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Posted
  On 11/15/2021 at 9:23 AM, Halliphax said:

I'm already using DynDOLOD 3 (and have been since release), not the latest Alpha version mind you but definitely version 3

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Read the first post.

There is no release version of DynDOLOD 3.

DynDOLOD 3 is an alpha for testing and to discover bugs. Always use the latest alpha version, so to not come across or report long fixed bugs or problems.

The log shows the version you are using is from March, that is like Alpha 33. That is from before the crows mod even was released.

Posted

Hi,

I have an issue that's I didn't know how to resolved, each time i use dyndolod and generate occlusion through it with the mod falskaar activate I have an out of memory and a access violation from the software.
I use the last version of dyndolod and the x64 version of the exe
Here is my logs file : https://ufile.io/db1dm9ga https://ufile.io/f/pvl69
Thanks for your help and all your work.

Posted
  On 11/15/2021 at 5:37 PM, Irwine said:

Hi,

I have an issue that's I didn't know how to resolved, each time i use dyndolod and generate occlusion through it with the mod falskaar activate I have an out of memory and a access violation from the software.
I use the last version of dyndolod and the x64 version of the exe
Here is my logs file : https://ufile.io/db1dm9ga https://ufile.io/f/pvl69
Thanks for your help and all your work.

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Are you saying the error does not happen when you uncheck Occlusion data generation but keep the load order as is or are you saying it runs through without problem if the only mod you disable is Falskaar?

Probably unrelated but you should run TexGen before DynDOLOD and install its output.
You might also want to disable any third party billboards and use TexGen to generate all desired LOD billboards.

Also it seems that there are (some?) full tree models copied to LOD model files names? For 3D Trees and Plants? That seems overly ambitious and unnecessary given that there are decent 3D tree LOD models. Instead of copying full model filename to LOD model filenames i t is recommended to use mesh mask rules to instruct the use of full models for LOD. I guess if you have 3090 that might work.

Posted

The error only occur when I check occlusion data and keep my load order, that's include falskaar.

I run TexGen before it.

Yes there are for 3D trees and plant modified. Modified trees had a really bad rendering on lod (flat green cross). You are suggesting to disable 3D trees billboard ? I haven't found an actual tutorial for generating billboard, so I have tried to do my best, with what I have seen.
I'm sorry I don't know how to  use mesh mask rules to instruct the use of full models for LOD.

Posted
  On 11/15/2021 at 7:26 PM, Irwine said:

The error only occur when I check occlusion data and keep my load order, that's include falskaar.

I run TexGen before it.

Yes there are for 3D trees and plant modified. Modified trees had a really bad rendering on lod (flat green cross). You are suggesting to disable 3D trees billboard ? I haven't found an actual tutorial for generating billboard, so I have tried to do my best, with what I have seen.
I'm sorry I don't know how to  use mesh mask rules to instruct the use of full models for LOD.

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This error is repeatable and happens about at the same time/portion of the the log?

Can you just run it again one time and upload that bugreport.txt and debug log too please.

Checking occlusion generation should not affect the processing of base records as it only starts the occlusion generation way later after worldspaces have been processed and object LOD generated, so that is a bit of a mystery atm.

As the first post and included documentation explains, TexGen automatically generates all required billboards for the load order.
3rd party billboards should not be installed anymore.

The mesh mask rule are explained in the manual, but don't worry about that. Your method works, too and is fine for personal use.

Posted

Yes the error occur each time at the same portion.

Oh, hum, I have forgot that's part of the informations... :/ 

Will take a look a it one day, but if it work as it for the moment it's not really important.

Posted
  On 11/15/2021 at 7:37 PM, Irwine said:

Yes the error occur each time at the same portion.

Oh, hum, I have forgot that's part of the informations... :/ 

Will take a look a it one day, but if it work as it for the moment it's not really important.

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I would like to troubleshoot this a bit to see if I can find out what is happening. So if you could do a run that has the error and uploads its bugreport,txt and DynDOLOD debug so I can compare that to the files you already provided it might help me to better understand what is going on.

If you just want to generate LOD and occlusion, generate everything in DynDOLOD just without checking Occlusion and then generate Occlusion.esp with xLODGen separately. The end result is about the same.

Posted

I have remade a test, the only change is that's I have used Cathedral Assets Optimizer on Falskaar.
This time it doesn't crash even if I see some messages about out of memory during occlusion period when it loading the BTO files of the mod, here's the debug files.
https://ufile.io/f/a6kq9

Before my first message, I had try to generate occlusion by xLODGen, but it crash too. The new test that's I have just made is a success, so I'll remade my occlusion with xLODGen.

Posted (edited)

Getting rid of the "shrink-wrapped" mountains after enabling the Terrain Underside option, turns out, needs a readjustment of [TerrainManager] settings in SkyrimPrefs.ini -- setting them to Ultra values solved the problem.

fBlockLevel0Distance=35000.0000
fBlockLevel1Distance=70000.0000
fBlockMaximumDistance=250000.0000
fSplitDistanceMult=1.5
fTreeLoadDistance=75000.0000

 

Edited by sa547
Posted
  On 11/16/2021 at 4:36 AM, sa547 said:

Getting rid of the "shrink-wrapped" mountains after enabling the Terrain Underside option, turns out, needs a readjustment of [TerrainManager] settings in SkyrimPrefs.ini -- setting them to Ultra values solved the problem.

fBlockLevel0Distance=35000.0000
fBlockLevel1Distance=70000.0000
fBlockMaximumDistance=250000.0000
fSplitDistanceMult=1.5
fTreeLoadDistance=75000.0000

 

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Sounds like the screenshot/problem I replied to here.

Posted

I just wanted to post to express my appreciation here.  My game looks unbelievable... stunning even!  Well beyond what I felt I was capable of doing.  Tree LODs are the prefect colour, grass is lush and even as far as the eye can see... no flickering... anything!  After nearly a decade of playing Skyrim, I feel like I've gotten it as perfect as I can, thanks to some crazy ENBs, Parallax Textures but mostly due to this.  I believe I will spend the next few weeks going bug-eyed in front of my TV in Tamriel.  A million thanks for gifting this to the community.

Posted
  On 11/18/2021 at 9:58 PM, BrotherShamus said:

I just wanted to post to express my appreciation here.  My game looks unbelievable... stunning even!  Well beyond what I felt I was capable of doing.  Tree LODs are the prefect colour, grass is lush and even as far as the eye can see... no flickering... anything!  After nearly a decade of playing Skyrim, I feel like I've gotten it as perfect as I can, thanks to some crazy ENBs, Parallax Textures but mostly due to this.  I believe I will spend the next few weeks going bug-eyed in front of my TV in Tamriel.  A million thanks for gifting this to the community.

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Thanks. Enjoy.

Posted

Access violation at address 000000000164AE48 in module 'DynDOLODx64.exe'. Read of address 0000000000000000
Computer says "Access violation at address 000000000164AE48 in module 'DynDOLODx64.exe'. Read of address 0000000000000

Hi, I was running dyndo and this error just pop out. 

Posted
  On 11/19/2021 at 3:11 PM, MITSUYOMI said:

Access violation at address 000000000164AE48 in module 'DynDOLODx64.exe'. Read of address 0000000000000000
Computer says "Access violation at address 000000000164AE48 in module 'DynDOLODx64.exe'. Read of address 0000000000000

Hi, I was running dyndo and this error just pop out. 

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Read the first post and follow its suggestions.

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