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Posted
  On 2/19/2025 at 8:02 PM, Crim said:

I don't have an AMD GPU, no. Didn't knew the term 'crapware' until now.
There is defitely some large and custom textures here and there, but I was pretty selective to not take more than 2k 95% of the time, except for some armours.
I will test it without any other process active next time.
I excluded the DynDOLOD folder from my antivirus.

I will test it without any other process active next time.
I will test my RAM

Can you expand on "What is the total amount of physical main memory? Is page file / virtual memory set to defaults handled by OS?" ? Im not 100% sure of what you mean by that

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I mean how much RAM is installed? 8GB, 16GB?

If you do not know about virtual memory and page file setting, then you probably did not change the default settings.
https://duckduckgo.com/?q=windows+virtual+memory+settings

Posted

16GB then, it's less about me not knowing than me being bad at english translation, sorry ^^

Here the results of my last attempt (Windows and crashlog). 

I did everything you asked, but the problem seems to persist

Posted
  On 2/19/2025 at 8:13 PM, Crim said:

16GB then, it's less about me not knowing than me being bad at english translation, sorry ^^

Here the results of my last attempt (Windows and crashlog). 

I did everything you asked, but the problem seems to persist

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How much free main memory is there available before starting DynDOLOD?
What kind of disk is the drive F:?
Can you test what happens if you change affinity in task manager to only use half the CPU cores?

  • +1 1
Posted
  On 2/20/2025 at 6:23 AM, sheson said:

How much free main memory is there available before starting DynDOLOD?
What kind of disk is the drive F:?
Can you test what happens if you change affinity in task manager to only use half the CPU cores?

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10 to 12+ Go of available memory
Drive F is an SSD Nvme disk
I just tested it, nothing change from my perspective but the logs are here

Posted
  On 2/20/2025 at 8:31 AM, Crim said:

10 to 12+ Go of available memory
Drive F is an SSD Nvme disk
I just tested it, nothing change from my perspective but the logs are here

Expand  

The tool is just being killed while checking if a meshes exist, loading them to see what textures it usess etc.
It really runs about an hour before crashing? If you disable the realtime log, it happens within minutes?

TexGen ran without issues? Can you upload its log and debug log for comparision?

Posted

 

  On 2/20/2025 at 10:52 AM, sheson said:

The tool is just being killed while checking if a meshes exist, loading them to see what textures it usess etc.
It really runs about an hour before crashing? If you disable the realtime log, it happens within minutes?

TexGen ran without issues? Can you upload its log and debug log for comparision?

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No, it does not run an hour before crashing most of the time, but that's the thing I don't really understand, it's that sometimes it crash at 2 to 4 minutes, and two times it dit at 50+ minutes now, without me really changing anything between tests, realtime log did not change that, it's just that coincidentally, I activated just before one of the longest run with the tool.
The next runs it ccrashed after a few minutes like most of the times 
 

Texgen seems to run without issue, at least from my perspective, here.

Posted
  On 2/20/2025 at 11:53 AM, Crim said:

 

No, it does not run an hour before crashing most of the time, but that's the thing I don't really understand, it's that sometimes it crash at 2 to 4 minutes, and two times it dit at 50+ minutes now, without me really changing anything between tests, realtime log did not change that, it's just that coincidentally, I activated just before one of the longest run with the tool.
The next runs it ccrashed after a few minutes like most of the times 
 

Texgen seems to run without issue, at least from my perspective, here.

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Can you load the entire load order into with xEdit 4.1.5m (#xedit-builds channel on the xEdit discord) and do an error check across all non game/DLC plugins?
Upload that xEdit log.

Posted
  On 2/20/2025 at 5:43 PM, sheson said:

Can you load the entire load order into with xEdit 4.1.5m (#xedit-builds channel on the xEdit discord) and do an error check across all non game/DLC plugins?
Upload that xEdit log.

Expand  

I will do that asap

  On 2/20/2025 at 5:43 PM, sheson said:

Can you load the entire load order into with xEdit 4.1.5m (#xedit-builds channel on the xEdit discord) and do an error check across all non game/DLC plugins?
Upload that xEdit log.

Expand  

Turns out, SSEdit crashed on me while loading the plugins. I can imagine for the same reasons as DynDOLOD

I will try one or two things tomorrow, It might be a strange error due to me changing my CPU (who works fine except for DynDOILOD and SSEdit) but maybe it's the plugins afterall, even though, the modlist work extremly fine ingame (well, except for the LOD oc).

Could you send me a link to the previous Ressources file + Dyndolod 3.0 185 without the blocker ? I did successfully make my LOD with these, and I want to try to see if it's me adding new mods that created this problem or changing my CPU, if not, I will try again a bit but I'm starting to be frustrated lol  

Posted

Hi, I had a question about complex grass billboards. 

 

I've run TexGen/DynDOLOD maybe a hundred times in the past week, using different ambient/direct lightning values, with different brightness top/bottom, and different backlight mask values.

 

With ComplexGrassBillboards= 4 or 5, anytime I get the brightness or color to match at sunrise/sunset, the LOD at noon are too dark. When I get the brightness or color to match at noon, the LODs look weird (white spots or just general ugliness).

 

But with ComplexGrassBillboards= 1, the brightness matches almost perfectly at every time of day. However, I can't adjust the individual r/g/b brightness values in the DynDOLOD ini to have any effect. 

 

Is there a way I can make billboards 4 or 5 match the brightness of billboard 1? Or can I adjust r/g/b colors on billboards 1?

Posted
  On 2/20/2025 at 6:00 PM, Crim said:

I will do that asap

Turns out, SSEdit crashed on me while loading the plugins. I can imagine for the same reasons as DynDOLOD

I will try one or two things tomorrow, It might be a strange error due to me changing my CPU (who works fine except for DynDOILOD and SSEdit) but maybe it's the plugins afterall, even though, the modlist work extremly fine ingame (well, except for the LOD oc).

Could you send me a link to the previous Ressources file + Dyndolod 3.0 185 without the blocker ? I did successfully make my LOD with these, and I want to try to see if it's me adding new mods that created this problem or changing my CPU, if not, I will try again a bit but I'm starting to be frustrated lol  

Expand  

You probably have a plugin that contains a problem or error that causes xEdit to crash.

If the paying attention to the log inclusive. do a binary search  to find out which.
1. Only load about half the plugins.
2. Do the check.
3. If there is no problem load the other half. If there is the problem, repeat from step 1 for these plugins.
4. repat until one plugin remains.

  • Like 1
Posted
  On 2/20/2025 at 11:34 PM, mccalas said:

Hi, I had a question about complex grass billboards. 

I've run TexGen/DynDOLOD maybe a hundred times in the past week, using different ambient/direct lightning values, with different brightness top/bottom, and different backlight mask values.

With ComplexGrassBillboards= 4 or 5, anytime I get the brightness or color to match at sunrise/sunset, the LOD at noon are too dark. When I get the brightness or color to match at noon, the LODs look weird (white spots or just general ugliness).

But with ComplexGrassBillboards= 1, the brightness matches almost perfectly at every time of day. However, I can't adjust the individual r/g/b brightness values in the DynDOLOD ini to have any effect. 

Is there a way I can make billboards 4 or 5 match the brightness of billboard 1? Or can I adjust r/g/b colors on billboards 1?

Expand  

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

The brightness of normal grass billboards is changed with the GrassBrightness* INI settings.
The brightness of complex grass billboards is changed with the ComplexGrassBrightness* INI settings.
This should be independent of the GrassBillboard and ComplexGrassBillboard setting.

https://dyndolod.info/Help/Grass-LOD#Updating
To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.

Posted
  Quote

 

[Window Title]
DynDOLOD

[Main Instruction]
Access violation at address 0000000001603189 in module 'DynDOLODx64.exe' (offset FF3189).

[Content]
Read of address 0000000000000000 while processing Olenveld.esp [REFR:1F3A6E8C] (Places OlenDLC1IcebergLarge_1LayerNOSN [STAT:1F3A7390] in [CELL:1F3A6C19] (in OlenIceWorld "Olenveld Underworld" [WRLD:1F3A6BFE] at 0,1))

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 DynDOLOD]

[Footer]
Online Help | Support Forum | Copy message to clipboard

 

Expand  


While doing test runs to identify the culprit of my DynDOLOD crash crash, Ive got this error message.

Here the log and bug report 

Posted
  On 2/21/2025 at 7:47 AM, sheson said:

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

The brightness of normal grass billboards is changed with the GrassBrightness* INI settings.
The brightness of complex grass billboards is changed with the ComplexGrassBrightness* INI settings.
This should be independent of the GrassBillboard and ComplexGrassBillboard setting.

https://dyndolod.info/Help/Grass-LOD#Updating
To test different GrassBrightness* or ComplexGrassBrightness* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.

Expand  

Hi, thanks for the help. Sorry to make you post the 'log' directions again. (logs: https://ufile.io/f0nl7vza ).

I realized I had run DynDOLOD with another Billboard setting before using 'execute Lodgen' to update my r/g/b brightness settings. So, I reran with Billboard 1 and there was some difference.

But mostly what I'm wondering about are the following:

1) for Billboards 4/5, the side of LOD facing the sun looks weird:

The LOD facing *away* from the sun looks good, but the rest looks bad and has light and dark colors. Noon is much darker, but the colors match in all directions.

If I increase the brightness in TexGen by a large amount (eg. 250/200), or if I increase the backlight amount (to 50% or so) then I get annoying yellow LODs mixed in with the others (similar to the previous pictures of grass facing the sun.

 

2) For Billboards 1, the brightness is overall much higher, but the colors become harder to match. Also, the 'imagebasedlighting' from ENB has a drastic effect, whereas it doesn't affect Billboards 4/5 at all

I was mainly just looking for information on Billboard 1; the info in the *.ini didn't tell me much and I couldn't find any other examples of people using it. Why do ENB settings affect this Billboard but not the others?

 

Thanks for DynDOLOD. It's amazing how much effect it has on how the game looks. But I'm OCD and grass is hard.

Posted

Alright, I found that the plugin making DynDOLOD AND Xedit crash was 'Orc Strongholds - Largashbur', it was a pain to find.

I suggest to everyone having the same problem as mine in the futur to try to test without this plugin, and see what happen.

Posted
  On 2/22/2025 at 8:57 AM, Crim said:

Alright, I found that the plugin making DynDOLOD AND Xedit crash was 'Orc Strongholds - Largashbur', it was a pain to find.

I suggest to everyone having the same problem as mine in the futur to try to test without this plugin, and see what happen.

Expand  

What version of Orc Strongholds - Largashbur.esp are you using? 

There seems to be no problem with the plugin from 2.1.3. The logs you uploaded reported a different CRC32, so you are using a different version.

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