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Everything posted by sheson
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Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I never checked myself, but shouldn't you be able to set adapter/screen in enblocal.ini with [MULTIHEAD] ForceVideoAdapterIndex=true VideoAdapterIndex=0 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Referring to https://www.modwat.ch/u/Tyler799 1) This is integrated graphics nowhere near able to run skyrim at a reasonable performance 2) There is sD3DDevice ="NVIDIA GeForce GT 755M " in Skyrimprefs.ini I do not know how the sD3DDevice even shows up in skyrim.ini, it probably was manually added, thus the recommendation to use default INIs before any further testing. MO has a tab called "Archives" on the right. If "Have MO manage archives" is checked, there may be BSAs without an esp - with is a non standard way and trips up some tools for Skyrim. TES5Edit loads BSA listed in the INIs [Archive] section and BSAs accompanying an esp with the same file name. If MO manages BSA archives there is a chance some BSAs are not loaded by TES5Edit. TES5Edit lists all it loads BSAs when it starts, which can be used to verify all BSAs are loaded as they should. When a user reports any kind of problems one of the first things to make sure is that there are no INI settings causing problems. It is one of the main causes of problems. Obviously, the couple changes for ENB are safe. This video is linked from DynDOLOD Nexus description page and from its manual. Where does it say the tree LOD billboards have an esp? They don't. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Just backup the existing INIs. This should be a no-brainer before starting any trouble shooting. Having the integrated graphics card name show up in an INI is already a red flag - and this on a notebook with a mobile GPU ... As long as you have customized INIs there is no point doing any trouble shooting. It is established everything works fine with default INIs. Noone else can verify the customized settings are not the cause of any problems. The next step is to verify VRAM usage with Skyrim performance monitor, but you only need to go there after turning off LOD with tll and through MCM and there were any results. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
cells are square and it always seems to load 5x5. Use tll and tb in console and it will be clear :) Probably running out of VRAM. Make sure to use default Skyrim INIs For example remove sD3DDevice = "Intel® HD Graphics 4600" from Skyrim.ini Open console and type tll to disable static and tree LOD. FPS OK now? Open DynDOLOD MCM and uncheck active and wait for message "DynDOLOD deactivated". FPS OK now? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is loaded cells and not LOD. This is vanilla game tricks to gain performance I guess. Check DynDOLOD archive Options\whiterunexterior folder Those files are actually generated for your loadorder. But if it already worked with the latest version of LODGen.exe we are good. It will be included in the next xEdit update. I haven't done it in months, maybe other users know better. There is "some" - it all depends how much head room is left. I still think the bigger problem is the fact that more LOD data (bto files are much bigger then) needs to be loaded from disk when moving about. If you use MO you can keep different LOD generations in different "mods" and switch back and forth. If you discard the esp and json files and copy the ones from an earlier generation and use them together with the updated static object LOD, then you don't even have to worry about the save game... -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
All other worldspaces work OK? This is with data/meshes from 1.45? Please check with this newer version of LODGen.exe If the newer version also gets stuck forever please upload TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_blackreach_mesh_count.txt TES5Edit\Edit Scripts\LODGen_Blackreach.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Yes Yes, 1.5GB is more or less correct. Personally, I would get good liquid cooling for the CPU and OC it. Higher CPU clock will help those busy areas with lots of shadows. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Back then it was the bashed patch created by a beta I think. I guess update to the latest version. It is the reason DynDOLOD Worlds.pas says "Please remove from load order if generating LOD does not complete successfully!" ... usually bashed patch is level lists with should not interfere, but I dunno what the version does you use. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Typically it produces the same file names (albeit with different content) so they are all overwritten anyways. If for some reason you do NOT generate all worldspaces again, the old static object and tree LOD will be used without a problem. Dynamic LOD (waterfalls, windmill fans, fires etc) depends on the data in the esp, so in this case old *.json files in the skse folder are not used and just waste space. They won't interfere as long as you make sure to overwrite everything with the new generated files. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I don't remember if we did, maybe check with hishutup directly. Check merged plugin (or all esp for that matter) for errors with TES5Edit. There can't really be a form id xx000000 in any mod AFAIK. I am thinking it may be a form id conversion error by the merging process. At what point in the process does this happen? Post last few lines from TES5Edit\TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD does nothing to the bed or inside the prison. You need to report exactly when is happening what, for example does it start loading after using the bed? Did you try console from main menu and coc whiterun? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
iActivate and bashed patch order should not matter unless you use the experimental bashed patch for worlds/cells, that should be done beforehand. Merging mods also depends on the merged mods. If you merge house mods / mods that add objects with (dyanmic) LOD you should merge them before running DynDOLOD Worlds. If you merge mods for which DynDOLOD has custom mesh rules you should read the "Dealing with merged Mods" section in the manual. The "Compatibility" section lists all mods that have mesh rules - with the 1 It may be tough to know all mods that add objects with LOD beforehand.The only way to know for sure is to run DynDOLOD once before merging and check the added masters for the mods in questions. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Not big at all, it is mostly about the functions in DynDOLOD Worlds. The windows are simple enough and are done as decals so they do not z-fight. I notice no change in performance - but then I can run high anyways. There is a low option, but then the windows do not react to day light, so they always glow. thanks Tamriel is Skyrim actually - notice the names in brackets. Just one of the confusing things Bethesda does. You will find Sovngarde in the list of worlds to select as well. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I haven't tested it yet, even though I downloaded it many months ago. Judging from a quick look (it comes with its own updated LOD for a couple areas) it should be fine as it only uses vanilla buildings. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
This is not tree LOD (2D billboards), if anything this is object LOD. The "ultra" trees are used if tree LOD can't be done. Disable the tree in the screenshot, see what stays behind. Can you click it and get a form ID, then it is dynamic LOD. If no form ID, check the "you are here" MCM to find the Tamriel.4.X.Y.bto for that location and open it in nifksope and see if you can find those things. I still would have no idea how static LOD can show in a loaded cell, but lets see what you find... if it is in the bto file, upload that one somewhere for me to look as well. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Correct, it is generated from tree LOD billboards - distinct *.dds files for each tree. Consequently any pre-existing tree LOD texture atlas in Textures\terrain\tamriel\trees\TamrielTreeLod.dds, vanilla, SFO or other mod is ignored - unless you split it into billboards yourself. The manual has a huge section about this, even though this is all just TES5Edit/TE5LODGen and not DynDOLOD. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Isn't it obvious when looking at the atlas textures that they can not be interchanged? You would need to update the tree LOD data to match the different positions of trees in the atlas and somehow account for the missing trees as well. Tree LOD is done by the built-in routines of TES5Edit/TES5LODGen. It uses tree LOD billboard *.dds files downloaded from third party sources. Either resize the billboard source files or the generated atlas. Resizing the generated atlas is OK because the trees do not change relative position. Resizing a single texture out of 1000s doesn't safe much VRAM space though... -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Then delete those trees by using "Delete" instead of "Enable" LODGen1=[merged.esp];00XXXXXX,,,,,Delete,0 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Existing data will not be changed or removed from the esp. If the load order didn't change the esp should be about the same. If a new mod was added its LOD data - if there is any - will be added. So you can redo a worldspace or process new ones that weren't done before without problem. When mods are removed, start with with a default esp, or when the load order changes and updating existing LOD didn't change accordingly. Regarding CTD, double check heap memory usage with memory blocks log. It is the number one cause. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for letting us know. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
My wild guess would be to make sure you have SKSE 1.7.3. If that is not it then you probably need to ask this at the PapyrusUtil support thread at www.loverslab.com/topic/23713-papyrusutil/ WARNING NOT SAFE FOR WORK BECAUSE OF ADVERTISING -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Do it in the same session. First select all worlds but the Darkened worldspace with all options as normal. Then apply script again and run the Darkened worldspace with the static checkbox unchecked (check the use cached base elements). Then save DynDOLOD.esp You could also save it in-between and load it again, same difference. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
weather settings and /or enb. That aint LOD, unless you want extend the terrain/water LOD further out. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You can create your own rules file in TES5Edit\Edit Scripts\DynDOLOD\rules\ or data\DynDOLOD\ (use the second option when it is its own mod in MO so it survives DynDOLOD updates) for your merged mod. Just name the file DynDOLOD_[mergedesp].ini [mergedesp] is the file name of your merged esp with the . and any spaces removed Copy the content of an other rule file to have a template or copy and paste [skyrim LODGen] LODGen1=[merged.esp];00XXXXXX,,,,,Enable,0 LODGen2=[merged.esp];00XXXXXX,,,,,Enable,0 LODGen3=[merged.esp];00XXXXXX,,,,,Enable,0 in this file the merged mod filename stays as it is, with . etc Then add the form ids 00XXXXXX of the trees, one line per tree. The first 2 digits do not matter as they are automatically replaced by the load order ID at running time. "Enable" means to set an enable parent for the trees, which makes LODGen for trees skip them. Make sure the numbering after LODGenX= starts at 1 and is continuously counting upwards Regarding Darkened, click to advanced and uncheck "Generate static LOD" and leave the rest unchanged.

