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Illana

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  1. quick question, the scripts got updated but I'm still on 1.5.97. Do I need to update scripts or should I be using the ones from when the 1.5.97 dll was released?
  2. Rerunning texgen and dyndolod from scratch fixed it
  3. Anyone seen this issue here? Deepwood Redoubt LODs bleeding out into Tamriel worldspace: https://i.imgur.com/sbwxaSK.jpg
  4. I see, a lot of the entries in the texgen output file say false at the end. I will continue to look into this, thanks Sheson
  5. I'm struggling to get grass lods to work properly in Alpha 53, going through this checklist: /DynDOLOD/docs/help/GrassLOD.html Everything is there but grass LODs look like this now: Pre alpha 53 they were much more dense and larger and I've not changed any settings since. Only thing done differently is this time I made a grass patch with recalced bounds to generate the cache with. I noticed the output it generated was MUCH smaller than previously. Down from 3.5GB to 2.3GB Here are the relevant logs (no bugreport because it generated successfully) https://pastebin.com/5KB2XDHk DynDOLOD_SSE_Debug_log.txt https://zerobin.net/?0de4544681019cca#+L7LCTOPN/0GijXuiOXR1ui9ryuAL0RiBVxVDI69dsE= DynDOLOD_SSE_log https://zerobin.net/?630745ebab668eb8#/wQ/VKJ0NrwBlNkC+eIjHd8xrK2FCZh0rGr3wJUuRpU= LODGen_SSE_Tamriel_log
  6. Can anyone tell me how to fix this error?
  7. Can we remove this error checking on Dyndolod? It's out of scope for this program to be checking QUEST records surely?
  8. Nono I think you're misunderstanding me. I have NGIO set to use the cache only and everything is fine on land cells. I can run around falkreath hold to my heart's content. The issue is when I start loading sea cells, near the coast up north. When I'm up there, even though there's no grass underwater (I have a mod removing it), the game starts freezing as I load new cells as if I didn't have precached grass.
  9. Yes, grass is precached and usecache and onlyloadfromcache are both true This behaviour is reminiscent of having no grass cache (freezing and then grass loading in after a short fade in). Does the mod fallback onto default behaviour when it cannot find cache to load?
  10. Nvm i disabled no grass and it removed the stuttering. I wonder why it has so much trouble with ocean cells though :/
  11. Getting some performance degradation using this with grasscache. Setting grasscache Dyndolod mode to 1 (# 1 = Display grass only in active cells (without fade) and let DynDOLOD handle inactive cell Grass ) and at the coast when ,presumably I'm loading a new ocean cell, i get freezes for 5-8 seconds while it loads.....nothing? Running through Whiterun plains has no stuttering at all. Is there something else I need to set in the Dyndolod ini or settings to help with this? Or any tips on how to prevent this from happening?
  12. Basically want it to be less obvious when I'm changing from full texture to LOD I believe this video covers what I mean: https://giant.gfycat.com/EveryColorfulEagle.webm The lod isn't even a similar colour and the mesh is completely off, I'm just wondering if I've done something wrong or is this just expected.
  13. I get that but are there any settings I can change to make the difference a little less?
  14. Is this normal for terrain lod or am I just being extra picky? Once you get near the LOD the fade-in is extremely obvious and Terrain changes a lot
  15. If an object disappears as you get close to it, is that because of the occlusion data? I reran occlusion with the latest beta 75 and the palace of the kings in SE is disappearing as you approach it: https://i.imgur.com/27hoxae.jpg Nope =/ disabled occlusion and it's still happening. Maybe someone knows what could be going on still? EDIT: found the culprit, it's the better dynamic snow patcher that's touching the static object of the Palace.
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