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TheDude

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Everything posted by TheDude

  1. Worked like a charm, thanks again!!
  2. Hmm, unfortunately I'm now getting a lot of "Access violation"-errors instead (when I'm trying to generate lod for all worldspaces + occlusion) so I had to abort the Lod-generation since the program was stuck... Files including bugreport: https://limewire.com/d/XoUEi#0u0CpnUPOe Edit: the errors seems to happen when Dyndolod tries to generate occlusion for "DLC01FalmerValley "Forgotten Vale"
  3. Yeeees, it seems to work!! I did a quick test with just Tamriel LOD (without occlusion) and I'm getting perfect results with LOOT/autosort, no cyclic rules whatsoever! Thank you so much!!
  4. Of course! https://www.mediafire.com/file/75yt9vziznwrfzm/Natural_Waterfalls.esp/file https://www.mediafire.com/file/94lqwb32h47jl4e/Natural_Waterfalls_-_Water_for_ENB_Patch_%28Shades_of_Skyrim%29.esp/file (don't know if you need this patch, but I uploaded it anyway just in case... :-) )
  5. Done! https://www.mediafire.com/file/xar5lxmvsa4ql6n/DynDOLOD.esm/file https://www.mediafire.com/file/p36jvttw2stl7lm/DynDOLODExtender.esp/file
  6. Hi Sheson, hope you're doing alright! I’m running into a strange issue involving LOOT and/or Vortex, the mod "Water for ENB (Shades of Skyrim)" and my DynDOLOD-output. LOOT keeps detecting "cyclic interactions" between these mods, no matter how I adjust the load order...? Even when I sort everything manually or create specific custom rules, LOOT still reports the same cyclic dependency (see screenshots). This has never happened before and I have generated Dyndolod at least 100 times together with "Water for ENB (Shades of Skyrim)" and the same Load order without this error... So, anyway, I hope you can help. All logs, debug files, and my load order can be found here (no bug report was generated): https://limewire.com/d/B27Xk#uPqrussaqH Cheers!
  7. HI Sheson, just a quick question regarding the Whiterun/Solitude Exterior patch files in older DynDOLOD Resources: https://dyndolod.info/Help/Child-Parent-Worldspace-Copies I've downloaded and installed the patch and I understand that it should not be used together with the new "parent to child wordlspace" but what about the "child > parent"- option? I guess I should use that together wtih the old patch since the description says this: "The Child > parent option copies references that could have LOD from the child worldspaces to the parent worldspace. The copied reference usually uses the LOD model similar to the vanilla game."
  8. Aha, ok, thanks for clearing that up!
  9. I would be great to be able to try out the Whiterun/Solitude Exterior patch files with the latest alpha versions, please let me know if I can assist you in testing this. Yes, I'm aware of the Whiterun Exterior Grass patch too, but since I've precached my grass it doesnt affect performance that much actually. Thanks anyway. Ooh, that sounds interesting, I will have a close look at the large reference bugs workarounds then!
  10. Thanks for the reply. I regenerated my LOD once again without checking Parent > child and the performance is (of course) a lot better BUT there are also several buildings/models missing outside Whiterun which looks really bad and that was not the case with the Alpha 128/previous patches... So, I therefore I made a clean save, reverted back to Alpha 128 and Resources 37 (with the EXACT same LO) and Im now once again getting great performance AND no missing buildings/models outside Whiterun. Let me know if you want to have a look at these logfiles as well. I know its not optimal to use an older Alpha-version but for me its a no-brainer right now since Im getting both excellent performance AND buildings/models outside Whiterun. Which seems to be really hard to achieve with the new version, at least for my setup (although I haven't tried generating LOD with NoCellsWithNAVM=1 yet...). Edit: Im not using the reference bugs workaround, so can't be that either Im afriad.
  11. So I regenerated the LOD and Im losing appx 20 fps in Whiterun with the new Alpha 130/new parent/child-settings in comparison to the old Alpha 128/old settings/resources. For example: with Alpha version 128/resources 37 I got 55-60 fps in the stairs leading up to Dragonsreach (almost no stutters at all) but with the new Alpha 130/resources 38 and the settings above I get only 30-40 fps with a huge amount of stuttering... Don't really know what's going on here since my LO is exactly the same as before so maybe you could take a look at the logs here. Thanks for your help.
  12. Understood, Ill get back to you the the proper logfiles after Ive redone the LOD-generation. I also have a minimum of mods in and around town and since the older version (Alpha 128) worked really well the perfomancedrop with the latest version seems weird... The load order is exactly the same btw.
  13. Hi Sheson, I just tried the new Alpha 130 with the settings above (since I used the Whiterun and Solitude patches from the older Dyndolod resources) but it seems like the new version is giving me huge performance-issues and FPS-drops in comparison to the older version...? In Whiterun for example (which was running at 60 fps before) I get severe stutters in comparison to the older verson so I will try to regenerate my LOD to see if something is wrong on my end... Or maybe the new child/parent-settings simply are much more performance demanding than the old ones?
  14. Hi Sheson, I seem unable to "Zip and save" the Texgen-output-files using the latest Alpha v-76. Not a big deal but maybe theres something you could take a look at? Log files and bugreport: https://ufile.io/f/d54o3 From the end of the debug_log: [08:29] Removing temporary files [08:30] TexGen completed successfully [08:30] Exit TexGen, zip and exit, check log or restart? [08:39] User says "Zip & Exit" [08:39] Creating D:\Mods\DynDOLOD 3 Alpha 76\DynDOLOD\Edit Scripts\Export\TexGen_Output.zip [08:45] <Error: Item not found while processing Archive> [08:45] <Error: File not found D:\Mods\DynDOLOD 3 Alpha 76\DynDOLOD\Edit Scripts\Export\TexGen_Output.zip> [00:00] Closing files
  15. This seems to work! I regenerated everything with the newly updated DLL script and Alpha-64 and the lods looks great, no flashing/blinking in my new game! Thanks!!
  16. The video was from Lake Ilinalta, near/west of the Guardians Stones (coordinates are something like X: -5015; Y: -57238; Z: 740, but it varies since the glitch happens randomly at different locations...). The glitches occurs at more locations too, such as Whiterun Stables: if Im looking in the direction of White River watch I get flashing/blinking lods (which looks more and more like an occlusion glitch to me...). All my tests have been on a completely new game, and I haven't moved at all until getting the message "Dyndolod installed successfully". I also did not increase any movement speed - the glitches occurs randomly during normal speed. The LOD was generated for this exact load order, and Im not getting any papyrs logs or errors. Also: I regenerated all LODs again with exact same LO, but the glitches are still there. Haven't had this problem with any of the previous versions of the Alpha so dont really know what to do...
  17. Hi Sheson, I seem to have encountered a graphical bug/glitch with the latest Alpha-64... As I wrote earlier, the lod generation for all worldspaces was succesful but instead there seems to be a problem ingame with "flashing/blinking lods" (could it have something to do with the occlusion)? I have looked at the logfiles but since my knowledge is limited they don't really help me and no bugreport was generated either... Heres a videoclip of the issue: And here are the logfiles: https://ufile.io/f/hzlxx
  18. Hi again, Dyndolod Alpha-64 seems to work perfect for me and LOD-generation worked for all of the worldspaces! Thanks a lot!
  19. Thanks for your support! And yes, you're absolutely right: I will check the logs for warnings or errors next time. I agree that it seems that LOD-generation failed for certain worldspaces and will try to re-generate everything using Alpha-64. I'll be back with more info after this! Cheers!
  20. Hey Sheson, hope you're doing well! A quick question: I did a complete new LOD-generation with the latest Alpha v63 and discovered that the new DynDOLOD-output zip became appx 800 MB smaller in filesize (1.7 GB) than the previous generated output-zip (from Alpha v60; 2.5 GB). This seems a bit weird since I haven't changed my load order and Im using the exact same DynDOLOD-settings as before... Also, the Alpha 63 "Logs"-directory seems to be missing (?) a lot of files when compared to Alpha 60 (see attached screenshots below) and the debug file is freaking HUGE in size (100 MB)? But maybe all of this is perfectly fine since I did not recieve a bugreport? Anyway, please have a look at attached files: DynDOLOD log and debug file: https://ufile.io/f/in6da Screenshot/comparison: log-files Alpha 60 vs 63 after completed LOD-generation (same settings): https://imgur.com/a/3B6Dk9l
  21. *deleted* (I solved the problem)
  22. Good news, the authos was kind enough to provide a fixed LOD-asset for "Trees addon", so now everything should be in order! https://www.nexusmods.com/skyrimspecialedition/mods/22053?tab=posts
  23. Thanks! I just did that! :-)
  24. OK, sounds great! Another noob-question: even if the problem from now on will only be reported to the log, do you advise on not using Trees addon anyway? Since it contains these "borked LOD-assets"? Could it give me problems later on?
  25. Too bad, really like that mod... But for now I will make another attempt with just using "A little tree mod" and the complemting 3D Hybrid -models. Fingers crossed...
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