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Everything posted by sheson
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Skyrim on RAM disk vs. DynDOLOD *stuttering?*
sheson replied to Agent_XXX's question in DynDOLOD & xLODGen Support
You can either donate to STEP for hosting this forum or to GamerPoets for making the instructional videos. -
Skyrim on RAM disk vs. DynDOLOD *stuttering?*
sheson replied to Agent_XXX's question in DynDOLOD & xLODGen Support
As suggest before in similar discussions and in the manual: Consider using the ultra tree LOD with the billboard only option to replace the buggy 2D tree LOD with tree LOD in object LOD which doesn't suffer the third person cell border performance issues. If there too much data to load and unload for the available hardware (970 > 3.5 VRAM slowdown) because the load order has been filled over the top with too many large textures and other stuff, is trying to lesson the requirements or optimize the settings/setup, especially ENBoost ReservedMemorySizeMb and maybe crash fixes USeOSAllocators among other things as explained in the performance section of the manual. -
This gets asked so often it is unreal considering that it is also touched on in the manual. Generally have all mods active for consistency. You can disable plugins or mods if you know you do not care about their effect for LOD if they have any. The patcher can only use the existing data in the load order when it creates the patch, so you need to consider the overwrite order before and after LOD generation for plugins that modify/add world and cell records, but also base records that are used by references that have LOD. RWT2 is a good example. Among other things RWT2 modifies the world record to set different water LOD. If that plugin is not last in the load order when LOD is generated, that change will not be present in the DynDOLOD plugin. Consequently the RWT2 plugin would have to load after the DynDOLOD plugin in order for that particular change to take effect. This can have consequences on other records in the two plugins as well. If the RWT2 plugin was the last plugin in the load order when LOD was generated, then the DynDOLOD plugin also contains that change and can load after without any problem. Obviously such issues can also solved by manually updating plugins with the correct records or data.
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A couple question sabout DynDOLOD for SSE
sheson replied to drift123's question in DynDOLOD & xLODGen Support
1) Any billboard texture will "work" with DynDOLOD regardless if it was made for Skyrim or Skyrim SE. If you are asking if a specific 3rd billboards will match better or worse visually with the rest of the game you are setting up, only you can test and find that out. 2) The LOD water reflection bug happens for all LOD objects with transparency, regardless if it is tree LOD or object LOD . AFAIK as I know ENBs FixReflectionTrees=true in enblocal.ini only fixes it for tree LOD and it still happens for object LOD. Ultra trees uses object LOD, so similar visual problems occur. The equivalent setting in Skyrim.ini is bReflectLODObjects. 3) The DynDOLOD patches are made for Skyrim and not tested with Skyrim SE. The patched scripts may or may not work with the Skyrim SE version of Lanterns of Skyrim. I haven't tested that. -
So if the textures in the loaded cells match the object LOD textures already with "improved" snow shader turned off, all that is left to do is to adjust the noise texture as explained in the first post. Then terrain LOD texture matches the object LOD texture as well without any brightness/contrast/gamma changes, as can be seen from picture #3 forward.
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Use "Save & Exit", just "Exit' is not guaranteed to always save the generated plugins.
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You are being confused by the "improved" snow shader of Skyrim SE, which does things to the snow textures in the loaded cells, but Bethesda forgot that there is also snow in the LOD that would need to be adjusted as well. The same problem happens with vanilla LOD, despite Bethesda using an image program to change brightness/contrast of the terrain LOD texture to make things even worse. Different lighting conditions day/night etc. will continue to result in snow looking massively different in the loaded cells as long as the "improved" snow shader is active. To make matter worse in Skyrim, the vanilla terrain noise textures also darkens the terrain LOD texture considerably, as explained in the first post. None of the Fallout games do this type of braindead nonsense. With no contrast/brightness/gamma changes, the terrain LOD textures generated by xLODGen look exactly how the CK preview window shows the terrain with lighting off. This verifies that the problem is messed up / incomplete post processing in the game. The options are either to turn off the "improved" snow shader through INI settings, adjust the noise texture so it does not artificially darken the terrain LOD textures beyond what is reasonable or use the brightness/contrast/gamma settings to make "wrong" but brighter terrain textures like Bethesda. However, keep in mind that snow LOD textures used by object LOD are also "darker" (e.g. correct) and in that case probably need to be brightened too (something the vanilla game does not do). However, there will never be constant lighting conditions, so there will be always a difference between snow in the loaded cells and LOD with the "improved" snow shader. It is simply one of those many new features of Skyrim SE that just do not work right at all and are best turned off, IMHO.
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It is hard to tell what happened without the log.
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If you used xLODGen from first post, try the xLODGen beta or vice versa. Another test to make sure that there is not anything wrong with the meshes/textures generated by xLODGen would be to unpack the existing LOD files and see if they load that way. I would do the most basic setup and testing. Default game, default INIs with only sResourceDataDirsFinal updated, meshes and textures in the data folder with no mod manager.
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I am thinking of the sResourceDataDirsFinal= list that needs to be added to Fallout4.ini for loose files to be discovered AFAIK. You really should compare some of the *.bto to make sure object LOD generated correctly.
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I take for your word for it. Then I must assume that the static object LOD generated by FO4LODGen must be complete and fine. Hard to tell without logs and export file to verify. You could use nifkskope to compare some of the generated *.bto with the vanilla ones to check if they are in order or if they are missing the objects. If the *.bto and maybe texture atlas are fine, then the reason for the LOD not to showing, must be something else you did or didn't do that is required to show loose? static object LOD in Fallout 4. Typically it would use the vanilla *.bto files though if just the files are wrongly placed or whatever.
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xLODGen checks if a terrain texture in outputfolder/path/to/file.dds exists. If the OS says the outputfolder/path/to/file.dds exists, it will be skipped. In case of MO check the right pane Data tab to see what files already exist in the data folder. I can only repeat myself: Use -o to set the outputfolder to a dedicated folder to avoid overwriting/skipping existing loose files. https://forum.step-project.com/topic/13175-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-tes5-sse/?p=216423 https://forum.step-project.com/topic/13175-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-tes5-sse/?p=216953
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Looks like incomplete object LOD or very short LOD distances in settings.
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Yes, this just generates meshes and textures. After all this is "just" a CK replacement. If you do not set dedicated output folder with -o it will write to the data folder. Meshes will always overwrite existing older files. The terrain texture generation will skip files that already exist in the output folder. So if it skipped files, it means there are already loose terrain textures with the same path/filename.dds in the output folder.
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Use this tip from the first post to limit texture generation to a smaller area for testing different settings: If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates. You can also set the drop down to 4 to quickly generate a single LOD 4 texture for testing.
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DynDOLOD 2.36 beta 10 should fix this bug.
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Looks like there is a bug with IgnoreLargeReferences=1. Will check and post an update some time later today.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Oh wait there is more to the log, let me check some more. See what happens when you use the latest beta version 2.36 beta 9 from here https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Post/upload the DynDOLOD log. You can delete the old log first, then start DynDOLOD and do everything up to this message and then cancel and exit. That's all the logging we need for now.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
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Use Medium preset. Use Billboards for LOD4 insead of 3D tree LOD Skyim can run without loading stutter. I find it best to set ReservedMemoryMB to any value with the mouse rotator thingy while using cursor keys to move to find the sweet spot. Test with CrashFixes UseOsAllocators=1. Use BethINIs. Best to find a recent guide for best performance for whatever OS you are using.
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Do not useTreeFullFallBack=1. Do not use SkyFalls/Mills. Use and setup ENBoost correctly. Read the Performance section in the manual. If there is cell border stutter with LOD disabled it usually means there is a lot of stuff happening in the loaded cells, e.g. many full models, large textures need to be loaded.
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Where is the DynDOLOD .esm file?
sheson replied to hamletsdead's question in DynDOLOD & xLODGen Support
When generating LOD for Skyrim SE both plugins DynDOLOD.esm and DynDOLOD.esp are saved to the selected output folder when clicking "Save & Exit" at the prompt after things completed.

