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Posted
  On 4/23/2022 at 5:16 AM, Ashok0 said:

Hi,

I have a small issue when using DynDOLOD 3.0 Alpha 88 + DynDOLOD Resources 3.0 Alpha-24 with Enderal VR.  Everything mostly works but I use Embers XD, and DynDOLOD seems to add logs to my Embers campfires.  The standard campfires show up when I first load into a campsite and then once DynDOLOD is initialized, large logs seemingly load in as LODs.  The problem goes away if I revert way back to Alpha 65.  Is this normal behavior in Alpha 88?  And if so, is there a way to force DynDOLOD to not alter the Embers XD campfires?  I have attached my log files (DynDOLOD_ENDERALSE_log.txt & DynDOLOD_ENDERALSE_Debug_log.txt) below.  Thanks!  

Campfires before DynDOLOD loads: https://ibb.co/GJs2Yxs
Campfires after DynDOLOD loads: https://ibb.co/F4vqN0P

https://ufile.io/f/wjsuj

Expand  

Pay attention to error and warning message and read their explanations in the summary. Address the serious errors instead of ignoring them.
You need to make sure that plugins/mods which are made for Skyrim are made compatible with Enderal. Clean plugins that delete references. Do not install the game into special Windows folders like Programs Files x86 to avoid permission issues because of UAC, antivir etc.

The screenshots do not show any form ids / more informative console information.

Embers XD.esp is not part of the load order while the LOD mod is being generated. Do not temporarily disable plugins to ignore error messages. Leave such plugins disabled permanently or fix the errors.

Why do you believe that it is DynDOLOD that changes the full models of fires in the active cells?

Posted

Hi There, 

Firstly wanted to say, thank you for your amazing hard work and dedication on this software. I have been using it a while now, and can not imagine my Skyrim SE without it. 

I am having an issue with Alpha 88. I have an access violation:
Access violation at address 000000000120E735 in module 'DynDOLODx64.exe'. Read of address 0000000000000000
bugreport.txtLogs.7zError: Access violation at address 000000000120E735 in module 'DynDOLODx64.exe'. Read of address 0000000000000000.

Now, to be clear, it worked 100% the first 4 times I ran it. I ran it again, because I missed some 2d Billboards in my MO2 load order, which cause things to look weird.  Now, I am having this error.

I have re-installed .net, I have moved the Dyndolod folder and the output folders.  I really am stuck here. Is there anything I can try?

I have Windows Sercurity switched off, (Real time protection and all the other toggles are off as well.) I am not using another antivirus. I am on Windows 11 x64.

OS Name    Microsoft Windows 11 Pro
Version    10.0.22000 Build 22000
Processor    12th Gen Intel(R) Core(TM) i7-12700K, 3610 Mhz, 12 Core(s), 20 Logical Processor(s)
BaseBoard Product    ROG MAXIMUS Z690 HERO
Installed Physical Memory (RAM)    32,0 GB
Page File Space    18,0 GB
 

Posted
  On 4/23/2022 at 9:57 AM, MrGr1m said:

Hi There, 

Firstly wanted to say, thank you for your amazing hard work and dedication on this software. I have been using it a while now, and can not imagine my Skyrim SE without it. 

I am having an issue with Alpha 88. I have an access violation:
Access violation at address 000000000120E735 in module 'DynDOLODx64.exe'. Read of address 0000000000000000
bugreport.txtLogs.7zError: Access violation at address 000000000120E735 in module 'DynDOLODx64.exe'. Read of address 0000000000000000.

Now, to be clear, it worked 100% the first 4 times I ran it. I ran it again, because I missed some 2d Billboards in my MO2 load order, which cause things to look weird.  Now, I am having this error.

I have re-installed .net, I have moved the Dyndolod folder and the output folders.  I really am stuck here. Is there anything I can try?

I have Windows Sercurity switched off, (Real time protection and all the other toggles are off as well.) I am not using another antivirus. I am on Windows 11 x64.

OS Name    Microsoft Windows 11 Pro
Version    10.0.22000 Build 22000
Processor    12th Gen Intel(R) Core(TM) i7-12700K, 3610 Mhz, 12 Core(s), 20 Logical Processor(s)
BaseBoard Product    ROG MAXIMUS Z690 HERO
Installed Physical Memory (RAM)    32,0 GB
Page File Space    18,0 GB
 

Expand  

Download and replace DynDOLODx64.exe with the test version from this post https://stepmodifications.org/forum/topic/16796-dyndolod-3-alpha-88/?do=findComment&comment=259117

Delete old logs/bugreport.txt and in case there is still a problem upload new log, debug, bugreport.txt.

xEdit/xLODGn/DynDOLOD are Delphi programs that do not use .Net, hence no suggestions about .Net at https://dyndolod.info/Messages/Exceptions#Access-violation-at-address

Posted

Hi Sheson,


Thank you for your reply. My apologies, I meant that I uninstalled and reinstalled Microsoft Visual C++ Redistributable, not .net.  Its been a long day. 

I downloaded the new text executable. It seems to be working. 

Will post back if needed.

Kind regards,

Posted

When I run Dyndolod it generally takes so long that I usually leave the computer and go do something else and my last two attempts I've come back to my computer to find that my computer restarted while I was gone and I find an empty "Dyndolod_Output" folder with nothing but the folder structure inside (no files) and no clue what went wrong.

The last entry in the \DynDOLOD\Logs is DynDOLOD_SSE_ChildworldCopies_Tamriel.txt which I'm assuming was the last thing it did before the whole computer restarted.

My computer does not perform any scheduled restarts and doesn't ever restart until I tell it to and I've never even heard of any program crashing so heard it triggers the whole computer to restart so what the hell is going on?

Can someone please help me solve this mystery?

DynDOLOD_SSE_ChildworldCopies_Tamriel.txtFetching info...

Posted
  On 4/21/2022 at 7:48 AM, sheson said:

You have the .Net event log for that with the trace?

Can you generate without Season Aspen Trees to rule out that there is a problem with the assets? I am pretty sure they are not the problem since I have no issues despite the 3D tree LOD models containing orphaned blocks and left over collision. That's all ignored anyways.

Expand  

I disabled seasonal aspen trees and it worked perfectly. Do you want the logs?

Posted
  On 4/23/2022 at 7:25 AM, sheson said:

Pay attention to error and warning message and read their explanations in the summary. Address the serious errors instead of ignoring them.
You need to make sure that plugins/mods which are made for Skyrim are made compatible with Enderal. Clean plugins that delete references. Do not install the game into special Windows folders like Programs Files x86 to avoid permission issues because of UAC, antivir etc.

The screenshots do not show any form ids / more informative console information.

Embers XD.esp is not part of the load order while the LOD mod is being generated. Do not temporarily disable plugins to ignore error messages. Leave such plugins disabled permanently or fix the errors.

Why do you believe that it is DynDOLOD that changes the full models of fires in the active cells?

Expand  

Hi,

Thanks for the quick reply!  I fixed the most serious errors in xEdit and tried re-running TexGen and DynDOLOD 3.0 Alpha-88.  Because I'm modding Skyrim VR for Enderal, I also removed all Worldspace and Cell data from my plugins to avoid getting Tamriel worldspace inside of Enderal.  I permanently deleted Embers XD.esp as I wish to just use the mod's textures and meshes without the plugin. 

When I initially load up a campsite in Enderal VR with the Embers XD textures and meshes installed (no plugin used), Embers XD appears to be working just fine and More Informative Console shows "Model: Campfire01Burning.nif", "Base defined in: Skyrim.esm".  https://ibb.co/cCBXGZH

But after running DynDOLOD, the fires change and Embers XD no longer works.  More Informative Console shows "Model: Campfire01Burning.nif", "Base defined in: DynDOLOD.esm". https://ibb.co/BTsqNmW

From what I can tell, my problem seems to be that after running DynDOLOD, the campfires are using meshes from: 
\DynDOLOD Resources SE\Meshes\DynDOLOD\lod\clutter\campfire01burning_dyndolod_lod.nif

instead of the desired...
\Embers XD\meshes\clutter\woodfires\campfire01burning.nif 

In my MO2 load order, Embers XD has a higher priority than DynDOLOD Resources so I'm a bit confused why the Embers XD textures and meshes don't appear in game after running DynDOLOD?  See logs here:  https://ufile.io/f/8tk4b

Kind regards,

Ashok

Posted
  On 4/23/2022 at 8:22 PM, PolarBair said:

When I run Dyndolod it generally takes so long that I usually leave the computer and go do something else and my last two attempts I've come back to my computer to find that my computer restarted while I was gone and I find an empty "Dyndolod_Output" folder with nothing but the folder structure inside (no files) and no clue what went wrong.

The last entry in the \DynDOLOD\Logs is DynDOLOD_SSE_ChildworldCopies_Tamriel.txt which I'm assuming was the last thing it did before the whole computer restarted.

My computer does not perform any scheduled restarts and doesn't ever restart until I tell it to and I've never even heard of any program crashing so heard it triggers the whole computer to restart so what the hell is going on?

Can someone please help me solve this mystery?

DynDOLOD_SSE_ChildworldCopies_Tamriel.txt 41.17 kB · 1 download

Expand  

The file you uploaded can not be the only files in the log folder.

The OS freezing, restarting, BSOD is a hardware, BIOS, OS, driver problem. Check the Windows event log.

If there are no files in the out folder, then it must happen pretty early in the process, right before any LOD or textures are being generated for the first worldspace. You can add realtimelog=1 under [DynDOLOD] to the DynDOLOD_SSE.ini to have a debug log to see how far it gets next time.

  On 4/23/2022 at 9:45 PM, DarthVitrial said:

I disabled seasonal aspen trees and it worked perfectly. Do you want the logs?

Expand  

Can you zip the files of the mod as you have it installed right now and upload them for me to test with?

Posted
  On 4/24/2022 at 5:10 AM, Ashok0 said:

Hi,

Thanks for the quick reply!  I fixed the most serious errors in xEdit and tried re-running TexGen and DynDOLOD 3.0 Alpha-88.  Because I'm modding Skyrim VR for Enderal, I also removed all Worldspace and Cell data from my plugins to avoid getting Tamriel worldspace inside of Enderal.  I permanently deleted Embers XD.esp as I wish to just use the mod's textures and meshes without the plugin. 

When I initially load up a campsite in Enderal VR with the Embers XD textures and meshes installed (no plugin used), Embers XD appears to be working just fine and More Informative Console shows "Model: Campfire01Burning.nif", "Base defined in: Skyrim.esm".  https://ibb.co/cCBXGZH

But after running DynDOLOD, the fires change and Embers XD no longer works.  More Informative Console shows "Model: Campfire01Burning.nif", "Base defined in: DynDOLOD.esm". https://ibb.co/BTsqNmW

From what I can tell, my problem seems to be that after running DynDOLOD, the campfires are using meshes from: 
\DynDOLOD Resources SE\Meshes\DynDOLOD\lod\clutter\campfire01burning_dyndolod_lod.nif

instead of the desired...
\Embers XD\meshes\clutter\woodfires\campfire01burning.nif 

In my MO2 load order, Embers XD has a higher priority than DynDOLOD Resources so I'm a bit confused why the Embers XD textures and meshes don't appear in game after running DynDOLOD?  See logs here:  https://ufile.io/f/8tk4b

Kind regards,

Ashok

Expand  

When I initially load up ... More Informative Console shows "Model: Campfire01Burning.nif"
after running DynDOLOD ... More Informative Console shows "Model: Campfire01Burning.nif"

Both screenshots show that the used full model is campfire01burning.nif.
So the game shows campfire01burning.nif that is currently the last overwrite in the load order.
DynDOLOD Resource does not contain this model and DynDOLOD does not change it.
If you use xEdit to compare the original base record 13722C in Skyrim.esm and the new base record one DynDOLOD.esp (EditorID *_DynDOLOD_NOFLAG) you will notice they are exactly the same.

campfire01burning_dyndolod_lod.nif is used for the LOD representation outside the active cells.
Why do you say it being the problem when your statements and screenshots do not show it being used in the active cells?
This dynamic LOD model is supposed to only show outside the active cells but will not be perfectly matching the full model from Embers XD. However that does not change anything about what full model is being shown in the active cells.

This is how it always worked regardless of the DynDOLOD version.

If you see the dynamic LOD model being loaded in the active cells, then read the answers for "Out of place or floating objects" at https://dyndolod.info/FAQ.
In particular: "Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If the problem goes away, the updating of an existing save game with old DynDOLOD plugins went wrong. Follow the instructions how to update DynDOLOD."
See https://dyndolod.info/Updating and https://dyndolod.info/Help/Clean-Save

Posted
  On 4/1/2022 at 8:02 AM, sheson said:

If the computer freezes or has BSOD it is caused by hardware, OS, drivers or the settings of each.

Programs do not care about system configurations since they are compiled to use OS functions. For example OS functions to read, write files, or request memory from the OS.

Assumptions what the problem could be, how programs or OS work and not posting any logs did not provide information to act upon. You copy pasted an error message and pieces of log message yet did not provide the accompanying log and debug log despite requests.

I can not accept thanks for something I didn't do. I am just being honest.

Expand  

If a computer soft locks because it has no memory left and only one program causes it...then it's much more likely that the program's causing the issue. Especially if nothing else but that program replicates the issue. Think of it this way, remember when Google Chrome used to eat up an unhealthy amount of ram? Was everyone's computer at fault? The 1st few troubleshooting steps should never, ever, ever be to blame a computer.

Logs don't exist when the computer soft locks due to having no more memory and must be manually restarted. What I provided is what I had, I could pastebin the entire texgen logs, ezpz but those aren't the logs you need (texgen finishes without any problem). You need the dyndolod logs which don't save because the computer runs out of ram and has to be manually restarted.

Can I suggest something? Test this yourself. Go on a 16gb DDR3 system with a fairly small SSD (mine is an NVME 250gb and I always have between 50-100gb free when generating grass lods - that detail matters due to virtual memory), install these mods:

  • Folkvangr

  • Origins of Forest (and Folk + Origins grass patch by Modpocalypse)

  • NGiO

  • The Great Forest of Whiterun Hold

  • Dark Forests of Skyrim

  • Dense Nordic Forests

  • Veydogolt Trees + it's extra tree/whiterun add-on

  • Skyrim 3D Landscapes

All of them are on Nexus, generate your grass cache. Then run Dyndolod 3.0 with grass after Texgen with grass enabled on a Windows 10 system, up to date on the updates.

Let me ask you this as well: does Dyndolod 3.0 use up all that ram because it wants to store the information for faster recall? If that's true then maybe the problem here is that with larger files, like certain grass lods, Dyndolod is holding onto too much information for too long - and on systems with limited ram (16gb) this will inevitably create the problem I have. Quicken can create the same issue with a large enough work load on a 'weak' enough computer, within context of that work load.

If that's the case then the fix would be to

  1. Separate grass LOD generation into it's own executable
  2. Add a UX option to allow reading files from the storage device instead of caching everything for reading on the ram (I know this is not normally how things should be done but if Dyndolod 3.0 has a large enough work load to handle, this is the solution that doesn't involve people buying more ram)
  3. Hook the grass LOD generation files into Dyndolod's Object LOD generation.

Chances are you'll have to do this when Seasons + NGiO become compatible anyhow.

 

Posted

I am using Dyndolod 3.0... But there are no trees in the Lod whatsoever..

I'm pretty sure I'm not using any billboards, from what Ive seen apparently you should not have any billboards so that they can be generated by Texgen. 

Below is my mod list. Any help is greatly appreciated!!! :)

  Reveal hidden contents

 

20220424201133_1.jpg

20220424201123_1.jpg

Posted

Hi its my first time writing on here but I've been using DynDOLOD for a while now for and it has become an essential thing to setup for any of my modlists for SSE. But, I'm definitely still learning how to use it optimally. Whenever I had problems with the generation I'd find a way to fix it by looking at previous posts, troubleshooting guides or tutorials.

But now it seems I've run into a wall that I can't quite figure out how to fix on my own. I apologize if it was a lack of more effort in my part.

Basically the problem lies at the DynDOLODx64 generation. At the end of the generation, it would show "Error: LODGenx64.exe failed to generate object LOD for one or more worlds.". The problem is I can't really pinpoint what is at fault from the logs provided as it seems to cut-off while generating without showing me what happened. Sometimes nothing would be in the logs at all. The object LODs worldspaces that fail to generate almost always includes Tamriel with a random 3-4 worlds. I say random because everytime I try to run it again, it wouldn't be the same set of 3-4 worldspaces that failed to generate. For example, I tried to exclude the worldspaces that previously caused problems but it just found another 4 mods to report the failed generation. Even if I exclude all modded worldspaces, it will fail to generate, say Soul Cairn.

This also causes the program to not create occlusion.esp. "<Error: Occlusion generation aborted due to LODGen error>"

Additionally, I tried to start DynDOLOD with only Tamriel checked. It worked with and even created the occlusion esp. But once I start to add other worldspaces, it repeats the problem above.

Attached are the logs for worldspaces that failed to generate. They either have incomplete or empty text. Any help would be appreciated.

DynDOLOD_SSE_log.txtFetching info... LODGen_SSE_Tamriel_log.txtFetching info... LODGen_SSE_XJKislandWorld2_log.txtFetching info... LODGen_SSE_zGHDunmerCampWorld_log.txtFetching info... LODGen_SSE_mannyGFO_log.txtFetching info...

Posted
  On 4/24/2022 at 7:32 PM, DankTemplar said:

If a computer soft locks because it has no memory left and only one program causes it...then it's much more likely that the program's causing the issue. Especially if nothing else but that program replicates the issue. Think of it this way, remember when Google Chrome used to eat up an unhealthy amount of ram? Was everyone's computer at fault? The 1st few troubleshooting steps should never, ever, ever be to blame a computer.

Logs don't exist when the computer soft locks due to having no more memory and must be manually restarted. What I provided is what I had, I could pastebin the entire texgen logs, ezpz but those aren't the logs you need (texgen finishes without any problem). You need the dyndolod logs which don't save because the computer runs out of ram and has to be manually restarted.

Can I suggest something? Test this yourself. Go on a 16gb DDR3 system with a fairly small SSD (mine is an NVME 250gb and I always have between 50-100gb free when generating grass lods - that detail matters due to virtual memory), install these mods:

  • Folkvangr

  • Origins of Forest (and Folk + Origins grass patch by Modpocalypse)

  • NGiO

  • The Great Forest of Whiterun Hold

  • Dark Forests of Skyrim

  • Dense Nordic Forests

  • Veydogolt Trees + it's extra tree/whiterun add-on

  • Skyrim 3D Landscapes

All of them are on Nexus, generate your grass cache. Then run Dyndolod 3.0 with grass after Texgen with grass enabled on a Windows 10 system, up to date on the updates.

Let me ask you this as well: does Dyndolod 3.0 use up all that ram because it wants to store the information for faster recall? If that's true then maybe the problem here is that with larger files, like certain grass lods, Dyndolod is holding onto too much information for too long - and on systems with limited ram (16gb) this will inevitably create the problem I have. Quicken can create the same issue with a large enough work load on a 'weak' enough computer, within context of that work load.

If that's the case then the fix would be to

  1. Separate grass LOD generation into it's own executable
  2. Add a UX option to allow reading files from the storage device instead of caching everything for reading on the ram (I know this is not normally how things should be done but if Dyndolod 3.0 has a large enough work load to handle, this is the solution that doesn't involve people buying more ram)
  3. Hook the grass LOD generation files into Dyndolod's Object LOD generation.

Chances are you'll have to do this when Seasons + NGiO become compatible anyhow.

 

Expand  

The OS/drivers control resources. If the OS freezes because it exhausted the resources it controls, then there is something wrong with it or its configuration. A properly working OS denies a program access so it can act accordingly. It dos not matter why or how much memory a program requests from the OS. If the OS grants it or not is up to the OS.

DynDOLOD does not keep any grass cache files in memory once it got the used model filenames from them in order to determine which grass LOD billboards need to be added to the object LOD texture atlas. That is all that DynDOLOD needs them for.

I generated object, grass 100%/1 (not specified), ultra tree (not specified) and dynamic LOD for the list of mods provided. The peak working set of DynDOLOD was about  7GB when it was generating object LOD atlas textures for Tamriel.

Lines from logs where copied and pasted but the entire logs were never uploaded.

  On 3/11/2022 at 9:32 PM, DankTemplar said:

Good news is the log file is working now and the final lines say this

Expand  

The issue was solved already:

  On 3/23/2022 at 12:10 AM, DankTemplar said:

Newest version of Dyndolod 3 alpha has solved my "out of memory issues" so far.

Expand  

"High memory usage" in https://dyndolod.info/FAQ 

Posted
  On 4/25/2022 at 6:45 AM, Zahkrii said:

Hi its my first time writing on here but I've been using DynDOLOD for a while now for and it has become an essential thing to setup for any of my modlists for SSE. But, I'm definitely still learning how to use it optimally. Whenever I had problems with the generation I'd find a way to fix it by looking at previous posts, troubleshooting guides or tutorials.

But now it seems I've run into a wall that I can't quite figure out how to fix on my own. I apologize if it was a lack of more effort in my part.

Basically the problem lies at the DynDOLODx64 generation. At the end of the generation, it would show "Error: LODGenx64.exe failed to generate object LOD for one or more worlds.". The problem is I can't really pinpoint what is at fault from the logs provided as it seems to cut-off while generating without showing me what happened. Sometimes nothing would be in the logs at all. The object LODs worldspaces that fail to generate almost always includes Tamriel with a random 3-4 worlds. I say random because everytime I try to run it again, it wouldn't be the same set of 3-4 worldspaces that failed to generate. For example, I tried to exclude the worldspaces that previously caused problems but it just found another 4 mods to report the failed generation. Even if I exclude all modded worldspaces, it will fail to generate, say Soul Cairn.

This also causes the program to not create occlusion.esp. "<Error: Occlusion generation aborted due to LODGen error>"

Additionally, I tried to start DynDOLOD with only Tamriel checked. It worked with and even created the occlusion esp. But once I start to add other worldspaces, it repeats the problem above.

Attached are the logs for worldspaces that failed to generate. They either have incomplete or empty text. Any help would be appreciated.

DynDOLOD_SSE_log.txt 372.65 kB · 5 downloads LODGen_SSE_Tamriel_log.txt 4 kB · 2 downloads LODGen_SSE_XJKislandWorld2_log.txt 0 B · 2 downloads LODGen_SSE_zGHDunmerCampWorld_log.txt 0 B · 1 download LODGen_SSE_mannyGFO_log.txt 1.84 kB · 1 download

Expand  

Start DynDOLOD in expert mode, select one of the worldspaces that failed and then click the Execute LODGen button. If that worked, next time you run DynDOLOD for everything, set MaxLODGen=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini to see if it helps. You can merge the successfully generated object LOD meshes with the existing output you already have.

If there is still an error, overwrite the LODGenx64 files from https://mega.nz/file/AVQHETyI#uc3iBydpHCx0rWp2sX2tvHaW3ZHFC7Sbq1FHqbIhA4A into the Edit Scripts folder. See if it prints more information to the log. Also check the Windows Event log for messages.

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