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sheson

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Everything posted by sheson

  1. Instead of setting uLargeRefLODGridSize to insane and useless values like 21, use xLODGen/DynDOLOD to actually improve LOD meshes and textures. Check out the DynDOLOD 3 Alpha test, which can use the grass cache from No Grass In Objects to add billboards for grass LOD in object LOD.
  2. The scripts are passive, very light weight, highly optimized and use threading. If you believe there is a problem I suggest to do troubleshooting (for example turn it off in the SkyUI MCM) and making a post about it. Typically the question to use something or not, but to use something properly. If there are issues with scripts it is typically because of a badly made mod or settings. The manual, readme, FAQ and the reference all have details and more information about the papyrus scripting. The source code is included. Ask specific questions.
  3. great, thanks for letting me know. Yes you can keep the output. There just won't be any dynamic LOD for the mentioned NIF in case it actually should have dynamic LOD at all.
  4. Post the log that you have for the minimal setup. Also make sure to copy and paste the exact names for patch downloads so I can try to replicate the load order. The problem seems obvious when looking at the mentioned reference xx0029FE in xEdit: Solitude Skyway SE + BluePalaceTerrace [PATCH - LoTD] (STD).esp sets its Cell to be the internal cell xx003827, while the original reference itself is listed as child of the persistent cell 00000D74 of the Tamriel worldspace. This is most likely not correct and should probably be fixed? If this is in fact intended, please let me know.
  5. See if adding an exception to antivirus for LODGenx64.exe, Texconvx64.exe makes a difference.
  6. Click "Help for this message" and read https://dyndolod.info/Messages/Unresolved-Form-ID. You need to fix errors in 3rd party plugins. In case the unresolved form ID is for a script property and the intended record can not be determined or the property has been removed from the script, remove the property from the properties listing via right click, Remove in xEdit. A user made a fixed version, the link can be found in the comments of Heljarchen Farm - Skyrim Special Edition (Revamped)
  7. How many cores. It typically starts as many threads as there are cores. Each thread is one LOD quad/file (4x4, 8x8, 16x16 cells). Generating a LOD quad can easily require several GB in memory in order to be generated. If it runs out of physical memory because of the parallel threads, it might mean some of those threads have to wait. It may only be able to run one thread at a time if things get tight. Less threads means less competition for physical memory. Depending on settings, load order, grass density etc. you will find BTO files that larger than 100MB. Load one of those with NifSkope and then check its memory usage to get a feel for it.
  8. Use the latest alpha version. Check ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Grass_Map_Tamriel.txt, it will list all the grass LOD billboards that were discovered and used. For me it lists over 70 lines with entries for grasses added by Verdant, e.g. textures\terrain\lodgen\verdant - a skyrim grass plugin sse version.esp\13grassobj_0001b660_1.dds
  9. You are not saying anything about memory or CPU usage.
  10. See the troubleshooting section of the second post. Try limiting the threads to half number of cores. Just select the problematic worldspace see what happens.
  11. How much physical RAM does the PC have?
  12. This is an ALPHA version. You are supposed to test things and report problems. Use search to find posts about topics. Read the included manual and contextual help. It is Open Cities that is incompatible with CK/xLODGen/DynDOLOD object LOD generation, because Open Cities disables the LOD representation of the walled cities and instead places many models for which no LOD models exist. Obviously the workaround explained in the DynDOLOD manual / contextual help works.
  13. Either that, or create a new mod/plugin that copies all the missing stuff from the parent world to the child world(s).
  14. LOD starts beyond the loaded cells, the 5x5 uGridsToLoad area. Inside the loaded cells are full models. Whatever things do not show near the player in the loaded cells is not because of LOD but because there is no full model etc. placed in the that cell. It has already been explained again and again how the inside of cities are their own child worldspaces planted into the parent worldspace Tamriel. The cells of the child worlspace replace the same cells in the parent worldspace. Whatever full models/grass you do not see right past the city walls was deliberately not placed in the childworld cells by Bethesda for performance/memory reasons. The Whiterun/Solitude Exterior patches from DynDOLOD Resources only add back a couple big buildings and objects.
  15. Terrain LOD meshes/texture is done by xLODGen. DynDOLOD does tree and object LOD only. Each LOD quad (4x4, 8x8, 16x16, 32x32 cells) has its own specific terrain LOD texture. If a terrain LOD texture (or parts of it) does not match, it was not generated for this load order. The map seems rather obvious, one of the terrain LOD textures is from the map with roads, while the other is not... If the snow in the loaded cells does not match the snow of the object/terrain LOD textures it is because of the "improved" snow shader and/or the bEnableProjecteUVDiffuseNormals.
  16. Please test with this version https://mega.nz/file/RZxjhAqa#4CdCyh-3fvnm4iVSx3OYlstg610Ec3eaRbBqfwj2ikg
  17. This looks like some grass models have no billboards generated for them. Check out the explanation for Tree/Grass LOD Billboards in ..\DynDOLOD\docs\help\TexGenConfiguration.html, especially the part about the OBND Object Bounds. Mod authors often forget to recalc the bounds in CK and for some grass they might be 0.
  18. Check with this test version of DynDOLODx64.exe and see if it makes a difference.
  19. If No Grass In Objects uses the same cgid files from the cache that were used to generate grass LOD, then for every full grass full model a billboard is placed. The only way that can be different if the cgid files changed since LOD generation or they are not used by No Grass In Objects.
  20. Did it save the plugins? Do they load in xEdit and have no errors when error checking?
  21. Thanks. Could you check if this error is repeatable? Just start DynDOLOD and run it again and check if the error shows up again. You can kill it via task manager once it is beyond that part and just delete anything that was saved to the output folder so to not disturb your setup.
  22. You should ask questions about third party mods on the comments section of the 3rd party mod. A cache or LOD represents the state of things at the time there are created. If settings or data is changed that affects how the content of the cache or LOD is created, then the cache or LOD needs to be created again for the changes to take effect. The second post / ..\DynDOLOD\docs\help\GrassLOD.html has a section called "Updating".
  23. Post entire log to pastebin or a file service.
  24. Use search. https://forum.step-project.com/topic/15348-dyndolod-300-alpha-18/?p=244078
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