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sheson

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Everything posted by sheson

  1. If the OS freezes due to hardware issues, make sure cooling is sufficient. Set FasterCreate=0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini but I doubt it will help. The majority of the work is LODGen.exe, the white on black command prompt window. You could try setting CPU affinity in task manager, e.g. remove it from some cores for the worldspace it runs longest for. You could try generating worldspaces one-by-one. Save&Exit, install output folder normally, then start DynDOLOD.exe with DynDOLOD.esp in the load order, generate next worldspace, merge/overwrite output folder with already installed files from former generation, repreat. Probably only need to do it for Tamriel, maybe Solstheim, usually the others will be too quick to matter. In any case if OS locks up, this is a hardware problem.
  2. Why would you even. Read the section "Uninstallation" in the included manual. However, creating a new game without DynDOLOD.esp and the generated files in the load order it can not cause CTD.
  3. See if this DynDOLOD.exe works If it ran through, check log for "Ignoring reference without base record ..." I would be interested in the mentioned reference / mod as it should never get that far without a base record. If you still get the same error, check load order for errors in xEdit first.
  4. Interiors have no LOD and consequently there is no LOD data that can be loaded. If there is no LOD data, DynDOLOD isn't active. Go outside. DynDOLOD can only be active when player is in the worldspaces that LOD was generated for, obviously.
  5. If you want to continue that save, try generating LOD with keeping SkyFalls/Mills still in the load order and introduce DynDOLOD to a save that still has SkyFalls/Mills active. If that fails you could generate just static/tree LOD and untick 'Generate DynDOLOD' on advanced and keep SkyFalls/Mills.
  6. Same thing though. Just right click their entry in the left window of xEdit and remove. Save esp's. Then update static LOD. Notify the mod authors so they can update their mod.
  7. Check if it works starting a new game (coc riverwood or coc whiterun from main menu). If that works, SkyFalls/Mills data may be still baked into the save. See if you can make a "clean" save in an interior after removing SkyFalls/Mills before introducing DynDOLOD. If that doesn't work, generate LOD with SkyFallfs/Mills still in the load order and introduce DynDOLOD to a save that still has SkyFalls/Mills active.
  8. You really need to work on your error reporting skills. You are missing LOD for objects from a mod? Is the mod author for this mod called Prometheus? Is that mod called No Snow Under the Roof? Is this the mod? This mod works out of the box. You probably didn't install the core files from DynDOLOD Resources correctly before generating LOD with DynDOLOD.exe. You could remove that object from the mod in xEdit before generating LOD. If this is still in the latest version 2.25 of Winterhold - Expanded Ruins you should notify the mod author about the wild edit.
  9. I am pretty sure the message you are getting (from crash fix I presume) is more descriptive than "something". Though DynDOLOD does LOD, not carriages.
  10. Simply fix the something which probably is caused by something else and all will be good.
  11. The generated data looks OK. I suggest to permanently remove SkyFalls/Mills from the load order before generating LOD. Make sure the esp is activated. Start the game, check the DynDOLOD MCM Main page for last message. Did it successfully initialize?
  12. Make sure to copy everything from the output folder like meshes/skse/textures folders and the esp to the data folder or a mod. If you are that unsure about things, I suggest to watch Step-by-step tutorial from GamerPoets
  13. Make sure to copy everything from the output folder like meshes/skse/textures folders and the esp to the data folder or a mod. Make sure the esp is activated. Start the game check the DynDOLOD MCM Main page for last message.
  14. See the update post Is has a section called "What’s New?" and "The usual updates" and a bunch of "Changelogs"
  15. See if this post helps you and upload your load order or the log if it does please.
  16. You need to start DynDOLOD.exe or TexGen.exe as explained in the instructions or videos.
  17. Release.... wooohooo Thanks to all beta testers and all the feedback. Nothing new in 2.10, just the continued small updates for mods and a few touch ups. It will now only report missing nifs at the end of the process if there are references in the current load order using it.
  18. You can also change the settings in DynDOLOD MCM - Settings page and see if it changes anything. That is probably quicker than changing inis and starting the game several times to see if it has an effect. It could be that the occlusion data is simply for the location is so bad that changing ini settings doesn't have an effect, then you could still try to remove the data from CELL in xEdit (create overwrite record for the cell, then remove the TVDT from it) It maybe just that going from the college towards Winterhold FPS will drop some when you are in that cell. It may be still good enough.
  19. You are not missing LOD, the game is just occlusion culling those patches. It looks like you tfc? The terrain/object LOD occlusion culling is a bit sketchy and often starts too early. I was looking into that data just recently. Unfortunately trying to use CK to update it revealed that the CK generates even more borked results right now. You could try to see if using the low/medium/high/ultra Skyrim/Prefs ini values for TerrainManager / maybe just fSplitDistanceMult changes anything. I have a feeling the pre-made occlusion works best when the native ini settings are used it was generated in - which ever they were when Bethesda did it, maybe copy values from default SkyrimEditor.ini I did not follow through with full testing yet and stopped looking into that when SE was announced, because FO4 is using a different occlusion system. Maybe we are lucky and SE uses the new system which seems to work without issues in FO4. If not I will look into that again when SE comes out. EDIT: If you encounter a really bad spot, you can try to remove the TVDT - Unknown data from the CELL record you are in. FPS can drop drastically if looking into certain directions then. For a test I removed all TVDT from all CELLs and while there were no more missing patches in the distance, looking in-land from the sea of ghost had severe FPS drops... of course.
  20. Sounds like something went wrong when generating the merge and it needs to be redone so there are no unresolved errors.
  21. Check your load order for errors in xEdit. You have a mod that adds a record which links to the non existing form id 02165DA3.
  22. Knights of the Garter works out of the box. However, the distance from Whiterun is much larger than the default 21 cells for the dynamic LOD far grid. All neverfades (set by the mod) are converted to dynamic LOD by default for performance reasons. Neverfades that are normally visable across the full draw distance and not occlusion culled. Because of that they can quickly add a lot of draw calls rapidly draining FPS. I will have a look if major parts of the castle can be done as full model static LOD... I added a lot of features and advancement to LODGen.exe since the last time I check the mod. You will know with the next update as I will then update the entry with a note that is uses custom rules. I also noticed slightly misplaced flag posts (probably only with 2.09 resources) will be fixed next version.
  23. Ah ok. So all good either way then.
  24. DynDOLOD esp/papyrus scripts in the game is not "reading" any meshes. The DynDOLOD.esp contains references which link to base records that define meshes. The game engine loads meshes and displays them. Just like any other mod that adds objects to a world. I can not reproduce the CTD. The meshes work fine here. No idea why the nifs are included in the billboard download however.
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