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sheson

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Everything posted by sheson

  1. Having to ask if changing the version is OK, is a hint to simply not do it and to just use Backported Extended ESL Support instead. You have to guarantee that there are no records with a form id less than xx000800
  2. I looked at the logs that were provided and explained several factual reasons that are causing large object LOD files. I did not mention or made comparisons to older generations, since no other logs were provided. I did not tell you to RTFM in the last two posts here or here. That was only in the first post to refer to the explanations which log files to upload and to the already existing FAQ answers for this issue. Let me summarize the reasons for large object LOD files I already wrote about in the past posts contrary to your claim I did not tell anything: Ultra tree LOD with way too large 3D tree "LOD" from third party mods cause huge object LOD files requiring at least a dozen GB. Mods use or set full models to be used for object LOD. Grass LOD is being generated. LOD Level 32 is being generated.
  3. No logs were uploaded. If you check the list of plugins reported in the DynDOLOD log, you will most likely see that at least one plugin in the list other than the DynDOLOD plugins is version 1.71 instead of 1.7. Version 1.71 was introduced with runtime 1.6.1130. To use plugins of version 1.71 in older runtimes, Backported Extended ESL Support is required.
  4. Zip and upload large log files to a file service as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs or my signature.
  5. The screenshot shows that the 3D tree "LOD" file treepineforest05_6396fa85passthru_lod.nif has a file size of 720kB. The log you posted shows the tree occurs 3770 times in the object LOD of Tamriel. That means the LOD for these 3770 trees accounts for almost 2.6GB file size as reported by the logs. ACMOS contains more than the two mesh rules you mention. It also sets a good number of full models being used for LOD Level 32.
  6. Can you confirm the CTD still happens if the statue uses the vanilla textures? Curious, since the vanilla terrain LOD textures basically never match the full landscape textures and snow in particular is just always off. If contrast, gamma and brightness are left alone, then the combined terrain LOD textures generated by xLODGen have exactly the color and brightness as the full landscape textures. The settings can not make a single texture darker or brighter, it always affects the end result equally. In addition to the noise.dds texture, the map has specific INI settings / overlay textures which are applied in the game onto terrain LOD textures and thus can be changed at any time https://dyndolod.info/Mods/Maps-And-Map-Mods#Snow. If generating all terrain LOD textures takes a long time, then for testing, generate a specific chunk only until satisfied. You may want to check out A Clear Map of Skyrim and Other Worlds. Instead of vanilla terrain LOD textures, you could use the terrain LDO textures from Terrain LOD Redone. You will have to get rid its terrain LOD meshes though or use xLODGen to generate terrain LOD meshes only in order to overwrite them.
  7. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt to upload when making posts. Do not convert text files into docx/word files. Just upload the text files as is. https://dyndolod.info/Messages/Exceptions#Assertion-failure Also I suggest to actually pay attention to all log messages. Enhanced Landscapes - Mountains and Cliffs.esp seems to be a duplicate of Enhanced Landscapes.esp. Probably only one of them should be installed at a time.
  8. Download, install and use DynDOLOD 3 Alpha. https://dyndolod.info/Downloads If the problem persists, make a screenshot of the executable settings with the argument field in MO2.-m and -i are different command line arguments that can not just be exchanged. A folder is not an INI file. The INI folder should be specified -m as explained in the instructions.
  9. The size of the debug log is irrelevant. From DynDOLOD_SSE_log.txt (which shows the top 10 from DynDOLOD_SSE_ModelsUsed_Tamriel.txt) Meshes\dyndolod\lod\trees\landscape\treepineforest05_6396fa85passthru_lod.nif used 3770 times, ~ 2647.68 MB Meshes\dyndolod\lod\trees\landscape\treepineforest03_adaf1a95passthru_lod.nif used 3462 times, ~ 2130.19 MB Meshes\dyndolod\lod\trees\landscape\treepineforest02_d20290f1passthru_lod.nif used 2217 times, ~ 1557.00 MB Meshes\dyndolod\lod\trees\landscape\treepineforestsnow05_1e583551passthru_lod.nif used 2846 times, ~ 487.41 MB Meshes\dyndolod\lod\trees\landscape\treeaspen03_038d0d94passthru_lod.nif used 1396 times, ~ 440.27 MB Meshes\dyndolod\lod\trees\landscape\treeaspen01_26002b66passthru_lod.nif used 1053 times, ~ 332.10 MB Meshes\dyndolod\lod\trees\landscape\treepineforestsnow02_abdadffbpassthru_lod.nif used 2121 times, ~ 299.71 MB Meshes\dyndolod\lod\trees\landscape\treepineforestsnow03_8606344epassthru_lod.nif used 2624 times, ~ 254.38 MB Meshes\dyndolod\lod\trees\landscape\treeaspen04_78718205passthru_lod.nif used 747 times, ~ 235.58 MB Meshes\dyndolod\lod\trees\landscape\treepineforestsnow04_3101733epassthru_lod.nif used 2311 times, ~ 230.90 MB Just these 10 not really optimized 3D tree "LOD" models occupy 8615.22 MB = 8.4GB of the object LOD for Tamriel Just as example, the vanilla 3D tree LOD model for the vanilla tree treepineforest05 is ~8kB, while the 3D tree "LOD" model above is ~720kb. Almost a 100 times more. If you can not find better optimized 3D tree LOD models, consider using Billboard4 (for some) instead. Also check the DynDOLOD_SSE_log.txt for messages similar to the one below which lists that the full model is used for LOD <Warning: LOD model meshes\lod\windhelmsurjamte\wheeltowerbridge_lod.nif has same CRC32 2B781726 as full model Meshes\surwindhelmcustommeshes\architecture\wheeltowerbridge.nif WindhelmSSE.esp WHgate2WHNew [STAT:311BE6AA]> Each one by itself does not seem much with ~1 or 2 MB. However, actual properly made LOD models are often much less than 100kB. Grass LOD is being generated. Lowering the grass LOD density will help to reduce BTO files size. Object LOD Level 32 for the map is being generated. Some specific rules define to use full models for object LOD Level 32. The last / rules defines to use LOD models meant for object LOD level 4 for the LOD Level 32. Typically the map uses object LOD 16 that is much less detailed with LOD models made for LOD level 16 and none for smaller objects. Note the total size of all object LOD Level 32 files. Stick with the default object LOD 16 for the map instead if necessary.
  10. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. See https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size In particluar: Beware of mods adding or defining full models or not really well optimized LOD models for LOD. Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_ModelsUsed_[WORLDSPACE].txt for a list of meshes and their total contribution to the object LOD meshes file sizes. It is unclear what the actual content of the archive or the output folder is, you are just reporting the size. Checking the actual content and finding and reporting the largest folder and files might help to narrow it down, in particluar if textures are involved. Make sure the output folder is empty before generating new DynDOLOD output from scratch.
  11. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen or DynDOLOD log and debug log to upload to show the actual log/error messages. There is no need to add the -sse game mode as command line argument. See https://dyndolod.info/Installation-Instructions and https://dyndolod.info/Help/Game-Mode See https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG and pay attention to the examples. In particular, the example -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" shows a trailing slash. In particluar, the example -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" shows a trialing slash. In the post you have also double quotes around the all 3 arguments, make sure that is not the case in the argument field of MO2. Do not use i instead of m.
  12. From the DynDOLOD.log: dyndolod.esm not found dyndolod.esp not found DynDOLOD can not function as expected if the game does not load its plugins. As reported by the DynDOLOD_SSE_log.txt log, there are plugins of version 1.71, while you are using a runtime that does not support them. You probably need to install Backported Extended ESL Support. If it is installed, make sure it is working. https://stepmodifications.org/forum/topic/19529-dyndolodesm-dyndolodesp-occlusionesp-and-synthesisesp-not-found/ https://stepmodifications.org/forum/topic/19336-dyndolod-not-initializing-and-not-showing-up-in-mcm
  13. If the CTD also happens with a LOD patch that is either using DynDOLOD DLL SSE and Scripts or PapyrusUtil as you seem to report, also upload a crash log of that. Not need for the DynDOLOD log or debug log for that generation. To make sure, nothing overwrites textures\clutter\ShrineofAzura.dds or textures\clutter\ShrineofAzura_n.dds? Unrelated, how are the better terrain LOD Meshes without the vanilla bugs and with almost perfect coast lines a problem? What is the issue with better terrain LOD textures that match full terrain in color and tone? What alternative are you using that was not made with xLODGen? I suggest to read the first post, https://dyndolod.info/Help/xLODGen and/or to follow a modding guide.
  14. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log and debug log to upload.
  15. No logs for the new load order and LOD generation were provided. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting to narrow down the problem to either static terrain, object and tree LOD or dynamic LOD. If you determined static LOD, it can be narrowed down further by hiding the meshes for each of the 3 types. So the performance issues have nothing to do full models or LOD as they do not change? Does this mean you open console, click a full model and disable it? Disabling full models does not affect static object LOD. So, the performance problems had to do with the full models of this mod? What is the actual physical VRAM size? What you are reporting seems to be all over the place. To me that hints resource issues like physical VRAM being exceeded. Or may be some kind of temperature throttling. Enable and check the papyrus logs for script issues. I would start testing things the other way around, with a vanilla game (including vanilla INI settings for LOD etc.) and then add ENB and then mods in groups to see their effects on resource usage and performance and if things stay constant or not. Then generate the LOD with the settings that keep it under whatever the threshold/edge is. Be aware of 3rd party "LOD" models or rules using full models or not really well optimized models for LOD.
  16. You are probably editing the wrong INI file if and the log is not really enabled. Make sure to use the MO2 INI editor and the setting is not overwritten by SkyrimCustom.ini or [plugin name].ini in the data folder. Or the log ends up in a different folder. The logs uploaded so far do not indicate a problem related to dynamic LOD or DynDOLOD DLL NG. Unrelated, there is a broken plugin that needs fixing. See https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME DynDOLOD DLL NG is not the same as using PapyrusUtil or DynDOLOD DLL. Check/upload the papyrus log before assuming there is anything wrong. It is unclear how the game is started. The message is supposed to only shows once when starting a new game or loading a clean save. It might be possible for the message to show while the screen is still black after loading.
  17. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload the papyrus logs as explained. Also upload c:\Users\[USERNAME]\Documents\My Games\[Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log as explained at https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing It is unclear how the game is started. The message is supposed to only shows once when starting a new game or loading a clean save. It ,might be possible for the message to show while the screen is fading in black after loading.
  18. https://stepmodifications.org/wiki/SkyrimSE:SkyrimPrefs_INI/Display#iSize_H in C:\Users\jason\OneDrive\Documents\My Games\Skyrim VR\SkyrimPrefs.ini seems to be set to 0.
  19. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Updating When you create a new LOD patch from scratch, create a clean save as explained. If the game can not find a plugins, it typically means the plugin does not exist in the data folder, is not listed in plugins.txt or is of a newer version that is not supported by older runtime versions. The last case can be addressed by installing Backported Extended ESL Support (BEES). The fact that BEES needs to be installed may be suggested by a log message. Also see https://stepmodifications.org/forum/topic/19336-dyndolod-not-initializing-and-not-showing-up-in-mcm Make sure all patches are generated and the load is "final" before generating LOD as explained in https://dyndolod.info/Generation-Instructions#Prerequisites
  20. Are you sure you do not have a "A Clear Map of Skyrim.ini" in the data folder that sets uLockedObjectMapLOD=32? Are you sure you are following the instructions of ACMOS correctly? LOD was generated without setting Level32=1 in the D:\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Do not install the game to special Windows folders like Program Files x86 to avoid issues with UAC, antivir etc. Always set a dedicated output folder outside of the game and mod manager folders for xLODGen with the -o command line as explained in its first post, the Readme.txt and https://dyndolod.info/Help/xLODGen Vanilla LOD files are in the vanilla BSA. Enable MO2 archive browsing so it shows files from BSAs in its right window data tab.
  21. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum which entire DynDOLOD log and debug to upload. Also upload the xLODGen log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots As explained at https://dyndolod.info/How-LOD-Works LOD level 4 starts right beyond the active cells. See the answers for https://dyndolod.info/FAQ#Entire-LOD-missing. Which answer is not clear? If there are no loose LOD files in the load order, then there is nothing for the game to load and show in the LOD area for the seasons. If LOD was generated without errors, then install the LOD files from the output folder as a mod. Those loose file should show up in MO2 right window data tab.
  22. The DynDOLOD plugins use the highest version found in plugins in the load order. Only came up once so far https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-169/?do=findComment&comment=276541 From the log: [00:00] 670 669 FE 231 ESL EE903CD7 1.8 Patch for Waterplants Verdant V1_8.esp
  23. The comma list is separated by "or". There is no "and". Below the table it says: .. DynDOLOD DLL or PapyrusUtil are required for dynamic LOD. DynDOLOD DLL NG is required to use the large reference bugs workarounds and replaces DynDOLOD DLL. Clicking/Hovering over DynDOLOD.DLL in that sentence links to https://dyndolod.info/Help/DynDOLOD-DLL DynDOLOD DLL is a SKSE plugin and its accompanying papyrus scripts that can be used instead of PapyrusUtil.
  24. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Make a useful screenshot with more informative console of the full model when it is not missing as explained at https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots The screenshot of xEdit shows a record not being touched by any DynDOLOD plugins. It shows that Northern Roads makes a record persistent. It shows a plugin that sets the ignore flag, which usually means whatever the overwrite plugin does to the record is ignored by the game engine. A reference being persistent or being made persistent by an overwrite is not the cause of the problem alone, obviously. The problem could probably related to a specific trigger of the large reference bugs that might only happens if the reference is persistent and also requires something else. It is the game that loads and renders objects. DynDOLOD does not do that. DynDOLOD may control enable/disable states of reference. Just because a reference is persistent does not cause the game to not load or render it under normal circumstances. Does the issue happen after starting a new game? You seem to indicate the issue is not happening with a load order that just has Northern Roads and DynDOLOD generated for it? Usurpingly the bridge shows for me with/without DynDOLOD just the same. So what else might be required for the issue to happen?
  25. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshots of an affected full model with more informative console. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and test how vanilla LOD looks. This looks either like short object LOD distances. Increase via the DynDOLOD SkyUI MCM Settings page for example. https://dyndolod.info/Help/Mod-Configuration-Menu#Settings Maybe the mountain full texture with an alpha channel which would also cause similar issues for vanilla LOD. Check which mod overwrites ..\textures\landscape\mountains\mountainslab01.dds ..\textures\landscape\mountains\mountainslab02.dds Test if hiding the mod/textures makes a difference.
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