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sheson

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Everything posted by sheson

  1. You can use player.setav speedmult command in console to be faster. Looks like you have a mod that contains wild edits. Do they actually have LOD that goes away with tll?
  2. Click on the link in the message to open more help https://dyndolod.info/Help/LODGen as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages https://dyndolod.info/Help/LODGen: Error processing grass data *.CGID Delete the *.CGID file. Load the game, open console and type "cow Tamriel x y" without the quotes and the values for x and y from the *.CGID filename to load directly into the cell. No Objects In Grass should then generate the file anew (UseGrassCache=true and OnlyLoadFromCache=false), which hopefully can then be read next time LODGen is run to generate LOD.
  3. It doesn't really make any sense that FPS is worse everywhere with just occlusion data being updated. Something else must be going on. You sure you reset the object LOD distances to sane values? Maybe it makes a difference enabling its generation into the DynDOLOD.esp instead. The data generated will be the same obviously. From the Skyrim-Occlusion-Readme.txt: Quality - samples per cell. The more samples are used the more distant cells are potentially disabled. Generally use 2 for a quick update. Use 3 if time permits - it typically results in a few more areas that are disabled. Total time depends on selected mode (number of cells that need to be updated) and hardware. Quality 2 is reasonable quick with a large worldspace may be taking a minute or two. Quality 3 can easily be a couple magnitudes slower than quality 2. It may have to compare up to 256 (16 x 16) samples between two cells instead of 16 (4 x 4).
  4. Leave height at default 0. There is usually no need to adjust it.
  5. See Skyrim TVDT - Occlusion Culling Data
  6. Full models not being clickable typically only happens when something is added as persistent IsFullLOD to a childworld. Does the mountain exist if you only run the vanilla game? If the mountain shows on the map it has object LOD level 16 unless the object LOD level for the map is locked to another one via INI settings. I should have thought of this earlier, but have you ever updated occlusion after generating all LOD?
  7. Setting LOD level 16 to distances lower than LOD level 8/4 will probably affect those as well. Go just so far away the object is not shown anymore. Then change LOD level 16 to 400000 and let it say there. Then object LOD level 8 to 400000 and then let it stay there. Then object LOD Level 4 to 400000. It has to show up for one of the LOD levels. That is what I am saying: "go close it to it until its full model loads".
  8. Please read the fist post which log files to upload when making posts. However, there is not point in uploading the same logfiles again. Pay attention to the log messages that start like <Warning: Can not find file textures\... obviously the idea is to make sure the missing textures exist. Warnings about texture filenames not adhering to file naming conventions does not mean these textures are missing. Typically normal map textures should end in *_n.dds. Also, find out the base record form id of an LOD object with the missing texture by going close to it until its full model leaded and look it up in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt to check what it reports for it.
  9. Test if the custom rule works if you save and then load the preset before generating. Click the save button to save the preset. Click load button to load the preset. Are you saying if you stand still something flickers in the distance? Do what I already explained in this post
  10. Test if the custom rule works if you save and then load the preset before generating. The video shows typical engine behavior of Skyrim Special Edition while using tfc. It is easy to change the 3 object LOD distances in the DynDOLOD SkyUI MCM Settings to see which one might have an affect on an object in the distance. Lookup the the base record form id in ..\DynDOLOD3\Logs\DynDOLOD_SSE_Object_Report.txt to see which LOD Levels are defined for it.
  11. Check the load order/plugins for errors with xEdit. Fix all errors as possible. The plugin TheAutumnOfWhiterunRemastered.esp is broken and needs to be fixed. You can try fixing the plugin by loading/saving it in CK or maybe xEdit. In regards to missing textures, always make sure nothing overwrite the output of TexGen or DynDOLOD. Pay attention to the log messages that start like <Warning: Can not find file textures\... Also, find out the base record form id of the object and look it up in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt to check what it reports for it.
  12. 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.
  13. 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.
  14. 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.
  15. 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 then open console and click it. Install More Informative Console so it also shows the base record formid so you do not have to look it up in xEdit. Then look for the base record formid in the object LOD report file so see what LOD models were found and assigned to which LOD levels.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. Obviously fix the error in the plugin. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages In case of error messages, click "Help for this message" if available. It should open https://dyndolod.info/Messages/Unresolved-Form-ID with further help and explanations.
  22. 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.
  23. 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.
  24. 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.
  25. 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.
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