Jump to content

NorthSide

Citizen
  • Posts

    6
  • Joined

  • Last visited

Everything posted by NorthSide

  1. That seems to have done the trick. Still a few ignored meshes but I can force the rest of them as you suggested sheson. What a difference this makes in all seasons. Going from a bare empty world to something filled with life all the while still maintaining 60 fps. Thank you sheson for all your hard work creating this master piece https://ibb.co/xSv46Nw https://ibb.co/hWNN1tv
  2. Thanks for clearing that up. I'll see if making another patch fixes it.
  3. Hi all, I'm having a problem with grass LOD's not appearing in game. So I checked the "Grass LOD Troubleshooting Guide" and found what might be the culprit: There are entries in the TexGen debug log that look like this: More complete listing: https://paste.ee/p/deo7j Are those instances of what the troublshooting guide terms "filtered out" or am I misinterpreting it? I also checked the output directory of TexGen and I could not find many of the grasses from my grass mod in there. I did create a recalulated bounds esp plugin for the grass records via xedit and ck for the grass caching process on older skyrim 1.5.97 but i disabled it before I ran TexGen and DynDOLOD, thinking it was unnecessary. Thought it was prudent to ask here before running it through again. Thanks.
  4. I don't mind the size really, but thought it was worth checking to make sure I ran it right. Thanks for the reply sheson!
  5. So I take it that output size is within normal range? "Several GB" is a little vague. My setup is mainly based around seasonal landscapes / seasons of skyrim, so I cached grass (all seasons and default), ran LODGen to create terrain lods, TexGen for grass/trees and objects, then finally DynDOLOD (seasons, grass, the rest defaults other than halved tile sizes) for all worldspaces. I use no additional worldspaces other than those provided by AE base game / CC content. I realise there's a lot of variations with setups. I was just making sure the size wasn't as outragously large as it seems to be. The regular log: https://paste.ee/p/hCDGn loadorder.txt plugins.txt
  6. Hi, It's my first time using DynDOLOD, so i could be doing this wrong, but the output directory size from DynDOLOD alone is 56gb uncompressed (26gb compressed) after taking over 2 hours to complete. Is this normal? (122 mods so far) My total mod directory is only 76gb including grass caches, LODGen and TexGen output. It did crash the first time i ran it (out of memory - only 16gb machine), and I forgot to delete the output before running again (does DynDOLOD overwrite? or generate unique files every time?) LodGen and Texgen were far quicker and produced only a few gb's of data.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.