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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
There are only error messages no code. Please post what they say exactly. FAQ: Skyrim: DynDOLOD can not read data from *.json / DynDOLOD can not find master data in *.json Copy Meshes, Textures and SKSE (which includes the *.json files) from the output directory to the game directory. Make sure these files and DynDOLOD.esp are in sync from the same generation process. Can also be a save game update gone wrong. Test with new game. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Can you post the form id (and mod name if not Skyrim) of those non animated foams? Bright foam is another ENB thing. We mentioned the particle patch before, right but there also is a ENB setting that adjust how bright the foam is. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I do not get that error... I saw it once or twice randomly a wile ago. You get it when using advanced and selecting multiple worlds? The grids value should have nothing to do with it. Any other settings you could think of? Post the TES5Edit\TES5Edit_log.txt -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
LODGen.exe is the white on black command prompt window that opens in the background. It creates the static LOD. If it takes really long to complete you may see that message. If it completed eventually by itself without errors then everything is fine. You can check its logfiles at TES5Edit\LODGen_log.txt. It completed (the last worldspace) OK if the last few lines look like this: Finished LOD level 4 coord [xx, xx] [xxxxx/xxxxx] LOD level 4 total triangles xxxxxxx reduced to xxxxxxx Log ended at 08:49 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
FAQ: Skyrim: ILS or CTD More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. If heap memory is not the cause of CTD see Docs\ DynDOLOD-README.txt for checking if a nif model used for dynamic LOD is the cause. Thanks. Updated. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.34 This updates signs the json files and DynDOLOD.esp with a bunch of numbers. If they are out of sync, an error messages will notify the user about the mismatch. Accordingly this update requires to update the papyrus script together with a new DynDOLOD.esp generated from scratch. Do not update only the papyrus scripts without generating a new DynDOLOD.esp from scratch. Follow the update procedure with the clean save required when updating with a new DynDOLOD.esp from scratch. The papyrus scripts from DynDOLOD 1.33 will continue to work with a DynDOLOD.esp and json files generated by DynDOLOD Worlds.pas 1.34, just not the other way around. Fixed near grid number resetting reported by EssArrBee and a couple other issues. [spoiler=Changelog]DynDOLOD Worlds.pas - added a helpful message about sResourceArchiveList in skyrim.ini in case Tamriel is not found DynDOLOD Worlds.pas - added a bunch of numbers to 'sign' json files and the esp DynDOLOD Worlds.pas - fixed not being able to set near grid to values Papyrus Scripts - added a message if a bunch of numbers are different DynDOLOD_Manual.html - updated compatibility information for several mods DynDOLOD 1.33 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I doubt that open console, type tll tb tfc close console, use mouse 1 to fly up and count the squares separated by the yellow lines. If it is truly 3x3 please make a screenshot. I could never get it to work. You should set near, far grid or whatever other settings based on your personal preference for visuals/performance. Check the manual section 'Performance'. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The 2 error are unrelated. Did you work with a default esp? Exception in unit prepare line 170: is a really odd thing to happen. It is a very random error when freeing up a list after everything for the current world is already successfully done. Couldn't figure out yet what causes it. Just try again. Do a single world space if needed. The resetting to 15 is a fail safe. Next version will fix the fail safe kicking in erroneously. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
will be fixed next version. Honestly, I haven't changed the grid sizes in a year. They seem kind of optimal to me with ugrid 5. Upping near grid to 13 probably has only a small effect, since not that many more objects will show. If raising near grids consider moving objects form far grid to near grid to compensate. Instead of upping far grid consider creating mesh rules for select objects with Reference set to NeverFade LOD, which is the traditional neverfade setting. While the main impact on fps is the number of active (full model) objects also keep in mind that each "cell" that changes state in both grids is activated, turning their objects on or off. In the worst case it is 121 near grid cells and 441 far grid cells when fast traveling. It is basically 2 loops that run each time the player changes cells. While the loop and activating cells is no problem, each activated cell then activates all dynamic LOD object. So the more dynamic objects in the cell it puts additional work on the system. When crossing a cell border the worst case is 22 + 42 cells change state. Fast travel from one side of the map to the other for testing purposes. I mentioned it once before I could only get this to break (stack dumping) when speed running with over 2000 and over 10,000 LOD objects being switched. Now save guards are in place: every 100 cells that change state it will pause a second. Only one cell update loop will run at a time, so if you cross multiple cells in the meantime, it will finish updating the list of cells from the first cell crossing, before starting the the next update loop catching up. The area around Helgen adds quite a few dynamic objects including mountain rocks even. I think they are just turned off for the intro sequence for better performance. So to stress test fast travel back and forth to Helgen. So having explained all that, the biggest performance impact comes from the number of objects currently active in both grids. At some point you may notice in the distance objects lagging being switch on or off because of the larger amount of cells that change state. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Holding shift is a TES5Edit shortcut to skip building references when loading mods. The time saving is in the loading times of TES5Edit until the message "Background loader finished" is reached. Neither script uses the reference information so neither scripts cares if it is there or not. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
When you fast travel dynamic LOD always takes a brief second to adjust. Turn on debugging in Skyrim.ini setting these 3 entries to 1 [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 Then do your thing in the game and check c:\Users\[username]e\Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log If you see lines with "dumping stack" there is a problem. This happens when there is not enough time for scripts to run. This is a combination of number of scripts, how process heavy they all are, made worse by low fps = less time for scripts. If this happens in a new game you need to take a good look at all the (script heavy) mods and general setup. Start with default ini settings. You could look up info about raising fUpdateBudgetMS and fExtraTaskletBudgetMS a bit, but again I would be worried if this already needs to be done for a new game, it will only get worse. The DynDOLOD scripts are light weight and only execute when crossing a cell border or when fast traveling. However together with other CPU intensive scripts, all scrips suffer equally nonetheless. You should obviously try DynDOLDs low preset, or simply disable DynDOLOD.esp and just keep the generated static and tree LOD without the dynamic LOD and no scripting at all. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.33 Updated beehive LOD texture. Only if you noticed broken beehive LOD, generate LOD textures with DynDOLOD TexGen.pas again or just update Textures\lod\beehivelod.dds from archive and then update the texture atlas by following the "Update Texture Atlas" procedure in DynDOLOD_TexGen.html Added rules for Tiny Shack, Myrheim - Tiny Swamp House and Dovahkiin's Vault. Generate again if you use any of these mods and now want LOD for them. [spoiler=Changelog]DynDOLOD Worlds.pas - Create texture atlas _n.dds without alpha channel since it is not used DynDOLOD Worlds.pas - added write/read 'next object id' into/from a file so using a default DynDOLOD.esp will not reuse formids from former generations - this does not change save game update procedure DynDOLOD TexGen.pas - moved beehivelod.dds to DynDOLOD_TexGen_noalpha.txt DynDOLOD_Manual.html - added information about STEP texture pack DynDOLOD_Manual.html - updated compatibility information for several mods Meshes/Textures - updated LOD meshes for better compatibility with mods DynDOLOD 1.32 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The newer TES5Edit version will not make a difference. I will post a new DynDOLOD 1.33 in a bit. Wait for that one before trying again. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Did you test with a new game? For example, coc riverwood. or use Alternate Start, "I am camping in the woods". If the LOD objects are gone then, the save game update procedure was not followed. If the objects are still there then, the json files do not belong to the esp. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
FAQ: Skyrim: Out of place objects Make sure Meshes, Textures and SKSE (which includes the *.json files) from the output directory and DynDOLOD.esp are in sync from the same generation process. Updating of save game with old DynDOLOD.esp gone wrong. Test with new game. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
At this time DynDOLOD 1.32 only requires 3.1.1 and not the latest developer just posted today. DynDOLOD will notify to update if the version is too old or silently use newer non important features/methods if they are available. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
They all do different things and are independent of each other. For example if you update FINIS because of new animations or skeleton it doesn't matter to LOD, so there is no need to update DynDOLOD. You need to create a new DynDOLOD.esp from scratch if you remove mods that have been added as masters to DynDOLOD.esp. If you remove a mod that has static tree or object LOD, but no dynamic LOD (e.g. no master in DynDOLOD.esp) you only need to generate tree/static object LOD again. Use the advanced options. If you add a mod that adds new objects that potentially have LOD, like a house mod, you do not have to update DynDOLOD in order for the game to work. Just like before DynDOLOD existed the objects simply won't have LOD until you update the existing DynDOLOD.esp and tree, static LOD or generate everything from scratch again. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Look at the date time stamps of folders and files in the archive. The hours:minutes reflect the version. No textures were updated. Newly added mods to manual: Towns and Villages Enhanced - Whiterun Towns and Villages Enhanced - Riverwood Aurora Village Campsites in Skyrim Embershard Cottage Farmhouse Chimneys Farmhouse Chimneys - Optional Stacks Towns and Villages Enhanced - Riften Towns and Villages Enhanced - Solitude Towns and Villages Enhanced - Windhelm Towns and Villages Enhanced - Villages Towns and Villages Enhanced - Pro - Whiterun -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I have none and require nothing of these worldly things. Donate to STEP instead, please. Correct. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
install STEP Texture Compilation if following STEP or Vanilla Skyrim LOD Billboards -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
DynDOLOD 1.32 This update is needed if using the most recent developer version xEdit 100715 to stay compatible with updates to certain functions. DynDOLOD 1.32 still works with TES5Edit 3.1.1 Finally found and fixed the DynDOLOD TexGen.pas exception thanks to belinda and also reported by various other people. No more need to use the alternative texture list. Anyone who had this bug and created and used the generated LOD textures should probably update the textures and the texture atlas. No need to generate LOD again, just follow the "Update Texture Atlas" procedure. Fixed wrong form ids added to json files when running in wine, reported and fixed by jd42 Added LOD meshes and rules for Farmhouse Chimneys requested by EssArrBee. This works out of the box with the original mod and the "Optional Stacks" update, any install option. Only users of Farmhouse Chimneys need to generate LOD from scratch if they want the new LOD, there is no reason for anyone else to generate LOD again. [spoiler=Changelog]DynDOLOD Worlds.pas - made MNAM - Distant LOD set/get compatible with newer TES5Edit version DynDOLOD Worlds.pas - use sleep from newer TES5Edit version when available DynDOLOD Worlds.pas - write a helpful error message in case an overwrite record links to a non-existent form id DynDOLOD Worlds.pas - missing vanilla tree billboards message now stops the process DynDOLOD Worlds.pas - added an early check LODGen.exe exists DynDOLOD Worlds.pas - fixed pointer to integer conversions causing wrong from ids in wine DynDOLOD TexGen.pas - fixed string to float conversions causing exception with certain region settings DynDOLOD_Manual.html - updated compatibility information for several mods Meshes/Textures - updated LOD meshes/textures for better compatibility with mods DynDOLOD 1.31 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Copied straight out of the manual: "Put DynDOLOD.esp last in the load order, or specifically it needs to load after the last mod that contains objects in the world for which LOD is going to be created. Once DynDOLOD.esp contains data from other mods LOOT sorts it properly based on its masters." -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks, I will add that fix everywhere. Copy/Move the contents of the output folder containing meshes, skse and texture folder and every file within to the games data folder or into a mod depending on what manager is used. The cause of the stuck tree LOD in Riverwood is an uncleaned Towns and Villages Enhanced - Whiterun together with the Riverwood mod. Once I cleaned both, then generated tree LOD again, they went away. Towns and Villages Enhanced - Pro - Whiterun needs cleaning as well. This one fixes the trees inside Whiterun issue. yes. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Vielen Dank! Ich weiss jetzt was das Problem ist. I think the fix will require an update version of TES5Edit. Will post again when I know more. No need to split. Just download Tamriel Reloaded HD LOD Billboards and place after Tamriel Reloaded HD Generate (tree) LOD Make sure the contents of the output folder containing meshes, skse and texture folder and every file within them are last in the load order and not a single file is overwritten by another mod. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Glad it helps. I think the default LOD is always! off. They just manage to always be off to a degree that it isn't so noticeable I guess. I have been playing around with the default trees for a bit too. It is hair pulling and frustrating. The 2D billboards plane does not react nicely to lighting. If you are playful, see if any ENB settings helps... but I would also try messing around with the trees in PhotoShop/Gimp. Maybe limit the color range and tone and stuff. My currency is firstborns only. A simple test is to use coc whiterun from the mainmenu and see if it is gone.

