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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
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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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 -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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". -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for testing and feedbackDoh :) updated first post with new version. Cache files now have their own folder. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
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. -
Dynamic Distant Objects LOD - pre 2.xx
sheson replied to sheson's question in DynDOLOD & xLODGen Support
: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. -
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
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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.
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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.
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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
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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.
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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
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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.
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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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ENB only puts out log.log but nothing about ENBoost as far as I know You can use task manager and look for enbhost.exe, sort by memory easy to spot while it grows together with texv.exe If memory servers me right it needs ExpandSystemMemoryX64=true and ReduceSystemMemoryUsage=true and also EnableUnsafeMemoryHacks=false EnableUnsafeMemoryHacks=true is loading the texture away from tesv.exe right into the graphics card without using enbhost.exe. This will make alt-tabbing non functional and only work with windowed.
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Based on this screenshot you shouldn't need a memory patch or safety to load since the first block is not used up yet. Keep an eye on it while running around in game. Maybe test with skyrim performance monitor and see how memory and vram usage changes when it crashes. Also, my fullscreen or windowed skyrim is not crashing when alt-tabbing.
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Apparently there is a new SKSE version on the way which may have memory settings build in. https://forums.bethsoft.com/topic/1485263-shesons-memory-fix-ctdils-thread-2/page-2?do=findComment&comment=23286497
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Please be extra careful in testing with lower than default settings of 256MB. At this time the effects of changing block2 in any way is not well tested and understood. Only go crazy for science. Sheson
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Any memory patch dll shouldn't cause noticeable delays. ENB does though when you have lots of effects. The shaders are compiled and loaded into the graphics card. However, I am not sure if it still does that if UsePatchSpeedhackWithoutGraphics=true ? Any .fx file that comes with ENB and is not needed can be deleted and possibly reduce starting times. Even if some ENB graphics effects are used but the bloom effect is turned off the enbbloom.fx can be deleted for example. If you really know what you are doing you can even remove not needed parts from certain .fx files if for example only one of 5 presets is used. Obviously this all depends on the ENB used. Sheson
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SKSE team says to use 2008 actually. A log would be indeed the best way to find the value for the first block. At the moment the value of the second block just needs to be high enough so the game starts or a save can be loaded. Simplified: It has 4GB to address. Pre-allocaing memory means we are reserving from this address space. Other parts/processes can not make use of reserved address space. It doesn't matter if the reserved address space is used or not (committed). NINJA EDIT: Any papyrus/script troubles I see happen because of high ugrids, or lots of actors/data not because it is out of memory. The engine can only work on so many items each cycle...
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when you do tests with urgids just to see how far you can go... try this in console tll - to turn of distant lod, so you get a feel how huge a ugrid 15/17/19 area really is tb - to turn on the yellow borders combine those 2 while looking on at map Solstheim almost fits into 19x19 for real kicks, use tfc fly out to the edge and look across all loaded cell and not just
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I updated my OP on ENB about how to find a good value. I am sure OP in this thread will have update soon. mod please update. :) You should be able to set the first block to any MB number you like. I see no reason it has to be in certain steps, though I am not 100% certain. Feedback would be nice about success/failure in that regard. Just make sure it is enough to never be filled 100% to avoid skyrim allocating additional blocks for the data that usually goes into the first block. There is really no use over allocating. If your setup only needs 300MB for that block there is no use reserving much more. In fact it would mean other processes and parts of skyrim can not use it for something else. That would be bad.

