
Illana
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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?
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Rerunning texgen and dyndolod from scratch fixed it
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Anyone seen this issue here? Deepwood Redoubt LODs bleeding out into Tamriel worldspace: https://i.imgur.com/sbwxaSK.jpg
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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
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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
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Can we remove this error checking on Dyndolod? It's out of scope for this program to be checking QUEST records surely?
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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.
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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?
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Nvm i disabled no grass and it removed the stuttering. I wonder why it has so much trouble with ocean cells though :/
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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?
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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.
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I get that but are there any settings I can change to make the difference a little less?
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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
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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.