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sheson

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  1. I have no idea what is that smashed patch. If it contains grass or land records and they are not the same as the last overwrites before creating the patch, then the grass cache might be outdated. The grass cache is something that is part of No Grass In Objects, questions about it should be asked at its forum/comments.
  2. Read the first post. Also pay attention to which log files it says to post when making reports. If the tree LOD distance is short, increase it in the DynDOLOD SkyUI MCM Settings page. Update/create object LOD textures and tree LOD billboards by running TexGen and installing its output before running DynDOLOD. Check the DynDOLOD for warnings about missing textures. LOD only looks and works correctly for the load order it was generated for. If you add/remove mods and the LOD does not match anymore, update or generate LOD from scratch. Make sure that none of the generated output is overwritten by other mods.
  3. Can you replicate this with the latest xLODGen terrain LOD beta? The exception happens in xLODGen (while generation terrain LOD textures IIRC), so the LODGen log generating LOD meshes does not show anything.
  4. There reference formid rule is not the INI file you uploaded. But I haven't tested it yet while waiting for the debug log. If LOD level 16 does not change how far this specific LOD shows, then it might be actually LOD Level 8. To find the reference formid of an object you go close it to it until its full model loads and the open console and click it. Install More Informative Console so it also shows the he base record formid so you do not have to look it up in xEdit. Then look fir the base record formid in the object LOD report file so see what LOD models were found and assigned to which LOD levels.
  5. As I said the debug you uploaded did not contain the last generation. Hence neither you or I can check if it contains anything log lines about the banner or its form id to see what's up. You need to rerun it and the save/upload the debug log. fsplitdistancemult affects terrain LOD. You are sure whatever goes away is not because of the max render distance. Is there any change in its behavior is you change object LOD level 8 distance? Obviously, troubleshoot which mountain rock model it is, get its base record form id and check the DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt if it has a LOD model for LOD Level 16 defined.
  6. NearGrid and FarGrid are concepts of dynamic LOD. Grass LOD is generated in static object LOD meshes for LOD Level 4. Read the second post or ..\DynDOLOD\docs\help\GrassLOD.html Set GrassLargeReference to 0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so grass LOD starts right beyond the active cells (uGridsToLoad, default = 5). Use this with DynDOLODGrassMode = 1 in ..\NetScriptFramework\Plugins\GrassControl.config.txt. Set GrassLargeReference to 1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so grass LOD starts right beyond the large reference distance (uLargeRefLODGridSize, typically between 5 = off and 11). Use this with DynDOLODGrassMode = 2 in ..\NetScriptFramework\Plugins\GrassControl.config.txt. If grass LOD was generated with GrassLargeReference=0, then set DynDOLODGrassMode=1 in GrassControl.config.txt.
  7. The debug log only contains the log from the last time DynDOLOD was started and closed properly. So the last action you did was starting it and then closing it without generation. You would need to check/save the debug log after the second pass with Open Cities in the load, as that is what generated the dynamic LOD and the plugins, which would contain the updates for the banner. What you would look for in the log would be the message printed for the mesh rules / the NIF model maybe and the formid if the one banner in question. The debug log also contains the list of rules. So does the automatically saved preset in ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini (which would be the thing to upload instead of a screenshots of the DynDOLOD options window) If a setting worked before and the DynDOLOD version did not change in the meantime, simply do the same setting again. If that doesn't work, it means you are not doing the same setting as before or maybe you have a new mod that changes the model of the banners.
  8. From the first post: ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt From ..\DynDOLOD\docs\help\Rules.html: The order of rules matters. Rules at top match before rules at bottom. Reference formid rules always take precedence over mesh mask rules.
  9. Increase the LOD Level 16 distance a bit further? Adjust the distance in the DynDOLOD SkyUI Settings to see its changes right in the game. The order of rules orders matters for mesh mask rules. Reference rules always take precedence. Check that you implemented it correctly. Checking the debug log can help with that, too.
  10. Obviously fix the error in the plugin. From the first post: In case of error messages, click "Help for this message" if available.
  11. The static LOD distance settings can be changed at any time, even directly in the game with the DynDOLOD SkyUI MCM Settings as already explained.
  12. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246861 Otherwise just increase the LOD distances in the INI or the DynDOLOD SkyUI MCM Settings as explained in the manual. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246866 Read the section "How LOD works in Skyrim" and "Mod Configuration Menu (SkyUI MCM)" in ..\DynDOLOD\docs\DynDOLOD_Manual.html The static LOD distance settings can be changed at any time, even directly in the game with the DynDOLOD SkyUI MCM Settings as already explained. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246899 As explained in the manual object LOD typically has 3 LOD levels. If the max distance of the third object LOD level is set lower than the max render distance of about a hundred cells, then objects in that distance turn on/off when crossing the threshold and the entire LOD 16 file for that distant area is enabled/disabled. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246902 From the manual: fBlockMaximumDistance=distance for object LOD Level 16 If you want LOD level 16 to cover max render distance it should be around 100 * 4096 or so.
  13. From the manual: fBlockMaximumDistance=distance for object LOD Level 16 If you want LOD level 16 to cover max render distance it should be around 100 * 4096 or so. It does not seem surprising there is a high resource usage if almost doubling the ultra LOD level 4 distance of 60000. Especially if LOD level 4 object LOD contains 3D tree LOD and/or grass LOD. With the terrain LOD multiplier of 4 this means terrain LOD level 4 meshes and textures are shown all the way to the max render distance. You might want to make the INIs default again so they do not contain other similar insane settings for the other things.
  14. It seems save to assume that if you are trying to alleviate resource usage for better performance it is usually better to change INI settings so they require resources/performance. Generally that means lowering INI settings. If LOD generation went as expected the Neverfade maximum more or less only applies to clouds and maybe a few "High" glow LOD Windows. As explained in the manual object LOD typically has 3 LOD levels. If the max distance of the third object LOD level is set lower than the max render distance of about a hundred cells, then objects in that distance turn on/off when crossing the threshold and the entire LOD 16 file for that distant area is enabled/disabled.
  15. LOD for a worldspace is always loaded. It is enabled/disabled for the areas where cells are attached. If you want to find out if a specific LOD type might have the highest impact on resource usage, then disable only it. Easiest via settings,
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