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Posted
  On 7/29/2021 at 11:45 PM, z929669 said:

@sheson

Looking at the SSE.ini and notice this comment ... is it intentional or a typo?

image.png


EDIT:

Running Alpha 35 via MO2 as usual ...

TexGen ran without a hitch. DynDOLODx64 initializes as normal, but hangs with no error. Just the app hangs.

  • Cannot invoke TaskManager or Event Viewer at this time. This persists for 10+ minutes.
  • OS behaves normally as far as using other apps.
  • Close DynDOLOD manually with no reaction.
  • Close again, and it shuts down. MO2 does not unlock.
  • Unlock MO2 manually
  • Event Viewer and TaskManager both open.

Repeat above process, opening TaskManager first produces same results. Interestingly, DynDOLOD process never appears in TaskManager (MO2 does).

This is all reproducible.

I suspected this may be OS resources related:

I had LODGenThreadSplit=0 per default, which should tell DDL to use my physical core # (16), so I changed it to 16.

DynDOLOD runs as normal (generating now), TaskManager reporting related processes as normal.

Soooo ... must be an issue detecting my physical cores or setting this value properly internally.

My system specs are in my sig. no bugreport, logs useless from these runs (LODGen never starts)

Log from one of the 'bad' runs (LODGenThreadSplit=0):DynDOLOD_SSE_Debug_log.txt


EDIT2: Log from successful run (LODGenThreadSplit=16):DynDOLOD_SSE_log.txt

Interestingly, I get output only slightly larger than normal (I have run DDL Alpha 33 against same modlist and same settings dozens of times), but my exe time was 16 minutes. Normally, it's about 26 minutes, so marked performance improvement. Will report if issues in game, but I suspect all will be normal.

Expand  

Do not post screenshots of text. Copy and past the text instead or actually write out the question.

The entry is of the format part-of-plugin-filename;help-filename  as in docs/help/help-filename.html for the "Help for this message" link of the message window.

LODGenThreadSplit only affects LODGen in Edit Scripts. It has not effect on DynDOLOD.

The debug log shows a problem finding or reading version information of the installed DynDOLOD Resources. There should have been a message window prompt. Maybe it was behind another window?

If MO2 does not unlock there is usually a process that still uses the virtual file system. Check with the task manager for such a hidden processes in that case. Such processes interfere with access to files.

Comparing the size of the output is not really a good method for anything unless you are comparing ballparks. The updates to texture replacements means more distinct object LOD textures are created and put on the object LOD texture atlas. Thousands of LOD models changed in the last update. Rules are added or updated etc.

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Posted

Hello (sorry for filling this sub)

Well the title say all, my SE map has weird ugly, flickering angles in water like Lake Ilinalta after running Dyndolod, i put "A Quality World Map" below everything in MO2 but still... even when i disable the mod, still this weird issue (of course).

What can i do to fix my lovely map? I tried to follow this but nothing: "

Just generate the LOD 32 terrain meshes. No need to generate the same of anything else. It should only take seconds.

Enable the checkbox for terrain LOD only, check meshes, uncheck build diffuse/normal. In the lower left check Specific Chunk. Set drop down to 32, leave W and S empty.

Or set W to -32 and S to 0, then it will generate only that one specific terrain mesh Tamriel.32.-32.0.btr for that area with the specified quality/optimize unseen settings."

Thank you :)

Posted
  On 7/30/2021 at 4:34 AM, sheson said:

The entry is of the format part-of-plugin-filename;help-filename  as in docs/help/help-filename.html for the "Help for this message" link of the message window.

LODGenThreadSplit only affects LODGen in Edit Scripts. It has not effect on DynDOLOD.

The debug log shows a problem finding or reading version information of the installed DynDOLOD Resources. There should have been a message window prompt. Maybe it was behind another window?

If MO2 does not unlock there is usually a process that still uses the virtual file system. Check with the task manager for such a hidden processes in that case. Such processes interfere with access to files.

Comparing the size of the output is not really a good method for anything unless you are comparing ballparks. The updates to texture replacements means more distinct object LOD textures are created and put on the object LOD texture atlas. Thousands of LOD models changed in the last update. Rules are added or updated etc.

Expand  

RE the 'comment': Thanks for confirming

RE LODGenThreadSplit: Confirm that my setting to '16' and having a successful run after was purely coincidence. I since ran successfully again with it set to zero.

RE my 'issue': I had installed the general Alpha 10 Resources by mistake for my first couple of runs, getting the error with ../Data/creationkit/. missing files. I had since corrected that. In total, I had 4 runs with the then-reproducible behavior mentioned. 2 with incorrect Resources and 2 with correct. All were 'dead' runs in that DynDOLODx64 was in a sort of stasis, not locking and not getting past the point of validating LOD assets. I could not invoke TaskManager or Event Viewer during this 'statsis', which lasted upwards of 10 min each time. I had restarted MO before third 'bad' run and my PC before the fourth. Still reproducible at this point.

I did then execute DynDOLODx64 itself once with admin privileges (outside of MO2) just to fiddle ... no unexpected issue. Then I restarted MO2 in admin mode (I normally just run it normally) and changed LODGenThreadSplit=16 in the INI. Then I had a successful run as mentioned. No evidence that it had anything to do with these previous actions.

My previous report was a fluke with unknown cause, so nothing further to share at this time other than it seems to be running as expected.

Posted
  On 7/30/2021 at 10:55 AM, Zazanel said:

Hello (sorry for filling this sub)

Well the title say all, my SE map has weird ugly, flickering angles in water like Lake Ilinalta after running Dyndolod, i put "A Quality World Map" below everything in MO2 but still... even when i disable the mod, still this weird issue (of course).

What can i do to fix my lovely map? I tried to follow this but nothing: "

Just generate the LOD 32 terrain meshes. No need to generate the same of anything else. It should only take seconds.

Enable the checkbox for terrain LOD only, check meshes, uncheck build diffuse/normal. In the lower left check Specific Chunk. Set drop down to 32, leave W and S empty.

Or set W to -32 and S to 0, then it will generate only that one specific terrain mesh Tamriel.32.-32.0.btr for that area with the specified quality/optimize unseen settings."

Thank you :)

Expand  

Using the latest DynDOLOD Alpha 35 and xLODGen Beta 83? Screenshots? Did you get the advice from sheson?

It does sound like Terrain LOD at LOD16 or LOD32, depending on game INI settings. @DoubleYou has been testing with the map recently using the latest Alpha and may have some advice for that and corresponding game INI settings. I rarely look at the map in my DynDOLOD testing. We use these methods for Terrain LODGen. WIP DynDOLOD specs follow that.

Posted

Hello, I'm using the most recent alpha (As of 30/07/2021) of DynDOLOD 3.0, but I keep getting an error in TexGen where it says "Insufficient Memory", it also doesn't generate most of the billboards, I'll provide a screenshot and also upload the bugreport text, and sorry if my english is not good, it's my 2nd lanugage lol

TexGen Outout error.png

bugreport TexGen 3.0.txtFetching info...

Posted
  On 7/30/2021 at 7:54 PM, Warlock174 said:

Hello, I'm using the most recent alpha (As of 30/07/2021) of DynDOLOD 3.0, but I keep getting an error in TexGen where it says "Insufficient Memory", it also doesn't generate most of the billboards, I'll provide a screenshot and also upload the bugreport text, and sorry if my english is not good, it's my 2nd lanugage lol

TexGen Outout error.png

bugreport TexGen 3.0.txt 43.03 kB · 0 downloads

Expand  

Search this thread for "out of memory", and you will find several other posts like yours and sheson's responses.

Posted
  On 7/30/2021 at 8:08 PM, z929669 said:

Search this thread for "out of memory", and you will find several other posts like yours and sheson's responses.

Expand  

Thanks, I should've done that first before posting, it worked now, turns out it was using the integrated graphics on my laptop instead of the dedicated graphics card lol

Posted
  On 7/30/2021 at 7:54 PM, Warlock174 said:

Hello, I'm using the most recent alpha (As of 30/07/2021) of DynDOLOD 3.0, but I keep getting an error in TexGen where it says "Insufficient Memory", it also doesn't generate most of the billboards, I'll provide a screenshot and also upload the bugreport text, and sorry if my english is not good, it's my 2nd lanugage lol

TexGen Outout error.png

bugreport TexGen 3.0.txt 43.03 kB · 0 downloads

Expand  

Do not post screenshots of text/log. Read the first post which log files to upload when making posts.

The message says exactly what happens. The system runs out of memory. In this context it runs out of VRAM.

Posted
  On 7/30/2021 at 10:55 AM, Zazanel said:

Hello (sorry for filling this sub)

Well the title say all, my SE map has weird ugly, flickering angles in water like Lake Ilinalta after running Dyndolod, i put "A Quality World Map" below everything in MO2 but still... even when i disable the mod, still this weird issue (of course).

What can i do to fix my lovely map? I tried to follow this but nothing: "

Just generate the LOD 32 terrain meshes. No need to generate the same of anything else. It should only take seconds.

Enable the checkbox for terrain LOD only, check meshes, uncheck build diffuse/normal. In the lower left check Specific Chunk. Set drop down to 32, leave W and S empty.

Or set W to -32 and S to 0, then it will generate only that one specific terrain mesh Tamriel.32.-32.0.btr for that area with the specified quality/optimize unseen settings."

Thank you :)

Expand  

DynDOLOD generates tree and object LOD. It does not affect water LOD or terrain LOD in any way.

Use xLODGen terrain LOD beta to generate terrain LOD meshes which includes water LOD. Read the first post of xLODGen terrain LOD beta (the part about optimize unseen) and also search the thread for previous discussion about the same topic.

Posted
  On 7/30/2021 at 1:02 PM, z929669 said:

RE the 'comment': Thanks for confirming

RE LODGenThreadSplit: Confirm that my setting to '16' and having a successful run after was purely coincidence. I since ran successfully again with it set to zero.

RE my 'issue': I had installed the general Alpha 10 Resources by mistake for my first couple of runs, getting the error with ../Data/creationkit/. missing files. I had since corrected that. In total, I had 4 runs with the then-reproducible behavior mentioned. 2 with incorrect Resources and 2 with correct. All were 'dead' runs in that DynDOLODx64 was in a sort of stasis, not locking and not getting past the point of validating LOD assets. I could not invoke TaskManager or Event Viewer during this 'statsis', which lasted upwards of 10 min each time. I had restarted MO before third 'bad' run and my PC before the fourth. Still reproducible at this point.

I did then execute DynDOLODx64 itself once with admin privileges (outside of MO2) just to fiddle ... no unexpected issue. Then I restarted MO2 in admin mode (I normally just run it normally) and changed LODGenThreadSplit=16 in the INI. Then I had a successful run as mentioned. No evidence that it had anything to do with these previous actions.

My previous report was a fluke with unknown cause, so nothing further to share at this time other than it seems to be running as expected.

Expand  

What does "the general Alpha 10 Resources" mean and why is installing the latest version of DynDOLOD Resources a mistake?

What tool had an error with ../Data/creationkit/. missing files? What was the exact error message, log etc?

What are incorrect and correct Resources?

What does can not invoke Task Manager means? It typically can always be started via the CTRL+Alt+DEL menu.

The previous report had a debug log that stated the error message "DynDOLOD Resources SE version information not found. Verify correct installation", which is printed to the log right before the message window with the same error message is shown to the user. The error message is shown if the version INI flie of DynDOLOD Resources can not be found in the load order.

Posted

我從Alpha 33升級到了Alpha 35。
但是第一次出現問題,DYNDOLOD去[Tamriel] Generating object LOD並停止運行。
我不知道原因,請幫助我。

Translation: I upgraded from Alpha 33 to Alpha 35. But the first time something went wrong, DYNDOLOD went to the "Tamriel" Generating object LOD and stopped running. I don't know why, please help me.

https://ufile.io/euumqc92

https://ufile.io/v3bm6mda

https://ufile.io/r876itlf

Posted
  On 7/26/2021 at 2:23 PM, sheson said:

Something - maybe not efficient scripts / performance issues / settings - in your load order is causing papyrus to dumps stacks. Whatever scripts get dumped because of overload can not complete their work properly. The log messages start with Dumping stack ... The dumped scripts are not necessarily the ones causing issues.

FAQ: Game: Out of place objects / floating objects / flickering full models 
...
A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html 
...

You could check the log if after everything else settled (after initial startup of everything) and doing above "reset",  if things keep going fine afterwards.
Alternatively start new game, but without DynDOLOD. Once a few minutes into the game (or out of the cave after the intro for examle) make a save and only then enable DynDOLOD.

Test if removing Birdsofskyrim and/or Footprints helps.
Also check the INI settings related to papyrus. make sure FPS stays over 30.

if performance is generally a problem and you do not want to sacrifice anything else, use a lower DynDOLOD preset or do not check the high settings for windows so they are done as static object LOD.

Expand  

Ok, thank you very much Sheson! for everything!

Posted
  On 7/31/2021 at 10:24 AM, CmT said:

我從Alpha 33升級到了Alpha 35。
但是第一次出現問題,DYNDOLOD去[Tamriel] Generating object LOD並停止運行。
我不知道原因,請幫助我。

Translation: I upgraded from Alpha 33 to Alpha 35. But the first time something went wrong, DYNDOLOD went to the "Tamriel" Generating object LOD and stopped running. I don't know why, please help me.

https://ufile.io/euumqc92

https://ufile.io/v3bm6mda

https://ufile.io/r876itlf

Expand  

Restart the PC, clean out the log folder, delete bugreport.txt and test if the problem can be repeated. Check if it uses CPU when it looks like it is doing nothing. If it can be repeated upload the new debug log and bugreport.txt (if it exists)

Leave TexGen sizes at default when generating textures.

Posted
  On 7/31/2021 at 8:03 AM, sheson said:

What does "the general Alpha 10 Resources" mean and why is installing the latest version of DynDOLOD Resources a mistake?

What tool had an error with ../Data/creationkit/. missing files? What was the exact error message, log etc?

What are incorrect and correct Resources?

What does can not invoke Task Manager means? It typically can always be started via the CTRL+Alt+DEL menu.

The previous report had a debug log that stated the error message "DynDOLOD Resources SE version information not found. Verify correct installation", which is printed to the log right before the message window with the same error message is shown to the user. The error message is shown if the version INI flie of DynDOLOD Resources can not be found in the load order.

Expand  

I installed Alpha 10 Resources for LE rather than SE by mistake. So I got an error about missing files expected by SE version.

TaskManager and Event Viewer would not load while DynDOLODx64 was running. Only after closing it by clicking twice on th 'x'

Posted (edited)

Hey folks. I am unsure why, but I’m having a really hard time getting good color for Grass LOD with Cathedral Landscapes. I’ve tried settings on here, as well as going to websites and trying out different RGB values to find colors (even though it’s a bit off because most values I find are between zero and 225, while the values are a bit different in the inis, tho it’s simple enough to work around since you know to add more red, or more green, etc..)

 

i’m currently testing in the Tameriel worldspace, trying again with the brown grass. I am using an Obsidian  ENB, and with ENB off and muted colors, it’s less contrast, but still doesn’t match well. I can likely go a bit more extreme to get a matching color for the tundra, but then I worry about how it will impact other traditionally greener grasses in other areas of Tamriel. How are folks finding a good balanced value for the whole worldspace? And why might some settings users have here not be working for me despite using the same Grass and Landscapes? For example, I see many people here have blue as the highest value, and that generally has my grass settings looking, well, fairly bluer than they should.

 

also, how big of a performance impact can one expect switching from grass mode one to grass mode two? I imagine it’s different for everyone depending on specs, but do you folks usually notice a 10% drop, 5%, a frame or two, 10 frames, etc.?

 

edit: finally found decent settings, at least at this time of day.

Top: 0.340, 0.300, 0.160

Bottom: 0.215, 0.180, 0.80

seems to be fairly consistent in other areas too, for now at least

ScreenShot68.png

Edited by EazyH

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