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drift123

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Everything posted by drift123

  1. Okay. So I've generated the LOD and there is a new .esm file. Should I include this in the .zip archive with Meshes, Textures and the .esp. Or do I need to add it separately to NMM? Will that even make a difference? Also, does disabling large references affect visuals or performance? (sorry for all the questions, just want to make sure I do this right)
  2. Okay I have one more question and its about the Large Reference System. I've read the Skyrim SE manual as well as the Large Reference Grid document but I'm still confused as to how it works. Is it preferable to use the large reference system or to disable it? From what I've read if I don't use the large reference system then I should check 'Upgrade NearGrid LargeRefs'. But I'm not sure whether its better to use the Large Reference Fix or not.
  3. I'm not sure why my mouse was causing stutter but it was happening in different games and went away when I swapped for a cheap wired mouse from manufacturer. My guess is interference or the sensor is not working correctly. But it only happens in 3D games which is strange. As for my PC, I have i7 7700k, 16 GB DDR4 RAM, Samsung EVO 500 GB SSD, GTX 1050 TI OC 4 GB VRAM, and WIN 10 64 bit. I even checked performance and nothing was overheating or bottlenecking. The stutter was definitely not due to bad components, because I'm running Skyrim SE butter-smooth with the same hardware on Ultra settings with mods and there is 0 stutter. For my standards SSE looks pretty good and mods/ENB will develop in time.
  4. This is the reason why I switched to Special Edition. No bottlenecks in my hardware or VRAM and still stutters on Vanilla ultra settings in oldrim. SSE feels much smoother. I also determined that my wireless mouse had intermittent stutter (due to interference or it being old and worn out) which was confounding the issue. So I switched to a wired mouse and now I have butter smooth modded Skyrim with ultra graphics.
  5. Okay cool. What exactly do the patched scripts (for Laterns of Skyrim, etc) fix?
  6. I'm installing DynDOLOD Ultra Trees version for Skyrim Special Edition. My questions are: 1) If using Re-engaged ENB, will the Indistinguishable Vanilla Billboards for SE - MEDIUM brightness version work, or should I use the dark billboards? Is this just a matter of testing out what looks good? 2) I see in the SE documentation that there is an issue with tree LOD reflection in SE. If I am using Ultra Trees and tree LOD is disabled, will tree reflections look good on their own, or do I need to take some extra step similar to disabling tree LOD reflections or setting average billboard background colors in DYNDOLOD? 3) I use Lanterns of Skyrim. Do I need to install the DynDOLOD patches and check Lanterns of Skyrim like in Oldrim or will this mod work automatically? Thank you
  7. Well, I hadn't tried Special Edition yet because I assumed there wasn't going to be the mods I wanted. But it turns out most of them have been made available since the release of Skyrim SE. Decided to try it out and see if it had the same issue as Oldrim. Played it on Ultra settings and it runs perfectly smooth, no stutter in the same locations. So that load stutter is definitely an engine issue, as I can get far smoother performance in SE even with its improved visuals compared to Oldrim with lesser visuals. Guess its time to crossover.
  8. Okay well I'll keep tweaking until I hopefully find what works. Thanks for your assistance and an epic mod.
  9. Alright I'll try those. I already have ENBoost working as well as the memory patch. I've tried changing ReservedMemoryMB to 64 - 1024 MB in enblocal.ini and saw no difference. My VRAM has lots of headroom as I only have a few mods loaded the only added textures being Realistic Water Two and SMIM meshes. When LOD was disabled the Sky Falls/Mills objects were still visible, so maybe that adds to the stutter. Have you or others entirely eliminated the stuttering in your experience or is it really a matter of reducing the stutter so much that it is not bothersome? In other words, is this an engine limitation that can only be largely mitigated but not resolved? I'm thinking my expectations of complete smoothness may be too high for this old game engine.
  10. So I completely uninstalled DynDOLOD and then reinstalled. This time I generated LOD with Ultra Trees, High settings. I made sure to install on a save game that was Pre-DynDOLOD to avoid any issues. I'm fairly sure I have installed it correctly. Good news: Trees and objects look great and are detailed at long distance. My system handled the performance on High no problem and I get a solid 60 FPS and it never dips even sprinting on horse. Bad news: The stuttering problem still remains when crossing cell borders, even though my FPS does not dip below 60. The only thing that seems to help this is to turn 'Distant Object Detail' down. The lower the setting the lesser the stuttering. However, I noticed that even on Vanilla unmodded Skyrim (oldrim) with all graphics settings lowest, the stutter is still there. Its just that when Distant object detail is on 'Low' the stutter is so brief as to be generally unnoticeable, unless I purposely run in circles around a cell border intersection while panning camera in third person. If I turn 'Distant Object Detail' to Ultra with all other settings low, the stutter becomes quite noticeable. I noticed that in first person the stutters are still there, but much less and so quick as to be generally unnoticeable. I've run tests and my system has no CPU/GPU/VRAM/RAM bottlenecks and temps are good. I do notice the stutters correspond with a slight spike in I/O disk usage, but this could simply be due to the game loading in new cells. I've seen many threads with others describing this same issue with better rigs and GPU's than mine, such as this one: https://forum.step-project.com/topic/7517-microstuttering-in-3rd-person-runninghorseback-riding-on-good-rig/page-5 It seems to me like this is a game engine issue, since many others with high-end rigs have the same issue. My confusion is that if fTreeLoadDistance is what causes this, then why would the stutter remain using Ultra Trees workaround? I set TreeLOD=0 and TreeFullFallBack=1. I used High settings and 'Generate Tree LOD' was grayed out. 'Tree' mesh rules were the default: Static LOD4 for LOD4, Billboard for LOD 8 and LOD 16. With DynDOLOD Ultra Trees installed I see trees in the distance regardless of how low I set fTreeLoadDistance. Why would the stutter still persist? Is the cell border issue strictly related to trees or does the game engine have an issue with loading object LOD too? Another thing I tried was setting fBlockLevel0Distance, fBlockLevel1Distance, fBlockMaximumDistance, fSplitDistanceMult, and fTreeLoadDistance all to 0. I then toggled off all LOD using tll. Even then, there was a cell border stutter, although greatly reduced. I tried this after installing Skymills + SkyFalls and Ultra Trees DynDOLOD though, so I don't know if the LOD was truly disabled or not. This problem is quite annoying because my PC should be able to run this game well. If I can resolve this specific stutter issue then my performance otherwise is great. Turning down Distant Object Detail helps but isn't a true solution...hoping that there is one.
  11. I've read that section and I believe I've installed it correctly. I'm not sure if that was a "conflict" in the technical sense, I just meant it asked to overwrite files. Specifically it was asking to overwrite meshes from 'A Quality World Map - World Objects Add-On' (which adds bridges, silos, etc to the map) with DynDOLOD meshes. So if I understand it correctly: the Vanilla meshes are over written by 'A Quality World Map''s meshes (or simply have priority), which then are to be overwritten by DynDOLOD_Output's generated meshes (which DynDOLOD generates using the 'A Quality World Map' meshes in my load order). Also, I've tested out the mod in-game and so far it seems to be working without any issues. However, I did not generate the Ultra Trees LOD yet which may help the stuttering. I decided I should understand the basics first...
  12. I have successfully generated the DynDOLOD.esp . When activated in Nexus Mod Manager, should this mod overwrite all other mod files? It conflicted with 'A Quality World Map' which I have already installed. For the time being I've let DynDOLOD overwrite, as I assume its files need priority. Thanks
  13. Hi, I am setting up Enboost and specifically the VideoMemorySizeMB value in enblocal.ini I have Windows 10 with 16 GB DDR4, and 4 GB VRAM. I ran the Vram direct X 9 test and got 12160. I subtracted 350 for a final value of 11810. From listening to various videos on ENB setup, some say that the max value for this setting is 10240 MB. My question is, should I set mine to 11810 or drop it down to 10240, or does it not matter? Thank you
  14. Thank you...I have done some more reading and am starting to understand how LOD works. At first I found it a bit confusing.
  15. Hi, I have read the documentation and have some questions before I install DynDOLOD. 1) Will DynDOLOD retain tree animations (especially for nearby trees)? 2) My Skyrim is mostly unmodded at the moment. Should I add all my other mods (textures, water, lighting, etc.) before installing DynDOLOD? Will I need to regenerate LOD after installing new mods? 3) My specs are: Windows 10, i7 7700k, 16 gb DDR4 RAM, Samsung Evo SSD, GTX 1050 TI OC Will my graphics card handle DynDOLOD well? Is this mod GPU or CPU heavy? Thanks
  16. Hi, I've started modding Skyrim on a new PC with decent specs, and was surprised when I was experiencing noticeable "macro-stuttering" when running around outside Whiterun on a horse in third person. After much testing and research, I came across a 2015 post on here by DynDOLOD mod author Sheson, claiming that when ftreeloaddistance is set to 1,000,000 , and you cross a cell border it causes stuttering. So I tried it out and enabled cell borders in the console and set ftreeloaddistance to 1000000. Sure enough whenever I crossed a cell border there was a large stutter. When I put this value down to 40,000 , or set Distant Object Detail from Ultra to High, the stutters went away or became too small too notice. My question is if this issue has been fixed or if there is a way to keep Distant Object Detail on Ultra and still remove this stutter? Thanks!
  17. Hi, I've started modding Skyrim on a new PC with decent specs, and was surprised when I was experiencing noticeable "macro-stuttering" when running around outside Whiterun on a horse in third person. After much testing and research, I came across a 2015 post on here by DynDOLOD mod author Sheson, claiming that when ftreeloaddistance is set to 1,000,000 , and you cross a cell border it causes stuttering. So I tried it out and enabled cell borders in the console and set ftreeloaddistance to 1000000. Sure enough whenever I crossed a cell border there was a large stutter. When I put this value down to 40,000 , or set Distant Object Detail from Ultra to High, the stutters went away or became too small too notice. My question is if this issue has been fixed or if there is a way to keep Distant Object Detail on Ultra and still remove this stutter? Thanks!
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