-
Posts
49 -
Joined
-
Last visited
Everything posted by Ilkob
-
Sheson, link 'DynDOLOD.DLL + Scripts for Skyrim 1.9.32' redirects to 'DynDOLOD-DLL-VR.1.4.15 .7z'.
- 416 replies
-
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
Ilkob replied to sheson's topic in DynDOLOD & xLODGen
Okay, thanks. I'll remove the references.- 470 replies
-
- SKYRIMLE
- DynDOLOD 2
-
(and 4 more)
Tagged with:
-
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
Ilkob replied to sheson's topic in DynDOLOD & xLODGen
I just noticed I'm having a problem with the three small stone walls just outside Markarth, near the carriage driver. Their LODs cover their full model. Worldspace \ 0000003C <Tamriel> \ Block -2, 0 \ Sub-Block -6, 0 \ 0000717A <MarkarthExterior01> \ Temporary \ CF046877 <Skyrimesm_10E456_DynDOLOD_TOWN> Worldspace \ 0000003C <Tamriel> \ Block -2, 0 \ Sub-Block -6, 0 \ 0000717A <MarkarthExterior01> \ Temporary \ CF046879 <Skyrimesm_10E457_DynDOLOD_TOWN> Worldspace \ 0000003C <Tamriel> \ Block -2, 0 \ Sub-Block -6, 0 \ 0000717A <MarkarthExterior01> \ Temporary \ CF04687B <Skyrimesm_10E458_DynDOLOD_TOWN> MrkCityIntCWwall01_DynDOLOD_LOD MrkCityIntCWwall02_DynDOLOD_LOD MrkCityIntCWwall03_DynDOLOD_LOD- 470 replies
-
- SKYRIMLE
- DynDOLOD 2
-
(and 4 more)
Tagged with:
-
Fps locked at 30 fps with ENB, no matter what I do.
Ilkob replied to Heroglob6's question in Post-Processing Support
Despite the mod-author's instructions in enblocal.ini, try the following: EnableFPSLimit in enblocal.ini is set to true; set it to false. Also in enblocal.ini set EnableVSync=true (instead of false). In Skyrim.ini, under [Display], set or add: iPresentInterval=1 Leave everything in Nvidia CP at default. -
CTD after exiting Cell in Live another Life
Ilkob replied to Scavver's question in General Skyrim LE Support
After you load your plugins in xEdit and type 25DA8 in the FormID field, it should point you to RockCliff03. Default path Meshes\Landscape\Rocks\RockCliff03.nif. Do you have a mod that replaces this .nif? -
pack A Real Explorer's Guide to Skyrim
Ilkob replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Better late than never... It's indeed caused by Interesting NPC's, which for unknown reasons sets Carlotta Valentia as lover with the player. The Creation Kit does not show an asterisk by this actor so the edit must have been made elsewhere. Skyrim LE -> TES5Edit -> 3DNPC.esp -> Relationship -> xx0EE9DB. -
Especially with snowy trees in sunlight, flickering can be very noticeble. With other trees I don't find it too bad. One could make rules for trees that are extra prone to flickering by using LOD tree billboard instead of Static LOD4. For instance, here are rules I use with Ultra Trees: treepineforestdeadsnow01,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestdeadsnow02,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestdeadsnow03,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestdeadsnow04,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestsnow01,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestsnow02,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestsnow03,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestsnow04,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestsnow05,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestsnowl01,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestsnowl02,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestsnowl03,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestsnowl04,Billboard,Billboard,Billboard,Far LOD,Unchanged treepineforestsnowl05,Billboard,Billboard,Billboard,Far LOD,Unchanged tree,Static LOD4,Billboard,Billboard,Far LOD,Unchanged
- 10 replies
-
- DynDOLOD 2
- evt
-
(and 3 more)
Tagged with:
-
LOOT keeps older mods' list (inactivate mods)
Ilkob replied to lupus_hegemonia's question in General Skyrim LE Support
Maybe the old mods were not properly uninstalled and are still present in Games\Nexus Mod Manager\SkyrimSE\Mods\VirtualInstall? -
Message from crash fixes
Ilkob replied to BoneyT's question in Guide Support & Bug Reports (retired)
When I load my plugins in TES5Edit and type 00BFC6D in FormID, it returns StatueTalos01snow and info: [REFR:000BFC6D] (places StatueTalos01snow [sTAT:00018483] in GRUP Cell Temporary Children of HHpathShrine09 [CELL:000096ED] (in Tamriel "Skyrim" [WRLD:0000003C] at 11,-10)) Then after typing StatueTalos01snow in EditorID it returns mesh StatueTalos01.nif with path meshes\clutter\statues\StatueTalos01.nif I don't have a meshes folder with 'prometheus' in its path nor use Skyrim Revisited. Nor Stunning Statues of Skyrim, which follows the original game's path and just replaces if I'm not mistaken; I don't see 'prometheus' in its folder structure. Does Skyrim Revisited change folder structure through plugin? Well, I'm a bit blind here, but it looks like you have either a bad mesh, or a mod in your loadorder that conflicts with one or more statue meshes. Either remove Stunning Statues of Skyrim, or find with TES5Edit which mod or mods could be conflicting, remove such a mod or resolve the conflict in TES5Edit. Or remove the mesh and if it is referenced in a plugin, then also remove all its references from the corresponding plugin - which can be a quite a job if it has many references, especially in different Worldspaces. -
ENB Boost .ini settings for Win10 and Titan X
Ilkob replied to Snowelf12's question in Post-Processing Support
You are talking about system memory, RAM. ENBoost allows Skyrim to use more system memory by adding its own process or processes for memory management. With ENBoost it is even possible to use up to 128 GB - see ReduceSystemMemoryUsage in https://wiki.step-project.com/Guide:ENBlocal_INI/Memory If there would be any discrepancy it would be in numbers concerning system memory usage. But all this has nothing to do with our videocard's memory, Vram. -
ENB Boost .ini settings for Win10 and Titan X
Ilkob replied to Snowelf12's question in Post-Processing Support
I can't test without ENBoost in exteriors, tried a hundred times. Most probably because while loading an exterior TESV.exe reaches immediately its RAM-limit of about 3 GB and crashes. Then you realize how needed and inventive ENBoost is by expanding the memory the game can use through a seperate process, enbhost.exe. I just increased the resolution to 3840X2160 and went for a round of horse riding. The resolution tanked FPS but did not increase Vram usage as much as I had expected. I had three programs monitoring. MSI Afterburner, Skyrim Performance Monitor and HWiNFO64. The results are consistent. Max was 4,609 MB according to SPM and HWiFO64, Afterburner noted 4,596 MB max. See my upload for the results: https://1drv.ms/i/s!AicwYw0PXQYwiHSJ5i1v-w107KbN -
ENB Boost .ini settings for Win10 and Titan X
Ilkob replied to Snowelf12's question in Post-Processing Support
Yes, 32 bit Skyrim. A cut from a screenshot or it didn't happen: https://1drv.ms/i/s!AicwYw0PXQYwiHNoB3-UXSVzC_h9 Today, when trying Enhanced Vanilla Trees, Afterburner came up with 4,573 MB max. -
ENB Boost .ini settings for Win10 and Titan X
Ilkob replied to Snowelf12's question in Post-Processing Support
@Rebel47 Proof, well, just my own observations with my videocard, which has 8 GB Vram, and in Skyrim happily uses more than 4 GB Vram according to benchmarks. Then there is that there's probably only a texture allocation Vram limit of 4 GB, which was, to my understanding, initially the complaint at the Visual Studio forums back in 2015 - not a 4 GB Vram limit for all graphics calculations concerning Windows 8, 8.1, 10/DirectX 9. My game is solid, loads normally, plays without stutter and when Vram usage is well above 4 GB I don't notice a thing. The latter is what made me wonder: how valid is the idea of this 4 GB Vram limit really? Never questioned it before, because my videocard then had no more than 4 GB Vram to spare and obviously the card never exceeded 4 GB of Vram usage when I benchmarked Skyrim. Of course, there can be margins of error, things I don't know of, but seeing Vram usage going a half gig beyond the supposed limit without issue is worth mentioning I think. -
ENB Boost .ini settings for Win10 and Titan X
Ilkob replied to Snowelf12's question in Post-Processing Support
Oh, if you're increasing DefaultHeapInitialAllocMB, then don't forget to set ExpandSystemMemoryX64 in enblocal.ini to false. Otherwise you'll probably crash at game start. -
ENB Boost .ini settings for Win10 and Titan X
Ilkob replied to Snowelf12's question in Post-Processing Support
Going over 4 GB Vram should not cause ILS. If you were using enormous textures - and 512x512 textures for lods are decent but certainly not enormous - you would have missing textures I think. As I'm concerned all we really know is that there is a texture memory allocation limit and if I'm not mistaken that's exactly what for instance Vram Size Test measures. Maybe your 1st memory block could use a bit more space. Go to your SKSE.ini if you're using Sheson's memory patch through SKSE. Default settings are this: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 Up DefaultHeapInitialAllocMB with 188 for instance. -
ENB Boost .ini settings for Win10 and Titan X
Ilkob replied to Snowelf12's question in Post-Processing Support
@Rebel47 Thank you for your explanation. Yet... At 20-4-2015 Microsoft stated they were "currently reviewing the issue" - https://connect.microsoft.com/VisualStudio/feedback/details/1263324/gpu-memory-allocation-limit-on-directx9-windows-8 That's about it concerning their aknowledgment. I mean, we all assume: there is a 4 GB Vram memory limit, period, look at Vram Size Test, there's your proof. And MS aknowlegded it, well, more or less. It's a little bit in the eye of the beholder. I read more people claiming their game uses more than 4 GB Vram, and without issue. All are told they are not really using more than 4 GB Vram. But then I read this forum thread of someone who ran into problems with Vram allocation - https://www.gamedev.net/topic/667343-gpu-memory-allocation-limit-on-directx9windows-8/ He could allocate only about 4 GB Vram for textures. Textures... Then I read his last update-post: 'Brzegu Posted 10 April 2015 - 05:11 AM "Update: On Win 8 I can allocate only about 4BG for textures but for vertex buffers I can allocate about 8GB. Is that possible that driver have internal limits for data types (textures, buffers, etc)?"' So what if the 4 GB Vram limit on windows 8, 8.1, 10 with DirectX 9 is only a texture allocation limit? Can we then still simply assume there's fundamentally a 4 GB Vram limit? -
ENB Boost .ini settings for Win10 and Titan X
Ilkob replied to Snowelf12's question in Post-Processing Support
How accurate is the notion that e.g., Windows 10, can only allocate 4 GB Vram with DirectX 9? I know Vram Size Test shows such a result. However I play Skyrim at 2560x1440 with ENB, DynDOLOD+ultratrees full models, HD texture packs etc. And both Skyrim Performance Monitor and MSI Afterburner show Vram usage going up to 4.5 GB. Once I saw it hit 5 GB. No open browsers/programs/video's running while gaming on a single monitor. So I wonder a bit: how factual is the 4 GB Vram limit story actually? -
Skyrim Launcher has stopped working - Windows 10 problem?
Ilkob replied to Drax8's question in General Skyrim LE Support
Maybe you could try installing Skyrim again from scratch with driver 368.81 already (clean) installed. Anyway, for reference and people who experience sudden launch crashes; on page 17 in 'Release 370 Graphics Drivers for Windows, Version 372.90' - https://us.download.nvidia.com/Windows/372.90/372.90-win10-win8-win7-desktop-release-notes.pdf - the following is stated: Application Issues (...) [Windows 10][bethesda Softworks games (Fallout 3, Fallout New Vegas, Skyrim)] Games crash when launched. [1802925] -------------------- According to Nvidia's Manuel Guzman: "The new Windows 10 Anniversary Update had a specification change that required our display driver to output a different string from the previous drivers in the past. This has affected some games which were unfortunately developed with the assumption that the value would never change. We are working with Microsoft to find a solution." ( https://forums.geforce.com/default/topic/966915/geforce-drivers/official-372-90-game-ready-whql-display-driver-feedback-thread-released-9-21-16-/post/4980875/#4980875 ) It seems the problem is related to the change from WDDM 2.0 to WDDM 2.1. Windows 10 Anniversary Update includes WDDM 2.1. Driver 368.81 and earlier are still WDDM 2.0, so is said. Must say on my already long existing Skyrim-installation I haven't noticed any problems with the latest driver branch and the Anniversary Update. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Ilkob replied to sheson's question in DynDOLOD & xLODGen Support
That glitch happened with 1.49 when WhiterunExterior.esp was part of the load order when generating lods, it also affected the exterior Whiterun farmhouses. With 2.04 I generated with WhiterunExterior.esp as part of the load order and the glitch is not present in my game. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Ilkob replied to sheson's question in DynDOLOD & xLODGen Support
And they are! Great. Also the new TexGen is really great, very convenient. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Ilkob replied to sheson's question in DynDOLOD & xLODGen Support
Yes, I had the red sails with 1.49. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Ilkob replied to sheson's question in DynDOLOD & xLODGen Support
2.03 beta initialized fine! Only the Solitude mill does not have the red smim-sails, the other mills are having the yellow smim-sails, but the fans are of vanilla size and and seem to be using the vanilla meshes instead of smim's. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Ilkob replied to sheson's question in DynDOLOD & xLODGen Support
2.01 Strange, when going to exterior in Solitude I receive a message that DynDOLOD_Worlds.json does not belong to DynDOLOD.esp. Activating in the MCM gets rid of the message, but when checking the MCM again it's not ticked anymore. However I can see the Solitude mill fans when standing on the smaller bridge near Dragon Bridge. Also, the mill has no smim-sails. The Whiterun mills are having the yellow smim-sails, but they are of vanilla size. Lights etc in the far distance, it all works, but DynDoLOD does not stay ticked in the MCM. --- Edit. On another note, at one instance when regenerating the program went idle. I had dragged the output window to the left side of the screen. After I hovered over clicked the window's icon at the taskbar I saw there was a little message window asking if I wanted to overwrite. I couldn't interact with it however, because I could not get the message window to pop up in front of the output window. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Ilkob replied to sheson's question in DynDOLOD & xLODGen Support
Thank you very much for the update, sheson. It generated without issue and wow the process is about three times faster now. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Ilkob replied to sheson's question in DynDOLOD & xLODGen Support
Here's the link to the output: https://onedrive.live.com/redir?resid=30065D0F0D633027!1137&authkey=!AOi8WBxGjdUqrEw&ithint=file%2ctxt