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Everything posted by MisterMorden
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Ok, here's my logs (no bugreport generated): https://ufile.io/f/m99wg Using elephant's script latency tester, I always hover between 70 to 100-ish when just running around not in combat (go up to 125-150 in heavy combat) Ps. same effect using dyndolod.dll + it's scripts 3 or papyrusutil + it's scripts 3
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I'll get my logs up when I get home, as usual I ran out this AM in a hurry. I'd say my avg fps is around 40-45 ish. I had a tool to measure script lag but I haven't used it recently...I'll try it again and see what it says this evening. I only used the dll and the new scripts for the Large Ref bug workaround, I hadn't tried it with the latest pre-workaround version.
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Hey sheson, I have a question for you...I've been noticing lately that after generating lod, when I fast travel somewhere the lod blinks once when I arrive at my destination but doesn't give me any trouble again after that as I'm just walking/running around. I was just wondering if fast traveling had the effect of making the player "outrun," if you will, the lods loading up? I do have quite an extensive mod list and quite a few custom mesh rules that I use plus I also generate lods at uhd resolution, so maybe it has to do with resource utilization? I'm using the latest alpha and resources with the large reference bug workaround enabled, by the way. Thanks in advance for any insight.
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I believe I may have found the issue just thumbing through the passthrough lod nifs...nifskope shows this one has a scale of 2.20000 TreeAddon_BlubboReachCliffTree02_19871AEEpassthru_lod.nif All other nifs have a scale of 1.000000
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Hey, sheson...I'm not sure if this is the proper place to ask this but I don't have logs on it to post in the alpha support thread so sorry in advance if I messed up. I was trying to use Blubbo's replacer (latest version) for windave's tree addon mod and every time I generated lod (newest alpha & resources fyi) I would get some tall pines that had inappropriately huge lod. I normally wouldn't ask you about another author's mod but I noticed the author stated in the posts that you had assisted them with the mod (or maybe the scaling of the 3d lod? I might be misunderstanding) and was wondering if you might have any insight into this issue. Thanks!
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Hey again, sheson...I just ran alpha 100 with the large reference bug workaround and when I went to start my game I got a message "dyndolod dll papyrus scripts are the wrong version." However I use 1.5.97 and have been using the same scripts and dll since I've been running dyndolod 3.0. Ah ok now I'm reading the effin manual I see the latest scripts are needed...trying again, sorry.
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Many thanks sheson! And I usually keep up with the thread so well...
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Hi sheson, I had an error with the latest alpha (99) when using the large reference bug workaround. Using alpha 99 without the workaround worked (but in my rush to get to work this morning I forgot to get the logs/bug report from the alpha 99 run without the workaround enabled). I realize there are a metric ton of warnings & errors, however none of these have stopped the generation with an error box in previous generations/alphas...not to say there aren't visual problems, bugs and crashes yet to be discovered in playing. Anyhoo, here are the logs & bugreport: Bugreport: https://ufile.io/723k081q dyndolod_sse_debug_log: https://ufile.io/y4etkbff texgen_sse_debug_log: https://ufile.io/azrv36a4 texgen_sse_log: https://ufile.io/ypqk2j7z dyndolod_sse_log: https://ufile.io/605098gx
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I tried this once and got really bad z fighting plus the lod disable/full model enable looked REALLY strange.
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lod transition to full model question
MisterMorden replied to MisterMorden's question in DynDOLOD & xLODGen Support
So, apparently a mod I was using to "remove" the rock moss or lichen texture from the rocks was causing a momentary black (lack of, maybe?) texture when at the distance where it usually renders onto the rock. This is why it was only affecting certain rock piles, I'd guess. I installed a mod that improves this texture instead of just "removing" it and this seems to have resolved my problem. Just wanted to let you know what panned out, thanks again for all your help! -
lod transition to full model question
MisterMorden replied to MisterMorden's question in DynDOLOD & xLODGen Support
I appreciate the help, sheson...I hadn't thought of checking my vram usage but I will now. Having a 3090 with 24gb I never thought that would be an issue, lol. I'll also maybe try reducing my display resolution and see if that makes any difference. -
I'm sorry if this is the wrong place for this question, but I'm noticing lately that the lods for rocks in my game seem to turn black for a second before the full model loads. The textures match perfectly for the lods and the full models, the issue only seems to happen during the transition from one to the other. I know that there will always be some visual artifact when a lod deactivates and the full model replaces it but I hadn't noticed anything becoming totally black during that period before now. Could having many mods that utilize a lot of resources cause this type of issue? That was my thought because as I mentioned the textures before and after the transition seem to be a perfect match. Thanks in advance for any info or insight, and again my apologies if I should have posted somewhere else in the support section.
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Sorry to put my 2 cents in, but don't the glow windows usually hover a little in front of the windows on the lod model to avoid z fighting, or something to that effect?
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I actually just marked it initially disabled in WTT with xedit and it is still visible in Solstheim.
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Just butting in, but I removed it from WTT (no longer visible in Tamriel) just because of the way it can't be rendered fully at greater distances due to the view frustum limitation...would make me say "wth is that?" every once in a while before I remembered what it was. Would love if there was a way to have a happy medium.
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Nice Tree Overhauls Comparison
MisterMorden replied to Mousetick's topic in General Skyrim SE Discussion & Support
Oh, no doubt about that...I just mean that with the ones Z made for HLT (especially the higher quality ones) the lod crown model more closely resembles the actual fully loaded tree than any I've tried. Again, only my humble opinion. -
Nice Tree Overhauls Comparison
MisterMorden replied to Mousetick's topic in General Skyrim SE Discussion & Support
To me, the best part of HLT is the 3D lods. I've yet to see tree lod with as little pop in (EVT's Vurt snow trees are pretty good too, but I just can't get that barely noticeable transition on the green pines that I can with HLT's 3D lod add on). The reach trees are fantastic as well, imo. But I can certainly see Tech pov on the bark/trunks. As much as I like the snow pines as well, I get a little texture flicker near the tops of some as I scan the landscape or approach them. -
I see in the guide it says to install LW dawnbreaker with dwarven/dwemer sheath but for the enb light installation instructions is says to choose default dawnbraker sheath and not alt sheath...I was just wondering why that may be.
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Ok, ya'll, I managed to fix this issue by installing El Sopa HD Giant Paintings using the "no paint" option (this option can cause ctd if not run through CAO first). It's possible that the different color paint options could work too, plan on trying those too...but for now I'm just happy to be rid of disappearing paint! I also used the chance to rename my mountain texture to GiantRock01.dds so now they actually don't look so from all the other rocks in the game.
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I kind of thought about that like maybe it was a lod not unloading thing, tll made no difference but not sure if it would? Just to be clear (and it might be obvious), this happens within the loaded cell...like the way sometimes snow decals fade from mountains/rocks as you approach. But there's this weird triangular fill in or rendering pattern.
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I don't honestly know if this is a new thing in my game or I just never noticed it before, but there are certain rocks in giant camps (giantobeliskblue02 or something) that I noticed looked funny from a distance. As I get within a certain distance the blue paint begins to appear in triangle-shaped pieces until it is completely applied once up I'm close. I'm trying to get a video up by this evening of the issue but wanted to start a topic to get any ideas. I'm guessing the paint is a decal...its weird though as you can actually see on the rock where the paint is going to appear before it does. Like the design is an impression in the rock that fills with paint, if that makes any sense? Anyway any help or ideas are welcome and appreciated.

