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sheson

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Everything posted by sheson

  1. You have waterfalls? You used a default esp for the high generation? Clean save? Best to use the save that never seen the medium DynDOLOD from before. Used wizard mode or advanced mode? If advanced make sure to press low/high/medium again after adding/removing mods.
  2. It looks like you are updating an existing DynDOLOD.esp that already had dynamic LOD data, but have deleted the *.json from the former generation. When updating it won't generate data/json that didn't change to save time. If you want to start from scratch / change low/medium/high you need to use a default esp. Copy the DynDOLOD.esp.bak to DynDOLOD.esp first.
  3. Only trees have LOD billboards, no LOD for shrubs and bushes - this is normal. If Generate DynDOLOD is selected (default in wizard mode) and it finds dynamic LOD objects it will create a DynDOLOD_[worldspace].json and a DynDOLOD_[worldspace]_Objects.json This is what the last few lines should look like, as you can see DynDOLOD_Tamriel.json is written just before DynDOLOD_Worlds.json
  4. Use latest papyrus scripts from this post that may fix it. Check the 4th MCM page those new scripts add.
  5. Yeah there should be rocks for sure with high setting (maybe medium too not sure) - if DynDOLOD Worlds.pas can find all the LOD meshes from vanilla and the ones that I ship with it - around 5000.
  6. The set of the 4 first screenshots with the dead floating trees happens because low/medium settings are used and those rocks the tree grow on do not have LOD. The low/medium settings globally do not do LOD for a lot of small rocks. This can be either be solved by creating LOD for specific rocks with reference rules or by deleting the billboards for those trees - as the vanilla game didn't have LOD for those trees in the first place. If anyone ever creates a list of form ids for those "required" rocks I'll happily add them to the rule set - this came up in this thread before many months back but nobody raise to the challenge ;)
  7. Falskaar uses vanilla assets only - at least for objects that qualify for LOD. Since it mentions mountains and a new fort I suggest to generate LOD again for that worldspace.
  8. To create 3D static trees or 2D flat LOD trees you would need to create or update nif files and their textures in Meshes\DynDOLOD\lod\trees\ for those trees. Some tree mods come with their own version of 2D _lod_flat.nifs already. However they typically reference the default tamriel tree atlas texture (which is also the tree mods version) which gets overwritten when generating tree LOD. Take those flat nifs and update the texture reference to a unique filename of your choice, rename the nif to _lod_flat_2.nif and they should be used automatically. However you are in luck, I am programming a features that can use the dds billboards from the tree LOD generation and automatically make those 2D flat nifs internally while generating static object LOD. After all it is "just" adjusting 8 corners and the referenced texture... It should be ready within a couple weeks.
  9. @archer It reads OK. I would install Papyrus Util and the billboards each into their own mod/zip. 1) See the section called "Overwrite Orders" in the manual 2) The first sentence of TextGen manual says This mod evolves constantly and new functions and features are added. While the videos are correct they may not show all possible options. Refer to the docs for up to date information. Also see the manual section mentioned in 1) 3) The text under the output field reads Since all output is generated to a dedicated output folder nothing is overwritten when generating. Obviously those files are supposed to replaces LOD meshes and LOD textures of other mods. In regards to load order the "Installation" section of the manual says Obviously this is a general instruction, but it should steer people in the right direction which files should overwrite what. The user decides which are the files the game actually uses. I find it helps tremendously to open nif/bto/btr files in nifskope and dds files in an image viewer to better understand what they are and which one should be used. Blue objects means missing textures, so either do not remove those textures or also remove the meshes using those textures. You do not need to use a mod or need to generate (all) LOD. That is your choice.
  10. Use latest papyrus scripts from this post that may fix it. They help a couple other guys
  11. Good enough. As you can see from the last lines of the log the esp saved to "Saving: DynDOLOD.esp.save.2015_10_24_10_17_59" This usually happens when another process prohibits write access to the esp. For example a second TES5Edit is started, or the game or CK etc is using it. If you find that file and rename it to DynDOLOD.esp and put it into the data folder that should fix dynamic LOD / MCM menu. The objects *.bto and tree **btt files seem to be in order. I see no reason why the game should not show you object and tree LOD. This is unrelated to the esp. Maybe the TerrainManager settings in SkyrimPrefs.ini got mixed up somehow. Memory problems usually result in ILS or CTD, but check memory blocks logs nonetheless.
  12. I can see DynDOLOD.esp is still 2k size, so that is the default empty version and explains why the MCM saying there is no data. Where did you copy the content of the output folder? What is total size and number of files in Meshes\Terrain\Tamriel\Objects\*.bto and Meshes\Terrain\Tamriel\Trees\*.btt If you delete the these two folders/files that were generated the vanilla LOD in the BSA will be used again. Post content of TES5Edit\TES5Edit_log.txt
  13. If the MCM says no data for this location it means there is nothing for the current cell in the esp. This either happens because the updated esp is not loaded, there is no dynamic LOD near the current position, the current worldspace has no dynamic LOD at all - either nothing was found when generating or it wasn't generated at all, or the current location is an interior.
  14. ... "create drastically enhanced traditional static LOD (1) plus tree LOD (2) and a new, optional dynamic distant object LOD (3)" So DynDOLOD Worlds.pas creates 3 types of LOD. If you go to the advanced options the 3 types of LOD can be selected or deselected. If you chose not to use dynamic LOD you should update the mesh rules to have static waterfalls and keep vanilla windmills and waterwheels. However, there are not 600 scripts running. This is just nonsense. A script instance means there is data stored for a script. It doesn't mean the script is running. A save file stores data for 100,000s of objects and other things A script instance is a specific type of data. In this case storing data for a script means that this data doesn't have to be computed next time a script runs - which means next time a dynamic LOD object changes state less CPU cycles are used. If the game is unstable double check heap memory / block1 with memory blocks log. In principle scripts do not cause the game to become unstable. Lots of objects and data however can cause CTD and I fixed that with the memory patch.
  15. The scripts will be in the next version, of course.
  16. Usually compatibility is about the visual results. So it depends if the LOD is what you expect if outside the city. You can always not load a mod when generating. Whatever "logs blew up to 20megs" is supposed to mean I have no clue. Aha, iMaxGrassTypesPerTexure is all aboutthe grass in the loaded cells and does not affect LOD. Check the tree LOD atlas texture Textures\terrain\tamriel\trees\tamrieltreelod.dds from the summer edition archive which is most likely the source that was split. You can create better billboards with this Tree LOD billboard creator for xLODGen
  17. No. This is to show that there is a problem within the engine of the game. However any value over 4096 * 100 should not make a difference anymore.
  18. Use these papyrus scripts they add a MCM Information page that shows the numbers to verify files belong to each other.
  19. I can confirm that with the vanilla game, no dlc, no mods, no skse, no enb, both with full screen or windowed mode, in third person, whenever the player character or camera (whichever comes first for the new cell) crosses a cell border together with a high value for fTreeLoadDistance=1000000 causes drop in fps. It seems like the game stops everything else for a brief moment to do something. If I had to hazard a guess it probably iterates over all 40k++ LOD trees over and over again. It stands to reason the engine always does this loop and it only becomes really noticeable when there is a large amount of LOD trees to be processed. I did look at other ini settings but haven't discovered any that would change this behavior - slim chance. However, I only spent a couple hours on this problem. Since I can reproduce this with just vanilla, I can conclude the cause of the problem has nothing to do with mods, scripts (AFAIK no papyrus script executes because camera crosses cell border) or size of textures etc. There is no such effect when in first person. To me this fact alone points to something odd being done in the game engine. Also happens with version 1.8 btw Tests done with i7 @ 4.5GHZ and NVIDIA 980ti. I am assuming hardware doesn't matter, but you never know - while very unlikely, maybe the odd thing is done in a driver/directx and doesn't halt everything else in other versions. Some testing with other hardware/drivers should be done. Just to recap, the drop on fps and stutter is noticeable in a vanilla game with high settings and only fTreeLoadDistance changed to 1000000. The easiest way to test this is to stand near a 4 cell border intersection and pan camera around the player character. Cross the cell borders in first person and there is no stutter at all. If it comes to tree LOD and DynDOLOD, currently one workaround is to completely disable tree LOD and use the ultra trees from DynDOLOD. (see Options\trees.ultra\ in the DynDOLOD archive) However, if the hybrid trees are too performance/memory hungry, the 2D billboards (LOD8 setting from ultra) can be used instead for LOD4 and then overall performance should be the same as with tree LOD. The downside currently is, that object LOD always fades - tree LOD switches. Also this method only supports vanilla trees because atm it requires manual work to create the 2D mesh versions. Also the 2D flat trees included are supposed to be used for LOD8/16 and the textures may appear too dark and coarse for LOD4. These are all things that would/can needed to be worked on to "solve" this problem. There is the option to use tree LOD only for the same distance as LOD4 object LOD, and then add the 2D billboards to static object for LOD8 and LOD16. The problem with that is, that tree LOD always switches 4x4 cells, while LOD8 switches 8x8 cells, so I think there needs to be a bit of overlap. I will program this option into next version of DynDOLOD so people can try and test it. Otherwise play in first person all the time or limit max LOD tree distance.
  20. There is no ini setting that can update the LOD texture files to automatically match replaced landscape textures files. So I wonder what ini settings that might be. For example the summer edition replaces the red-brown trundra texture by a green tundra texture. That change needs to be carried forward into the LOD textures for tundra. This is done by DynDOLOD TexGen.pas. Regarding tree LOD, the problem is just moved further away, so this is not really a fix to the problem
  21. Run DynDLOD TexGen.pas first to generate updated LOD textures for the load order. That should update the LOD textures for the landscape LOD objects. Can't say much about the billboards. If the order of billboards is correct and you don't like the billboards that were downloaded somewhere else, split or create your own to match the setup better. Each base type of tree has a dds billboard file with the same base form id in its file name, so they are easy to double check.
  22. fBlockLevel0Distance - the distance when LOD8 starts, so everything before that is LOD4 fBlockLevel1Distance - the distance when LOD16 starts everything before that is LOD8 fBlockMaximumDistance - the distance when LOD32 starts, everything before that is LOD16, since there is no LOD32 for objects only terrain LOD shows past this distance Next version will allow to change these settings from an MCM page, as they can be adjusted on the fly with immediate results
  23. I already added a paragraph to the manual here for the next version :) In version 1.38 DynDOLOD Worlds.pas - copy non persistent cell 'containing' existing persistent references that were changed, may create intentional ITMs If you remove them you may end up with missing full model objects that were neverfades before. The issue that was reported as missing Azura statue a while ago. The ITM cell record is required to properly reset persistent objects in that local cell. What is the output folder? Does it happen for all worldspaces or only one? Please post screenshot of the error of the cmd window. Also post content of TES5Edit\LODGen_log.txt There will be areas were no new static LOD is generated and the game will keep using the vanilla files.
  24. By default most LOD windows turn off once you traveled past the Far Grid. Only Dragonsreach castle stays on. How much lights gets through the haze so to speak also highly depends on the current weather. Test with console sw 81a or sw 15e, bring up the ENB in-game settings and unfold WINDOWLIGHT to change multiplier. Also see "Glow LOD" section for further details
  25. Sounds all good. The Settings and Information MCM pages should stay yes.
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