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gmahadhika91

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Everything posted by gmahadhika91

  1. I'm sorry, this mod works fine, it was a false positive. The real culprit turns out to be Skyrim 2021 modding guide: https://www.nexusmods.com/skyrimspecialedition/mods/40407 Its custom patch contains many .bto files. I take it I shouldn't use any .bto files unless they're generated from DynDOLOD based off of my load order, should I?
  2. Well if that is intentional and causes visible disruption to my LOD maybe I shouldn't use it after all. Unless the author acknowledge it as a bug and fixes it. Say, the mod Warzones adds a testing ground named Mt. Pain just North East of Windhelm. Will it have its LOD generated by DynDOLOD by default or should I add any custom rule? http://warzones.skyrim.modunion.com/451/
  3. Phew, I found it, it's this mod: https://www.nexusmods.com/skyrimspecialedition/mods/37891?tab=description Now I'm not sure how to fix it. Or that I shouldn't use it at all.
  4. This is becoming a nightmare to troubleshoot because apparently these mountain objects don't show unless starting from a new game. Any ideas how to pinpoint what mod causes this?
  5. Thank you for the insight, but no you were right the first time. I followed your DynDOLOD settings and it runs smooth as butter. SSE Display Tweaks is not the problem after all. I tried loading SSE just using USSEP and alternative start, the mountains were not there so yes it's most likely wild edits. It's at 0,99 cell and if I look for it's coordinate on SSEEDIT, it says cell not found. How do I pinpoint which mod does this though? I mean yes, I know the "hard" way. No easier way?
  6. Oh, wow, spot on! I've been using these. Are you saying I shouldn't use SSE Display Tweaks at all? Because if I do use it, I don't know which setting works for my system anyway. Should I go back to HavokFix64? That's what I thought, reading the description, I thought "wow free performance" but apparently not for my current setting. EDIT: I found another offender. Two mountains that are *SO FAR OFF NORTH* the map bugged. It's so far that I set my PC to auto run there with tcl and it takes 20 minutes or so. But you can still see that the mountains are there in the map. Again, clicking it doesn't show anything. Literally nothing is there, not even a mist object. Any idea? Last time I checked, these two are not fixed by occlusion, but I'm gonna try again now. https://imgur.com/a/qHUOHKt
  7. I mean, sure I'll try your suggestions. But I've been using DynDOLOD High preset with grass LOD and it's running fine. Roughly 40-60 fps everywhere outdoor, while stable 60 indoor. But adding the occlusion drops it to 10-20 fps, though not stagnantly. More like, two seconds it's 60 fps, drops to 10 for 1 second, and backs up, and down again. That's going on and on and on.
  8. OK I've remade the occlusion.esp and after further testing, I can confirm this does eliminates the flickering mountains. However, my fps is still poor with occlusion.esp. What's the logic behind this? Can I get better performance using quality 2 while also eliminating the flicker? I've already set the height to 0 instead of 100.
  9. I've followed the instruction there for Oclussion. The two mountains in question *seemingly* fixed but I'm not sure, because the game becomes very laggy to the point of unplayable. Am I doing something wrong? I followed the instruction on occlusion part exactly the same as it is written. Also, even though the two mountains seemingly fixed, I notice another single mountain just across it that were having the same problem.
  10. I will check this later. I...don't know what that is? Should I? How?
  11. Hey, this one fixes it! My banner is viewable from very far distance now! Thanks! OK, I've gotten close to the mountain, turns out the problem originates from 2 mountain that sits side by side. However, it shows nothing when I clicked it with console command. As if nothing is there. Sometimes it does shows something, but it was a mist object. What do I do now? https://imgur.com/a/mcpYHqY
  12. Will do, so there isn't actually anything wrong with my custom rules right? No it does not flicker if I'm staying still. It *does* flicker when I got close/further away to/from the mountain object. I tried setting block lvl 16 to 0 in game, and the distant LOD disappears, including the problematic mountain so yes, like you said, it *is* affected by block lvl 16 setting (not block lvl 8). The question is, how much do I need to set it in order to fix the problem? Yes I understand what you said in the post, but I'm confused as how to get close to it. Like, literally go near the mountain by foot in game?
  13. So I should generate DynDOLOD again but this time, load my preset as soon as I'm in the advanced mode? I assure you it does happen without tfc, albeit the flicker is not as fast as if using tfc. Again, how do I know the exact FormID of said mountain? Because when I clicked it from a distance, I always targeted a mist and it shows VolumetricMist.esp.
  14. Hi sheson, sorry it took a while. Here's the log from my latest DynDOLOD generation. Please do tell me what to do if you found any issue regarding my custom rules. Thank you in advance. https://drive.google.com/file/d/1rBkxeM6JBulxl_wnLyXjd3XziUnRllWp/view?usp=sharing Edit: And here's the video of the flickering mountain. Maybe you'll understand why I dread it so much. https://drive.google.com/file/d/14LVXreWP-eGMp-8SuLynK0afyyAzgUCn/view?usp=sharing
  15. Sorry sheson, I haven't got the time. Work stuff, probably tommorow. However I have to ask something quick, in case of generating grass cache, is it a good idea to include a smashed patch? Or should I do it without? The last time I generated it, it was without a smashed patch.
  16. OK I'll rerun it and get back to you. But was the file I uploaded (DynDOLOD_SSE_Default.ini) the correct one? I actually have an .ini file for my custom preset. I beg your pardon, are you suggesting that I should change LOD level 8 distance as well? It's so far away and it pops in/out. How do I determine its origin?
  17. I think I asked poorly. Yes the log I uploaded was to give you an insight whether I implemented my custom rules properly or not (regarding the banner). Here I uploaded the preset. The screenshot of DynDOLOD options window was to show you that I've increased both fblockmaximumdistance and fsplitdistancemult but the problem (which in this case, the pops in/out of distant mountain) still persist. So yeah I'm having two different problems of which I assume is not correlated to each other. DynDOLOD_SSE_Default.ini
  18. I'm not sure what am I looking for at the logs. Would you be so kind to check it for me whether my rules are implemented correctly? Thank you in advance. FYI I am using Open Cities hence I'm doing the two part LOD generation (static and dynamic). At each and every generation of both static and dynamic, I've set the rules as in my previous post. EDIT: I've also tried increasing LOD level 16 distance and multiplier to no avail. The problem persist. Logs.7z
  19. OK I'll try to increase it even more. Where can I find the debug log? Also, does the rule works the same way as load order? As in the lower it gets in the load order the higher priority it is? Then should I put those rules just below trees rule?
  20. Sheson I'm sorry I think I spoke too soon. After more testing, the problem persists even with LOD level 16 at 409600. And on top of that the GenericBannerRed03.nif is also not visible from distance once again, even though I've already deleted the two FormID rule for the normal banner and its civil war counterpart! At least the banner thing I'm sure it was working fine a few DynDOLOD generation ago. Is there any specific order that I should put GenericBannerRed03.nif on the rule list? Any other solution for both of these problems? EDIT: I've screenshot of my DynDOLOD rules. In the red box are the rules added by me. The FormID rule for the banners are already deleted, but not shown in the pic.
  21. Oh my god I feel stupid. You've been trying to tell me this the whole time. Sadly that amount is too taxing for my system. It does solve my problem though. Still, thanks for the info. (and your patience) EDIT: Whoops, my system can take it! Turns out I forgot to connect my laptop to a power source. Thank you!
  22. I've reset and made sure that LOD levels setting are proper (according to BethIni Ultra, that is). I do think resource usage has been lessened by that, which is a good thing. The mountain however, still pops in and pops out. Please help what do I need to do so it does not happen again, because it might happen somewhere else and it's very un-immersive for me. https://imgur.com/a/OTvnuGn
  23. When it comes to LOD I try to make it the best as possible, because it's very distracting much more than textures or meshes. These are my DynDOLOD settings. How do I set it so the distant mountain pops in/out eliminated?
  24. OK I've read it and (hopefully) understood it better now. However, does this mean I should just increase Neverfade maximum? Because it is also said that eventually neverfade still fades. Also the mountain object that's been disappearing and pops in again turns out not necessarily because it's so far away. At some points, whether it's near or far, it's bound to pops out and pops in again. Is this unfixable, like is it just how SSE engine is?
  25. I'm already using BethIni Ultra setting. Should I crank those numbers up even more? Also, if it is configurable in skyrimprefs.ini then I don't have to regenerate DynDOLOD for those mountains to be consistently shown, do I?
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