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wdk

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    wdkgamer

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  1. Seems like I was a bit too quick. It is indeed a grass mod without object bounds, so I will now recalc them in CK.
  2. So I have often had grass LOD succesfully done before, but this time I am running into problems with the grass LOD's not appearing beyond the UGridsToLoad setting (NGIO mode to 1 and Dyndolod too). The generation completes successfully with grass lods (I checked the logs as described here https://dyndolod.info/Help/Grass-LOD). NGIO is succesfully setting the grass to do full render up until ugrids, but after that LOD should appear, which is not happening. Any clue as to why this might be happening? When I tfc to outside of ugrids (even without tfc I can see that grass lod is not working):
  3. Thanks for your fast answers. Luckily thanks to a user on the Wabbajack Discord I figured out what was causing this insanely slow process. At first I thought it was Windows AV screwing me over again even though I have exclusions in place, but that wasn't the case. The culprit software was AMD's Radeon Software (latest 21.12.1 release). I do not why it interferes with Dyndolod, but doing a driver-only install as suggested by that user fixed it. As you can see in the snippet below, it now started generating LOD after 1.5 mins, instead of 50 minutes, and is now going through the entire process at expected speeds. I know below isn't the entire log, but as it is clearly not related to Dyndolod I didn't think it was necessary anymore. [01:24] [Tamriel] Processing 729 child worldspace references [01:25] [Tamriel] Generating object LOD [01:31] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds [01:34] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds [01:35] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds TLDR: Crappy AMD software
  4. Another issue I'm running into is how gruesomely slow my Dyndolod is. It barely uses any CPU, memory or disk yet it makes some aspects of Windows super slow, such as opening or closing programs. As you can see below, it created only a few lods in only 7 minutes, and before it started creating them there was a stall of around 7 minutes. The error checking process (which I now passed successfully) also took 45 minutes. Below is just for the Tamriel worldspace, with many more worldspaces to come... Any ideas as to what might be causing this? With Alpha 33 Dyndolod took about 30-40 minutes. Obviously now with the error check process I guess it will take longer, but the LOD generation itself does not seem to be performing as expected. I do notice it's spiking the GPU from time to time to 100%. Quick spec list: Ryzen 5 5600X 32GB (2x16) 3800CL16 RAM All of my drives are SSD's. RX 6800XT [43:03] [Tamriel] Processing 729 child worldspace references [43:03] [Tamriel] Generating object LOD [50:38] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_shack_rooflod.dds [52:48] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass02lod.dds [53:45] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\treepineforestcutlod.dds [54:05] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01snowlod.dds [54:25] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffsediment01lod.dds [54:43] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\pinebarklod.dds [55:02] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_smelter_spoutlod.dds [56:49] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadewood01snowlod.dds [57:29] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\dirtcliffgrass01lod.dds [1:00:06] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\smim_wood_mine_plankslod.dds [1:00:08] Creating E:\Skyrim Modlists\LS3\_OUTPUTS\DYNDOLOD\textures\lod\stockadeplanks01lod.dds
  5. What is the reason for some "Unresolved FormIDs error" - messages to not block the entire LOD generation? Some do, others don't. Is there a specific condition a error has to meet before it will block the generation?
  6. I understand, time to dive into xEdit then.
  7. I don't understand why there's no way to skip it. I assume previous versions didn't check for errors and maybe making an unstable patch but that did not actually result in any ctd's or errors in thousand hours of gameplay. I can't even imagine how many errors most Wabbajack lists or other huge loadorders have in their plugins, even if they do their best to patch everything out, some things can't be fixed by themselves. In case this change was not required by any changes in how Dyndolod creates its patch(es), why not give us the choice of skipping it? Afaik it was not present in earlier versions, or at least did not completely block the LOD generation process. Usually I would simply revert to an earlier version of Dyndolod 3, but they are not available anymore. Modding is all about choices, is it not?
  8. [Main Instruction] Unresolved FormID [650578F1] [Content] Error in TheScarlett.esp aaaBathMirrorActivatorDUPLICATE001 "Change Appearance" [ACTI:6502582C] Is there any way to skip the script/plugin error checking? I get it, there's an error in one of the plugins in my load order. But why completely block LOD generation for that reason? Just updated to the latest Alpha 58 from Alpha 33 which did not have this step afaik. Thanks in advance Sheson!
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