occlusion.esp being generated.
 
Edit3: After running xLODGen once more with no Bashed Patch or Conflict Resolution Patches in my Load Order, I was able to produce LODGen with have zero errors. DynDOLOD and TexGen also reported zero errors in their summaries.
 

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts.
No xLODGen log (SSE_LODGen_log.txt) from the initial generation from which the corrupt/invalid terrain LOD came from was provided.

From the DynDOLOD log:
<Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned 25B. Check F:\Bethesda Modding Solutions\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt>

From the LODGen log:
Error accessing D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Meshes\Terrain\DLC2SolstheimWorld\DLC2SolstheimWorld.4.20.8.btr Unable to read beyond the end of the stream.

https://dyndolod.info/Help/LODGen
25B - Error accessing - There is a problem reading the mentioned *.NIF. Try to reinstall the file or mod from its download archive. Run the *.NIF through Cathedral Assets Optimizer. If the mentioned file is a *.BTR terrain LOD mesh, generate a valid one with xLODGen and follow its instructions to always set a dedicated output folder outside of any game and mod manager folders. If the file opens without error in NifSkope, make a post on the official DynDOLOD support forum and upload the *.NIF or provide a link to the mod etc.

See https://dyndolod.info/Help/xLODGen how to generate terrain LOD.
Disabling plugins is a troubleshooting step. There is no reason to disable any plugin when generating terrain LOD, as they can not really cause terrain LOD meshes to be invalid or corrupt. If the disabled plugins affect terrain/ terrain LOD depends on their content.
Simply generating it again will have replaced the correct/invalid with a working one regardless.

Posted

Hello, I've been using dyndolod for some time now and I've noticed Dragonsreach's LOD being faded away like in the image.

https://imgur.com/a/rfW6zmX

so far I've tried starting new game and re-installing dyndolod.

I am not using open city mod.

below is my plugin load order list. If anybody has experience fixing this issue, please help me.

Spoiler

# This file is used by Skyrim to keep track of your downloaded content.
# Please do not modify this file.
ELFXEnhancer - Immersive Citizens patch.esp
Embers XD - Patch - Windhelm Braziers BOS.esp
*unofficial skyrim special edition patch.esp
*unofficial skyrim creation club content patch.esl
*RSkyrimChildren.esm
*Cathedral - 3D Mountain Flowers.esp
*Obsidian Mountain Fogs.esm
*Water for ENB.esm
*TES4WaitMenu.esl
*TrueHUD.esl
*UHDAP - en2.esp
*UHDAP - en3.esp
*UHDAP - en4.esp
*UHDAP - en0.esp
*UHDAP - en1.esp
*High Poly Head.esm
*Expressive Facegen Morphs.esl
*EasierEbonyBlade.esp
*DynDOLOD.esm
*Particle Patch for ENB.esp
*SkyUI_SE.esp
*HD Lods SSE.esp
*SMIM-SE-Merged-All.esp
*Immersive Sounds - Compendium.esp
*Parallax TXST Fixes.esp
*EnhancedLightsandFX.esp
*ELFX Shadows.esp
ELFX - Exteriors.esp
*Tamriel Master Lights.esp
*ELFX Fixes.esp
*Landscape Fixes For Grass Mods.esp
*Folkvangr - Grass and Landscape Overhaul.esp
*HappyLittleTrees.esp
*Book Covers Skyrim.esp
*Embers XD.esp
*Icy Windhelm.esp
*ELFX - Weathers.esp
*Lit Road Signs.esp
*Skyland Watercolor - Slow Green-Vanilla.esp
*IcePenguinWorldMap.esp
*Cathedral - 3D Solstheim Grass.esp
*Generic Grass Limiter.esp
*Cathedral - 3D Pine Grass.esp
*Origins Of Forest - 3D Forest Grass.esp
*QW's Grass Patch 2.esp
*Skyland CPM.esp
*BlendedRoads.esp
*ELFX Shadows - USSEP patch.esp
*Grass Patch - All CC Mods.esp
*Grow tomatoes.esp
*Embers XD - Patch - TML-Cities.esp
Embers XD - Patch - ELFX Exteriors.esp
*Embers XD - Patch - ELFX.esp
*Embers XD - Patch - Goldenhills Plantation.esp
*Embers XD - Patch - Survival Mode.esp
*BowOfShadowSmithing.esp
*RUSTIC SOULGEMS - Sorted.esp
*Grass Bounds - Origins.esp
*JS Vanilla Circlets SE.esp
*Temporary fix.esp
*Water for ENB - Patch - ELFX Shadows.esp
*GDOS - Splendid Mechanized Dwemer Door.esp
*Diverse Foods.esp
*Diverse_Breads_BOS.esp
Skyrim Particle Patch for ENB - Flame Atronach Fix.esp
*TorchesCastShadows.esp
*Rudy Nordic Pottery SSE.esp
*RealRabbitsHD.esp
*Cathedral Weathers.esp
*CathedralWeatherMCM.esp
*Unique Uniques.esp
*MoonAmulet.esp
*JS Instruments of Skyrim SE - Uniques.esp
*JS Knapsacks SE.esp
*Stretched Snow Begone.esp
*Stretched Snow Begone - Icy Windhelm Patch.esp
*Stretched Snow Begone BOS Update.esp
*S3DRocks.esp
*Simplicity of Snow.esp
*Simplicity of Snow - Blended Roads Patch.esp
*Fluffy Snow - BlendedRoads Patch.esp
*Aspect of Terror USSEP Fix.esp
ZedUnlimitedWeaponEnchant.esp
KWPoachersAxe.esp
*JS Unique Utopia SE - Daggers - Johnskyrim.esp
*JS Unique Utopia SE - Rings - Johnskyrim.esp
*Shaders of Solstheim.esp
*zephyr_retex.esp
*ENB Light.esp
*MCMHelper.esp
*BarenziahQuestMarkers.esp
*dD - Enhanced Blood Main.esp
*ISC Enhanced Blood Patch.esp
*RichMerchantsSkyrim_x2.esp
*Diverse Tanning Racks.esp
ELFX Shadow - ELFX Exteriors Patch.esp
*N89 Ragged flagon fix.esp
*HearthFires Display Case Fix SE.esp
*Customizable Camera.esp
*DustEffectsSSE.esp
*Beards of Power.esp
*High Poly NPCs VHR_BOP.esp
*Cathedral Weathers - Patch - Rudy ENB.esp
*NightEyeENBFix.esp
*RSChildren.esp
*RealisticRSChildren.esp
*Full Magic Scaling.esp
*KS Hairdo's.esp
*Nightingale Bow and Blade.esp
*Cloaks&Capes.esp
*DeadlySpellImpacts.esp
*DeadlySpellImpacts Transparency Fix.esp
*Fluffworks.esp
*TemperEbonyBlade.esp
*betterbluepalacecourtyardsse.esp
*Skyland CPM - Blended Roads Patch.esp
*Skyland CPM - TPBF Patch.esp
*Water for ENB (Shades of Skyrim).esp
*Water for ENB - Patch - Landscape Fixes for Grass Mods.esp
*Water for ENB - Patch - Folkvangr.esp
*Water for ENB - Patch - Rudy ENB.esp
*ELFXEnhancer.esp
*ELFX Fixes Ragged Flagon Fix.esp
*ParallaxGen.esp
*DynDOLOD.esp
*Occlusion.esp

 

Posted
7 hours ago, HansolGo said:

Hello, I've been using dyndolod for some time now and I've noticed Dragonsreach's LOD being faded away like in the image.

https://imgur.com/a/rfW6zmX

so far I've tried starting new game and re-installing dyndolod.

I am not using open city mod.

below is my plugin load order list. If anybody has experience fixing this issue, please help me.

  Reveal hidden contents

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Make a useful screenshot with more informative console of the missing full model in the Tamriel and Whiterun worldspaces. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Posted

I'm not sure how to reply to your answer so I just post an answer to my own question. I hope it's okay and you can see my message.

Thank you for letting me know. I hope these screenshots are more appropriate. Also, I've uploaded the logs. Something strange is that I can actually see the lod loading properly right when I load into the world. As in, when I fast travel or get into the game from the main menu. But it disappears right after. It also does render properly when I get close outside of whiterun like in the second screenshot link.

https://imgur.com/EZRgHyW

https://imgur.com/Lm2uDKX

https://ufile.io/f/egv8f

 

Posted
2 hours ago, HansolGo said:

I'm not sure how to reply to your answer so I just post an answer to my own question. I hope it's okay and you can see my message.

Thank you for letting me know. I hope these screenshots are more appropriate. Also, I've uploaded the logs. Something strange is that I can actually see the lod loading properly right when I load into the world. As in, when I fast travel or get into the game from the main menu. But it disappears right after. It also does render properly when I get close outside of whiterun like in the second screenshot link.

https://imgur.com/EZRgHyW

https://imgur.com/Lm2uDKX

https://ufile.io/f/egv8f

You provided the requested logs and screenshots just fine.

The last session reported in the DynDOLOD log and debug log shows you starting DynDOLOD but not generating any LOD patch.

The second to last session shows an unsuccessful generation - there is no "DynDOLOD plugins generated successfully" as explained in https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD. The LOD patch including the plugins is not valid and is probably incomplete/missing required records - like flagging newly added references in DynDOLOD.esm as large references.
Error: One or more errors occurred <[CELL:000BCDDB] (in Sovngarde "Sovngarde" [WRLD:0002EE41] at 26,33) Error while updating TVDT data: Access violation at address 0000000000D05B42 in module 'DynDOLODx64.exe' (offset 835B42). Read of address FFFFFFFFFFFFFFFF>

Check the cell in xEdit for errors.
Th CPU, cooling, memory, PSU etc. might be unstable.

Also you are setting uLargeRefLODGridSize to an insane value of 21. Stay with in 5 to 11 or so.

Only use the output if everything (the plugins and all LODGen) generated successfully.

Posted

Thank you very much for your answer.

I've ran Texgen and dyndolod agian today and dyndolod ran without any problem 3rd time around (no error message box at all). and lo and behold, problem solved.

I didn't know 21 was an insane value! but now that I generated lod just fine and running the game is no problem (I have a powerful PC and it runs 60 fps no prob), is it necessary for me to reduce that? I've tried to change that value in the MCM menu in the past but somehow it gets reset everytime I run the game and I don't see that setting in bethINI or Dyndolod INI. If you could point me to the right direction I would be very grateful.

Again, thank you very much for your answer. Now I can actually enjoy the game.    

Posted
15 minutes ago, HansolGo said:

Thank you very much for your answer.

I've ran Texgen and dyndolod agian today and dyndolod ran without any problem 3rd time around (no error message box at all). and lo and behold, problem solved.

I didn't know 21 was an insane value! but now that I generated lod just fine and running the game is no problem (I have a powerful PC and it runs 60 fps no prob), is it necessary for me to reduce that? I've tried to change that value in the MCM menu in the past but somehow it gets reset everytime I run the game and I don't see that setting in bethINI or Dyndolod INI. If you could point me to the right direction I would be very grateful.

Again, thank you very much for your answer. Now I can actually enjoy the game.    

in addition to wasting performance for no reason it is also visually inferior to show full models that far out instead of LOD models. Especially when the full models use decals.

The large reference distance should be changed in the games launcher or directly in the SkyrimPrefs.INI. See https://dyndolod.info/Help/Large-References#Settings

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