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Everything posted by z929669
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Absurb File Size for DnyDOLOD Generation
z929669 replied to Rage's question in General Skyrim SE Support
Try killing those any anything related. Your drivers still are working via OS-related config. -
Absurb File Size for DnyDOLOD Generation
z929669 replied to Rage's question in General Skyrim SE Support
I think you musunderstand. These are the processes I kill before running any LODGen and grass gen processes: You should have similar processes for AMD/NVIDIA. Kill them. It might vastly improve gen time, but that still may require 2+ hours if you have huge LODs. -
Maybe the LOD32 setting was input at all LOD# levels? But that makes no sense by the xLODGen options for FO4, which doesn't distinguish between levels (I don't play/mod FO4): https://stepmodifications.org/wiki/Fallout4:1.0#/media/File:XLODGen_Objects.png EDIT: Never mind, I was looking at FNV xLODGen options. I now see that there may be some confusion between Object and Terrain LOD procedures.
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The INIs are loaded by their plugins, so they take priority by plugin priority.
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Absurb File Size for DnyDOLOD Generation
z929669 replied to Rage's question in General Skyrim SE Support
That will cost gen time, output size and FPS. Your driver software can drastically increase gen time, regardless of LOD sizes as mentioned. -
Absurb File Size for DnyDOLOD Generation
z929669 replied to Rage's question in General Skyrim SE Support
... well, I just checked, and the difference in hybrid LOD size compared to base tree size for many trees I've done ranges from about 10% to 70% the base size (without crown optimization). LODs should ideally be < 100k -
Absurb File Size for DnyDOLOD Generation
z929669 replied to Rage's question in General Skyrim SE Support
Some tree mods are very performance heavy (e.g., Veydogolt and Aspens Ablaze). If the LODs use the base un-optimized crowns of such tree mods, the BTO files can be huge and require many times more draw calls. Compare the file sizes of the LOD trees against the base trees. Most LOD NIFs are about 70% (ish) the size of the base NIFs. Truly optimized LODs will be one tenth or less the size of the base models. EDIT: 70% is usually just fine when the base models are < 300k, so it's stuff > 500k that gets taxing without crown optimization. -
Absurb File Size for DnyDOLOD Generation
z929669 replied to Rage's question in General Skyrim SE Support
To potentially drastically reduce generation time, disable all of you driver-related software via Task Manager. On AMD, Adrenaline and other related AMD background processes can kill gen time. NVIDIA has its own processes, so you should be able to see them. -
Look for an INI file in the mod or associated mods. MO makes it obvious by showing a paper clip next to the plugin in the Plugins explorer in right pane.
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Yep, that's the official advice, so I'd let my mod's resources override by default unless there's an issue.
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As explained in several posts previously, the long gen times can be caused by driver-related software (some might say 'bloat'). Disabling all such software via Task manager such that only the NVIDIA/AMD drivers are at work rather than the post-processing --and other 'fancy' algorithms employed by some driver-related software-- are not interfering can vastly improve generation time. Example: I disable all of my AMD sortware, including Adrenaline, when generating any LOD.
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General rule of thumb is to overwrite DynDOLOD Resources with your personal conflicting mods to ensure you get the result you intend from those mods. If you get a bad result or an error, report the problem on the official DynDOLOD Alpha support forum (with logs as instructed).
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Nice bike path ... distance markers to boot
- 5 replies
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- 06-models and textures
- STARFIELD
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GUIDE Optional Edit to Guide for Nemesis
z929669 replied to G7_Connoisseur's topic in Step Skyrim SE Guide
I never even noticed that option when clicking that dropdown, lol. I was trying to right click on those options. -
[SOLVED] S.T.E.P. Guide 2.2.0 - Still up-to-date?
z929669 replied to SpiritWolf448's topic in Step Skyrim SE Guide
Always see the changelog linked at the top of the guide for latest updates. Use the wiki navigation to check history date/time. Also, at the footer of every wiki page provides the needed info:- 4 replies
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- SKYRIMSE
- step 2.2.0
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GUIDE Optional Edit to Guide for Nemesis
z929669 replied to G7_Connoisseur's topic in Step Skyrim SE Guide
Where are you clicking on the Executables menu for <Edit...> option? I changed it to: Click on the button and select, Create empty mod. Name it Step SkryimSE - Nemesis Output. Click in the top menu and choose [Nemesis]. Tick the Create files in mod instead of overwrite (*) checkmark and select Step SkryimSE - Nemesis Output from the dropdown. Click [Apply] and then [OK]. -
GUIDE Quick question regarding DynDOLOD_SSE.ini modifying
z929669 replied to G7_Connoisseur's topic in Step Skyrim SE Guide
Probably this will work, since it's the last entry, but that setting appears in the INI. Just use find (Ctrl+f) to search for "ComplexGrassBillboard" (without quotes). Always use the latest version of DynDOLOD (Alpha 155 now) -
Dear Diary Dark Mode - SkyUI Menus Replacer SE (by uranreactor)
z929669 replied to Pug's topic in Skyrim SE Mods
It's even better with UI Extensions and the other bells and whistles associated with the FOMOD options I have on the wiki right now. The other UI-related mods in testing are also working nicely with this.- 27 replies
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- SKYRIMSE
- 16-interface
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How to revert to Full if Level0 (3D LOD) doesn't exist?
z929669 replied to tamrieltwo's question in DynDOLOD & xLODGen Support
I'm skeptical of this increase in VRAM usage. It's incredibly difficult/spurious to really determine VRAM usage changes, and with 6+ Gb GPU RAM, it's just not important, IMO. Full trees in LOD (or inefficient LOD models) crush FPS, not VRAM. I'd personally take the time to make the needed LOD models using copies of the crowns and hybrid.bat as usual, because it's just as fast as all the work you're doing trying to test what works. But if for some reason you still don't want to do this, then use LOD4=Full mesh rules for the corresponding trees. This means you would need to know the names of all tree NIFs that don't have corresponding LOD models and could take a while to figure out the most efficient mask names to cover these and only these (maybe one rule for each tree at worst). Likewise, you could copy these full trees and name them as the LOD models with CRC32 into the LOD path, but this is also bad practice and could result in CTD if they have invalid NIF settings. Regardless, it will require time and testing, so best to just create the LOD models for the trees that need them that are large enough to be valid as LOD. Sniff helps with mass editing NIFs. What tree mods are you using? A custom mixup mash? -
You posted this in the Step MODS forum. Please see the posting guidelines for making posts in the mods forum. This should have been posted in the DynDOLOD support forums using the link in the DynDOLOD application and documentation. See posting guidelines for DynDOLOD support. Also, please do not add huge lists to forum posts without enclosing them in a spoiler (the eye icon in the editor toolbar). Topic moved to DynDOLOD support.

