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sheson

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Everything posted by sheson

  1. Generate a LOD mod with DynDOLOD 2.98 to verify we are not overlooking anything. Just do the Tamriel worldspace.
  2. Plugins contain data. The game code is calling/executing the scripts. The script exists since DynDOLOD 2.36 was released 5 years ago. The code inside the OnUnLoad event didn't change since then and the tests revealed that the code does not matter. Especially the tests with the "empty" test script show that it is the victim of an issue and not the cause. You reported that the issue does not happen without SSE Engine fixes. The test revealed that changing settings for SSE Engine Fixes influences the issue. That means that SSE Engine Fixes is involved. The actual culprit is most likely something that was changed/updated/added recently, probably outside of SSE Engine Fixes. We know things work fine since years and still do since so there is only one report about an issue involving SSE Engine Fixes. Something getting worse and worse over time sounds like a memory leak or a buffer that fills with data that is not cleaned or freed. Is there any change when going into a building or child worldspace (walled city). Any change after using executing pcb from the game console? Any change when setting uLargeRefLODGridSize=5 in SkyrimPrefs.INI? See what happens if you use SSE Engine Fixes 5.6.0 https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=181373&game_id=1704 The actual fix or workaround depends on what we find.
  3. Check what happens with this. It would be great if you could test the minimum setup with the latest game runtime 1.6.640, SKSE 2.2.3 and SSE Engine Fixes 6.1.1 and its default settings. EngineFixes.toml
  4. Anything different with this vesion? EngineFixes.toml
  5. I see. Let me know what happens with these two toml files then. I made the second file artificially larger to differentiate between them in case something happens to be different. EngineFixes.toml EngineFixes.toml
  6. It crashes with just the vanilla game? No DynDOLOD.esm, too? What's in meshes/interfaces? Enable the .Net Framework for a crash log.
  7. It crashes with the minimal setup with only the vanilla plugins and DynDOLOD.esm?
  8. Find out what outside of the game exe version, SSE Engine Fixes and DynDOLOD is the same between the two computers for the minimal setup. At some point you should test with with the vanilla 1.5.97 plugins, too. However, thousands use best of both worlds with CC and 1.5.97 without issue, still at some we have to rule out everything else. See what happens if you set fTreeLoadDistance in SkyrimPrefs.INI to zero in addition to the toml files from the other post. If that does not change anything test what happens with the attached toml. EngineFixes.toml
  9. The test scripts were to determine what code might cause the problem. It is not a working script, which means dynamic LOD for large references will not working correctly. This is the content of the last test script to cause stutter: Scriptname SHESON_DynDOLOD_Worshipper extends ObjectReference Event OnUnLoad() debug.trace(self + " onunload") endEvent And it is not the line debug.trace(self + " onunload") what causes the stutter, it is just there to make sure the event is actually fired as an empty event will be optimized away. There is nothing that could be fixed in the script to fix the problem with your setup. Test what happens with the attached EngineFixes.toml. EngineFixes.toml
  10. Since nothing is wrong with the script you can just test with the normal version from DynDOLOD Resources SE.
  11. What version of Windows do you use? Run winver with WindowsKey + R Install latest version of Visual Studio 2015, 2017, 2019, and 2022 https://learn.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist Check Control Panel / Program Features and remove potential conflicting/older versions for those years just to be sure.
  12. We can not look into hardware etc. problems with your PC. The actual occlusion calculation did not change in years. There are no similar reports. Maybe you are not properly identifying the problem. See https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data and https://dyndolod.info/FAQ "High memory usage / Out of memory" It is the job of the OS to handle hardware resources and a simple program like xEdit/xLODGen/DynDOLOD can not crash the PC/OS unless the PC/OS have issues.
  13. The computer crashing or BSOD is a hardware, cooling, PSU, RAM, BIOS settings, overclocking, OS, driver problem.
  14. Read the first post which log and debug log to upload when making posts. As explained on the first post, always use the latest alpha version. The TVDT Occlusion data can only cover cells from -128 to 127. The message is expected in case cells are purposefully added outside that area. https://stepmodifications.org/forum/topic/14250-skyrim-tvdt-occlusion-culling-data/?do=findComment&comment=247329
  15. Make sure vertex colors are unchecked.
  16. Good to know. This will be all for today.
  17. Interesting. Do you have stutter with the script before that from https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-105/?do=findComment&comment=265150 and papyrus logging disabled?
  18. One more to test. I expect not change. SHESON_DynDOLOD_Worshipper.pex
  19. I expect these 2 still stutter as well. Let me know. SHESON_DynDOLOD_Worshipper.pex
  20. I expect this test version to stutter as well. Does it? SHESON_DynDOLOD_Worshipper.pex
  21. Read the first post which log and debug log to upload when making posts. Make an proper error report when encountering issues. Are you saying that 0010FDBF shows up in ..\DynDOLOD\Logs\DynDOLOD_SSE_ChildworldCopies_Tamriel.txt In that case check what plugins (other than the unofficial patch) overwrite the reference and/or base record. The references scanning should ignore references that use base record with IsMarker flag or any base record that does not have a model. The child world scan looks for references that have base records for which LOD assets exist/have been defined. There should be no need, no reason and no change adding this reference to the config files.
  22. Yes, but it would be better to check the MO2 right window Data tab files exist in the load order or not. Here are 3 scripts. with 991 bytes, 995 bytes and 885 bytes to differentiate between them. Let me know if there is anything different with either version. SHESON_DynDOLOD_Worshipper.pex SHESON_DynDOLOD_Worshipper.pex SHESON_DynDOLOD_Worshipper.pex
  23. Just to double check, when you remove the last test script so that there is no SHESON_DynDOLOD_Worshipper.pex at all in the load order, it does not stutter?
  24. I just wanted to make sure there is really nothing active from DynDOLOD.esp and the other scripts, that it is really only Engine Fixes, DynDOLOD.esm and the test versions of the SHESON_DynDOLOD_Worshipper.pex script. Let me know if there is anything different with the last test version version of script.
  25. You also testing with DynDOLOD.esm only? Check if there is anything different with the attached script. No need for papyrus logs. If there is still no difference double check that the script is in fact the last one in the overwrite order. SHESON_DynDOLOD_Worshipper.pex
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