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Posted
  On 4/3/2023 at 6:00 AM, Phlunder said:

Just a short question regarding the DynDOLOD Resources 3 Alpha-32 for LE. The passthru LODs for vanilla trees don't use the generated trunk billboards, and don't create crown textures from the full ones. They still use the prepared atlas in Textures\DynDOLOD\lod\dyndolodtreelod.dds. The SE resources have the correct passthru meshes. No logs, just wanted to ask if its intended that the LE resources didn't get the latest passthru meshes.

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I am that lazy that I didn't update them with the new method.

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Posted
  On 4/2/2023 at 11:15 PM, Enhab said:

I added the line and ran it again, and it finished! Here are the logs: https://paste.ee/p/qBLWx https://drive.google.com/file/d/1Eo6VysRNxVT373J1mcNq3Z01jis5e76i/view?usp=sharing

I ran it again just to be sure, and yep, looks like it's working fine now. Thanks for your help!

What was the issue? Just curious.

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Something must be happening to the render context between making it current for the current thread and then immediately requesting a new texture ID when using shared contexts between threads. The workaround uses one context for rendering, models and textures instead of 3 shared ones.

The question is why it isn't a problem when running TexGen, which does what DynDOLOD does a hundreds times over.

Posted
  On 4/3/2023 at 2:39 AM, Onyx said:

I'm having problems running TexGen64 with Alpha 122. It's exiting without any error message, warning, pop-up, or anything else when it starts generating textures after gathering billboards. I've attached the realtime log and a Windows Event log. I've tried using BC1 and BC3 compression as detailed on the last page and that didn't help. I've also updated to the latest 531.41 Nvidia drivers.

Logs.zip 217.78 kB · 1 download

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See what happens with this test version https://mega.nz/file/RUQlla5T#3dsJH7Ec5qPTRb-DYghY2srcoC1yRAm0rTzEkc8EKGg

If there are still issues, add GLListDebug=1 and GLDebug=1 under [TexGen] to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI.
Only enable the RealTimeLog in case the program is terminated without having the chance to writes its own bugreport, log and debug log.

Posted

Hi there I'm new here. 

I've been having an issue with the LODgen portion of the DynDOLODD process. 

Either it hangs on certain parts and takes very long to do anything or it exits with the error: OpenGL: invalid operation.
Logs.7z
I've included a zipped file which I hope contains all the correct logs.  

Thanks for your time.

Posted
  On 4/3/2023 at 1:38 PM, DudeGuy said:

Hi there I'm new here. 

I've been having an issue with the LODgen portion of the DynDOLODD process. 

Either it hangs on certain parts and takes very long to do anything or it exits with the error: OpenGL: invalid operation.
Logs.7z
I've included a zipped file which I hope contains all the correct logs.  

Thanks for your time.

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Read the first post which debug log to also upload when making posts.

Get the test version from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270483 and follow the instructions.

If the problem still happens follow the instructions from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270485

Posted
  On 4/3/2023 at 3:22 PM, sheson said:

Read the first post which debug log to also upload when making posts.

Get the test version from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270483 and follow the instructions.

If the problem still happens follow the instructions from this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-122/?do=findComment&comment=270485

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Ah sorry about that I was assuming the debug log was only for issues with TextGen.

Here it is:
https://ufile.io/cb4gun3z

Thanks for the quick response. 

Posted
  On 4/3/2023 at 3:29 PM, DudeGuy said:

Ah sorry about that I was assuming the debug log was only for issues with TextGen.

Here it is:
https://ufile.io/cb4gun3z

Thanks for the quick response. 

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Terminate whatever crapware installed with the graphics card driver before running any of the tools or do a clean reinstall of the graphic card driver without any of the crapware.

Posted
  On 4/3/2023 at 3:34 PM, sheson said:

Terminate whatever crapware installed with the graphics card driver or do a clean reinstall of the graphic card driver without any of the crapware.

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Ok I will go ahead and do what you suggested above and then do a clean reinstall of my graphics driver.

How would you recommend I get rid of crapware? 
Would using DDU be the best way?
https://www.guru3d.com/files-details/display-driver-uninstaller-download.html

Sorry for all the questions I'm you get this a lot.

Posted
  On 4/3/2023 at 3:41 PM, DudeGuy said:

Ok I will go ahead and do what you suggested above and then do a clean reinstall of my graphics driver.

How would you recommend I get rid of crapware? 
Would using DDU be the best way?
https://www.guru3d.com/files-details/display-driver-uninstaller-download.html

Sorry for all the questions I'm you get this a lot.

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You might want to try terminating the crapware and then running the tool(s) and using the linked test version etc. first.

How to best to do a clean driver installation would be something to ask on a AMD/Windows etc. support forum. There seems to be an influx of new issues potentially caused either by changes with drivers, unneeded software or changes in the OS, while the way the tools work is still the same as it was a couple years ago.

Posted (edited)

Greetings Sheson, i wanted to ask an opinion on an issue i was having with Dyndolod 3 Alpha-122 (the one available on the Nexus). After following throughly the Open Cities guide and a reddit post with a similar situation,  I keep having a part of Dragonsreach building in Whiterun invisible, the LOD is fine but the building when i get close disappears. Here are some pictures of my issue.

I have read the first post and managed to find both the bugreport.txt and DynDOLOD_TES5_Debug_log.txt but not sure what other debug file i should send since i have 117 total in the Logs folder. Pheraps Whiterun or Tamriel log files?

And sorry but what is a text sharing service?

I apologize for the disturb, i tried my best but couldn't make everything work as this is my first time with DynDOLOD, i don't have many hopes but since i found you active here i thought i could give this thread a try.

Edited by Terminetwork
Posted
  On 4/3/2023 at 5:44 PM, Terminetwork said:

Greetings Sheson, i wanted to ask an opinion on an issue i was having with Dyndolod 3 Alpha-122 (the one available on the Nexus). After following throughly the Open Cities guide and a reddit post with a similar situation,  I keep having a part of Dragonsreach building in Whiterun invisible, the LOD is fine but the building when i get close disappears. Here are some pictures of my issue.

I have read the first post and managed to find both the bugreport.txt and DynDOLOD_TES5_Debug_log.txt but not sure what other debug file i should send since i have 117 total in the Logs folder. Pheraps Whiterun or Tamriel log files?

And sorry but what is a text sharing service?

I apologize for the disturb, i tried my best but couldn't make everything work as this is my first time with DynDOLOD, i don't have many hopes but since i found you active here i thought i could give this thread a try.

Expand  

Read the first post which DynDOLOD log, DynDOLOD debug log and bugreport.txt (if it exists) to upload when making posts.
The word "text" of the term "text sharing service" is a hyperlink you can click to find out what it is.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots - a proper screenshot of the full model without DynDOLOD output for example.

Possible reasons:

https://dyndolod.info/Mods/Open-Exterior-Cities
Click one of the presets buttons Low, Medium or High to update the rules.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s).

Posted (edited)
  On 4/3/2023 at 7:09 AM, sheson said:

See what happens with this test version https://mega.nz/file/RUQlla5T#3dsJH7Ec5qPTRb-DYghY2srcoC1yRAm0rTzEkc8EKGg

If there are still issues, add GLListDebug=1 and GLDebug=1 under [TexGen] to ..\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.INI.
Only enable the RealTimeLog in case the program is terminated without having the chance to writes its own bugreport, log and debug log.

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Hi Sheson,

In trying to troubleshoot before I posted here, I had been running with and without GLListDebug=1 and GLDebug=1 as well already (although come to think of it that may have simply been useless without a test version like that one). I had enabled the real time log because TexGenx64 was indeed terminating without any other log files being generated.

I may have solved whatever my issue was by fumbling around with my load order. My issues began after I'd added ELFX Shadows (on top of other ELFX mods), but changing some overwrite ordering with Particle Patch for ENB seems to have done the trick. I previously had Particle Patch loading after most everything else in accordance with Vortex's recommendations, but some more Nexus posts I found indicated that Particle Patch should come much earlier in a load order and tend to be overwritten by most things. Doing that is what seems to have allowed things to work again. I can run TexGenx64 and DynDOLODx64 successfully.

If you'd like, I can try to recreate the old load/overwrite order again to try to break it again for troubleshooting. I'm not sure how much value that would add for you.

Edited by Onyx
Posted
  On 4/4/2023 at 3:48 AM, Onyx said:

Hi Sheson,

In trying to troubleshoot before I posted here, I had been running with and without GLListDebug=1 and GLDebug=1 as well already (although come to think of it that may have simply been useless without a test version like that one). I had enabled the real time log because TexGenx64 was indeed terminating without any other log files being generated.

I may have solved whatever my issue was by fumbling around with my load order. My issues began after I'd added ELFX Shadows (on top of other ELFX mods), but changing some overwrite ordering with Particle Patch for ENB seems to have done the trick. I previously had Particle Patch loading after most everything else in accordance with Vortex's recommendations, but some more Nexus posts I found indicated that Particle Patch should come much earlier in a load order and tend to be overwritten by most things. Doing that is what seems to have allowed things to work again. I can run TexGenx64 and DynDOLODx64 successfully.

If you'd like, I can try to recreate the old load/overwrite order again to try to break it again for troubleshooting. I'm not sure how much value that would add for you.

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The load order of mods, especially when they do not contain textures used by TexGen, should have any effect on TexGen being terminated by the OS / exceptions with nvoglv64.dll without OPenGL reporting back the problem as "invalid operation" for example and TexGens own exception handler being executed. If anything it is indirectly. Check if the last mentioned full textures that are loaded in the log are from a different mod now.

Posted (edited)
  On 4/3/2023 at 8:05 PM, sheson said:

Read the first post which DynDOLOD log, DynDOLOD debug log and bugreport.txt (if it exists) to upload when making posts.
The word "text" of the term "text sharing service" is a hyperlink you can click to find out what it is.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots - a proper screenshot of the full model without DynDOLOD output for example.

Possible reasons:

https://dyndolod.info/Mods/Open-Exterior-Cities
Click one of the presets buttons Low, Medium or High to update the rules.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s).

Expand  

Hello Sheson, while i was reading the link you sent me (the first one) i got into the game again and took note of the ref id to check it up on xEdit. Apparently the bug was caused by DynDOLOD.esp which has set that static object (the building) to be initially disabled. I reverted all the changes to the static object to Open Cities state and when loaded in game the building was there.  I wonder if other ref ids could be victim of such weird behaviour.

I noticed another problem although this could be much different, when using the map i lag terribly when i am over whiterun (or another city i am currently standing in). And i noticed that if i teleport to Solitude and then check the map, the moment i look back at whiterun the game CTDs.

In the FAQ, under the section ILS and CTD it is recommended NOT to use Safety Load which i am in fact using. After deactivating it and creating a new save the problem persists though. I suppose it is a problem of memory? Is there a Crash Logger for LE?

Thank you for the advices and availability.

 

Edited by Terminetwork
Posted
  On 4/4/2023 at 1:30 PM, Terminetwork said:

Hello Sheson, while i was reading the link you sent me (the first one) i got into the game again and took note of the ref id to check it up on xEdit. Apparently the bug was caused by DynDOLOD.esp which has set that static object (the building) to be initially disabled. I reverted all the changes to the static object to Open Cities state and when loaded in game the building was there.  I wonder if other ref ids could be victim of such weird behaviour.

I noticed another problem although this could be much different, when using the map i lag terribly when i am over whiterun (or another city i am currently standing in). And i noticed that if i teleport to Solitude and then check the map, the moment i look back at whiterun the game CTDs.

In the FAQ, under the section ILS and CTD it is recommended NOT to use Safety Load which i am in fact using. After deactivating it and creating a new save the problem persists though. I suppose it is a problem of memory? Is there a Crash Logger for LE?

Thank you for the advices and availability.

Expand  

Read the first post wich log and debug log to upload when making posts.

Really follow the instructions on page https://dyndolod.info/Mods/Open-Exterior-Cities and follow all the instructions exactly. There is no need whatsoever to edit generated plugins.  If you are certain you followed the instructions correctly, then instead of wasting time editing plugins, make a proper problem report.

Does the lagging/CTD have something to do with the LOD patch generated by DynDOLOD? Read the FAQ and readme in the download archive.
Follow a modern modding guide how to properly setup Skyrim LE. SafetyToLoad was superseded by the memory patch build into SKSE, which is superseded by Crash Fixes OSAllocators.

https://www.google.com/search?q=skyrim+le+crash+log
First result: https://www.nexusmods.com/skyrim/mods/106929

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