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KatCut

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    KatCut

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  1. Thank you for responding. I couldn't quite understand all you said as I'm not familiar to how this all works under the hood. Could you point me to where I could find more detailed digestible information on the topic?
  2. Hello! I've been a user of Dyndolod for a couple of years now, and recently I started using Dyndolod 3. I must say, I absolutely love the new tree LODs and grass LODs, especially with the added support for ENB and other features. Recently, I came across a mod on the Nexus that adds a settlement system to Skyrim, similar to the one in Fallout 4. However, I encountered a small issue. Since I've been using DynDOLOD, I've become accustomed to seeing my custom buildings from other mods visible in the unloaded distant terrain. So, here's my question for you: Is there a possibility that DynDOLOD will include a feature to render dynamically placed objects in the distance, as long as the models have LODs available? Given the mod makes this possible by using static building parts available in CK DynDOLOD could use LODs parts for these player made buildings. The mod even adds custom empty cells to build the inside of the buildings. I really recommend checking it out. Here's the link to the mod: Skyrim - Settlement Builder - Expansion Pack. I understand that there may be limitations due to the game engine, but I truly appreciate all the amazing work you've done for the community so far! Thank you! This post text was grammatically corrected with the help of AI. Original text:
  3. I agree, it is a bit of a test of patience with the engine bugs, how ever, I have played thru the entire game all quest lines and main quests with just ussep and no other mod, as a way to experience a vanilla game with a fan made final patch to iron out the bugs that could be fixed with ck, as I played heavely modded skyrim for over 4 years and in contrast I played vanilla for only about a week back when I started playing in 2018. I played thru it vanilla without any mods recently then with ussep, but got fedup of the ugly lods and terrain, so I got an upscaled texture mod and wanted to use xlodgen to get increased draw distance. I did figure out how to use dyndolod without skse tho which is far better than the months it would take to do it all manually with xlodgen as u said. I will do another play thru latter with skse and engine fixes, just not now. Thank you for the instructions though. I really apreciate it and the effort u've put in to improving everyone's draw distance!
  4. Nvm I figured it out. Dyndolod without ticking the dynamic lod box doesn't require skse. Solved my problem without using xlodgen. Thanks for the awesome mod sheson! BTW how do I edit posts?
  5. I know the recommendation is to use dyndolod for tree lods, but I really want to learn xlodgen for lods as I don't want to use skse in this playthru, Dyndolod requires skse, but xlodgen doesn't, I'm doing a ultra vanilla playthrough with just unofficial patch upscaled vanilla textures and LOD, I want to use xlodgen for all of it but have no idea where to start, as most guides say dyndolod better use that instead. I understand that, I just still insist I want to learn xlodgen. Can anyone point me to the right direction to start with? Specially with 3d lods. I have indistinguishable billboards but from what I gather I need meshes for 3d, so I'd need to make em.
  6. can I generate tree lod/3D tree lod with occlusion on the same session or is it just terrain and object that that can be generated with occlusion? Should I generate the trees, terrain and object lod., close xlodgen, install the files, then reopen it and generate occlusion? Do I need to generate it if using a water mod like cathedral water? I'm not at the moment but I could. Prefer not to...
  7. So should I clean my master files or not?
  8. So I did another test by regenerating dyndolod and texgen but without grass lod and it removed almost all the fps drops I could walk around kynsgrove all around without any fps drop below 75 fps(my monitor's refresh rate with gsync and vsync and display tweaks mod) I did notice one single massive stutter as I was walking around the kynesgrove are but after that it was smoth as butter. What can I do to make grass lod performant? I'll also post the debug log: https://ufile.io/bube2axt
  9. here is the link to the log https://ufile.io/bow8oni1 Do I need to post the load order as well or is it already in the log? It's too large for me to read it, so idk if it's there already or not. Edit: Lowering the game's setting to high in bethini didn't help much in that particular area. My modlist is very small copared to most modlist with just less than 200 individual mods and 100 plugins. No quest or gameplay mod or even location mod. One big texture mod skyrim realistic over haul and a few smaller ones and thats it. Running enhanced vanilla trees and a light weight grass mod. I regenerated dyndolod again but on medium settings and it helped nothing, but lowering it from ultra trees to tree lod helped a bit but I could still feel a large fps drop. Edit 2: I do have precashed grass and grass lod as well.
  10. Hey! I've been using ur mod on my playthrouh since the beginning for 2 weeks now. I'm decently far through the game and I almost never fast travel. I only travel by walking no sprinting either. I love the immersion ur mod can provide specially as it performs incredibly well given the immense improvement it provides over the vanilla game. However, I've notice that I got some "Hot spots" on certain areas, where, my game lags quite a lot. I usually get well over 100 fps 99% of the time while walking without a hitch, running the game with vsync and gsync at 75 hz. When I walk around Kynesgrove and the Windhelm's docks my fps drops to bellow 60 around the 50s which triggers my vsync and halfs my fps as per usual vsync functionality. Gsync can help with fps drops when they are over my monitor minimum fps threshold, which is between 55 to 75hz. When the game gets to below 55 I get an effective frame rate of half of 75. It looks horrible. I want to know if this is expected behavior on certain areas as the game can overload with lods even with dyndolod. Or if there shouldn't be such anomalies in frame rate and either there is an issue with the mod or with my load order. I'm running dyndolod on high settings with grass lod and tree lod on ultra. My pc is pretty decent: 2060 SUPER(equivalent to 2070 8gbs of vram), Ryzen 5 3600, 16gb of ddr4 ram and a sata ssd. When I disable dyndolod as per the instructions on the mods's mcm I get normal frame rates, so it's definetly dyndolod. Help would be much appreciated. Thank you for reading and sorry for my bad English.
  11. Thank you for the info. I got one more question tho. I deactivated my bashed patch before generating the lods. Now my occlusion data isn't forwarding my encounter zone changes by the bashed patch. Should I regen dyndolod with the bashed patch enabled or do I need to manually forward dozes many many records by hand?
  12. I accidentally downloaded and installed the 2.x version of the resources. I generated texgen with that, then tried to generate dyndolod. OFC it failed and told me to install the right version. I did so. The question now is, do I need to re do texgen? Or is texgen independent of the resources mod?
  13. gotcha, thanks for all u've done for the community ; )
  14. I'm sorry I missed that. I probably miss understood the explanation u gave on the main page. I thought the options were to start after the last loaded cells mode 1 and much further away in mode 2. I now see that makes no sense, as that would require extended grass from NGIO. I'm kinda new to this stuff, so sorry for the misunderstanding. Just to clarify, does large reference mode mean closer to the player than the furthest loaded cells or not? Cause If it's close enough to blend with the real grass, then that's the solution to my problem. But if not then It would only make it worst. PS: I'm autistic, so maybe a more literal and detailed explanation could help me grasp it. I'm quite terrible with figurative thinking. Also english isn't my first language... NVM: Found the issue. My base game settings for grass weren't working properly, so no matter how far I set it, it would never render all the grass all the way up to the cell borders. So the solution is to use NGIO's override grass distance without the extended grass. Fixes the issue with no noticeable pop in. The only thing I did notice popping in, was tree lods when I got closer to them, they flickered in to a new model, even tho, I'm using ultra trees. I was moving at 500 speedmult tho, so maybe the engine didn't have time to fade it in in time idk. U made this mod u should know If I messed something up. I've used dyndolod 2 for over three years and didn't get this kind of flickering, that've noticed at least. Using EVT for 3.0. Why does the flickering happen? Why not just fade it in like with grass?
  15. I'm currently getting a weird empty spot on my grass right before the last loaded cells, and after the real grass ends. What have I done wrong? I've tried disabling grass fade, have tried adjusted fade range, fade start min and max, I'm out of ideas of what to try. Did the pre cash, texgen and dyndolod. Didn't enable override grass distance option in NGIO config, thought that'd be unnecessary with grass lod. Did I miss something on the main page? I've read it 5 times already, can't find a solution on it or online.
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