sheson Posted April 15, 2022 Author Posted April 15, 2022 On 4/15/2022 at 7:47 PM, Surtensoita said: My apologies for not doing it correctly the first time. I checked my DynDOLOD_SSE.ini and there is no option called realtimelog. Here are the three files that I could get from the required ones. bugreport.txt 509.78 kB · 2 downloads DynDOLOD_SSE_Debug_log.txt 654.72 kB · 2 downloads DynDOLOD_SSE_log.txt 9.2 kB · 2 downloads Expand The log files seems to be from newer sessions that do show the error from the bugreport.txt. Delete the entire log folder and bugreport.txt and then run again. Upload new bugreport.txt and logs. Then delete those files again. Replace DynDOLODx64.exe with this version and test if runs through.
Surtensoita Posted April 15, 2022 Posted April 15, 2022 After deleting it and then re-running, none of the files were created again. These are the only two files that were generated, in case they're useful: DynDOLOD_SSE_Dynamic_LOD.txtFetching info... DynDOLOD_SSE_Object_LOD.txtFetching info... After trying the new .exe, same thing happened, but at least logs were generated back again: DynDOLOD_SSE_Debug_log.txtFetching info... DynDOLOD_SSE_Dynamic_LOD.txtFetching info... DynDOLOD_SSE_log.txtFetching info... DynDOLOD_SSE_Object_LOD.txtFetching info... bugreport.txtFetching info...
PRieST Posted April 15, 2022 Posted April 15, 2022 (edited) Hey sheson, I noticed something with the last generation regarding High Hrothgar LODs. It was with Alpha-87 and went through without any errors. It seems inside the .bto (Tamriel.4.12.-12) the HH tower LOD is missing (see the picture) or what could it be, that I see these structures floating in the air. I don't know at which version this didn't happen, but it is relatively new, this didn't happen in earlier versions. Ingame you can see these columns also floating (obviously). Here are the logs: logs.zip Picture from nifskope: The fullmodel/beeing close to these structures there are no floating columns or anything else. Edit: Hm, maybe its cause is from JK's High Hrothgar, I'll try and check if there is anything weird. Edit 2: Yes, this has to be it, looking at the HighHrothgarEntrance in CK there was a Marker Error shown, because only in the shipped .bsa is the 'XJKHHhighhrothgartower01.nif' present. Maybe the .bsa wasn't loaded correctly during LOD generation, too? My solution would be to unpack the .bsa and regenerate only this specific cell/bto again? For my loadorder I think these two corresponding records are FE09487C and FE09487D with XJKHHTower [STAT:FE09487B]. They don't get overwritten by anything. Edit 3: Even after using Alpha-88 and just generating this chunk the towers are still missing in the .bto file. Do I have to add rules for these to appear correctly? Edited April 15, 2022 by PRieST
DarthVitrial Posted April 15, 2022 Posted April 15, 2022 (edited) On 4/15/2022 at 7:25 PM, sheson said: What happens if you use this version? https://mega.nz/file/AdYjEbiD#2WfMfnr-YNlvIL49KCocuLk_uUmyLm_se3T2qu7KFVA Expand No dice, still nothing in the logs. (https://mega.nz/file/YksHVRwI#BT7qDlhN52VsanvQT1T11pwvRU8eWmYNK0Nmk1CeE9E) Event log: Reveal hidden contents Faulting application name: LODGenx64.exe, version: 3.0.0.0, time stamp: 0x623852ac Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000 Exception code: 0xc0000005 Fault offset: 0x00007ffb9cd1c079 Faulting process id: 0x0x5BBC Faulting application start time: 0x0x1D8510A0FD6419D Faulting application path: D:\Dyndolod\Edit Scripts\LODGenx64.exe Faulting module path: unknown Report Id: 9b5f83ef-bb92-4333-be23-c12e34d80c76 Faulting package full name: Faulting package-relative application ID: Application: LODGenx64.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: System.AccessViolationException at LODGenerator.Geometry.RemoveDuplicate(Boolean) at LODGenerator.ShapeDesc..ctor(System.String, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.StaticDesc, Int32, System.Collections.Generic.List`1<System.String>, System.Collections.Generic.List`1<System.String>, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, LODGenerator.LogFile) at LODGenerator.LODApp.TransformShape(LODGenerator.QuadDesc, LODGenerator.StaticDesc, LODGenerator.NiFile, LODGenerator.NifMain.NiTriBasedGeom, LODGenerator.Common.Matrix44, Single, Int32) at LODGenerator.LODApp.IterateNodes(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32, LODGenerator.NiFile, LODGenerator.NifMain.NiNode, LODGenerator.Common.Matrix44, Single, Int32 ByRef) at LODGenerator.LODApp.ParseNif(LODGenerator.QuadDesc, LODGenerator.StaticDesc, Int32) at LODGenerator.LODApp+<>c__DisplayClass83_0.<DoLOD>b__0(Int32) at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1() at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task) at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object) at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef) at System.Threading.Tasks.Task.ExecuteEntry(Boolean) at System.Threading.Tasks.ThreadPoolTaskScheduler.TryExecuteTaskInline(System.Threading.Tasks.Task, Boolean) at System.Threading.Tasks.TaskScheduler.TryRunInline(System.Threading.Tasks.Task, Boolean) at System.Threading.Tasks.Task.InternalRunSynchronously(System.Threading.Tasks.TaskScheduler, Boolean) at System.Threading.Tasks.Parallel.ForWorker[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]](Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>, System.Action`2<Int32,System.Threading.Tasks.ParallelLoopState>, System.Func`4<Int32,System.Threading.Tasks.ParallelLoopState,System.__Canon,System.__Canon>, System.Func`1<System.__Canon>, System.Action`1<System.__Canon>) at System.Threading.Tasks.Parallel.For(Int32, Int32, System.Threading.Tasks.ParallelOptions, System.Action`1<Int32>) at LODGenerator.LODApp.DoLOD(LODGenerator.QuadDesc, Boolean) at LODGenerator.LODApp.<GenerateLOD>b__84_0(LODGenerator.QuadDesc) at System.Threading.Tasks.Parallel+<>c__DisplayClass31_0`2[[LODGenerator.QuadDesc, LODGenx64, Version=3.0.0.0, Culture=neutral, PublicKeyToken=null],[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForEachWorker>b__0(Int32) at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[[System.__Canon, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]].<ForWorker>b__1() at System.Threading.Tasks.Task.InnerInvokeWithArg(System.Threading.Tasks.Task) at System.Threading.Tasks.Task+<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(System.Object) at System.Threading.Tasks.Task.Execute() at System.Threading.ExecutionContext.RunInternal(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.ExecutionContext.Run(System.Threading.ExecutionContext, System.Threading.ContextCallback, System.Object, Boolean) at System.Threading.Tasks.Task.ExecuteWithThreadLocal(System.Threading.Tasks.Task ByRef) at System.Threading.Tasks.Task.ExecuteEntry(Boolean) at System.Threading.ThreadPoolWorkQueue.Dispatch() Edited April 15, 2022 by DarthVitrial
sheson Posted April 15, 2022 Author Posted April 15, 2022 On 4/15/2022 at 8:18 PM, PRieST said: Hey sheson, I noticed something with the last generation regarding High Hrothgar LODs. It was with Alpha-87 and went through without any errors. It seems inside the .bto (Tamriel.4.12.-12) the HH tower LOD is missing (see the picture) or what could it be, that I see these structures floating in the air. I don't know at which version this didn't happen, but it is relatively new, this didn't happen in earlier versions. Ingame you can see these columns also floating (obviously). Here are the logs: logs.zip Picture from nifskope: The fullmodel/beeing close to these structures there are no floating columns or anything else. Edit: Hm, maybe its cause is from JK's High Hrothgar, I'll try and check if there is anything weird. Edit 2: Yes, this has to be it, looking at the HighHrothgarEntrance in CK there was a Marker Error shown, because only in the shipped .bsa is the 'XJKHHhighhrothgartower01.nif' present. Maybe the .bsa wasn't loaded correctly during LOD generation, too? My solution would be to unpack the .bsa and regenerate only this specific cell/bto again? For my loadorder I think these two corresponding records are FE09487C and FE09487D with XJKHHTower [STAT:FE09487B]. They don't get overwritten by anything. Edit 3: Even after using Alpha-88 and just generating this chunk the towers are still missing in the .bto file. Do I have to add rules for these to appear correctly? Expand For objects to have LOD a LOD asset needs to be installed/created in the load order or use mesh rules to set the full model for LOD. The base record does not define LOD models / there is no LOD model that matches the full model filename. See https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
sheson Posted April 15, 2022 Author Posted April 15, 2022 On 4/15/2022 at 8:48 PM, DarthVitrial said: No dice, still nothing in the logs. (https://mega.nz/file/YksHVRwI#BT7qDlhN52VsanvQT1T11pwvRU8eWmYNK0Nmk1CeE9E) Event log: Expand That was LODGenx64.exe from Alpha-87. Honestly, none of this makes any sense right now. Upload contents of ..\DynDOLOD\Edit Scripts\Export\
sheson Posted April 15, 2022 Author Posted April 15, 2022 On 4/15/2022 at 8:16 PM, Surtensoita said: After deleting it and then re-running, none of the files were created again. These are the only two files that were generated, in case they're useful: DynDOLOD_SSE_Dynamic_LOD.txt 25.76 kB · 0 downloads DynDOLOD_SSE_Object_LOD.txt 413.16 kB · 0 downloads After trying the new .exe, same thing happened, but at least logs were generated back again: DynDOLOD_SSE_Debug_log.txt 654.37 kB · 0 downloads DynDOLOD_SSE_Dynamic_LOD.txt 25.76 kB · 0 downloads DynDOLOD_SSE_log.txt 8.96 kB · 0 downloads DynDOLOD_SSE_Object_LOD.txt 413.16 kB · 0 downloads bugreport.txt 35.85 kB · 1 download Expand The log and debug you are uploading seem to show DynDOLOD was started and then cancel was clicked. Do not start the program again after there was an error, so the debug log is not being replaced.
PRieST Posted April 15, 2022 Posted April 15, 2022 On 4/15/2022 at 9:22 PM, sheson said: For objects to have LOD a LOD asset needs to be installed/created in the load order or use mesh rules to set the full model for LOD. The base record does not define LOD models / there is no LOD model that matches the full model filename. See https://dyndolod.info/Mod-Authors and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Expand Thank you, I just created a LOD file for this specific tower and it worked right away. For calrification, as I just regenerated the .bto for Tamriel.4.12.-12 I could just replace the old file with this one?
sheson Posted April 15, 2022 Author Posted April 15, 2022 On 4/15/2022 at 9:43 PM, PRieST said: Thank you, I just created a LOD file for this specific tower and it worked right away. For calrification, as I just regenerated the .bto for Tamriel.4.12.-12 I could just replace the old file with this one? Expand If the content of the object LOD atlas texture changed, then there probably will be visuals issues. You would need to update all BTO for the new atlas. You also should update LOD Level 8 and 16.
PRieST Posted April 15, 2022 Posted April 15, 2022 On 4/15/2022 at 9:45 PM, sheson said: If the content of the object LOD atlas texture changed, then there probably will be visuals issues. You would need to update all BTO for the new atlas. You also should update LOD Level 8 and 16. Expand Ok, will do, thanks again.
Surtensoita Posted April 15, 2022 Posted April 15, 2022 On 4/15/2022 at 9:41 PM, sheson said: The log and debug you are uploading seem to show DynDOLOD was started and then cancel was clicked. Do not start the program again after there was an error, so the debug log is not being replaced. Expand Ah, my bad then. In that case, I'm not getting any logs but the same two as before with the new .exe either, and I tried adding realtimelog=1 to the .ini you mentioned (and later to DynDOLOD.ini because worth a shot I guess) and still no logs.
DarthVitrial Posted April 15, 2022 Posted April 15, 2022 (edited) On 4/15/2022 at 9:33 PM, sheson said: That was LODGenx64.exe from Alpha-87. Honestly, none of this makes any sense right now. Upload contents of ..\DynDOLOD\Edit Scripts\Export\ Expand oh, should I have cleared the Export folder each run? I did clear it when I first updated to 88 since that was a clean install but I haven't since then. https://mega.nz/file/J89mDBTD#DyDMEVf2bQeMtaJ4kQKYv7Ld_fb2cT-VckYom-hpKok EDIT: Could it possible be because I updated from .Net 6.0.3 to 6.0.4? That's the only thing on my system that's changed. Edited April 15, 2022 by DarthVitrial
NBBEAST Posted April 15, 2022 Posted April 15, 2022 (edited) On 4/15/2022 at 5:42 AM, sheson said: xLODGen can only overwrite grass LOD which is part of object LOD, if you generated object LOD with xLODGen. Use xLODGen to generate terrain LOD only. Happy Little Trees Add-On - DynDOLOD 3 contains 3D tree LOD assets. If you do not install it, then ultra tree LOD will always use the billboards instead. If the intention is to only use billboards, then 3D tree LOD assets do not need to be installed. https://dyndolod.info/Help/Ultra-Tree-LOD "Billboard1 has 4 triangles per tree, while billboard 4 has 8 triangles per tree." This is negligibly if the game runs well above 60 FPS and has headroom or when using grass LOD. If there is a problem generating LOD, carefully check the error message. Expand thanks. I genuinely don't understand then why the grass lod seemingly started working. It just all loaded in once when I was playing and then I noticed whiterun in the distance had grass lod. So does the 3d trees add on from happy little trees only work in conjunction with hd trees in texgen? Or can it still function without that selected? Should I disable it for performance boost if I use ultra trees without HD trees generated in texgen? Thank you for your patience. Edit: I should also correct myself earlier, I have 8 gb of ram, not 4 gb. Edited April 15, 2022 by NBBEAST
sheson Posted April 16, 2022 Author Posted April 16, 2022 On 4/15/2022 at 9:54 PM, Surtensoita said: Ah, my bad then. In that case, I'm not getting any logs but the same two as before with the new .exe either, and I tried adding realtimelog=1 to the .ini you mentioned (and later to DynDOLOD.ini because worth a shot I guess) and still no logs. Expand When you add a line realtimelog=1 under [DynDOLOD] in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini the there should be a DynDOLOD_SSE_realtime_log.txt in the log folder. Also check the Windows event log. You might want to update MO2 to the latest version.
sheson Posted April 16, 2022 Author Posted April 16, 2022 On 4/15/2022 at 10:22 PM, NBBEAST said: thanks. I genuinely don't understand then why the grass lod seemingly started working. It just all loaded in once when I was playing and then I noticed whiterun in the distance had grass lod. So does the 3d trees add on from happy little trees only work in conjunction with hd trees in texgen? Or can it still function without that selected? Should I disable it for performance boost if I use ultra trees without HD trees generated in texgen? Thank you for your patience. Edit: I should also correct myself earlier, I have 8 gb of ram, not 4 gb. Expand As explained at https://dyndolod.info/Help/Ultra-Tree-LOD, ultra tree LOD means that LOD for trees is done is done in object LOD with billboards and optional 3D tree LOD models. HD billboards with Billboard4 are visually the best LOD billboard option. Always generate HD billboard if using ultra tree LOD. Obviously 3D tree LOD requires more resources than billboards. Billboard4 requires a bit more resources than Billboard1/2 but it is nothing compared to 3D tree LOD or especially grass LOD.
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