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Everything posted by sheson
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
On a hunch, can you remove Bashed Patch from the load order and try again? If that didn't change anything, can you load everything into xEdit and check for errors (do no check the vanilla + DLC), just mark everything else in the pane, then right click, check for errors. Check that log and/or post it maybe we see something ... next step will be too look at the plugins... and that list is long :) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is probably a hardware issue then. Ensure proper cooling - check CPU temps - and in case you are overclocking make sure it is stable with prime95 or similar, including memory. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD.exe to some degree and and LODGen.exe are multithreaded programs that make use of all cores and hyperthreading so they are done with their computations as quickly as possible. It is odd that you can not move the mouse, as the scheduling of the threads and whatnot is all handled by the OS. If you changed settings or used tools that affect OS threading I would revert them. You could set core affinity in task manager, but that is usually a one time thing - unless you use a 3rd party tool that reassigns that. If you just let the programs do their thing, they should be all done between 15 to 30 minutes. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes, that would be the way to go. If you are proficient with nifskope or mesh ediding in general, you may be able to reuse the flat trunks from the vanilla hybrids, resize them and then use the branches from the tree mod. The trunks are the best target to remove triangles/data size for the 3D statics to conserve memory usage as much as possible. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
From DynDOLOD-Trees.txt: The included hybrid trees cover vanilla trees only. If a tree mod is used either create/download a hybrid or an otherwise optimized 3D static tree. When using ultra trees, billboards are only used for LOD levels 8 and 16. Skyrim Bigger Trees works with ultra trees because it updates the scale of tree references. Skysight - Simply Bigger Trees does not work, because it replaces full model trees. "Billboard Generator" is a very confusing term for an installer that installs billboards according to user selection. Creating billboards is a manual process. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Not sure why it matters but 4 - 8 MB, depends on number of mods, dynamic LOD, worldspaces and settings. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I already updated the DynDOLOD Nexus description page couple hours ago for additional info about HD LOD. However, at the moment none of DynDOLOD Resource / TexGen files conflict with the LOD textures provided by HD LOD. ETACs pre rendered LOD (why install it even - already mentioned in manual / description page as well) should not matter as it is all overwritten by DynDOLOD output. Static LOD needs to be generated again. Updating with existing esp is possible. Or in expert mode, select Tamriel, rebuild LOD Texture Atlas, then execute LODGen.exe again Merging esp from Resources with 2.14 and newer should now always be OK regardless of what type of merge process /tool is used. No. You need to fix these errors recorded earlier in your log [00:00:00.795] textures\SpiceofLife\Forts\AmbFortsVanillaStyle\Imperial\impextwall01_n.dds not found! [00:00:05.014] textures\SpiceofLife\Forts\AmbFortsVanillaStyle\Imperial\impextwall01.dds not found![00:00:05.087] textures\SpiceofLife\Forts\AmbFortsVanillaStyle\Imperial\impextwall01_n.dds not found![00:00:05.202] textures\spiceoflife\forts\AmbFortsVanillaStyle\imperial\impextwall01ice.dds not found![00:00:05.283] textures\spiceoflife\forts\AmbFortsVanillaStyle\imperial\impextwall01ice_n.dds not found! [00:02:13.783] D:\SteamLibrary\steamapps\common\Skyrim\Data\DynDOLOD-temp\textures\SpiceofLife\Forts\AmbFortsVanillaStyle\Imperial\impextwall01.dds not found! etc. Looks like Spice of Life is not fully installed. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Consider installing the "low" textures from DynDOLOD Resources, use 128 in the drop down of TexGen and on the advanced option of DynDOLOD change Max tile size drop down to 256. Then consider manually resizing resulting object LOD atlas textures in Textures\DynDOLOD\LOD\*.dds Depending on the installed billboards consider manually resizing the single dds files from the billboards in case they are high-res, or the resulting LOD tree atlas textures in Textures\Terrain\Tamriel\Trees\*.dds -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for letting me know. I will do an update for next version. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you do not generate dynamic LOD, dynamic LOD can not be activated in MCM so that is normal. If you believe SkyFalls/Mills performs "better" it is an indication for problematic/script intensive mods in the load order or a problematic ini/memory configuration. DynDOLOD only runs fast and lean scripting when crossing a cell border, though if you already have script lag by an overloaded game then all hope is lost. Stick with SkyFalls/Mills if you are updating an existing save game. Maybe I should add a "Toaster" preset :) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
That flag doesn't do what you think it does. It only tells the engine that this object has LOD and should not be shown in adjacent (uGrids + 1) not yet fully loaded/displayed cells if it is sitting (its object bounds) on a cell border. Usually this is covered through the flag set on the base record already, so setting it on a reference is usually not needed. All objects in the exterior esp are ignored for generating LOD to avoid doubling/showing LOD while in loaded cells outside the city. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The archive lines are needed to generate LOD successfully. I guess if they are messed up they could potentially cause trouble in the game. However those lines appear to look correct. If in doubt, I recommended to use proper inis from spINI. See FAQ Q: Skyrim: ILS or CTD If memory settings are fine/verified and checking the generation log for missing nif as explained in the readme.txt didn't reveal anything, consider using crash fixes, as it can help by prompting an error message detailing problematic assets causing a crash. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Keeping SkyFalls/Mills esp and generating LOD is fine and won't cause CTD in the game. However, there is no need to keep any of its esp files since DynDOLOD replaces it. The small waterfalls esp only applies to Dragonborn (Solstheim) and/or Falskaar so it wouldn't affect Tamriel anyways. The papyrus log is not a crash log. All it shows is just messages from some mods. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes, it automatically made it dynamic because of the non existing LOD mesh and the zero (VWD checkbox) at the end :) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Click through to advanced and uncheck Generate static LOD, uncheck Generate DynDOLOD, just check Generate Tree LOD. Run that as often as you like until you are satisfied with the tree LOD. Then run both static and tree LOD to make sure the remaining handful of trees that were done as static LOD get updated as well. A mod is most likely updating an object without setting LOD levels and/or providing a new LOD model. Go close to the missing object until it shows, open console and click it with the mouse, the number is its form id that you can look up this reference in xEdit, also click through the base record, take note about the mod changing them and post about it here. That is odd. The door has the correct alignment for me. Static LOD 4 will not work as there is no true LOD mesh for the door. Set LOD4/8 empty so that it will do the door as dynamic LOD. Maybe change 'Far LOD' to 'Never Fade LOD', so it stays beyond the Far Grid. I will check that door some more. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes, that is the same updated rules I sent him. You need to update the rules ini files included in Legcay, then generate LOD with the latest version so that all the new rules work as planed. Let me know how that works out once you have the time. No rush. That's great I guess :) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Let me quote that part from the update post / manual "..., wait a bit, ..." Did you download and update the ini files in the Legacy Mod DynDOLOD folder, then start DynDOLOD.exe, click low/medium/high to load the new rules and then generate LOD? If you can identify the reference form id or the object, maybe iset its LOD8 to Static LOD 4 as well. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The new version 2.14 I justed posted will print the filename it is looking for, hopefully that helps... -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
If you use CustomMemoryBlock=1 with CustomMemoryBlockTotalSizeMb=64/9 then it means you also use UseOSAllocators=1, which requires meh's and mine SKSE Plugin Preloader. So that is answered, just wanted to make sure I know all the details :) Also CustomMemoryBlock at 100% could certainly cause effects, so raising it is the right course of action. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Then it may have to do with "funny" characters in paths to files. I saw you have '#' in the path in one screenshot. Maybe xEdit/DynDOLOD.exe doesn't like any of those in their own paths or the game paths. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This sounds like an effect with static LOD from the *.bto files. To double check that, verify that the LOD objects that stick around do not have a form id / dissapear when typing tll in console. Just to narrow it down as much as possible for future reporting. We have also seen this caused by odd ini settings / fixed by applying default ini (preferable from spINI). Do you also use the alternative memory allocation with our preloader? -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Type 1EE62 for Blackreach or 3C for Tamriel into the FormID top left and hit enter. Then check in the right window for the row "FULL - Name" and for the error message for any of the mods. If all the language files exists in ..Data\Strings\ for the currentyl set language maybe it is caused by a foreign language mod. I am not sure if this has any bad effects for the game or not. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It will. It seems the merge map file is not there or can not read by DynDOLOD.exe to know about the merge. Next version will have an additional save guard in the exterior esp that will carry through merges so the objects can be ignored propoerly either way, -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You check with xEdit.exe yet? It should show they same error as it provides the underlying function DynDOLOD.exe uses. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Looks like a language setting thing with the game and it is missing the language text files in ..\Data\Strings\ maybe. Check worldspaces in xEdit.exe for same error. I am currently switching back and forth between Enderal (German ini setting and thus having German string files in that folder) and my normal game (English ini setting and only English string files in that folder) myself. Maybe you doing the same?

