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sheson

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Everything posted by sheson

  1. Click the main building for that window, see if a mod changes the reference (lastRefChange) or base record (lastBaseChange).
  2. This sounds typical of updating a save game without doing the clean save routine. Test with a new game by typing coc windhelmexterior01 in console from main menu.
  3. Yeah if it ever stalls on you like this (and it is not an installation path issue, like special windows folder, MO, game folder) try again to check if it happens again. For two potential spots in the process there are two ini switches FasterBase and FasterCreate. If that doesn't help, make a screenshot of the log window. These are rare multithreading problems and hard to track down unless I can replicate them.
  4. There is the loaded cells and everything beyond that is LOD. Type tll in console, what you see now is the loaded cells, what went away is tree/objects/terran LOD. The minimum size for load cells is the uGrids of 5, which is 5x5 cells around the player. It can only be larger. The ini setting fMeshLODLevel1FadeTreeDistance, fMeshLODLevel2FadeTreeDistance, fTreesMidLODSwitchDist effect detail on full model trees in loaded cells only. If you generated 3D ultra trees, which are typically only in static LOD level 4, you can lower its distance fBlockLevel0Distance to try to regain some performance/memory. As you suggested, you could then use mesh rules to add/update a few select LOD objects to use LOD4 LOD models in static LOD level 8. That would again require more performance/memory again but with some testing maybe less than the trees. I would look at mountaincliff, mountainpeak and mountainridge though. Those are the big rocky tops.
  5. Just disable any of the fixes you don't like.
  6. I suggest to look into crash fixes. It can produce a meaningful error messages for some crashes and eliminate some others. In addition it can also replace the default heap memory allocation with its UseOSAllocators setting (see its ini, description etc) which can result in faster loading and smoother cell transition as well.
  7. Can you post entire log for when you had Tamriel 65640 and it still loaded? I may spot something. I guess we are understanding the problem well enough, it would be just nice to exactly have it down to the last bit of what counts towards the limit and what not.
  8. You start DynDOLOD.exe from MO just like the game or any other tool. I suggest to follow a modding guide like S.T.E.P. and/or watch the Gamerpoets video if you are new to modding or MO.
  9. So for now it looks the sky cell flag doesn't matter and it is just all of them. The threshold should be 65535 - in case you can remove single mods to get as close as possible if you can. There is one thing with Death Mountain 2, where it creates one new worldspace that has Sovnguard as a parent, which in turn has Tamriel as parent. Other mods in your list may do this too. They are counted separately right now -> Sovngarde 763 and not added to Tamriel. Based on your totals, check the loglines above where a mod adds 84 reference to a worldspace that has WhiterunWorld as parent. They may count to the Tamriel limit as well.
  10. You wrote the game has problems after you deleted DynDOLOD. When modding correctly, something that does not exist can not cause problems. I can not help with troubleshooting something that does not exist. Typically the first troubleshooting step would be to disable the mod you created from the output. If the problem still exists afterwards, it means the cause is not the mod you just disabled. I guess you might want to verify that the mod is actually disabled for real. I suggest you follow a modding guide like S.T.E.P. from the ground up. Then read the performance section in the manual.
  11. It took over 2 1/2 years so far. Not counting the time having to fix Skyrim memory first for the increased memory demands and the problems I ran into while trying to add more full model neverfades. Have a look at DynDOLOD\Docs\DynDOLOD_Reference.html. It is somewhat outdated, missing some of the latest stuff, but at the core it will be still correct. Just reading the manual top to bottom will also explain a lot, also about steps that are not needed to be done by users anymore, like splitting existing tree LOD. If you follow from proof of concept of dynamic LOD in 2014 that ran hours (well, the original first post is missing, but from 2nd post on... I mean if you are really really bored but interested) to Zilav programming the tree LOD and TES5LODGen and us getting hold of the source of LODGen.exe from Ehamloptiran so I could start to fix issues and add features myself, there is quite some history - and some of that still shows in the manual explaining things that thankfully nobody has to do anymore (old video).
  12. Please post/upload DynDOLOD\Logs\DynDOLOD_log.txt
  13. Yes, please check with the new script again for sure. Right now temporary references should not matter.
  14. Check the Performance section in the manual DynDOLOD\Docs\DynDOLOD_Manual.html Make sure that you are not the victim of the 4GB VRAM limit of Windows 8/10. Test with default/good Skyrim/SkyrimPrefs inis. I suggest to use BethINI Lots of active LOD trees can cause micro stutter when the third person camera crosses cellborders (show borders with tb in console). Crossing cell borders in first person is perfectly fine. Lower the fTreeLoadDistance to 0 in the DynDOLOD MCM Settings page and see if that changes anything. Consider disabling vanilla tree LOD and instead use static LOD for tree LOD, see DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html If there is stutter when a new row of cells are loaded or LOD levels change in the distance a) lower distances of Static Object LOD and the Terrain LOD multiplier on the DynDOLOD MCM Settings page b) adjust ENBoost ReservedMemorySizeMb in its performance overlay. Set it to 0 and then increment it until loading stutter is at a minimum
  15. When you do these test, get this updated countref.pas for xEdit. I have the theory that the 64k limit of persistent references is the number of the combined persistent references from a parent worldspace and all its child worlds, like the cities etc. Child worlds can have a flag called 'Use Sky Cell', so this might be a factor as well. Note that in Legendary there is only the parent worldspaces Tamriel and Solstheim. There is a 3rd parent cwtest that can be ignored. All other worldspaces are childs one way or another. The updated script sums the total for each worldspace parent+childs with the flag set (f) and another total with the flag ignored. Just right click on any plugin in the left window and apply script. Let me know if you can figure out if the limit is with/without flags or not related at all.
  16. I can not really help with problems the game already has when DynDOLOD is not installed. I suggest you follow a modding guide like S.T.E.P. from the ground up. Then read the performance section in the manual.
  17. It looks like you installed DynDOLOD Standalone as a mod in MO. Do not do that. Install it into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure.
  18. Are you using MO 2.x beta by any chance? Are you executing DynDOLOD.exe or DynDOLODx64.exe? What is the installation path of DynDOLOD? The Game? The error indicates a problem starting DynDOLOD\Edit Scripts\LODGen.exe or LODGenx64.exe, make sure it is the latest version from 2.19/2.20 The DynDOLOD_log.txt will be created when you close DynDOLOD.exe.
  19. Might be caused by a problematic billboard dds. Did you try more than once to see if this is a repeatable error? If the problem is consistent, upload/post DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_TES5_tamriel_flat_textures_used.txt Let me know which tree mods / billboards you installed.
  20. Looks like something I did. There will be a new version fixing this soon. Edit: should be fixed in 2.20
  21. Nexus ... Tried re-up several times, same result. Ich glaube die brauchen mal einen ordentlichen sysadmin.
  22. DynDOLOD 2.19/2.20 / 2.21 condensed update post | Full Update Post | Skyrim Special Edition What’s New? This updates includes minor speed improvements for DynDOLOD.exe and TexGen.exe, 64 bit executables and visual improvements for billboards used as static LOD (higher LOD levels 8/16) if using the ultra tree LOD option. Of course there are also a few updates for a couple mods. See Full update post for 2.xx update instructions 64 bit executables To avoid confusion, this has nothing to do with Skyrim SE being 64 bit. Just going with the flow. There is no requirement for this right now, but it will work natively with 64 bit managers or if executed directly. 64 bit versions are a tiny bit slower due to a couple reasons, but obviously they will allow for more data to be loaded... in the future... for insanely large load orders. Another long term benefit is, that the 64 bit changes are merged back into xEdit sources. Improvements for billboards used as static LOD When using the ultra tree option and you ever thought far away trees or trees on the map look too dark or too bright, check out the new Trees on the Map section in docs\trees.ultra\DynDOLOD-Trees.html. The new default settings should already result in better lighting behavior. If not try any of the additional tips from the manual. To update an existing save game, it is enough to just do an update generation with the existing DynDOLOD.esp in the load order. Then no clean save cycle is required. Just a save in an interior before updating. Persistent references There is a new switch Temporary=0/1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini, which instructs the patcher to use less persistent references. This is for users who have so many mods installed and suffer from CTD when clicking new as we discussed recently. The downside is, that by using temporary references more plugins may have to be used as masters and the generated DynDOLOD.esp will be larger, because of additional CELL data that needs to be copied. If you do not have any problems starting the game there should be no reason to use this setting. Mods Requiring DynDOLOD Spice of Life - Orc Strongholds - overwrite meshes from DynDOLOD Resources with the ones included in the mod Verified working out of the box - included rules Wind's Rest Estate - A Whiterun Tundra Home Ayleid Palace Remastered Verified working out of the box - added/updated meshes and/or textures Settlements Expanded Greater Skaal Village Whiteraven Manor Tactical Valtheim Dwemer Manor JKs Skaal village Dolmen Ruins - ESO Dark Anchors Peak Aspens - Billboards included in versions for DynDOLOD/TES5LODGen in optional files Fantasy Forest Overhaul - Billboards included in versions for DynDOLOD/TES5LODGen in optional files DynDOLOD 2.21 - Download from Mega, Nexus DynDOLOD Resources 2.20 - Download from Mega, Nexus DynDOLOD Patches 2.22 - Download from Mega, Nexus [spoiler=Changelog DynDOLOD 2.19]DynDOLOD.exe - added xespignore file for XESP markers to ignore instead of the one hardcoded dunCGOutsideClutterMarker from intro scene DynDOLOD.exe - fixed sometimes not correctly identifying Has Tree LOD flag on base records DynDOLOD.exe - added settings FlatLODLightingEffect, FlatLODGlowMap and FlatLODLevelLODFlat to DynDOLOD.ini, see docs\trees.ultra\DynDOLOD-Trees.html DynDOLOD.exe - added a switch Temporary to use less persistent references for overloaded load orders, will result in more plugins required as masters and larger esp DynDOLOD.exe - added verbose switch for LODGen.exe to DynDOLOD.ini DynDOLOD.exe - updated reading existing tree LOD to be able to read btt data from BSA DynDOLOD.exe - some minor performance improvements DynDOLOD.exe - changed log filename to DynDOLOD_log.txt DynDOLOD.exe - added a x64 version TexGen.exe - sync updates with DynDOLOD.exe TexGen.exe - some minor performance improvements TexGen.exe - changed log filename to TexGen_log.txt TexGen.exe - added a x64 version LODGen.exe - added optional --inputfile path/to/file command line parameter, first parameter just being path/to/file still works too LODGen.exe - make billboards soft lighting behave more similar to vanilla tree LOD (FlatLODLightingEffect and FlatLODGlowMap) LODGen.exe - added setting LOD Objects flag for higher LOD levels on billboards (FlatLODLevelLODFlat) LODGen.exe - added a x64 version DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD Resources - updated/added meshes for better compatibility with mods [spoiler=Changelog DynDOLOD 2.20] DynDOLOD.exe - fixed a list assignment TexGen.exe - sync updates with DynDOLOD.exe DynDOLOD Resources - Papyrus Scripts - fixed a race condition [spoiler=Changelog DynDOLOD 2.21] DynDOLOD.exe - fixed a case of removing entire worlds when removing empty cells DynDOLOD.exe - added an installation path check DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD Patches - added script patches for Caranthir Tower Reborn 2.x [spoiler=Changelog DynDOLOD 2.22] DynDOLOD Patches - fixed a typo in Wizard.txt See Full update post for full changelog, fully detailed update instructions and updated compatibility information for Skryim mods. DynDOLOD 2.18
  23. DynDOLOD does LOD. By default DynDOLOD does not modify full model trees right in front of the player. Type tll in console. Whatever is left now is typically not modified by DynDOLOD (only waterwheels and windmillfans)
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