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sheson

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Everything posted by sheson

  1. Adding more polygons will always put more demand on graphics :) The full models neverfades add a lot of stress. The less of them active at any time the better. I spent the last 2 weeks working with LODGen, creating LOD nifs for rocks and nordic buildings much like SDO did. In the process I discovered a couple things that need to be addressed by LODGen, so I am discussing that over at afkmods as well. So there is progress on a complementing process and result between LODGen and DynDOLOD. It will take a bit of time, but I really like the results I have so far.
  2. @fireundubh I have your firstborn already, address me any way you want :) LODGen replaces SDO premade BTOs. Given enough time I can write up a detailed explanation about it and the process for optimal LODs between all the tools/mods. For example, default Skyrim comes with lod meshes for bridges, but has most disabled, so even LODGen doesn't do them unless you do a small esp fixing this. SDO has them already in addition to custom meshes Grieche used and didn't release when he did it. Right now I need to focus on the DynDOLOD persistent objects and papyrus scripts and safe games/quests. I guess it is a rather novel approach to use papyrus scripting and trigger boxes to do such things, I am still not sure about it... :) The less objects we have to handle this way the better. @z929669 1. Eventually sure - if we deem this to be a safe thing overall. It might be a while though. 2. DynDOLOD already covers all objects from the SDO esp, and most likely almost all objects done by Distant Detail / Distant Detail Hearthfires. We can make sure it does, it is as simple as adding the objects as statics to it and let the generator do its thing. I really need to work on the options of DynDOLOD generator... the whole thing turns out to be a bit more complex :) 3. LODGen generates the BTO files, the vanilla way of doing static object LOD from LOD meshes. (there is land BTR, objects BTO and trees BTT) It can add high polygon models too but that quickly destroys performance. Overall having LODGen produce the static object LOD files with true LOD meshes and then DynDOLOD cover only the models which turn on/off, are animated and certain trees should be the best mix between the two performance wise. DynDOLOD doing certain trees is because the BTT lod trees created by CK can only be straight up. Fallen or otherwise tilted trees do not work when generating tree lod BTT and the couple trees added by mods are no big deal to be done by DynDOLOD. Unless Flora overhaul maybe... In fact DynDOLOD Generator script could start LODGen and control how it does its thing, though I am not sure if that is a good idea overall. Also DynDOLOD takes other neverfades from other mods like SkyFalls for example and turns them off when they are further away. This means better performance compared to before while they are always active across the entire map.
  3. If you are happy with ugrids 9 I would not check the 'high poly' box for skyrim.esm With default settings this add lots of high poly models into a grid of 11, so you do not really gain anything, only 1 cells each direction. It will still add a few select high poly models (and LOD models) into the large grid of 21 for everything fire and Katariah, and the HearthFires (check both boxes) homes. See readme for how to change the grid sizes and how to add select full models to the large grid. My hope is that with the spread of LODGen we see more true LOD meshes becomes available for rocks/dirtcliffs/tents/roads/etc which are missing now. Grieche should have released his from SDO really. Then DynDOLOD takes care mostly of the animated things and things that turn on or off.
  4. LOL error handling is overrated. The box checks itself when the file is there.I assume you have memory blocks covered with SKSE, maybe you exceed block1 ...If you crash again, keep mini dump from SKSEEventually check at https://www.osronline.com/page.cfm?name=analyzeLater compare dumps if the faulting IP and commands are the same.It is adding A LOT of objects with the roads, dirtcliffs and rocks. I assume a filter for each class of objects is needed to fine tune for preference and performance. Not everybody wants roads for example.Oh and keep ugrids default/low.
  5. 15MB mod and 79MB Data txt looks correct :)Made a post about the slowness of things at https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/&do=findComment&comment=151249
  6. That is insane :) Do the same run in 3.0.31 and you will be amazed at the speed even though it still may need an hour or so ...Updated to 0.13 beta, make sure to get it for the papyrus scripts updates.
  7. Something seems off, adding objects into the esp never took that long for me. Try tes5edit 3.0.31 next time to see if it is faster. Edit: Wow 3.0.32 [00:47:22.880] Adding 38358 LOD objects .. 3.0.32 [01:34:03.293] 7672 of 38358 records done .. I give up 3.0.31 [00:26:48.685] Adding 38358 LOD objects ... 3.0.31 [00:36:37.408] 34524 of 38358 records done ... [Apply Script done] Processed Records: 2400, Elapsed Time: 47:48 no clue why 3.0.32 slows down like this when adding objects... will do some deeper probing and then post in the official tes5edit forum/thread about it.
  8. If you did skyrim.esm yes... but I think there is room for optimization :)If you have SDO, or if we had the lod nifs from it, it would easily safe 20,000 rocks and things that could be done by TES5LODGen instead.Remember, the priority is to see if this is viable solution at all, the papyrus part with storage util, all these REFS in the game etc.I could swear 3.0.31 was faster than 3.0.32. In any case making this faster will be one of the next things to do.
  9. True, I think it will work to just add "Bashed Patch," into the DynDOLOD_IgnoreFiles.txt as well and then it will ignore them all.Either way, it wont fall over commas in filenames anymore. It will create a zero size cache files which on later runs means the file wont show up in the selectable file list anyhow.
  10. I wish you all the best and good luck with that. I have seen those fire up close too once. Scary. Anyhow turns out the problem was as simple as the comma in Bashed Patch, 0.esp filename. I fixed a related function and added it to the ignore list, since it never should have anything related to objects or lod in it. The rest of the mods worked fine here and it ran through. DynDOLOD will do ALL fires, all creeks, all waterfall effects and the dead trees from the swamp if you process skyrim.esm, not just the select few SDO did.In case I missed a model you could always add more yourself if you feel like or suggest them to be added. Since the creeks and waterfall effects are full models they are defaulted to be in the small Grid of 11 cells. The trees in the Mortal Swamp SDO did are done as flat LOD instead - on the complete map and are by default placed in the large grid of 21 cells. The fires are full models but set to be in the large grid as well. You can control which models go into what grid and/or the grid sizes themselves to fit your needs.
  11. Only the esp mod files that come with SDO use neverfades and those becomes obsolete when using DynDOLOD. Details in the readme in the zip file. Bleak Fall Burrow is not in those esp as neverfade, BUT the campfires and creeks in the tundra behind that mountain are. I guess the quickest way to find out is to test your frame rate without the SDO esps. DynDOLOD will add the creeks and campfires and many more things again - if you choose to let to let it do skyrim.esm in addition to other mods. However, only the objects much much closer to you are active and everything in the tundra will be off at that point, so the end result should be a better frame rate. @Citizen working on your loadorder, I got it almost replicated - couldn't find a couple mods anymore but I doubt they matter. Will post again when I know more
  12. Can you let me know your mod load order? I assume it did create cache files for each mod and then threw this error in the routines after that, most likely when adding LOD objects after the "xxx cells done".
  13. Thanks for testing and feedbackDoh :) updated first post with new version. Cache files now have their own folder.
  14. Even without running anything in TES5Edit there is already a couple objects in the default DynDOLOD.espThe Solitude Sawmill superimposed on top of the atrocious thing that is in the BTO, its water wheel and the burning fire on top of Solitude Lighthouse (if you did a certain quest it won't be there).The Gildergreen Tree in Whiterun in all 3 vanilla states - it may not show depending on installed mods.
  15. Added an option to DynDOLOD Generator so it doesn't do the same static objects that have been done by TES5LODGen. It is imperative to have the exact same load order between the two, since the file created by TES5LODGen only stores FormIDs (which contain the load order) without mod name.
  16. :O_o: Holy crap I missed that completely. I lost hope there ever would be one for tes5 months ago. I guess I need to get out more and frequent more forums... Anyhow, as far as I understand TES5LODGen generates BTOs... static object LOD. DynDOLOD adds the objects - LOD models/full models - into the game as REFS so they can be switched on and off. So you can see your current HearthFires house, fires, trees. In addition DynDOLOD can do something like a fake higher ugrids for models that have no LOD.Both should compliment each other well when done right. I hope I can add an option to DynDOLOD so it gets an option to not do the same objects again TES5LODGEN baked into the BTOs. Same as I did for SDOs BTOs. Though this might be harder.
  17. Dynamic Distant Objects LOD - DynDOLOD Finally I can see my house from here You know the price for my mods: blood, sweat and tears. Oh, and your first born. If you want to help other authors of quality mods then donate to them directly. For latest information and instructions see the DynDOLOD 2.18 UPDATE POST What is this? DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps. DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually. To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive. What does it do? It makes Skyrim look like this Requirements SKSE PapyrusUtil 2.8 or higher DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions. Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation. Download Download standalone and resources from Nexus or use Mega links from the update post There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides. CC BY-NC-SA ======================================================================= Updating DynDOLOD ======================================================================= Read the update posts for each new version for version specific information and update instructions. Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM. [spoiler=DynDOLOD-Changelog.txt] ======================================================================= DynDOLOD - Dynamic Distant Objects LOD - Sheson ======================================================================= Credits TES5Edit Team in general Ehamloptiran and Zilav for TES5LODGen and LODGen for trees Bethesda for the game, models and textures NifTools DynDOLOD includes LOD assets based on models and/or textures from: Skyrim, Dawnguard, Dragonborn, Hearthfire, High Resolution Texture Pack - Bethesda Skyrim Vanilla LOD Source Files - Nico coiN (fixes included in Unofficial Patches carried forward) 3AM trees - 3AMt Alternative Rock and Mountains 4K_2K_1K and watery Rock - Yuril Building kits and other items - jet4571 HoddminirGroundTextures - elinen Molag Bal's Inferno - Association of Radical Skyrim Engineers - ARSE Holy Cow I fixed Skyrim - Sheson
  18. Both SKSE and SSME expect the number to be 768 for a net 512MB block1/defaultheap Most people just don't notice it when looking at the 300 hex value of SSME.
  19. Here is a video that explains what a shortcut is and yes it also shows how to add arguments/paramters/commandlines - whatever you want to call it - to a shorcut. [video=youtube] 18 and half minutes to become an ITPro.
  20. I have published Memory Blocks Log on Nexus. No changes to the 1.1 dll or ini posted here earlier. Mods, please exchange download link with link to Nexus version. Thanks. Sheson
  21. Sounds like a windows permission thing though I would have thought that applies to the whole folder tree. I added that setting because of ModOrganizer Overwrite folder. But good to know it helped in your case too, whatever the reason.
  22. After looking at the log and the way you describe the crashes as random I do not think your crashes are memory related. You should trouble shoot the good old way. Make sure to have default inis. Test all mods with a fresh start, from main menu coc windhelmexterior01 or whatever the code is. Then enable or disable each mod one by one. Stable uGridsToLoad is a SKSE plugin and thus not like a CreationKit type mod that adds papyrus scripts. I have an updated version of the MemoryBlockLog. Check the changelog.txt and the ini for more info. Still in beta please do not repost on any other sites Sheson MemoryBlocksLog-1.1.zip
  23. With more cell loaded there are many more actors loaded. There are default limits to the numbers of active actors and active combat actors. Bashed patch has settings for this. It would be nice if people say they verified that the first block size is higher than default and not fully committed.In addition different patch tools may do additional things. So all information is important when reporting.
  24. I have added a simple SKSE plugin to my OP post at ENB and to this post. It will write the size of the memory blocks to a log file while playing and is supposed to help people to find a good size for block 1 without having to constantly tab out and refresh VMMap. Maybe some of you good people could test it? There is a readme in the zip and the 3 ini settings are explained in the ini itself. It should be all straight forward really. I will check ENB forum and here for feedback in case it doesn't work or whatever else. Do not repost MemoryBlocksLog-1.0.zip anywhere please. It is currently in beta and will be released officially once its safety and usefulness has been tested. Mod, you can add it to first post of this thread together with this text of course. Thanks Sheseon (fixed the readme) MemoryBlocksLog-1.0.zip
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