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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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Posted
11 hours ago, sheson said:

Install/Repair/Update  Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019

If that does not help check the Windows Event log for additional messages.

I re-installed Microsoft Visual C++ Redistributable.  Then ran DynDOLOD again.  Crops up with the same error.

Checked the Windows Event Viewer log.  It threw up a bunch of .NET runtime errors relating to xLODGen and DynDOLOD whilst they ran.  What specific information would you need?

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Posted
24 minutes ago, BrassDancer said:

I re-installed Microsoft Visual C++ Redistributable.  Then ran DynDOLOD again.  Crops up with the same error.

Checked the Windows Event Viewer log.  It threw up a bunch of .NET runtime errors relating to xLODGen and DynDOLOD whilst they ran.  What specific information would you need?

The one that explains what is wrong with the .Net installation on your system.

How am I supposed to pick the right one without knowing what information they contain?

It is very unlikely for a compiled Delphi program like xEdit/xLODGen/DynDOLOD to have .Net errors.

Only LODGen is using .Net

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Posted (edited)
20 hours ago, sheson said:

The one that explains what is wrong with the .Net installation on your system.

How am I supposed to pick the right one without knowing what information they contain?

It is very unlikely for a compiled Delphi program like xEdit/xLODGen/DynDOLOD to have .Net errors.

Only LODGen is using .Net

Although I am not 100% sure which does explain, I can glean this information from the Event Viewer:

Spoiler

Log Name:      Application
Source:        Application Error
Date:          23/10/2021 00:48:27
Event ID:      1000
Task Category: (100)
Level:         Error
Keywords:      Classic
User:          N/A
Computer:      DESKTOP-24GI4QA
Description:
Faulting application name: LODGenx64.exe, version: 3.0.0.0, time stamp: 0x616aea63
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1110, time stamp: 0x4809adf2
Exception code: 0xe0434352
Fault offset: 0x0000000000034ed9
Faulting process ID: 0xd264
Faulting application start time: 0x01d7c79f4f23caa5
Faulting application path: D:\DynDOLOD\v3-alpha\Edit Scripts\LODGenx64.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report ID: d18e62fb-557d-4df6-80ef-6bb1b369b5c1
Faulting package full name:
Faulting package-relative application ID:

Spoiler

Log Name:      Application
Source:        .NET Runtime
Date:          23/10/2021 00:48:27
Event ID:      1026
Task Category: None
Level:         Error
Keywords:      Classic
User:          N/A
Computer:      DESKTOP-24GI4QA
Description:
Application: LODGenx64.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.IO.FileNotFoundException
   at System.Runtime.InteropServices.Marshal.ThrowExceptionForHRInternal(Int32, IntPtr)
   at System.Management.ManagementScope.InitializeGuts(System.Object)
   at System.Management.ManagementScope.Initialize()
   at System.Management.ManagementObjectSearcher.Initialize()
   at System.Management.ManagementObjectSearcher.Get()
   at LODGeneratorCMD.Program.Main(System.String[])

I am guessing that my problem lies with kernelbase.dll based on the above.

EDIT: I just realised I mixed up xLODGen with LODGen.

Edited by BrassDancer
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Posted
19 minutes ago, BrassDancer said:

Although I am not 100% sure which does explain, I can glean this information from the Event Viewer:

  Hide contents

Log Name:      Application
Source:        Application Error
Date:          23/10/2021 00:48:27
Event ID:      1000
Task Category: (100)
Level:         Error
Keywords:      Classic
User:          N/A
Computer:      DESKTOP-24GI4QA
Description:
Faulting application name: LODGenx64.exe, version: 3.0.0.0, time stamp: 0x616aea63
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1110, time stamp: 0x4809adf2
Exception code: 0xe0434352
Fault offset: 0x0000000000034ed9
Faulting process ID: 0xd264
Faulting application start time: 0x01d7c79f4f23caa5
Faulting application path: D:\DynDOLOD\v3-alpha\Edit Scripts\LODGenx64.exe
Faulting module path: C:\WINDOWS\System32\KERNELBASE.dll
Report ID: d18e62fb-557d-4df6-80ef-6bb1b369b5c1
Faulting package full name:
Faulting package-relative application ID:

  Hide contents

Log Name:      Application
Source:        .NET Runtime
Date:          23/10/2021 00:48:27
Event ID:      1026
Task Category: None
Level:         Error
Keywords:      Classic
User:          N/A
Computer:      DESKTOP-24GI4QA
Description:
Application: LODGenx64.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.IO.FileNotFoundException
   at System.Runtime.InteropServices.Marshal.ThrowExceptionForHRInternal(Int32, IntPtr)
   at System.Management.ManagementScope.InitializeGuts(System.Object)
   at System.Management.ManagementScope.Initialize()
   at System.Management.ManagementObjectSearcher.Initialize()
   at System.Management.ManagementObjectSearcher.Get()
   at LODGeneratorCMD.Program.Main(System.String[])

I am guessing that my problem lies with kernelbase.dll based on the above.

The second about IO error hints at file access problem. Either because of OS, UAC, anti vir or maybe the export or log file is being blocked by another (hidden) instance.

The latter can usually be cleared by a reboot. Then start DynDOLOD in expert mode by setting expert=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, select a worldspace and click Execute LODGen to see if it works then.

Otherwise add exceptions to OS, UAC, antivir etc.

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Posted
On 10/23/2021 at 4:00 PM, sheson said:

The second about IO error hints at file access problem. Either because of OS, UAC, anti vir or maybe the export or log file is being blocked by another (hidden) instance.

The latter can usually be cleared by a reboot. Then start DynDOLOD in expert mode by setting expert=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini, select a worldspace and click Execute LODGen to see if it works then.

Otherwise add exceptions to OS, UAC, antivir etc.

Besides the executables (DynDOLOD.exe, LODGen.exe, TexGen.exe, and texconv.exe, as well as the 64 bit versions), there must be something else I am missing when it comes to permissions: I've given exceptions to all of the aforementioned via everything I know can do this, plus rebooted the computer, and still I am encountering the same error.

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Posted
4 hours ago, BrassDancer said:

Besides the executables (DynDOLOD.exe, LODGen.exe, TexGen.exe, and texconv.exe, as well as the 64 bit versions), there must be something else I am missing when it comes to permissions: I've given exceptions to all of the aforementioned via everything I know can do this, plus rebooted the computer, and still I am encountering the same error.

The only solution I've found is to turn off windows security real time protection while I generate textures and dyndolod.  This only started being an issue for me in the last couple of months.  This is even with everything installed outside of the usual protected folders.

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Posted
8 hours ago, BrassDancer said:

Besides the executables (DynDOLOD.exe, LODGen.exe, TexGen.exe, and texconv.exe, as well as the 64 bit versions), there must be something else I am missing when it comes to permissions: I've given exceptions to all of the aforementioned via everything I know can do this, plus rebooted the computer, and still I am encountering the same error.

What Windows version are you using? There might be a problem with the Windows Management Interface (WMI). Use google to find explanations how to check it and in case it has issue how to repair it for your Windows version.

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Posted (edited)

I'm getting this error:

LOGDenx64.exe failed to generate object lod for one or more worlds,

looking at the log i see 2 errors

- error occlusion generation aborted due to LODGen error

- error LOGDenx64.exe failed to gegerate objeect lod for PalePass

Logs:

https://ufile.io/f/6x7ie

 

 

Edited by dovisally
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Posted
44 minutes ago, dovisally said:

I'm getting this error:

LOGDenx64.exe failed to generate object lod for one or more worlds,

looking at the log i see 2 errors

- error occlusion generation aborted due to LODGen error

- error LOGDenx64.exe failed to gegerate objeect lod for PalePass

Logs:

https://ufile.io/f/6x7ie

As you can see from the LODGen log, there is a problem reading the PalePass.4.1.-4.btr terrain LOD mesh file.

It is probably corrupt or invalid.

You could try to open the file in NifSkope to see if it is valid or not. If it opens without problem in NifSkope upload the file for me to review.

If NifSkope agrees, reinstall the mod it comes from.

Best solution is always to generate terrain LOD (meshes at least) with xLODGen for the current load order with xLODGen.

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Posted
21 minutes ago, sheson said:

As you can see from the LODGen log, there is a problem reading the PalePass.4.1.-4.btr terrain LOD mesh file.

It is probably corrupt or invalid.

You could open the file in NifSkope to see if it is valid or not. If it opens without problem in NifSkope upload it for me to review.

If NifSkope agrees, reinstall the mod it comes from.

Best solution is always to generate terrain LOD (meshes at least) with xLODGen for the current load order with xLODGen.

Sorry for my ignorance and simple questions, very new with modding

I'm trying to follow the path of this file with mod2 virtual folder but the terrain folder doesn't have PalePass

is that something to consider?

 

Explorer++_ztTU0OdX15.png

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Posted
23 minutes ago, dovisally said:

Sorry for my ignorance and simple questions, very new with modding

I'm trying to follow the path of this file with mod2 virtual folder but the terrain folder doesn't have PalePass

is that something to consider?

 

Explorer++_ztTU0OdX15.png

Assuming this shows the virtual file explorer from MO2.

The file will be in a BSA then.

Use the xEdit Asset Browser (started with CTRL+F3) to find which container (BSA or data = loose file) contains it, open it in NifSkope, extract it etc.

In that case it is possible LODGen can not read the BSA itself because it is blocked or is corrupt, invalid.

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Posted

So I was finally successful in generating TexGen and DynDOLOD with no issues whatsoever.

The problem?  My entire Windows 10 Home installation had become corrupt.  I had to format the entire drive and reinstall the OS clean.

Looking forward to seeing the results in-game!

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Posted

Hi... I've gotten this error while trying to generate Dyndolod Output. " LODGenx64.exe failed to generate object LOD for one or more worlds".  I've copied the error message and the bugreport.txt to pastebin files but  the Texgen_SSE_Debug_log and TexGen_SSE_log files were too large.  I know you mentioned to truncate the logs but I'm unsure which are the necessary parts to include.  The only error messages I could find in Texgen were:

 <Error: File not found textures\landscape\trees\juniptexsnown.dds. Used by Meshes\ztree's\trees\dwarfjunip02snow.nif Dark_Eden_Forests_Solstheim.esp dwarfjunip02snow "dwarfjunip02snow" [TREE:1D1F4AA2]>

<Error: File not found textures\yamadori\TundraDriftWoodBark01_N.dds. Used by Meshes\yamadori\gkbreachclifftree04.nif Markarth Side - Resort City.esp 00_TreeReachCliffTree04 [TREE:FE05D80C]>

and a couple of others which seem to point to the same files... however while searching my specific error on here, it seems that the problem I'm having relates to the generation of grass LODs.

I regenerated the precache grass file (after deleting the contents of the Data/Grass folder), emptied the Dyndolod/Edit Scripts/Dyndolod/Cache (after disabling via MCM in game while in an exterior space and then making an interior save), deleted the Texgen and Dyndolod Outpus and then regenerated both but am still receiving the error message.

I hate taking up your time but I've begun to go in circles researching this and have no idea anymore what to do.  Any advice as to how to move forward would be greatly appreciated.   Also, I hope I've correctly provided the pastebin links. Thanks.

https://pastebin.com/CmbdQmYKhttps://pastebin.com/q5PdQTk4

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Posted
On 11/7/2021 at 7:23 PM, BrotherShamus said:

Hi... I've gotten this error while trying to generate Dyndolod Output. " LODGenx64.exe failed to generate object LOD for one or more worlds".  I've copied the error message and the bugreport.txt to pastebin files but  the Texgen_SSE_Debug_log and TexGen_SSE_log files were too large.  I know you mentioned to truncate the logs but I'm unsure which are the necessary parts to include.  The only error messages I could find in Texgen were:

 <Error: File not found textures\landscape\trees\juniptexsnown.dds. Used by Meshes\ztree's\trees\dwarfjunip02snow.nif Dark_Eden_Forests_Solstheim.esp dwarfjunip02snow "dwarfjunip02snow" [TREE:1D1F4AA2]>

<Error: File not found textures\yamadori\TundraDriftWoodBark01_N.dds. Used by Meshes\yamadori\gkbreachclifftree04.nif Markarth Side - Resort City.esp 00_TreeReachCliffTree04 [TREE:FE05D80C]>

and a couple of others which seem to point to the same files... however while searching my specific error on here, it seems that the problem I'm having relates to the generation of grass LODs.

I regenerated the precache grass file (after deleting the contents of the Data/Grass folder), emptied the Dyndolod/Edit Scripts/Dyndolod/Cache (after disabling via MCM in game while in an exterior space and then making an interior save), deleted the Texgen and Dyndolod Outpus and then regenerated both but am still receiving the error message.

I hate taking up your time but I've begun to go in circles researching this and have no idea anymore what to do.  Any advice as to how to move forward would be greatly appreciated.   Also, I hope I've correctly provided the pastebin links. Thanks.

https://pastebin.com/CmbdQmYKhttps://pastebin.com/q5PdQTk4

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log and which LODGen logs to upload.
It also mentions using a file service.

Truncate large logs to the last meaningful session. If you watch the log messages while the tools run, you should have no problem to determine the first lines how the logs start. Which is where you truncate.

Also do what the error message says "Check for error messages in the listed LODGen log(s)" and check the LODGen log for details. That log should be uploaded as well in case you need help with its messages. Also click the "Help for this message" link to open https://dyndolod.info/Help/LODGen.

The bugreport.txt seems to be showing a completely different error which typically would prevent DynDOLOD to reach the point where it report errors in the LODGen log.

Missing textures in TexGen are a problem in TexGen. These missing textures prevent successful billboard generation.

There is NEVER a need to empty the cache. it is pointless.

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Posted
56 minutes ago, sheson said:

Read the first post which log files to upload when making reports.

It makes specific mention of using a file service.

Truncate large logs to the last meaningful session. If you watch the log messages while the tools run, you should have no problem to determine the first lines how the logs start. Which is where you truncate.

Also do what the error message says "Check for error messages in the listed LODGen log(s)" and check the LODGen log for details. That log should be uploaded as well in case you need help with its messages. Also click the "Help for this message" link to open "..\DynDOLOD\docs\help\LODGen.html".

The bugreport.txt seems to be showing a completely different error which typically would prevent DynDOLOD to reach the point where it report errors in the LODGen log.

Missing textures in TexGen are a problem in TexGen. These missing textures prevent successful billboard generation.

There is NEVER a need to empty the cache. it is pointless.

Apologies... I thought Pastebin was the file service being referenced in the first post.  Just so I understand correctly, I would truncate at the first error message in the log files and then only include the relevant parts (error messages in this case)?  I'm asking because I only seem to have one session in the Texgen log.

 

I did click on the "Help for this message" but unfortunately, was unable to understand what it was saying.  In fact, I may have to face the reality that this may be beyond my capabilities.  I've spent two weeks trying to put this together and most of the language on this forum only confuses me.  Perhaps I'll revisit this when I'm a little better educated in the terminology.  Apologies again for taking up your time.

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