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Posted
  On 2/6/2023 at 1:45 AM, lord_tusk said:

Im having a weird issue that i couldn't find anything posted about before. In a few specific cells behind whiterun, mostly in 4,3, some tree lod billboards are oddly transparent and the sky line/ atmosphere line sorta "masks" out part of the tree lod; the "unmasked" portion glows really bright. I have them set as ultra tree lod but just using billboards. (i like the performance/consistency but also like them on map). The up close full models are completely normal, same tree references as all the other trees. I can't find the issue in any other areas so far. Issue also was persistent on new saves. Not sure if it has something to do with the occlusion.esp for this cell but my skyrim wouldn't load any saves or new save when i just disabled occlusion.esp. Disabling all of dyndolod output of course was a fix. Currently waiting on dyndolod to re run again now on the latest version (ran this back on 106) to see if this was recently fixed, but i wasn't really sure from the changelogs if it was. 

video of issue: https://drive.google.com/file/d/1SrSg8M3qFX8MdUrF024DD-4Rz1D_vMg6/view?usp=sharing

My dyndolod sse log and debug log:  https://ufile.io/f/smsi5

<3

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Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.

Posted
  On 2/5/2023 at 3:15 PM, sheson said:

https://dyndolod.info/Generation-Instructions
Wait for all processes including all spawned LODGen command prompt windows to complete successfully. Pay attention to all log messages. It should end with the log message 'DynDOLOD plugins generated successfully' and lines like 'LODGen generated object LOD for [WORLDSPACE] successfully' for each selected worldspace. Do not use the output if there were errors that stopped the process prematurely.

The last error message window said "Error: OpenGL: Source framebuffer objects unsupported." You then clicked Exit. The output is not usable as explained in the documentation.
See if changing MaxTextureSize=8192 in ..\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini lets the process run through.

Also read https://dyndolod.info/Messages/Max-Tree-LOD-Billboard-Count-Of-256-On-Atlas-Exceeded

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Hello again Sheson,

Your help was greatly appreciated! Trees are working now that I pushed it to be Ultra and it's not hitting that tree limit.

Once again though, the main issue being that pesky OpenGL error keeps showing up. I reran DynDOLOD with the changes in the ini file as directed by you but the error still showed up. I can post the log again if you wish. If it is pertinent to the issue, I have a GTX 1060 3gb with the latest Nvidia drivers.

It might be futile but is there any other options available to me to see if the process will run through?

Thanks again for your time!

Posted
  On 2/6/2023 at 11:45 AM, bruhcubed said:

Hello again Sheson,

Your help was greatly appreciated! Trees are working now that I pushed it to be Ultra and it's not hitting that tree limit.

Once again though, the main issue being that pesky OpenGL error keeps showing up. I reran DynDOLOD with the changes in the ini file as directed by you but the error still showed up. I can post the log again if you wish. If it is pertinent to the issue, I have a GTX 1060 3gb with the latest Nvidia drivers.

It might be futile but is there any other options available to me to see if the process will run through?

Thanks again for your time!

Expand  

Watch VRAM usage while the tools are running. Add TextureCache=10 under [DynDOLOD] to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

Post the log, debug log and bugreport.txt if it exists.

Posted
  On 2/6/2023 at 8:11 AM, sheson said:

Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions.

Expand  

sorry about that, was re running on 111 while making the post, just got a little impatient. The problem persisted the exact same on the newest version as well.

Posted
  On 2/6/2023 at 8:10 PM, Damon said:

Windmills are fully visible only from afar.

StepSkyrimSE2.thumb.jpg.d4bd7e0eb1b981a8d5cbfafba109b75c.jpg

Up close they look like this:

StepSkyrimSE1.thumb.jpg.945b853f5d328dca28ff407d5cae529a.jpg

Logs:

https://paste.ee/p/CF14d

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Moved to the DynDOLOD 3 Alpha thread. Read the first post with debug log to also upload.

As explained under https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing, enable papyrus logging if anythign unforseen happens while testing the experimental workarounds and upload the papyrus log as well.

Explain how to reproduce the problem in a new game.

Posted
  On 2/6/2023 at 10:50 PM, lord_tusk said:

sorry about that, was re running on 111 while making the post, just got a little impatient. The problem persisted the exact same on the newest version as well.

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Read the first post which TexGen/DynDOLOD logs and debug logs to upload when making posts.

Also upload DynDOLOD_SSE_Tree_LOD.txt, DynDOLOD_SSE_Tree_Report.txt, DynDOLOD_SSE_Object_Report.txt from ..\DynDOLOD\Logs\

Provide screenshots of LOD and full model as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

https://dyndolod.info/Generation-Instructions
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

Make sure all billboards are up-to-date.

Posted

Hi again Sheson,

Unfortunately I tried your fix and it hasn't worked. Some things of note which may be obvious but I'll say it anyways: the duration of the DynDOLOD generation is very long, running a little over 6 hours. It may be normal because I have Seasons enabled and many worldspaces but I'd thought I would mention it anyways. Another thing is the memory usage consistently hits above 14gb of use throughout the process. Lastly, I monitored the VRAM usage as directed by you, and saw that it would rarely, if ever, break past 5% total VRAM usage. I was sat next to the computer doing work while it ran DynDOLOD and throughout the entire generation, it did not put my GPU under load it seems.

Once again I have posted the logs at your request. But thank you for the help, it means a lot.

Logs: https://ufile.io/f/r5wzp

Posted
  On 2/7/2023 at 11:16 AM, bruhcubed said:

Hi again Sheson,

Unfortunately I tried your fix and it hasn't worked. Some things of note which may be obvious but I'll say it anyways: the duration of the DynDOLOD generation is very long, running a little over 6 hours. It may be normal because I have Seasons enabled and many worldspaces but I'd thought I would mention it anyways. Another thing is the memory usage consistently hits above 14gb of use throughout the process. Lastly, I monitored the VRAM usage as directed by you, and saw that it would rarely, if ever, break past 5% total VRAM usage. I was sat next to the computer doing work while it ran DynDOLOD and throughout the entire generation, it did not put my GPU under load it seems.

Once again I have posted the logs at your request. But thank you for the help, it means a lot.

Logs: https://ufile.io/f/r5wzp

Expand  

The logs you uploaded show that the LOD generation process completed successfully.

It seems the setting(s) I suggested fixed the issue with the OpenGL error and let the LOD generation process run through without error now. I.e. It seems to work now.

Am I to assume what you are referring as "not working" is that some season swapped objects do not have object LOD or wrong object LOD?

Provide actual information about the swapped objects you are missing LOD for or that have wrong LOD, for example make a screenshot with Mfg console open https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
Then also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt for that generation.

Maybe the objects / full models that are swapped require a LOD model or full model rules. 

Posted
  On 2/7/2023 at 11:57 AM, sheson said:

The logs you uploaded show that the LOD generation process completed successfully.

It seems the setting(s) I suggested fixed the issue with the OpenGL error and let the LOD generation process run through without error now. I.e. It seems to work now.

Am I to assume what you are referring as "not working" is that some season swapped objects do not have object LOD or wrong object LOD?

Provide actual information about the swapped objects you are missing LOD for or that have wrong LOD, for example make a screenshot with Mfg console open https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
Then also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt for that generation.

Maybe the objects / full models that are swapped require a LOD model or full model rules. 

Expand  

Hello again, 

Thanks for the clarification. I've been combing the area with More Informative Console and have been taking screenshots of the issues. I think it's something to do with Seasonal Landscapes - Unfrozen? But I am completely unsure as to why the LODs for that mod would not be generated... 

I leave attached many files showing the effects of the disappearing LODs on some notable structures but its effect can be felt throughout the game world on things like rocks disappearing and reappearing into existence. Terrain works fine...

Thanks again for your time.

20230207121327_1.jpg

20230207121422_1.jpg

20230207121555_1.jpg

20230207121608_1.jpg

20230207121616_1.jpg

20230207121656_1.jpg

20230207121726_1.jpg

  On 2/7/2023 at 12:18 PM, bruhcubed said:

Hello again, 

Thanks for the clarification. I've been combing the area with More Informative Console and have been taking screenshots of the issues. I think it's something to do with Seasonal Landscapes - Unfrozen? But I am completely unsure as to why the LODs for that mod would not be generated... 

I leave attached many files showing the effects of the disappearing LODs on some notable structures but its effect can be felt throughout the game world on things like rocks disappearing and reappearing into existence. Terrain works fine...

Thanks again for your time.

20230207121327_1.jpg

20230207121422_1.jpg

20230207121555_1.jpg

20230207121608_1.jpg

20230207121616_1.jpg

20230207121656_1.jpg

20230207121726_1.jpg

Expand  

Forgot to post the object report, so here it is.

https://ufile.io/w1cpiv4q

Posted
  On 2/7/2023 at 12:18 PM, bruhcubed said:

Hello again, 

Thanks for the clarification. I've been combing the area with More Informative Console and have been taking screenshots of the issues. I think it's something to do with Seasonal Landscapes - Unfrozen? But I am completely unsure as to why the LODs for that mod would not be generated... 

I leave attached many files showing the effects of the disappearing LODs on some notable structures but its effect can be felt throughout the game world on things like rocks disappearing and reappearing into existence. Terrain works fine...

Thanks again for your time.

20230207121327_1.jpg

20230207121422_1.jpg

20230207121555_1.jpg

20230207121608_1.jpg

20230207121616_1.jpg

20230207121656_1.jpg

20230207121726_1.jpg

Forgot to post the object report, so here it is.

https://ufile.io/w1cpiv4q

Expand  

There seem to be HITME errors reported to the debug log for some base records in the version of Seasonal Landscapes - Unfrozen.esp you are using. Records with errors are usually ignored. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

What version are you using or did you edit it? Use the latest version 1.10, it seems fine.

Posted
  On 2/7/2023 at 1:16 PM, sheson said:

There seem to be HITME errors reported to the debug log for some base records in the version of Seasonal Landscapes - Unfrozen.esp you are using. Records with errors are usually ignored. https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME

What version are you using or did you edit it? Use the latest version 1.10, it seems fine.

Expand  

I am using the latest version with no modifications to the file. There was only one file overwriting it, which was Fixed Mesh Lighting - 3D Mountains Flowers patch. I will reinstall the Seasonal Landscapes - Unfrozen file again. I do wish to ask if there is any way to double check that this error won't happen again before I rerun DynDOLOD?

Posted
  On 2/7/2023 at 1:29 PM, bruhcubed said:

I am using the latest version with no modifications to the file. There was only one file overwriting it, which was Fixed Mesh Lighting - 3D Mountains Flowers patch. I will reinstall the Seasonal Landscapes - Unfrozen file again. I do wish to ask if there is any way to double check that this error won't happen again before I rerun DynDOLOD?

Expand  

The CRC32 for Seasonal Landscapes - Unfrozen.esp in 1.10 is B6856B3C. The log you uploaded shows the CRC32 as 8839CD5A.

HITME errors should be reported by the xEdit error check.

Posted
  On 2/7/2023 at 1:38 PM, sheson said:

The CRC32 for Seasonal Landscapes - Unfrozen.esp in 1.10 is B6856B3C. The log you uploaded shows the CRC32 as 8839CD5A.

HITME errors should be reported by the xEdit error check.

Expand  

Okay so I've checked the CRC32 for Unfrozen after reinstallation and it matches the value given to me. I have also checked for HITME errors, and none have been reported by xEdit. I'm going to run DynDOLOD now and report back if it has worked again.

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