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Posted
  On 11/1/2023 at 7:41 AM, sheson said:

In test 1, what does "Then everything works again" mean? Do the affected references disable/enable properly again?

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Sorry for being vague. In TEST1.log, starting at line # 1004, disables are all reported as failed, until line # 1155, when enables and disables of other references are not reported as failed anymore. At line # 1668, disables are all reported as failed again. But it looks like those are retries of the same previously failed ones starting at line # 1004.

The affected references that fail to disable never work properly again.

Ever since we started this troubleshooting, and in all my tests, I always check the state of 7D3022EC (which is one of the references that fails to disable, but not the only one) in the console at each step. It has never been disabled after fast travelling, as shown in the console, with any test version of DynDOLOD.dll so far. Except in the cases where I "hacked" DynDOLOD_NG_Tamriel.txt to change the list of [Objects], as I reported before.

If 7D3022EC is successfully disabled after fast travel to Windhelm in one future test, you can be sure this will be the first thing I'll tell you.

I have a small human brain so I can only keep track of 7D3022EC in the console. There are dozens of dynamic LOD references that are enabled and disabled after fast travel. I look at DynDOLOD.log to get an idea of what happens to the other references.

  On 11/1/2023 at 7:41 AM, sheson said:

In test 2, do the affected reference disable/enable properly?

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Yes.

  On 11/1/2023 at 7:41 AM, sheson said:

Add debuglevel=1 to the DynDOLOD_NG_Worlds.txt if you want log messages about cells etc.

Test with this version https://mega.nz/file/gQ50RbCC#jpW0MPs6riX0JKUigX9vazVVIi93nLXWgfKUJS2rPWg
There won't be any failed messages in any case regardless of what is happening.

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Ok, thanks. Let me give it a try, I'll keep you posted. I'll also try resetreference if needed, as you suggested.

Posted
  On 11/1/2023 at 7:41 AM, sheson said:
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SUCCESS!

Whatever was changed in this version, has fixed it.

I fast travelled back and forth between Whiterun and Windhelm a couple times, approached the watchtower by foot in between fast travels, and fast travelled from Whiterun to Markarth. 7D3022EC was disabled at the fast travel destination, when coming back to Whiterun, it was enabled again, it disabled properly when approaching the watchtower and re-enabled when moving away. The other dynamic LOD references that were failing before along with 7D3022EC all appeared to work properly (just visually looking at the EWWDSB objects at the watchtower, I can tell the dynamic LODs are properly fading when the watchtower cells attach). I didn't check them exhaustively but there is no reason to believe they all wouldn't be fixed as well.

Log for info: DynDOLOD.7z

Thanks. Glad you were able to nail it.

  • +1 1
Posted
  On 11/1/2023 at 7:47 AM, sheson said:

As explained on the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions, always use the latest version.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug to upload.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots with more informative console for at least one affected full model.

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I did read those, but I still don't understand why you want a full debug log with almost entirely unrelated information, when I have a quite good idea of what could be causing this. I can confirm myself that the object IDs of the affected models are all listed in the SWAP file I attached, no need to use More Informative Console for that. As an example, the centre tower has the model ImpExtTower01 (this is clearly affected, and on the list).

In any case, I would have to regenerated all LOD to be able to produce meaningful log files, since last time I used DynDOLOD, I had to repeat the process for a smaller, unrelated worldspace. I always find it a hassle to generate LOD, so this is something I would rather avoid doing too frequently (also the reason why I would rather not update DynDOLOD just to get three versions ahead). If it is of any use for you, the limited debug file I have gives the following entries when searching for ImpExtTower01, but honestly, I think the interesting things would happen further ahead:

[00:35] [ProcessSeasonFile] <Debug: Season SUM, swapping record Simple Snow Improvements - Snow Forts.esp ImpExtTower01snow [STAT:FE2BE804] to Skyrim.esm ImpExtTower01 [STAT:0003F1F9]>

(loaded twice)
  
...
  
[01:19] [BuildBaseRecords] <Debug: Looking for impexttower01 for Skyrim.esm ImpExtTower01 [STAT:0003F1F9]>

...
  
[01:19] [AddModel] <Debug: Meshes\dungeons\imperial\exterior\impexttower01.nif L1_Windows Shader Flags 1: Specular | Environment_Mapping | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | External_Emittance | ZBuffer_Test Skyrim.esm ImpExtTower01 [STAT:0003F1F9]>
[01:19] [AddModel] <Debug: Meshes\dungeons\imperial\exterior\impexttower01.nif L1_Windows Shader Flags 2: ZBuffer_Write | Vertex_Colors | EnvMap_Light_Fade Skyrim.esm ImpExtTower01 [STAT:0003F1F9]>

(a bunch of other similar entries)
  
...
  
[02:45] [BuildBaseRecords] <Debug: Looking for impexttower01 for Simple Snow Improvements - Snow Forts.esp ImpExtTower01snow [STAT:FE2BE804]>
  
...
  
[03:07] [AddModel] <Debug: Meshes\lod\imperial\impexttower01glow_lod_1.nif L1_Windows Shader Flags 1: Specular | Recieve_Shadows | Cast_Shadows | Own_Emit | Remappable_Textures | Decal | Dynamic_Decal | External_Emittance | ZBuffer_Test Skyrim.esm ImpExtTower01 [STAT:0003F1F9]>
[03:07] [AddModel] <Debug: Meshes\lod\imperial\impexttower01glow_lod_1.nif L1_Windows Shader Flags 2: ZBuffer_Write | No_Fade | EnvMap_Light_Fade Skyrim.esm ImpExtTower01 [STAT:0003F1F9]>
  
...
  
[03:21] [LoadSwaps] <Debug: Location record FortSnowhawkLocation "Fort Snowhawk" [LCTN:00019184]: Swapping Skyrim.esm ImpExtTower01 [STAT:0003F1F9] to ImpExtTower01snow Simple Snow Improvements - Snow Forts.esp ImpExtTower01snow [STAT:FE2BE804]>
  

So it may take a while until I am able to produce all the logs you want, but the report should be clear enough anyway for you to be able to investigate this (and even reproduce it if you have time). If this would have been fixed already, I would expect it to be listed in the changelog, or at least that you would be aware of the issue.

Posted (edited)

Hi Sheson,

I am having an odd situation with TexGen for which I can't find any information forums. I downloaded a 3d LOD mod for Nature of The Wild Lands yesterday. I have been trying to run TexGen and DynDOLOD. For the most part it works fine, except for 2 billboards. TexGen does not give errors after the run, so it just gives the option to close. When I run DynDOLOD with the TexGen output activated, I get a "Texture not Found" report for 2 nifs. The DynDOLOD reports have no information about it, besides that the textures are missing. Checking the TexGen_SSE_Debug_log.txt, I eventually found two notices concerning the missing textures:

[00:10] [TwbRender.SetRenderMax] <Notice: Skipping billboard C:\Games\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\alnus_forest_shrub02_91ed5863_trunk_1. Not enough opaque pixels 0.01 < 0.01>
[00:10] [TwbRender.SetRenderMax] <Notice: Skipping billboard C:\Games\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\alnus_forest_shrub06_b0fc1baa_trunk_1. Not enough opaque pixels 0.00 < 0.01>

I have never seen that message before and have no idea what that means/ causes it. Apparently I am (so far) the only one with this error and the mod author has been very helpful in trying to solve it, but he can't replicate it. So I am hoping you can give me some insight in what could cause it and how I can correct it. I have attached only the zipped TexGen logs, since DynDOLOD has no further mention about it beside the textures missing.

Thanks in advance for you help!

 

TexGen Logs.7zFetching info...

Edited by ButchDiavolo
Posted
  On 11/2/2023 at 6:32 AM, ButchDiavolo said:

Hi Sheson,

I am having an odd situation with TexGen for which I can't find any information forums. I downloaded a 3d LOD mod for Nature of The Wild Lands yesterday. I have been trying to run TexGen and DynDOLOD. For the most part it works fine, except for 2 billboards. TexGen does not give errors after the run, so it just gives the option to close. When I run DynDOLOD with the TexGen output activated, I get a "Texture not Found" report for 2 nifs. The DynDOLOD reports have no information about it, besides that the textures are missing. Checking the TexGen_SSE_Debug_log.txt, I eventually found two notices concerning the missing textures:

[00:10] [TwbRender.SetRenderMax] <Notice: Skipping billboard C:\Games\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\alnus_forest_shrub02_91ed5863_trunk_1. Not enough opaque pixels 0.01 < 0.01>
[00:10] [TwbRender.SetRenderMax] <Notice: Skipping billboard C:\Games\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\alnus_forest_shrub06_b0fc1baa_trunk_1. Not enough opaque pixels 0.00 < 0.01>

I have never seen that message before and have no idea what that means/ causes it. Apparently I am (so far) the only one with this error and the mod author has been very helpful in trying to solve it, but he can't replicate it. So I am hoping you can give me some insight in what could cause it and how I can correct it. I have attached only the zipped TexGen logs, since DynDOLOD has no further mention about it beside the textures missing.

Thanks in advance for you help!

 

TexGen Logs.7z 661.29 kB · 0 downloads

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It means the ratio of transparent to opaque pixels is higher than the BillboardDiscardRatio set in TexGen_SSE.INI.

The billboard is mostly just transparent.

It could be a result of the full textures. You should check the preview.

In my quick test with the current version of the mods and default settings (with units per pixel 11 or 5.5) there is no such message or problem.

Posted
  On 11/2/2023 at 7:19 AM, sheson said:

It means the ratio of transparent to opaque pixels is higher than the BillboardDiscardRatio set in TexGen_SSE.INI.

The billboard is mostly just transparent.

It could be a result of the full textures. You should check the preview.

In my quick test with the current version of the mods and default settings (with units per pixel 11 or 5.5) there is no such message or problem.

Expand  

Thank you for your reply. Since you also didn't have this issue, I figured something in my set up was wrong. So I decided to reinstall the mods involved and DynDOLOD. I ran TexGen again and had no warnings!

Then I remembered that I had forgotten to change the ini's to what STEP advises and re-ran TexGen, which promptly brought the errors back... Figuring the issue concerns trees, opaque pixels/ transparency (=alpha right?) and STEP advising to set "TreeMSAlphaThreshold=144", I changed that back to the original 96 and it works again. Still no idea why just those two billboards were affected though. I then ran DynDOLOD and again no errors this time.

Thank you for pointing me in the right direction!

Posted
  On 11/2/2023 at 10:58 AM, ButchDiavolo said:

Thank you for your reply. Since you also didn't have this issue, I figured something in my set up was wrong. So I decided to reinstall the mods involved and DynDOLOD. I ran TexGen again and had no warnings!

Then I remembered that I had forgotten to change the ini's to what STEP advises and re-ran TexGen, which promptly brought the errors back... Figuring the issue concerns trees, opaque pixels/ transparency (=alpha right?) and STEP advising to set "TreeMSAlphaThreshold=144", I changed that back to the original 96 and it works again. Still no idea why just those two billboards were affected though. I then ran DynDOLOD and again no errors this time.

Thank you for pointing me in the right direction!

Expand  

As I suggested, check the preview. Comparing them might show a difference, though it is possible the TreeMSAlphaThreshold setting is only really visible in the generated billboard. The billboards most likely have a high transparent to opaque pixel ratio and by changing the threshold it will be over the BillboardDiscardRatio. You could lower it to have the billboards still be generated and then check the result.

The settings of modding guides typically apply to the specific mods and setup of the guide. It would be a good idea to learn what settings do before changing them for custom load orders.

  • Thanks 1
Posted
  On 10/26/2023 at 8:22 AM, sheson said:

Завершите или не устанавливайте мусорное ПО от AMD, как описано на https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size . странице
Известно, что мусорное ПО, установленное вместе с графическими драйверами, увеличивает время работы. Выполняйте чистую установку только последней рекомендованной или официальной версии драйвера. Не устанавливайте поставку ненужного ПО вместе с драйверами и не прекращайте ее работу перед запуском инструментов.

Рассмотрите возможность установки .NET Runtime 7, как описано на   https://dyndolod.info/Downloads#Additional-Requirements . странице

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Thanks for the answer.  But I don’t understand why lodes were generated before, but now they are not.  Runtime 7 is installed.  I'm not a native speaker and didn't quite understand about junk software.  Please clarify.  I killed a few days, but I couldn’t make lods like before.  Once, by some miracle, the logs were still generated and quickly, but I forgot about the ini I needed in Markarth, so that the suburb could be seen from the patio of my house.  From that moment on, several days of unsuccessful attempts and wasted time. The generation lods simply freezes and does not move for a large number of hours.

Posted
  On 11/2/2023 at 6:33 PM, SkyKatarsis said:

Thanks for the answer.  But I don’t understand why lodes were generated before, but now they are not.  Runtime 7 is installed.  I'm not a native speaker and didn't quite understand about junk software.  Please clarify.  I killed a few days, but I couldn’t make lods like before.  Once, by some miracle, the logs were still generated and quickly, but I forgot about the ini I needed in Markarth, so that the suburb could be seen from the patio of my house.  From that moment on, several days of unsuccessful attempts and wasted time. The generation lods simply freezes and does not move for a large number of hours.

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https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-sizehttps://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size
Crapware installed with graphics drivers is known to prolong running times. Do a clean install of the latest recommended or official driver only. Do not install crapware shipping with the drivers or terminate it before running the tools.

Make a driver only installation or terminate all programs that were installed with the graphics driver. https://imgur.com/14VpsWk

Posted
  On 11/3/2023 at 6:27 AM, sheson said:

https:// dyndolod .info/FAQ#Long-running-time-or-output-several-GB-in-file-sizehttps:// dyndolod .info/FAQ#Long-running-time-or-output-several-GB-in-file-size
Известно, что мусорное ПО, установленное вместе с графическими драйверами, увеличивает время работы. Выполняйте чистую установку только последней рекомендованной или официальной версии драйвера. Не устанавливайте поставку ненужного ПО вместе с драйверами и не прекращайте ее работу перед запуском инструментов.

Выполните установку только драйвера или закройте все программы, которые были установлены с графическим драйвером. https://imgur.com/14VpsWk

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I read this, but I don’t understand what exactly it means.  And it is not clear why earlier with the same software it was generated quickly, but now it is not.  In 8 hours a miracle happened, the lod was generated, but I got an error im Whiterun:

https://ibb.co/hX5BRmH

Could this error have been affected by the setting in DynDOLOD_SSE_childworld_WhiterunDragonsreachWorld ScanChild=1 ?

 

Also, Windhelm always generates the wrong lode:

https://ibb.co/9Zm0Y1d

https://ibb.co/xF0cCJY

 

I really appreciate your help and creating the much needed DynDOLOD.

Posted
  On 11/3/2023 at 7:09 AM, SkyKatarsis said:

I read this, but I don’t understand what exactly it means.  And it is not clear why earlier with the same software it was generated quickly, but now it is not.  In 8 hours a miracle happened, the lod was generated, but I got an error im Whiterun:

https://ibb.co/hX5BRmH

Could this error have been affected by the setting in DynDOLOD_SSE_childworld_WhiterunDragonsreachWorld ScanChild=1 ?

 

Also, Windhelm always generates the wrong lode:

https://ibb.co/9Zm0Y1d

https://ibb.co/xF0cCJY

 

I really appreciate your help and creating the much needed DynDOLOD.

Expand  

If the tools experience a long running time, then the first thing to do, is to do a clean install of the graphics driver only. Alternatively terminate all the crapware that is shown in the screenshot via task manager so they are not running when using the tools.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful in game screenshots with more informative console and textual explanations of what is being shown. The screenshot of Whiterun is pretty much self explanatory, however the screenshots from Windhelm are not. Also compare Windhelm to vanilla. The only way for it to have a good representation in Tamriel is to use Open/Exterior Cities.

Do not set ScanChild=1 in DynDOLOD_SSE_childworld_WhiterunDragonsreachWorld.ini
Do not set ScanChild=0 in DynDOLOD_SSE_childworld_WhiterunWorld.ini
Only one child worldspace in an overlapping area should be scanned and it needs to be WhiterunWorld in this case, so it works with the mesh mask/reference rules.

Posted
  On 11/3/2023 at 8:40 AM, SkyKatarsis said:

Thanks for the answer, but in Windhelm the console was unable to capture these places, so it was not possible to take such a screenshot with it.

Expand  

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots
A screenshot alone does not substitute describing the issue with text. 
If making screenshots of the LOD area, also make screenshots of the close-up object or full model for comparison.
Note that tree LOD or object LOD does not have a form ID. To determine if something is LOD, toggle LOD on/off with tll in console. In that case, also walk close to an object, so its reference with the full model is loaded in order to get its form ID and provide that screenshot of the full model in addition to the screenshot of the LOD.

Posted
  On 11/3/2023 at 9:54 AM, sheson said:

Прочтите первое сообщение и/или https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs . сообщений записывают в журнал и журнал отладки для , которые DynDOLOD загрузки при создании

https:// dyndolod .info/Official- DynDOLOD -Support-Forum#In-Game-Screenshots
Снимок экрана сам по себе не заменяет текстовое описание проблемы.
Если вы делаете скриншоты области LOD, сделайте также скриншоты объекта крупным планом или полной модели для сравнения.
Обратите внимание, что уровень детализации дерева или объекта не имеет идентификатора формы. Чтобы определить, является ли что-то LOD, включите/выключите LOD с помощью tll в консоли. В этом случае также подойдите близко к объекту, чтобы загрузить его ссылку с полной моделью, чтобы получить идентификатор формы и предоставить этот снимок экрана полной модели в дополнение к снимку экрана LOD.

Expand  

https://drive.google.com/file/d/1NcxpfjuWJg3GgUj8lxUdAUPuK7NLZN64/view?usp=sharing - my reports

The last 3 generations did not work, twice DynDOLOD closed spontaneously in the middle of the process without notifications.
 
 Once again I was stuck for several hours on the ..._glow.dds recording, without moving (such freezing can extend up to 1.5 days).

https://ibb.co/jvPG9rD
 
From the miraculously obtained last generation of lods, a bug arose with the tree, its lods turned black, previously they were generated absolutely correctly.  There is no way to take a useful screenshot of the lods of this tree.

https://ibb.co/M735k47

I looked at Windhelm without lods, in vanilla it has a similar terrible look.  I use the flight function in the game, so I can see all these things right away.  Open cities are not an option for me, because...  there are no patches for my number of mods (~1800).

Previously, DynDOLOD worked without such problems.  And even now DynDOLOD can miraculously generate everything as before in a little over an hour or in 8 hours, depending on your luck, but in 95% it just freezes for up to 1.5 days no results or closes spontaneously.  In general, I really need your help, because the situation is very difficult for my nerve cells :) Sorry for my bad English.

Thank you in advance.

Posted
  On 11/4/2023 at 8:25 AM, SkyKatarsis said:

https://drive.google.com/file/d/1NcxpfjuWJg3GgUj8lxUdAUPuK7NLZN64/view?usp=sharing - my reports

The last 3 generations did not work, twice DynDOLOD closed spontaneously in the middle of the process without notifications.
 
 Once again I was stuck for several hours on the ..._glow.dds recording, without moving (such freezing can extend up to 1.5 days).

https://ibb.co/jvPG9rD
 
From the miraculously obtained last generation of lods, a bug arose with the tree, its lods turned black, previously they were generated absolutely correctly.  There is no way to take a useful screenshot of the lods of this tree.

https://ibb.co/M735k47

I looked at Windhelm without lods, in vanilla it has a similar terrible look.  I use the flight function in the game, so I can see all these things right away.  Open cities are not an option for me, because...  there are no patches for my number of mods (~1800).

Previously, DynDOLOD worked without such problems.  And even now DynDOLOD can miraculously generate everything as before in a little over an hour or in 8 hours, depending on your luck, but in 95% it just freezes for up to 1.5 days no results or closes spontaneously.  In general, I really need your help, because the situation is very difficult for my nerve cells :) Sorry for my bad English.

Thank you in advance.

Expand  

Either really make a clean driver only installation or terminate all the crapware in task manager. https://imgur.com/14VpsWk
https://dyndolod.info/FAQ#TexGen-DynDOLOD-stuck-while-creating-textures

Black textures are typically either running out of VRAM in the game or there might have been errors when textures and/or LOD was generated. No TexGen/DynDOLOD logs and debug logs were provided for the "successful" generation.

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