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sheson

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Everything posted by sheson

  1. Thx. This a bug that should be fixed in the next alpha version. The esp should not be a master of course.
  2. Look up the reference 0401439D in xEdit and let me know which plugins are listed for it beyond Dragonborn.esm and Ashbound.esp, You can post a screenshot that shows all plugins.
  3. Upload the complete json file that you believe has problems. Upload the entire DynDOLOD log of the generation that you believe created the problematic json files.
  4. Upload the debug log to a file service as explained on the first post. Load the load order into xEdit and run the "Report Masters" script on the DynDOLOD.esm and check the ashbound.esp in the list and post/upload the lines the script prints to the message window. Read the fist post what log files to upload when making posts. Go through the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List The screenshots seem to show that there is LOD for some grass already. Most likely the other grasses have no billboards because the base records have too small or no object bounds.
  5. Each shape that can not use the texture atlas can potentially require several distinct shapes in a each BTO, for the different material LOD shaders, large reference or not. A couple dozen BTO files show at the same time. So if one shape requires 2 to 4 shapes in a BTO can become a 100 or more draw calls if it used often. No problem for one type of shader/texture. It can quickly multiply if there are several often used LOD models with different textures.
  6. No idea about blender since I don't use it. There could be a function or plugin to do it. Simplygon can do it as a step before the optional decimating. It only becomes a problem if there are lots of models with different textures not being able to use the object LOD texture atlas.
  7. I will add a patch for those trees so they are always flagged. For the LOD glaciers, it would be advantages if all their UV always stayed between 0.0 and 1.0. For performance of LOD that is usually more important than vertex, triangle count. Don't worry too much about it, though. it is just a thing to keep in mind. BTW TexGen generates a glacierslabreallod.dds from glacierslab.dds since the vanilla glacierslablod.dds is not a direct derivative from glacierslab.dds.
  8. Start troubleshooting by generating LOD without grass LOD and then for the vanilla game with vanilla INI. Do not install or generate billboards for every little shrub and bush. Do not generate LOD for small fauna in LOD8/16 when using ultra tree LOD. If anything, make sure that the latest version is installed into a new empty folder and generate with default settings. Yes it is normal that dynamic LOD activates again when entering a new cell
  9. That most likely means neither is the actual cause and it is about memory or resource issue, or still an engine setting. That goes along with the fact that going inside/outside resets the problem. I suggest to test generating LOD for the vanilla game with the same options, vanilla INIs. Then add one mod or groups of mods most likely affecting the area or that you have edited to see if you can maybe pinpoint this to a specific mod or plugin / type of record for the cell or reference in the cell (unlikely though).
  10. The Skyrim.INI setting uLockedObjectMapLOD does not affect LOD generation. Generating object LOD level 32 does not change anything about LOD Level 4 or how the engine loads and enables /disable LOD for an attached cell. Same for generating object LOD 4/8/16 again or with different settings. It generally does not affect or change how the engine works. To test if this has something to do with the generated object LOD, test what happens if you hide the LOD Level 4 file for that area, so it uses the vanilla object LOD file instead. To test if this has something to do with records in the DynDOLOD plugins, see what happens if you deactivate the DynDOLOD.esp, then the DynDOLOD.esm.
  11. If the game folder was moved the best option is to run the games launcher once to update the Windows registry entry with the new path, since every tool use that to automatically find the game folder. The launcher can be executed directly without Steam running. The game shouldn't be installed into special Windows folders like Program Files x86 to avoid problems with UAC etc.
  12. See answer for "Object LOD shows in active exterior cells" and "Out of place or floating objects"" at https://dyndolod.info/FAQ The screenshot and post does not seem to mention if the object showing the LOD model is from object LOD that disappears with tll in console or is a reference that has its own form id. Normally the walkway 00062E56 is not a large reference and should not have dynamic LOD. So, if it is object LOD that does not unload it is typically the uLockedObjectMapLOD or the fBlockLevel0Distance with a value close to 60,000. Test with vanilla INI using the High setting for Distant Object Detail. I can not troubleshoot "maybe flagging plugins as ESM did this" etc. Test with unmodified plugins. Large reference bugs happen outside the active cells.
  13. You did not mention which tool and version. Disable screen scaling in the OS settings.
  14. Read the second post and the grass LOD manual it links https://dyndolod.info/Help/Grass-LOD. The entire process is explained with links to further explanations about things, including how TexGen uses the object bounds to decide for which grasses or trees to generate billboards for automatically. It also links to explanations about the objects bounds and how to use the CK to update the object bounds . Search this thread for similar discussions and explanations. Make sure to read the https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List Of course you can increase the distance of full grass to render as far as you want with NGIO instead of using grass LOD. However, obviously grass LOD requires less resources and performance than full model grass as explained on https://dyndolod.info/Help/Grass-LOD. For performance and stability leave uGridsToLoad default.
  15. Compare the code of SHESON_DynDOLOD_MCM.psc in DynDOLOD Resources SE for PapyrusUtil with the code of the DynDOLOD DLL Script and you will see that they both contain the same conditions that need to be true in order to show the sliders for the Window Glow Multipliers. if SKSE.GetPluginVersion("skee") >= 1 && NiOverride.GetScriptVersion() >= 6 I would assume something changed in the load order that made one of these return false. Other then that, check the papyrus log if an error is logged with the AddSliderOption commands.
  16. As explained in the optional requirements - regardless of PapyrusUtil or DynDOLOD DLL - either RaceMenu or NetImmerse Override is required to change glow intensity of meshes in the game. It can not work without it that. The scripts use functions in nioverride.pex which should be part of Racemenu as well.
  17. See https://dyndolod.info/Help/Grass-LOD#Performance. The easiest option is to lower the density. Also load low, medium or high rules without checking Candles and FXGlow beforehand so that there is less dynamic LOD.
  18. Also upload the debug log as explained in the first post. Use ultra tree LOD but with Billboards only in all LOD levels. What grass LOD density did you use? Consider 50%, 33% or even 25%. Reduce the distance of the first object LOD Level in the DynDOLOD SkyUI MCM to see if it helps.
  19. See the first post which log files to upload when making posts. Every mod in the load order and setting adds to resource requirements and performance impact. You are certain none of the other mods and INI settings could be disabled or tuned down to similarly lesson the resource requirements or performance impact? See https://dyndolod.info/Help/Grass-LOD#Performance It can obviously be very demanding. If only disabling dynamic LOD in the DynDOLOD SkyUI MCM has a very noticeable effect, it could mean there is a very high number of dynamic LOD objects active at a time or there is a very demanding full model used for dynamic LOD.
  20. FAQ: Game: DynDOLOD requires DynDOLOD.DLL A: If the intention is to use PapyrusUtil, make sure the papyrus scripts from DynDOLOD Resources are not overwritten by the papyrus scripts from DynDOLOD DLL. Do not install anything from DynDOLOD DLL. A: The DynDOLOD.DLL is not installed into the correct games ..\Data\SKSE\Plugins folder, outdated or not running at all. A: Make sure you have the correct DynDOLOD.DLL version for the current Skyrim and SKSE versions that is used and none of its files are overwritten by other mods. The DynDOLOD DLL papyrus scripts need to overwrite the papyrus scripts from DynDOLOD Resources which are for PapyrusUtil. A: Check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64|sksevr].log that the DynDOLOD.DLL was loaded correctly. SKSE or the game is not setup or working correctly if it can not write its log files. If the problem persists, post the skse64_steam_loader.log, skse64_loader.log, skse64.log. If one of the logs does not exist, then fix that problem with the game/SKSE setup.
  21. There is no "tree LOD" in FO4. LOD for trees is always in done in object LOD. These issues typically have nothing to do with the generated LOD meshes and textures. Make sure to use the latest xLODGen terrain LOD beta version. Since I do not play or mod FO4, I do not come across or remember (m)any of its engine issues. Maybe pre-combines need to be updated for that area. In Skyrim this can happen because of uLockedObjectMapLOD=32 or fBlockLevel0Distance=60000 INI settings. Removing an ITM from plugin can not have the result you are reporting, obviously. If no other plugin overwrites the record it, the ITM existing or not can simply not change anything. I suggest to really pay attention to the log messages. I suggest to make the INI vanilla and remove any custom settings in case of problems.
  22. The title of xEdit/xLODGen often shows additional information what is being done at the moment. Processing records in plugins, generating meshes, saving and converting textures all take time. The title of xEdit/xLODGen often has additional information what is being done at the moment.
  23. See the first post of the DynDOLOD 3 alpha thread where to make posts when participating in the alpha test. I move the thread to it. As https://dyndolod.info/Help/Grass-LOD explains, "in case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), change the GrassBrightnessTop* and GrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini." Especially ENBs image based lighting has a big influence.
  24. You could check if the json data could be invalid. https://jsonlint.com
  25. https://tes5edit.github.io/docs/2-overview.html#CommandLineSwitches https://dyndolod.info/Help/DynDOLOD-Resources "Verify that the correct game data folder is being used for the checks."
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