
belinda
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Dynamic Distant Objects LOD - pre 2.xx
belinda replied to sheson's question in DynDOLOD & xLODGen Support
The GamerPoets installation guide video mentions to press Shift-Click on OK in the TES5Edit Master/Plugin Selection screen. This is supposed to save a lot of time by avoiding TES5Edit to prepare stuff which is not actually needed for DynDOLOD at all. I did not find anything about it in the official DynDOLOD documentation (sorry if I just missed it) and I did not find anything useful regarding the TES5Edit implications of clicking Shift-OK there. Can this really savely be used to save time for TexGen.pas and Worlds.pas runs, or is this only advisable for Worlds.pas runs, or not advisable at all? -
Dynamic Distant Objects LOD - pre 2.xx
belinda replied to sheson's question in DynDOLOD & xLODGen Support
Great work sheason. Probably I won't be able to try it before monday, but I will report back. Proposal 1: Maybe it makes sense to update the link from xEdit v3.1.1 to xEdit (developer version of TES5Edit) on the main DynDOLOD Nexus description page. On the "download manually" popup the developer version thread is already linked, but there may be users which do not notice the difference. Proposal 2: Re-Add the "Download with manager" button for the DynDOLOD main file. For MO users it is more convenient to have NexusID and version taken automatically upon installing the mod part of it. -
Dynamic Distant Objects LOD - pre 2.xx
belinda replied to sheson's question in DynDOLOD & xLODGen Support
Yes memory patch seems not to be active for you, because the memory block log shows the default 256/256 start sizes which you reach at the end of the logfile: Block1 Block2 256MB 256MB <--- default values, skse.ini not modified correctly or in the wrong place ... ... 256 112 <--- Block1 full First: There is a ] character the end of your 512 value for Block2. Make sure it is not inside your skse.ini file or I suppose this "invalid" entry will be ignored by SKSE and defaults are used. Second: Update to the latest SKSE (currently 1.7.3) if not done so already. Make sure you edit the correct skse.ini file: - inside your Skyrim installation folder (..\Data\skse\skse.ini) - or the one Mod Organizer is using if you happen to use it for mod management Third: Your values 1280/512 are quite high, especially for Block2. I would first try with the "recommended raised values" 768/256 and check block log again. If it is reaching those values or you have ILS / CTDs after applying DynDOLOD again I would try 1024/384. Rule-of-thumb: Keep it as low as possible, but as high as needed for ILS / CTD free gaming. Raising memory blocks will reduce the amount of memory Skyrim has for all other things. It is bad to have it higher than needed and can trigger CTDs while you try to avoid them. With my STEP core/extended/revisited + custom addons and changes setup, it was working fine with 768/256 all the time. Only after adding DynDOLOD (high profile) I needed to raise it to 1024/384 to keep ILS / CTDs away. Also use ENBoost (with correct settings for your system) to raise the usable memory for Skyrim. -
Dynamic Distant Objects LOD - pre 2.xx
belinda replied to sheson's question in DynDOLOD & xLODGen Support
Thanks sheson for trying to help: - Windows 7 Ultimate SP1 with all patches, region germany, language german - Skyrim Legendary Edition 1.9.32.0, language english - Mod Organizer 1.3.8 - TES5Edit from the link in the DynDOLOD documentation (3.1.1 with exe timestamp 19.05.2015) - Wrye Bash 305.0 (for creating bashed patches only) - SKSE 1.7.3 - ENBoost 0.277 - LOOT 0.7.1 sorted - mostly based on STEP core/extended/revisited guides with my own customization (289 mods, 163 esm/esp in load order) - DynDOLOD 1.31 (using the smaller DynDOLOD_TexGen_noalpha.txt to avoid TexGen errors) -
Dynamic Distant Objects LOD - pre 2.xx
belinda replied to sheson's question in DynDOLOD & xLODGen Support
On my setup TexGen.pas creates some textures which seem wrong to me. I guess there is something wrong on my side, maybe anybody can help me to find out why this is the case and if it is wrong at all. Here are two examples, but there are more strange textures in my DynDOLOD TexGen.pas output folder: farmhouselod01.dds I have Skyrim HD which brings a nice high-res version of this texture. DynDOLOD brings a low-res but visually correct version, but my TexGen Output contains something which does not seem to be ok. skyhaventempleextlod.dds DynDOLOD brings a tiled and sharp texture, my TexGen output contains a non-tiled and blurred texture which is also baked into the atlas texture by Worlds.pas -
Dynamic Distant Objects LOD - pre 2.xx
belinda replied to sheson's question in DynDOLOD & xLODGen Support
Two quick and maybe uneducated guesses: 1. Maybe you are using wrong lod textures for your mod setup. If you have any tree related mods, check TES5LODGen files section for the billboard textures and apply them in the appropriate order. I had to use Vurt SFO 1.91 Regular LOD Billboards and SSBT LOD Billboards to make it look right. 2. Maybe running the DynDOLOD TexGen script (again) before LOD generation would help by creating the custom textures for your mod setup. And always remember to do a full cleanup before running DynDOLOD generation again (prepare save game ingame, restore "empty" DynDOLOD.esp, clear TES5EDIT cache folder, clear old DynDOLOD TexGen and Worlds output). -
Dynamic Distant Objects LOD - pre 2.xx
belinda replied to sheson's question in DynDOLOD & xLODGen Support
In my setup there are some texture conflicts between Skyrim HD, Quality Snow HD and DynDOLOD: ..\textures\lod\dirt02lod.dds ..\textures\lod\dirt02lod_n.dds ..\textures\lod\farmhouselod01.dds ..\textures\lod\farmhouselod01_n.dds ..\textures\lod\fieldgrass01lod.dds ..\textures\lod\pineforest02lod.dds ..\textures\lod\rocks01lod.dds ..\textures\lod\rocks01lod_n.dds ..\textures\lod\snow01lod.dds ..\textures\lod\snow01lod_n.dds The Skyrim HD textures are higher res than (vanilla based?) DynDOLOD textures. Any experiences regaring to let Skyrim HD textures overwrite DynDOLOD ones before LOD generation? I remember having trouble with the Skyrim HD texture "...\textures\lod\mountainslablod.dds" upon my first DynDOLOD run. It had to be removed from the noalpha.txt file for a successful run. My Load order: ... Skyrim HD ... Quality Snow HD ... DynDOLOD -
Dynamic Distant Objects LOD - pre 2.xx
belinda replied to sheson's question in DynDOLOD & xLODGen Support
Thanks EssArrBee & sheson for clarification. The existance of a detailed STEP installation recommendation misled me to ignore the dedicated DynDOLOD documents. Beginner's mistake, sorry. After few more ingame hours everything seems to be working great with added DynDOLOD awesomeness :) -
Dynamic Distant Objects LOD - pre 2.xx
belinda replied to sheson's question in DynDOLOD & xLODGen Support
First: Thanks to all who spent their precious time to provide mods, tools, guides and help in the Skyrim micro-cosmos. It is highly appreciated :) Finally DynDOLOD'ed my existing 270 mods and 150 esm/esp containing setup. It is based upon (but not 100%) STEP core & extended and Neovalen's Skyrim Revisited - Legendary_Edition guides, mixed with my own additions and changes. I also had the DynDOLOD TexGen problems and had to replace the script and txt file provided by sheson here a few posts ago. Additionally I had to manually remove another texture's lines from the txt file too, but cannot remember the name right now (but I will check if one needs to know). Result: I had very frequent ILS (many outdoor saves) and CTD (every 10-15 ingame minutes) issues after successfully applying DynDOLOD with the output from TexGen and Worlds scripts. My setup was somewhat stable before (no ILS, CTD every 3-6 ingame hours). On reddit I found guys who recommended to increase skse.ini memory parameters from 768/256 to 1024/384. So far this seems to restore the previous non-DynDOLOD stability but I have to play more to be sure. Maybe something you want to analyze and mention in the documentation for non-100% STEP users which huge modlists? Also I am missing infos about DynDOLOD mod (MO left pane), DynDOLOD.esp (MO right pane) and - after DynDOLOD TexGen Script - DynDOLOD TexGen output mod (MO left pane) activation and placement during the installation steps (TexGen and Worlds scripts) and final placement for gaming. The STEP wiki guide does not tell anything beside to LOOT afterwards, so from MO's default behaviour new mods are always created on the bottom of the left pane list (which I did). The GamerPoets video linked on that wiki page does somewhat different left pane activation and placement, so this is confusing for me. Also confusing was, that GamerPoets does not run the TexGen Script. Is this optional?