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Everything posted by z929669
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Make sure you are using the updated DynDOLOD and DynDOLOD SE Resources linked in the OP. I would re-download and reinstall to be sure. Then reconnect in mod manager. Make sure no other previous Resources are conflicting. It's most likely a configuration problem rather than a DynDOLOD problem.
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Try Cathedral Landscapes. We use that and have generated grass LOD successfully many times with it. This is what the guide I linked uses.
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Yeah, that's probably a good bet. This way, we can rule out any issues with Viscous Grass mod, which I have zero experience with. You can check your NGIO and DynDOLOD configs against our WIP instructions: https://stepmodifications.org/wiki/SkyrimSE:2.0.0#DynDOLOD EDIT: re-posting your relevant logs for sheson to review. They are kind of a pain to get at on that service, and the debug logs are always pretty huge: DynDOLOD_SSE_log.txtTexGen_SSE_log.txtLODGen_SSE_Tamriel_log.txt
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You are using the correct version of xLODGen. I recommend searching and then posting on the xLODGen topic for better help, but sheson will want your log files, so please read the OP in full before posting:
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I only have rudimentary understanding of many of the log messages. In TexGen log you have errors like this: [03:18] <Error: Can not find file Meshes\landscape\grass\egrass02marsh.nif Skyrim.esm FrozenMarshGrass01 [GRAS:0004013C]> [03:18] <Error: Error processing Meshes\landscape\grass\egrass02marsh.nif Skyrim.esm FrozenMarshGrass01 [GRAS:0004013C]> In DynDOLOD log, you have errors like this: [00:05] <Warning: Can not find file Meshes\cwi\clutter\tueffechimeh.nif used by CollegeOfWinterholdImmersive.esp CWITueffelChimeHavok [MSTT:1A295E62]> [00:05] <Warning: Can not find file Meshes\landscape\plants\mixgrass01.nif used by ViscousGrass.esp mixgrass01 [STAT:1B022F48]> [00:06] <Warning: Can not find file Meshes\landscape\plants\mixgrass01.nif used by ViscousGrassGrass.esp mixgrassDUPLICATE002 [STAT:1B02710C]> You have PHP errors in your LODGen log that I have never seen before. I would look at the mods providing these resources or your installation of those mods. sheson will have better advice no doubt, but I suspect either a bad install, plugin issues with Viscous Grass mod, incompatibility of grass mod with DynDOLOD, etc.
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Remember that your LOD is completely different from your NGIO grass rendering, so it would be helpful if you posted a screen highlighting the issue.
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Your DynDOLOD log says you have output in C:\DynDOLOD\DynDOLOD_Output\ So not sure what the issue is. Did you create a mod from that output? Remember that your LOD is completely different from your NGIO grass rendering, so it would be helpful if you posted a screen highlighting the issue.
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No, the first one is transcluded onto the page where the Template is called, and the second prevents TOC on the Template page itself. Anything inside 'includeonly' tags is transcluded. Inside the 'noinclude' is not transcluded. It is arguable that they both need to be present, but we do it due to situations where we got unexpected results. There is also an 'onlyinclude' tag that we never use and may be better, but I have never tested explicitly.
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Please thoroughly and carefully read first and second posts on this thread. They give you all the info needed.
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Thanks for pointing that out. I didn't mess with those pieces, so will tackle next iteration.
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Thanks ... fixed. But anyone feel free to word this differently or add anything I missed.
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Discussion topic: Template:TOC
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Discussion topic: Template:Fomod
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Template updated: Removed 'classlist' parameter. We don;'t want to encourage changes to look/feel. Admin will upload and maintain associated images in the proper format, so this parameter is unnecessary if the original image meets formatting requirements Added subpage breadcrumb check, which will detect transclusion into a subpage and add the standard breadcrumb to parent 'super' page. Updated to current Template-page format
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Discussion topic: Template:PageTitle
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OP updated to reflect current standards
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That's a mistake then ... mips don't make any diff that I can see, so they can be off for all, especially if you notice higher VRAM consumption. However, quantifying VRAM consumption is pretty much impossible unless there are huge diffs. VRAM is allocated dynamically, depending on many factors, and high VRAM usage is not really a 'bad' thing.
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I am at 2560 x 1440 (QHD) and don't notice any diff between 1024 and 2048. But it's the map, so shouldn't be a performance hit in game. Still ... I don't see any diff.
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Again, 256 is optimal for all 512 for LOD32 ... for 4k, then 512/1024 is probably beneficial. Why hog VRAM for an unnoticeable diff in terrain LOD? Terrain LOD just doesn't contribute much to the overall.
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First, don't comparte anything to recs in the 1.0.0 guide. Please use 2.0.0 as your baseline. 1.0.0 is far outdated with respect to LOD config settings for all LODGen. I don't see any difference in 512/1024/2048 ... at all. None. Same image but for the clouds/fog. 256 is optimal unless you are running a 4k monitor with 4k res. Terrain LOD is just not that important once you get to a certain point. All we are doing is eliminating the jaggies around water and letting the color of the full landscape textures through. people spend way too much time worrying about terrain LOD, IMO. It is trivial but for fixing these basics. I vote to leave it at 256 for all levels, and would be fine with 512 for the map, but no more. It's a total waste of resources otherwise, IMO.
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Sounds like 3DsMax is messing up the alpha thresholds in the meshes or the alpha thresholds of the base crown meshes are > 128 ... or the texture format/mips are the proble. I would skip the 'optimization' piece via 3dsMax and simply copy the crowns into empty_passthru_lod.nif and trunks into empty_trunk.nif (using "save as" from emptypassthrulod.nif). Then combine using hybrid.bat. This at least rules out that as being the issue. EDIT: I just saw sheson's response, so that is probably the issue ... I would still try without the 3dsMax optimization piece though.
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NGIO precaching works great without grass LOD, even at 24000 distance on my system. Also, some people don't mind a little lag in loading cells outdoors.
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Basically, grass LOD costs more than it's worth, IMO. Cutting back on render % and LOD distances essentially obviates using it on my system, which is pretty beefy. I think that only those with the top-performing GPUs can afford to run it with reasonable settings without any stutter. The screens toward bottom of this link show differences with and wo grass LOD, so judge for yourself. Toggle last two screens (Optimal vs Optimal (no grass)): https://stepmodifications.org/wiki/SkyrimSE:2.0.0#Grass_LOD_Configuration
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I installed Alpha 10 Resources for LE rather than SE by mistake. So I got an error about missing files expected by SE version. TaskManager and Event Viewer would not load while DynDOLODx64 was running. Only after closing it by clicking twice on th 'x'

