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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
You must have missed a step copying the output from splitting the atlas. Splitting creates folders like Textures\Terrain\LODGen\AtlasSplit_[worldspace name]TreeLod\Skyrim.esm\ Make sure to move the folders like Skyrim.esm and all its contents one folder up so it becomes Textures\Terrain\LODGen\Skyrim.esm\ Same for Dragonborn Textures\Terrain\LODGen\Dragonborn.esm\ etc. Then there should be no errors anymore for TreeAspen and TreePines. The "errors" for for bushes and shrubs and small plants are OK. TES5Edit had an update between the video and now that is the reason why it is showing more "errors". Some Bushes, shrubs and small plants never had any LOD to begin with. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Moin turns out this had to do with windows region settings and different decimal separator. Some language use , instead of . for number 123.456 Latest version 0.43.16 fixes that. Hope that resolves all your issues, but in case it doesn't please let me know -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Can you please post contents of TES5Edit_log.txt in -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
carrot and stick approach -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
New version 0.43.15 beta uploaded that fixes issues with Winterhold Destruction and most likely will fix the no firstborn error. None of the firstborns I got really get lost, ever. The message actually indicates that a firstborn was in danger to get too far away and it was stopped from wandering out of my control. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Disable that mod too, see if it gets further. Post any other mod that may cause problems. I will test those 2 mods myself to see what the problem is and fix it. Verified and found the bug with Winterhold Destruction. Will be fixed in upcoming version 0.43.15 It seems that Blacksmithforge water fix Vanilla is not the cause for the error, it just happens to be the last esp added to masters, however I have a pretty good idea what the problem is and will fix it. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
tremendously helpful, thanks! Uploaded 0.43.14 which fixes indeed a bug that mixed worldspace data when re-reading esp to generate another worldspace. Your hunch was right! Also fixed plenty other stuff. Hopefully that fixes all missing/disappearing "anything" for you. As it should have been all along of course. So yeah, I can see my house from *here*, so you should too and it should not vanish at all :) The windmills (and waterwheels) are special because the default rules replace the original object because of the animation. Any other original object in the cell is not touched/changed. DynDOLOD creates an independend LOD copy for them. Exactly to have as few problems as possible like this :) -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
2 out of 3, wth :) mysterious. We are still talking about the sail right, not the building? I still have your load order. Obviously you added alternate life and I believe you took out skyfalls/mills right? Any other esp changes to what you sent me a while ago? I want to see if I can reproduce with medium settings. You start with "camping in the woods"? Not that the start type should matter at all, but who knows. The cause will most likely straight coding errors / oversights on my part and thus it won't matter in what order you generate worldspaces. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Just more bug fixing :) See DynDOLOD-Changelog.txt in docs for all changes -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
No. The only thing other worlds do is use a bit of storage memory for the data, but that data is ignored if not in the same world. Edit: high uGrids , insane amount of grass and then spawn 50 Imperials and 50 Stormcloaks fighting each other, while speed running with 500... FPS hitting 5 at times, that did it. Happy to tell that it continued to work for me. Dynamic object LOD switching didn't get confused when to turn things on/off. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
yes, when papyrus starts to dump scripts don't run properly anymore and then it would not know anymore what is on/off. I hope to have fixed that so it won't get confused anymore when it happens. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Uploaded new version 0.43.12 beta With patch for for Climates Of Tamriel - Winter Edition... It does add static stuff for Skaldafin, but there are just no animated or dynamic objects in that tiny world with the default medium settings. So the no cells changed message is OK. If I look hard enough there probably may be an animated thing we can add to the rules so it has something to find... :) I updated the papyrus scripts to be more reliable when stacks are dumped and whatnot. I wonder if you can try stress testing with the coc command again. I did it by using grass mods to make my framerate drop to 10. Doing some more testing right now actually, just to be extra sure. Using live another live sure will help to ease the initial script load when starting up a new game. Also, you should be able to move right away with no consequence for DynDOLOD, it was just to make sure not to add additional stress. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Everybody likes chest hair, right? Just to make sure, you get an error message not just the 'no cells changed' message? If you get an error message wait for next version I upload soon-ish and if you still get an error like index out of bounds etc, please send me the tes5edit.log. SMIM only changes the mesh of the sail not its base element data, so it should not matter. just edit the existing post, either way works for me :) Make sure not to use tcl no clipping or player speeds over 500 when running in Skyrim. You wait until you see DynDOLOD initialized before moving. It may be possible that the stack dumps you reported earlier when all mods try do startup for the first time may cause problems. I will try to verify that somehow. So I know I am testing with the same settings: it is always 'medium' settings and you always start with a fresh DynDOLOD.esp when doing different tests? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Only tweak memory for ILS troubles, it won't help much for weak CPU. Scripts starting to dump, ouch :( This already happened before right? Or you don't have this / you have it less with low/medium? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
In the meantime I tested updating worldspaces up and down the list and had no troubles so far. I would be interested if you changed rules or removed/added mods in-between? Not sure why high setting are so problematic for your system... :) See if not generating DynDOLOD (or just not loading DynDOLOD.esp when starting game) makes a difference, but I am pretty sure that the static LOD is the bigger hog. You may need to increase heap memory. Good find about no snow under the roof. It adds its own snowy version of some structures. Next update addresses it. DynDOLOD does more than just LOD objects. It also makes animated objects visible in the distance. Check the mesh rules... :) When testing let DynDOLOD initialize in game before moving around. If the sail is still missing you need to double check the settings shown in the manual. They do work, but you need to make sure the order is correct and the names match etc. As far as I can tell either option in the manual are both working as they should. With DynDOLOD SkyFalls/SkyMills kind of becomes obsolete because it only covers a subsection of what DynDOLOD can do. Also SkyFalls/Mills won't automatically work for new worldspaces... I am still very thankful for that mod, because it broke ground and its distant meshes may look better. So if your time permits may be you can double check option two, it may be my instructions are wrong or confusing. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
You welcome :) Good observation, could be possible. I will do some tests too in that direction. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
For that mod there a no empty tree LOD quads as far as I can tell. All it needs is one tree somewhere. Just generate tree LOD and then object LOD and it should all work just fine. It then looks like this: I could not reproduce with your load order and 0.42.11 I generated LOD for Markarth with empty DynDOLOD and then a second time. Since the screenshot says it found 6 new dynamic objects, what is that you changed between the first and second update run? -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks it helped tremendously! Errors should be fixed in latest 0.42.11 0.42.11 should work with entire load order. hopefully. Still good advice though to only load the mods that add objects or that you want to be scanned at all. "Error in unit 'process' on line 275: Missing operator or semicolon." fixed in 0.42.11. Yes SFO related. Check the manual in the docs folder for the SFO section. However, it will be complaining about missing some vurts LOD flat files for trees. Any tree related oddities are to the third party tool LODGen for trees and mods. It can be all tamed somehow, it is just a matter of setting the right things and stuff. I will look into that some more and will have more updates to the manual in a future update. Because once we can handle all of SFO we can handle mostly anything :) DynDOLOD, LODGen and LODgen for trees all respect the load order and will ignore objects that have been disabled. However, when generating tree LOD for "The Pale Redux" the process only generates LOD files for the areas there are trees. It doesn't generate empty files for the spots where there are no trees. The empty spots will be filled by old tree LOD from Skyrim.bsa or any other mod... If you export the original tree lod *.btt files from skyrim.bsa and compare them with the ones generated by LODGen for trees (with "The Pale Redux" loaded) you will notice that the original tree LOD has some extra files. You have to create empty files to overwrite them in your load order. You can use notepad to create 0 file size empty files for these filenames: tamriel.4.-4.24.btt tamriel.4.0.20.btt tamriel.4.0.24.btt tamriel.4.0.8.btt tamriel.4.12.20.btt tamriel.4.12.24.btt tamriel.4.16.12.btt tamriel.4.16.8.btt tamriel.4.4.16.btt tamriel.4.4.20.btt tamriel.4.4.24.btt tamriel.4.4.28.btt tamriel.4.8.24.btt Make sure your notepad doesn't add hidden *.txt extension... Once you do this the pale will look like this Which is actually kinda cool -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
I meant initial generation. The dynamic switching of LOD objects in game shouldn't affect performance as much as drawing any LOD objects static or dynamic themselves. But that was kind my idea, since generating static and dynamic LOD is only a couple minutes for a small worldspace you can check the performance impact of the settings pretty quickly. I am making a video with NMM... which is basically the same as doing all manually. Generate tree LOD for the whole load order, because you want any trees added by mods to have tree LOD. LODGen for trees will spit out errors about missing files for bushes and shrubs and other plants that never had LOD to begin with. Only newer versions do this. Either choose, low, medium or high to populate the rules. Feel free to edit the rules to your liking. i am really interested in that error. Please screenshot it so I know if it is TES5Edit or LODGen.exe. Yes the right window that prints out all these lines while the script runs. We will figure it out. No worries. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
It can certainly happen that there is no dynamic LOD to do for a worldspace. So nothing to worry about. As long as it looks and acts visually OK to you ... (minus the known LODGen issues) You know, for all small worldspaces - and this basically means every worldspace but Tamriel, maybe Solstheim - I would suggest to try the high settings. Since processing them is a magnitude faster anyhow just give it a try. It seems to me that for the most part this seems to work pretty well for most people? By the odd chance anyone without problems reads this may I ask you to uploaded screenshots to https://www.nexusmods.com/skyrim/mods/addimage/?id=59721 And don't hesitate to point out objects that could use LOD and do not have it yet. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Mine found 21 dynamic objects, waterfall stuff and a couple fires using 'high' settings, but of course there will be small worldspaces that don't have many things to begin with. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Mostly performance. Most important for big worldspaces like Tamriel. It won't be such a big deal in small worldspaces like the Vale. According to Zilav it is unknown when the LODGen.exe issues will be fixed. The good news is that you discovered it, so it hopefully will be fixed together with all the other issues we have collected so far, once the author has the time. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
new version 0.42.10 uploaded please note the new information in the manual about TES5Edit -o:"" output folder argument that will avoid overwriting existing tree LOD from mods. Also more helpful tips if additional splitting for worldspaces is needed or not. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Technically you don't have to, but yes, for best results you should unpack landscape LOD for every worldspace you intend to generate static LOD for. It is mentioned in the manual Obviously there is no need to unpack landscape LOD for worldspaces that have HD landscape LOD from mods like Skyrim High Definition LODs or High Quality LODs. This is also mentioned in the manual. Can't put all this stuff in a video. It would run for hours -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
The first option and set of rules should only be in here for worldspaces skyfalls/mills covers, so all dlc, falskaar and wyrmtooth - you know best which ones you use. The second option and set of rules should always work, also if skyfalls/mills is not installed. I will update the manual.

