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LODGenx64.exe failed to generate object LOD for one or more worlds


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Hello again, I'm trying to use DynDOLOD 3.00 (Alpha 14) to generate LOD for my game and I keep running into this error: "LODGenx64.exe failed to generate object LOD for one or more worlds." It seems to run into the error when trying to generate object LOD for the Tamriel worldspace. I've searched all over but can't find anyone else who has encountered this error. Any ideas what might be causing the problem? Here's a picture of the error message. Please let me know if you have any ideas. Thanks!

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LODGen failed after quite a long time testing a new land/grass setup with Veydogolt Overhaul, Veydogolt Trees, and Veydogolt Trees - Extra Trees after cleaning out all of the redundant NIFs (found by deduction using combinations of the DynDOLOD xEdit scripts) and re-making all of the LODs correctly. Only DynDOLOD.esm was saved. No bugreport.txt generated.

Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned C0000005. Check C:\Modding\Tools\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt
Error: LODGenx64Win.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s)

Logs

suspect plugins

This mod has lots of grasses. I have 64 Gb RAM, and memory use never went above 60%, but CPU maxed at times for LODGenx64.

By the way, the fixed Veydogolt tree you posted earlier I think is mislabeled as treepineforest03, but I have this one as treepineforest04_F7CE5204passthru_lod.nif and have verified against the full source that is referenced by skyrim.esm. Veydogolt Trees has no plugin and is supposed to only be providing models for vanilla with custom textures. A variant of treepineforest04 also exists in the tree mod under a subfolder with corresponding treepineforest04_02B81171passthru_lod.nif. I have fixed this by placing that subfolder under the appropriate mod, Veydogolt Trees - Extra Trees, whose plugin references this tree. Anyway, my issue is related to LODGen and not in-game CTD.

I don't think the LODGen fail is related to trees after applying my fixes, but there are three full models with radius 0.00 that I did not fix, so not sure if that would disrupt. I'm thinking it's related to all the grass records in Veydogolt.esp. My next step is to generate by worldspace and possibly run occlusion separately.

System specs are in my sig.


EDIT: After attempting a run on only DLC2SolsteimWorld, LODGen_SSE_DLC2SolstheimWorld_log.txt failed at different coordinates than in the first run, so it's not any particular BTO, I assume.

LODGen_SSE_DLC2SolstheimWorld_log.txt

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1 hour ago, z929669 said:

LODGen failed after quite a long time testing a new land/grass setup with Veydogolt Overhaul, Veydogolt Trees, and Veydogolt Trees - Extra Trees after cleaning out all of the redundant NIFs (found by deduction using combinations of the DynDOLOD xEdit scripts) and re-making all of the LODs correctly. Only DynDOLOD.esm was saved. No bugreport.txt generated.

Error: LODGenx64Win.exe failed to generate object LOD for DLC2SolstheimWorld. LODGenx64Win.exe returned C0000005. Check C:\Modding\Tools\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt
Error: LODGenx64Win.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s)

Logs

suspect plugins

This mod has lots of grasses. I have 64 Gb RAM, and memory use never went above 60%, but CPU maxed at times for LODGenx64.

By the way, the fixed Veydogolt tree you posted earlier I think is mislabeled as treepineforest03, but I have this one as treepineforest04_F7CE5204passthru_lod.nif and have verified against the full source that is referenced by skyrim.esm. Veydogolt Trees has no plugin and is supposed to only be providing models for vanilla with custom textures. A variant of treepineforest04 also exists in the tree mod under a subfolder with corresponding treepineforest04_02B81171passthru_lod.nif. I have fixed this by placing that subfolder under the appropriate mod, Veydogolt Trees - Extra Trees, whose plugin references this tree. Anyway, my issue is related to LODGen and not in-game CTD.

I don't think the LODGen fail is related to trees after applying my fixes, but there are three full models with radius 0.00 that I did not fix, so not sure if that would disrupt. I'm thinking it's related to all the grass records in Veydogolt.esp. My next step is to generate by worldspace and possibly run occlusion separately.

System specs are in my sig.


EDIT: After attempting a run on only DLC2SolsteimWorld, LODGen_SSE_DLC2SolstheimWorld_log.txt failed at different coordinates than in the first run, so it's not any particular BTO, I assume.

LODGen_SSE_DLC2SolstheimWorld_log.txt 1.92 kB · 0 downloads

As explained on the first post, use "Click on this link for additional explanations and help for this message" to open https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-118/
C0000005 - If happening randomly can be a sign of hardware issues like CPU or memory being unstable.

This is not a problem with a specific NIF. LODGEn does not use, read or write any plugins. The Windows Event log might have more information. Install latest  .Net runtime 7 and/or test with LODGenx64.exe for .Net Framwork 4.8 by hiding LODGenx64Win.4exe.

No idea what redundant NIFs are or why they are suspected to be a problem in this case. The tree/object reports in the log folder explain which assets are being used in case there are duplicate filenames in different folders.

The NIF I fixed for the tree in this post, was uploaded by the user. I did not change its filename. It fixed the users CTD. The user found that file by checking what model a base record defined which was involved in a CTD.

https://dyndolod.info/Messages/Radius-00
LODGen does not care about the radius of models.

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Hello. I'm having Texgen hang on a texture in the latest version, all updated  including my GPU drivers. It eventually completes, then DyndoLOD will fail after refusing to launch the LOD window for tamriel, then tamriel will show up as failed at the end. I have tried turning off my anti-virus, adding the rules under [Texgen]:
LockTexconv=1
RenderSingle=1
RenderTexturesSingleThread=1
TexconvAdapterIndex=-1

nothing helps. texgen hangs, then suddenly completes, and it fails in DyndoLOD.

Here are my logs:
https://drive.google.com/drive/folders/1WWfnAQba0kEEn_z4ElGWIp16ZVVeiCPu?usp=sharing

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Posted
4 hours ago, chemistofgor said:

Hello. I'm having Texgen hang on a texture in the latest version, all updated  including my GPU drivers. It eventually completes, then DyndoLOD will fail after refusing to launch the LOD window for tamriel, then tamriel will show up as failed at the end. I have tried turning off my anti-virus, adding the rules under [Texgen]:
LockTexconv=1
RenderSingle=1
RenderTexturesSingleThread=1
TexconvAdapterIndex=-1

nothing helps. texgen hangs, then suddenly completes, and it fails in DyndoLOD.

Here are my logs:
https://drive.google.com/drive/folders/1WWfnAQba0kEEn_z4ElGWIp16ZVVeiCPu?usp=sharing

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which debug logs to also upload.
Obviously also upload E:\HaydsModlist\Tools\DynDOLOD 3\Logs\LODGen_SSE_Tamriel_log.txt as explained.

Also upload E:\HaydsModlist\Tools\DynDOLOD 3\Edit Scripts\Export\LODGen_TES5VR_ObjectAtlasMap_Tamriel.txt

TexGen does not hang when it completes. It is waiting for texconv to convert textures. Texconv will take longer when it does not use the GPU or when instructing to only run one at a time.

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Posted
1 hour ago, chemistofgor said:

Thank you! Here's the Texgen report: (too big to attach)
https://drive.google.com/drive/folders/1WWfnAQba0kEEn_z4ElGWIp16ZVVeiCPu?usp=sharing

"TexGen completed successfully".
As already explained, TexGen waits for Texconv to convert textures. If you want it to complete faster, then allow it to use GPU and/or allow Texconv and/or TexGen to do more things in parallel. Though 3 minutes seems acceptable, considering.

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Posted

I know what you mean. 3 minutes is actually too fast, based on previous runs. the issue is that i dont think it is generating everything it needs to. it gets stuck on one asset at around 2 minutes, then when i run dyndolod, it doesnt make the lods for tamriel. the window never opens.

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Posted
11 minutes ago, chemistofgor said:

I know what you mean. 3 minutes is actually too fast, based on previous runs. the issue is that i dont think it is generating everything it needs to. it gets stuck on one asset at around 2 minutes, then when i run dyndolod, it doesnt make the lods for tamriel. the window never opens.

TexGen does not get stuck. TexGen completes successfully.
According to the log messages it does not create a few billboards because they are missing full textures. https://dyndolod.info/Messages/File-Not-Found-Textures.
Stitched and rendered generated without errors or warnings.

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Posted

this may help, from dyndolod:
[16:01] <Error: LODGenx64Win.exe failed to generate object LOD for Tamriel. LODGenx64Win.exe returned 427. Check E:\HaydsModlist\Tools\DynDOLOD 3\Logs\LODGen_SSE_Tamriel_log.txt>
[16:01] Error: LOLODGen_SSE_Tamriel_log.txtDGenx64Win.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s)

by the way, thanks for helping!

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Posted
3 minutes ago, chemistofgor said:

this may help, from dyndolod:
[16:01] <Error: LODGenx64Win.exe failed to generate object LOD for Tamriel. LODGenx64Win.exe returned 427. Check E:\HaydsModlist\Tools\DynDOLOD 3\Logs\LODGen_SSE_Tamriel_log.txt>
[16:01] Error: LOLODGen_SSE_Tamriel_log.txtDGenx64Win.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s)

by the way, thanks for helping!

Read what I wrote in this post https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-131/?do=findComment&comment=273244

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Posted (edited)

I think I see the issue, Sheson. I downloaded a gildergreen tree replacer mod recently, and it seems to include leaves.dds/_n.dds. i did upload that log, initally in the second most recent post, btw.

Edited by chemistofgor
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Posted
6 minutes ago, chemistofgor said:

I think I see the issue, Sheson. I downloaded a gildergreen tree replacer mod recently, and it seems to include leaves.dds/_n.dds. i did upload that log, initally in the second most recent post, btw.

Where is the debug log for DynDOLOD?

What is the URL of the mod?

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Posted (edited)
5 minutes ago, sheson said:

Where is the debug log for DynDOLOD?

What is the URL of the mod?

https://www.nexusmods.com/skyrimspecialedition/mods/97680

LODGen_SSE_Tamriel_log.txt

this is the log that mentioned leaves/leaves_n

didnt see anything on the page about not having it active in lod generation. should be as simple as renaming the textures/rerouting the mesh paths

Edit: can confirm tamriel is generating lods now. also, apparently texgen really does complete in 3 minutes now! wow! you're a god dang miracle worker my friend.

 

Edited by chemistofgor

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