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sheson

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Everything posted by sheson

  1. Did you see my answer to that post? These vague reports of people having troubles loading save games just seem to have started to appear recently. I see such reports with DynDOLOD as well as without DynDOLOD in the load order. The current version of DynDOLOD is out since October. Common sense says if simple data in DynDOLOD somehow causes problems there should have been such reports since a long time already. So the question is, what else did you install, update or change more recently? Safe bloat is when the file size of a save keeps increasing forever or in a very short time without reason (like adding a new mod). If saving the current state of a game the save files need to contain all that current state data. Why do you think 4MB is bloated or a reason for concern? It seems large yes, but more and more mods make use of it. What is the load order (use https://www.modwat.ch/)? What are the versions of SKSE, StorageUtil.dll and nioverride.dll - any other dll plugins that you are using? Are there any stack dumps in papyrus log? What were the selected options when generating LOD with DynDOLOD Worlds.pas. Upload the TES5Edit_log.txt if you still have it. Upload a problematic save and co-save, I can decipher those.
  2. Regarding stuck tree LOD: Does this happen in/around city worldspaces? Then you have a mod that adds those trees in the parent worldspace and an engine limitation does not unload them when in the child world. There is a workaround. If it happens in the wild, do you have a recent version of xEdit? Check the ..\TES5Edit\TES5Edit_log.txt for "Get xEdit 280715 or newer in case there are LOD trees in loaded cells" If you have a recent enough version check ..\TES5Edit\TES5Edit_log.txt for "Warning: x duplicate FormID numbers of trees references were detected, excluded from LOD" Truth is though if you see those messages there should be no stuck tree LOD in the wilderness. You would have to check the form ids of those trees (you can only get form ids from loaded full models, not LOD) and also post what mod they come from. If static LOD gets stuck after fast travel, enable save on travel. That is so far the only confirmed case. Make a screenshot, get full model form ids / mod if problem persists. Regarding the windmill buildings I wonder if you still have SkyMills? For all cases above, check if you still see the LOD model when using tll in console. Other than that, check with default inis and coc whiterun (new game) if any of the above problems happen as well.
  3. I think you need to read this thread more thoroughly again and how I troubleshoot problems with people until they are solved before making claims of "lot of backslash". You are refusing my help since you obviously do not want to troubleshoot to get the game working with DynDOLOD. How am I supposed to help? It should be no problem to remove all the files installed to data from the download archive and copied to data from the output folder. A mod manager does this with one or two clicks. No other game related files in data are secretly created or changed by DynDOLOD World.pas. The manual has more detail in the uninstall section. If there are still problems after all the files have been removed the cause is obviously something else unrelated to DynDOLOD. If you wanted to troubleshoot with me, post what I asked for and try the things I suggested. Once the most likely cause for a problem is eliminated the next likely cause will be addressed. Except the esp data and papyrus scripting uses less memory than the static LOD meshes and textures and only starts working once the game has actually completely loaded :) I think we can assume that the esp was first amongst the files that were removed while the problem persisted.
  4. You eliminated DynDOLOD as the cause by removing all copied/generated files. So obviously something else must be the problem. I can not help with problems caused by something else. Heap memory filling up is the only known cause for ILS. It has been so far every time. Memory blocks log is the only way to track heap memory usage. Everyone who claimed otherwise found out memory patch was not working. Try Safety Load maybe. If adding/removing a mod is such a big deal with the current setup I suggest to use a mod manager. Yes just remove it, the game will use the vanilla mesh again. You mean "Continue" from the main menu? DynDOLOD just adds LOD data to a world, it is not modifying menus or loadscreens. Of course the new additional LOD needs to be loaded when a game is loaded.
  5. Posting about ILS in this thread while not using DynDOLOD and not a single word about how you checked heap memory usage with Memory Blocks Log...!?
  6. This is a known bug of SMIM smelter (..\meshes\furniture\smeltermarker.nif) + ENB
  7. See my answer to Leanwolf It is probably the first part with the meshes. In that case it is enough to ensure the correct LOD meshes are in place and just generate the static LOD again by executing LODGen.exe with the existing export file in Expert mode. To do so, set Expert=1 in TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD.ini and start TES5Edit and apply DynDOLOD Worlds.pas as normal. At the top left click the button "LODGen export" and find TES5Edit\Edit Scripts\LODGen_Tamriel.txt or similar then at the bottom click the button "Execute LODGen.exe"
  8. There is a lot more files and folders you copy to TES5Edit than just DynDOLOD TexGen.pas and DynDOLOD Worlds.pas. When you run DynDOLOD Worlds.pas it will create a lot files including an export file with the static object LOD data for LODGen.exe. If you do not delete those it those files might be reused. After DynDOLOD Worlds.pas completed successfully and you close TES5Edit it will save an updated DynDOLOD.esp with the dynamic LOD data. If you add new mods that add objects that you want to create LOD for you can update the existing DynDOLOD.esp. If you remove mods that are masters in the existing DynDOLOD.esp you need to start from scratch. See "Uninstallation / Updating" in DynDOLOD_Manual.html for further details/links to video.
  9. All documentation is in the docs folder of the DynDOLOD download archive. You do not need to check the checkbox to include subfolders if you install everything to the main scripts folder as outlined in the manuals. MO is only mentioned in the manuals because it requires special treatment. Any other mod manager is just standard modding and Windows PC knowledge without any of those "traps" from MOs virtual file system, BSA archive management and its need to launch everything from within MO. Did you check heap memory usage with Memory Blocks Log? Opening the map may just put it over the limit set in SKSE.ini.
  10. Two of the linked posts didn't even post a load order. One save is in an interior. One thread doesn't even mention DynDOLOD at all. DynDOLOD is just simple data and simple scripting. Otherwise nothing special. Maybe a busy load order reaches new engine limits we don't know about yet. If something like SaveTool.exe crashes while reading data it is its own fault and nothing else. The game crashing after loading is something completely different to save game corruption. This post sums it up. As I mentioned a couple weeks back, the first thing I would look at is dll plugins - AFTER making sure ENBoost, memory patch and all these other things are actually setup properly. Then look at nifs, custom animations etc. Any useful report and troubleshooting would include detailing these things and also the options (used glow LOD? Was Claralux, bashed patch removed from load order?) used to generate LOD. These threads on reddit are simply useless noise.
  11. Are you using the latest papyrus scripts from the update post and the latest PayrusUtil 3.2? Test with old 3.1 once or upgrade to 3.2. Also check that ..\SKSE\Plugins\nioverride.dll from Racemenu / NetImmerse Override is the newest version. Disable the dll once for a test. If none of these things make a difference could you upload the esp and json files somewhere for me to have a look.
  12. The LOD4, LOD8 and LOD16 columns define static LOD. So if you do not want static LOD trees in LOD4 you need to leave that column empty. If at the same time something is set in GRID (near or far, full if using a tree mod or it will use the special hybrid for vanilla trees) and Reference (Unchanged) columns it will do dynamic LOD. Again I advise against it. It will be very performance intensive, use a lot of memory and is very taxing on papyrus. You also have all the meshes/textures from the DynDOLOD download archive data folder active? Can you give a timeline? It starts loading and then shows the load screen and after a while it crashes? Do you already hear the world sounds but never see the picture, e.g. it CTD while trying to fade in? Or does it CTD like a second or two after it showed the world already? Verify that it doesn't CTD if ONLY the esp is disabled, leaving the LOD meshes/textures/SKSE folders active, e.g static and tree LOD should always be fine. See if CTDs with the esp active but without SKSE folder (the json files) - just rename it. I want to see if it is certain data only the esp refers to.
  13. The current requirements are plainly listed under "Requirements" or "Required" on the description page or in the included documents. If something is not listed under requirements it is not required.
  14. As already figured out, ILS because heap memory is full. The question is where and when does it CTD.
  15. Tree LOD is done by built-in TES5LODGen and is only started by DynDOLOD. You have to install the correct billboards for any tree mods in the correct order. Then maybe change tree LOD brightness if needed. While we discussed this plenty in this thread the past year it may also help to check TES5LODGen pages for more information if it comes to details about certain tree mods and their billboards. The latest MCM updates are in the the latest papyrus scripts from the update post and allow direct manipulation of a few select ini settings, like tree LOD draw distance.
  16. When installing the data folder from the DynDOLOD archive you need to make sure its contents overwrites all existing LOD files and nothing else overwrites them. In particular DynDOLOD contains fixed new meshes for the tower in Meshes\lod\solitude\sbardscollegetower_lod.nif with 3857 bytes and Meshes\lod\solitude\sbardscollegetower_lod_2.nif with 2109 bytes. Then make sure to not accidentally delete the default mesh rule for "skyrim.esm !open cities skyrim.esp;000EE66D" with "Delete" in the Reference column and that the file ..\TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_manual_static_Tamriel.txt still contains a line for SBardsCollegeTower_LOD. Please post memory blocks log. Try a "new" game with coc whiterun from main menu and other locations far away from each other. The only 2 typical reasons for CTD are either heap memory or missing/invalid nif. So by trying coc to somewhere else and the off chance it works could indicate nif problems, once heap memory has been ruled out. Then try to start game without esp but just the static meshes and textures. nif troubles can only happen with the esp enabled.
  17. Adjust the brightness of tree LOD by using the brightness drop down on advanced options of DynDOLOD or you can quickly update only the tree LOD by using the built-in TES5Edit tree LOD generation instead.
  18. Of course there isn't LOD for all static objects - that would be technically impossible :) Anyhow, yes, there are still objects that could use LOD but do not have it yet. I haven't created a LOD model for everything that could use one, this is an ongoing process that requires time/work. If you truly miss LOD for a certain object, you could help yourself by adding custom rules using the full model as LOD - or pick up Blender/3dmax and start creating dedicated LOD models :) I am not sure what you mean tree LOD is not scaling very well. Also since you are using a tree mod I can't tell if the screenshot is correct or not. To verify a LOD tree just go close until the full model tree replaces the LOD model. It should be the same type of tree in the exact same location. It would be technically very difficult for a LOD tree to have another position than the full model tree. However if the source tree LOD billboards are incorrect for the load order or something overwrites the generated tree LOD meshes or textures the look/size of a LOD tree can be wrong. Gabs in the ocean are caused by the engines occlusion culling and have nothing to do with the LOD itself. fTreeLoadDistance= changes tree LOD draw distance There are no recommended settings for DynDOLOD. Typically I would recommend the default settings, which depend on the launcher quality options. Choose what works for you. You can change them in the game through DynDOLODs MCM pages. ITMs are intentional. Removing them can cause missing objects in attached cells if adding DynDOLOD to an existing save game. If starting a new game they are not needed.
  19. Make sure to use the latest papyrus scripts from the update post. Then check the new MCM Information page if there still is a message about files not belonging to each other.
  20. Hybrids are created from the full 3D model for static LOD. They are not billboards for tree LOD. They are completely two different things. Splitting the tree LOD atlas that was created from the discreet tree LOD billboards will result in the same billboards again.
  21. Yes and also you need to follow the instructions of the tree ultra manual, which means you need to uncheck Generate tree LOD. You actually do not have to set either LOD8/16 to empty as well and could leave them set Static LOD 8, then it will do static 2D tree LOD in those area and dynamic trees in the Grid setting area. With some careful adjustment of the used Grid distance overlapping should could be at a minimum. In any case I doubt there is much use for this other then screenshots as this is stressing the engine a lot.
  22. By default LOD for trees is done as tree LOD, the vanilla 2D billboard version. fTreeLoadDistance ini setting is for those 2D billboards A cell is 4096x4096 units. uGrids is 5x5, so basically that means the maximum distance for full models loaded in the current active cells is 10240. Make a model a persistent "neverfade" and the full model is visible up to fSkyCellRefFadeDistance times fLODFadeOutMultSkyCell. Since full models of trees are "special" nifs that have tree animation data and therefore can not be used for static LOD generation by LODGen.exe. That is why I created 3D static versions of these "special" models for the vanilla trees which can be used as static LOD. It depends on each tree mod and its nif features used in the full model trees if they can be used for static LOD or also require a 3D static version for LODGen.exe. If you wanted to use full model tree as dynamic LOD I advise against it. There are over 40,000 trees in Tamriel. The performance impact and memory requirements are insane. Do the same as trees ultra but change the mesh rule for 'trees': LOD4/8/16 empty, check VWD and set Grid to near or far and Reference to Unchanged. However then tree LOD ends at Near or Far Grid already. So, the only useful/useable way to have better tree LOD is LOD trees done as static LOD (as is done in Fallout 4) as described in trees ultra. If you want 3D static LOD for trees from other mods you read this answer to Dammal19 I am also still working to expand this feature by creating more 3D static version etc.
  23. This still reads like you didn't log memory usage with Memory Blocks Log the time the game has ILS? If the game reaches max heap while loading data ILS occurs - there is no other reasons for ILS. If the game reaches max heap while running around in the world it CTDs when crossing cellborders.
  24. First dev snapshot of FO4LODGen for pro mod authors/ modders.
  25. If there is ILS you are obviously not stress testing because the game does not load... so it is no clear if you actually ran Memory Blocks Log while the ILS occurred?
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