
RainingTacco
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Everything posted by RainingTacco
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A new crash I am trying to diagnose
RainingTacco replied to Soulmancer's question in General Skyrim SE Support
The crash is caused by dyndolod NG, either use old papyrus script version or try the newest NG alpha 18. -
Use old papyrus dyndolod scripts for now, i had crashes on load[infamous skyrim.esm::902560] with dyndo alpha 17, but with papyrus i had none. Havent tried alpha 18 yet. The crashes might had been due to my LO too, since i had a patcher for static objects/land textures after dyndolod, some activator objects too and a patch that needed dyndolod as master, which sheson said that's haram basically. So whether the crashes were because of dyndo or my LO[which i now fixed and always put dyndo output plugins last] is unknown. The one thing is almost certain - large reference bug workaround is way less lenient on load order of dyndo.esp plugin due to that activator object switching. If something replace that object, it's scripts/whatever and uses dyndo plugin as master, you gonna have a bad time.
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A new crash I am trying to diagnose
RainingTacco replied to Soulmancer's question in General Skyrim SE Support
People, if you have the same crashes, please upload logs, you can cross reference mods and maybe someone will get to a bottom of this. I remember not having this issue on 1.6.640 with pretty much same mod setup, so it appears that downgrading to 1.5.97 and replacing all of the skse mods with 1.5.97 version cause some bug or something is not playing well together - notice that we all who suffer from this bug are using 1.5.97. -
A new crash I am trying to diagnose
RainingTacco replied to Soulmancer's question in General Skyrim SE Support
@Mousetick Papyrus.3.log @Mousetick Papyrus.0 — kopia.log I dont think its due to memory leak as it happens on game load. Maybe it's trying to reference something that doesn't exist, save that variable in an infinite loop accessing again and again and then overloading VM? Or just simply not being able to reference properly, weird thing that these objects to exist in formid plugin of skyrim and point to some activator like mine or/clay deposit. -
A new crash I am trying to diagnose
RainingTacco replied to Soulmancer's question in General Skyrim SE Support
Hello, any progress @Soulmancer? I encounter same crash. It happens ONLY during loading the game in already ongoing game. https://pastebin.com/B2bmdDGy -
If Dyndolod knows that there are UDRs, so it finds them, why it can't provide a log which plugins have them? That way i dont need to run the PACT tool on my whole load order and waste time.
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Im talking about Dyndolod_SSE.ini and a shitton of other inis for custom worldspaces and other. Now i just dont copy dyndolod_sse.ini and rules folder if i upgrade to new version, but it would be nice to just have dedicated folder for that in the forefront, ie. main folder alongside DYNDOLOD folder.
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I know about procedure, i just asked if you ever thought about separating these to make it hassle free.
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Can we get separate folder for edit scripts/dyndolod.ini settings, because after you make some custom changes to them, it's then very unwieldy when upgrading to new version, making sure you don't overwrite these ini files is not an easy task as you have to first unpack stuff, delete the ini files and then copy and replace over. If we had them in separate folder without any .dll files that might had been updated, it would be just as easy as not selecting the appropraite folder during unpacking. @sheson
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searched dyndolod website for what level 0/level1/level 2 means in object rules but the only thing i could find is that it loads models with suffixes _0,_1. What if a tree mod comes with 3D LODs wiht only one file/level for a tree? Does that mean using any option beside level 0 is useless? If that's the case, why HLT dyndolod 3 addon recommends to use level 1 if there are no additional files to load? So what does exactly dyndolod do with these 3d lods? Do it prune its geometry so Level 1 has less vertices than level 0? Its so annoying that some things arent explained on the website.
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Was it a mistake to run a hd tree option in texgen along with ultra tree lod option in dyndolod using billboard 4 setting for lod 4 and 8[what is even a point of using ultra lod option with billboard 4 and why is it allowed? shouldnt ultra tree lod always enforce level 0/1/2 rules?], when the tree mod[wigfrid tree replacer] has no 3d or hybrid lods? So i assume this is how crappy the shadowing on pseudo 3d tree lod looks like when its simply done by crossing two planes of billboards? Is there any way to fix this using the settings, because there's no 3d lods available? Or my hope is to switch to other mod?
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@sheson Have you ever thought about doing your own grass caching tool and making it a part of dyndolod? And merging that with xlodgen for one big tool that take cares of all LODs?
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Ive ticked the hide quads and i dont see change in the game, so i think i will keep the setting. As for height map its just additional megabytes that i dont need so i removed it. Hopefully the height map will be used for something cool in future.
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Yeah i read it and still dont know if there's any benefit to hiding quads, as for the height map i get that its unusable for now[i dont see any mods for it]
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What exactly height map is used for and what does hide quads does? Should these options be enabled? Why is no one discussing this?
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I also want to know that. The billboards for grass are so small i don't think the chosen billboard levels should affect anything? For me it's like 32x32 texture its really small.
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Is there a way to see which version of dyndolod i have currently installed? The changelog links me to website, but i think each dyndolod pack should have version number .txt file to see what we currently have installed.
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This is why i said i don't know if its active cell models or LODs, obviously i can't write TLL as the transition happens Im not blaming dyndolod, i was just curious why it happens and how to fix it.
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Lod "popping" by popping you mean changing of level of detail will always happen per definition. To lessen the effect, you need LODs that match the full model with geometry and polycount, but that degrade performance. The best course of action would be to have more tiers of LOD, instead of just lod4 and lod8, add more in between with mesh complexity growing the closer the lod to the viewer. As for popping, anyone know what's cause LOD/model popping? Like you move camera, and tree loads up. Im not running out of vram and not running out of gpu performance, so im wondering what can cause this? Large references?
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The big advantage of skyland over SRO, is that every texture is made from scratch, and SRO has some upscaled textures[?].
- 8 replies
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- SKYRIMSE
- 06-models and textures
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(and 2 more)
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Ahhh sweet, it's bethesda idiosyncrasies time. They just couldn't make it sane lol. Would it be possible for dyndolod to take cell reference like i said 8.-5 and then produce applicable LODs containing this cell, without the need for some crossreferencing with external program? That would make the life easier for end user.
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How there is no 8,-5 cell, when these are the coordinates that dyndolod tells me when i look it in dyndolod mcm ingame? So what the heck i have to put in dyndolod chunk settings to get that 8,-5 cell lod generated[it's the coc whiterun cell]? What is a lodsettings file and where it is located? Why can't cell coordinates of 8,-5 translate to lod files named 8,-5, but you tell me it's 8,-8?
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Is it possible for chunk creation to feed it specific matrix list of coordinates? like [8,-5][6,-3] and it would create lod for the square between coordinates 8,-5 and 6,-3? Is coordinate system used by dyndolod same as on this map? https://modmapper.com Im asking because i enter cell coordinate from this map, execute lodgen and get empty folder, whereas i know that there should be lod there. Ok its the same coordinate system, but why it generate empty lod then? Hmmm. It works fine when i just generate lod4, but when i try some chunks like 8,-5 i get empty folder.