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kcinlober

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Everything posted by kcinlober

  1. I am the user Starac was responding to. I did use photoshop to resize a lot of the textures, and it still looks pretty good. I could tell with the larger meshes (like mountainslab) that the reduced size was lower quality, but it was barely noticeable and still way better than vanilla. I think I reduced all the '4k' textures to '2k' and some of the 2k ones and it gave me a couple hundred mb of VRAM back. I would first try using DDSOpt to reduce the normals by half. I followed the STEP DDSOpt guide for that and it worked out to give some VRAM back with basically no noticeable drop in quality.
  2. This is probably a stupid question, but in one of the newer updates (not sure exactly which one) when in the advanced options menu, I can't select all of the worlds--I have to choose from the list. Does this mean I have to re-run dyndolod for each world (blackreach, tamriel, solthseim, etc)? Is there a way to make it do all of them in one go?
  3. Ya so did i and it made both load quite early. Is that what happened with you? Any issues?
  4. I have STEP core + extended installed and want to install enhanced landscapes as well. Enhanced landscapes conflicts with CRF, but there is a patch. Nevertheless, the instructions for enhanced landscapes claim that it should be a lower priority than CRF in the load order (so CRF overrides it). This seems fine, but the instructions for enhanced landscapes also want it enhanced landscape .esp's to have the highest priority possible (I am guessing for dyndolod to work correctly). This means I either load both EL and CRF with a low priority (basically, just after unofficial high res patch) or load them both at the end of the load order (with essentially the highest priority). How bad would it be to have CRF have such a high priority--I know it is one of those mods that is best loaded early (low priority). I tried asking this question on the EL nexus forum thread but haven't got a response, apologies for how specific this question is!
  5. I already dropped it from my own load order bc the terrible PC shadow ruined any potential immersion benefit. Personally, I don't think that it fits with the "...qualitative consistency of all in-game behaviors and assets" (from the STEP Extended description) because of this.
  6. I just want to second this recommendation. I have been fiddling over z-fighting issues for a few days only to realize that this mod was overriding fNearDistance! It doesn't say that it does this on the mod page, either.
  7. Cool, thanks a lot! Ill try resizing some of them with photoshop.
  8. yes, for most of the textures I couldn't see much of a difference between 4k and 2k. I just tried with dyndolod and SRO and in markarth and the solitude docks the vram jumped to around 3,800mb. I was using 3d tree lod's, so that was a big contributor. Thanks, that makes sense. I only wanted to use it to try to reduce the 4k textures to 2k. I am not experienced with ddsopt, so i just followed the quickstart guide. Is there a better way to do that? ahhhh, i was looking around for the older guide but couldn't find it! thanks, that is where I have it placed now.
  9. Well I'm not sure I need to, I just wanted to see/share what the difference would be. I didn't test it with what will be my full setup bc that would involve running dyndolod a bunch of times and i haven't yet decided what else I will add (newer version of SFO, enhanced landscapes, weather mods, etc). Ya I looked some more and don't know why that mountain texture is so weird. I must have forgotten to deselect another texture mod that was overriding it. The SRO textures are better than most for architecture, clutter, misc, etc textures, but always better when it comes to landscape. The mountainrockslab textures seem to get spread over some big meshes so it is nice that they are so huge. One thing I am not sure about is the snow on the rocks. Does it look correct for the untouched SRO in my screenshots? It sometimes is still fairly blobby and poorly resolved.
  10. I have been testing this out on classic Skyrim with STEP Extended. So far I have just inserted it before all the landscape mods in STEP 2.2.9.2, so some of the textures are replaced by other mods. I think I might try how it looks just by itself; if it were re-accepted into STEP, which landscape and other texture mods would it replace? here are some benchmarking stats for comparison. I have STEP EXTENDED, but without Dyndolod. I started by "coc whiterun", ran up to the stables, then cow'ed to the mountains to look at rock and snow textures (33,15), then cow'ed to Windhelm because that is one of the more taxing spots for graphics cards (as far as I am aware). The dips are where I used the cow console command. I first tried this with just STEP EXTENDED minus Dyndolod. Then I installed SRO and placed it just before the landscape mods (so some of its textures were being overwritten. Finally, just because there was a discussion about using DDSopt to reduce some of the textures, I followed the ddsopt quick start guide to reduce the textures to maximum of 2K. The third graph is with these SRO textures. It looks like it raises my VRAM usage by a fair amount. I don't have Dyndolod or an ENB running (and I usually like to use the ultra trees option for dyndolod) so im worried that using all sro textures might be too much. The difference between SRO uncleaned and unreduced and the version that I ran through ddsopt wasn't that noticeable except for some of the mountain and rock textures (where the difference was very noticeable). See below for comparison: Edit: fixed image links
  11. Im so sorry, I am an idiot. i was running texgen outside of MO this time, so of course it wasn't looking for my skyrim.ini in my MO profile folder!
  12. Sorry, i forgot to mention that i did double check both of those things. MO has archive management turned off and the respective plugins for the bsa's are activated. What else determines if the bsa's get loaded?
  13. I don't think this is a DynDOLOD problem, but I am not sure where the issue is. When I run TexGen I get the following error: I noticed that it is only loading Skyrim.esm which is the only line in plugins.txt. But oddly that file hadn't been modified since april. Running skyrim from MO works fine and loads all the plugins, but I thought it was supposed to update plugins.txt too (unless i just misunderstand the whole thing).
  14. Ah, I didn't realize that., thanks! I use coc to test Dyndolod usually. I tried the same thing from an alternate start: walked from riverwood to the same place and everything was fine.
  15. I am getting a recurring CTD that I am fairly certain I have traced to the STEP Core Patch.esp. It happens when I 'coc whiterun' from the start menu then run past whiterun sort-of towards bleakwind basin. It happens roughly around grid 0,-2. It also doesn't happen if I approach the area from a completely different direction (e.g. running around the north side of whiterun). I started removing mods and testing and it seems to depend on when STEP Core Patch.esp is activated or not. I say 'seems to' because it would CTD about 80% of the time when STEP Core Patch.esp was enabled and (as far as I can test) 0% of the time when it wasn't enabled. Im not sure what else to do from here bc the patch is necessary for a STEP Core install.
  16. Cool, thanks a lot, I will do that! I found that a few other Movable Static Objects have no model filenames: (Editor ID's) SFarmhouseSiloDirt01test_DynDOLOD_GLOWLODSFarmhouseSiloDirt01test_GLOWLODSFarmhouseSilotest_DynDOLOD_GLOWLODFarmhouseSilo_FallForestDirt01test_DynDOLOD_GLOWLODSFarmhouseWindMillDirt02Whiteruntest_DynDOLOD_GLOWLOD Static Objects with GLOWLOD seem to be fine (model filename points to a .nif) I'm not sure if this is helpful! EDIT: Nevermind. I added the filepath to 7C019008 (SFarmhouseSiloDirt01test_GLOWLOD) and everything worked fine. i guess DYNDOLOD_GLOWLOD doesn't need a model filepath since it is dynamic?
  17. It is indeed changed by Skyfalls & Skymills. Odd; I don't think I had changed anything since my first STEP install
  18. I reinstalled Resources (including downloading again from nexus). There is no .nif model used by 7C019008, is that the problem? I did this just as you instructed in the previous comment, if that is what you were after. The only reference is to: Skyrimesm_099374_DynDOLOD_GLOW [REFR:7C019009] (places SFarmhouseSiloDirt01test_GLOWLOD [MSTT:7C019008] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -40,1)
  19. I have a new problem related to DynDOLOD after I updated some mods in my load order and ran DynDOLOD again. Skyrim crashes on entering the Tamriel worldspace (i do console command 'coc whiterun' at the main menu to test dyndolod). An error message comes up saying "...an object reference with form ID: 0x7C019009, base form ID: 0x7C019008 and type: 0x24 failed to produce loaded node most likely due to corrupted mesh or other reasons" 7C019009 is SFarmhouseSiloDirt01test_GLOWLOD [MSTT:7C019008] I checked the "Windows" check-box in the dyndolod menu, so it should be doing window glow, but this didn't happen before (I used the same preset) so I don't know what the issue is. Any advice on what to do next? I reinstalled dyndolod just to make sure. Here is my preset, in any case:
  20. I was doing some searching on the nexusforum page for Vivid Weathers and I came across someone with the same issue. Apparently, the fog lines is an issue with Skyrim's engine (just as with the nirnroot light). I wish I could find the post again, but I haven't had any luck. It was suggested that weather mods with volumetric fog would deal with this better, but Vivid Weathers is supposed to incorporate that so I am not sure if it is true. Just thought I would update you with some info I found. It was really bothering me until I found out that it isn't just my (or your) problem!
  21. Hi, I have the same issue. No solution to report, i am afraid. I am using vividian enb and vivid clouds and fog as well. did you notice the lines before installing an enb?
  22. Thanks, I tried ssme actually and got block 1 up to 1152mb safely (any higher and skyrim would crash on the start screen). I also tested some settings with fBlockLevel*Distance. By far, the biggest effect was fBlockLevel0Distance. I had it at 75000 (from the suggestions on the z-fighting guide) and reducing it by half cut the memory loaded into block 1 from 1080 to 640! Thanks for the suggestions!
  23. I noticed a few things with the hybrid trees: The first time I ran it, I had some texture flickering when snowy pine trees would go from LOD to full model. I ran it again where the only changes were that for the tree mesh rules, I now have this: Mesh mask LOD 4 LOD 8 LOD 16 VWD Grid Referencetree Static LOD4 Static LOD8 Billboard Checked Far LOD Unchangedinstead of this: Mesh mask LOD 4 LOD 8 LOD 16 VWD Grid Referencetree Static LOD4 Static LOD4 Billboard Checked Far LOD UnchangedI also set the near and far grids to load back to default (they were at 13, 25), and set the atlas texture size back to its default 512 (i had previously set it to 1024 for some reason). Im not sure if that is what helped, but in any case the flickering for those trees is better. I also have had some seemingly odd ILS and memory issues. After installing dyndolod, I cow-ed around Tamriel to various mountains, solitude harbor, and markarth stables with no trouble. Memoryblockslog would show about 300-400mb. After I play about 1-2hrs, though, loading a save gives me an ILS and memoryblockslog shows an increase to 1024! (i have 1280 set as my defaultheap). This happens in the area around northwatch keep. I tested further by saving immediately after exiting northwatch keep (i am using LAL and start as a prisoner in northwatch keep). When loading that save, it works just fine (~350mb in memoryblockslog). I stand on the fort and wait in game a day or so and save again. Again, no trouble with memory. I then went west about 2 cells, let a few ingame days pass, saved, tried to load the save and got an ILS. memoryblockslog reached the max for block 1 at 1024. I know that when using hybrid trees i should budget myself some more memory for block 1, but i already went from 768 for block 1 to 1024. I am wondering if this is due to using the hybrid trees, or some other LOD issue. Would moving two cells cause such a jump in block 1 just due to using hybrid trees?
  24. Yes it did! Thanks so much! What was the issue with those hybrid trees? Just a corrupted file? Thanks again for the help, and for developing this. Dyndolod w/ ultra trees is a complete game-changer. Skyrim looks so much better.
  25. I tried unpacking both .dds files from the archive again and found no change. here are the screenshots: https://imgur.com/a/H9968 in the bottom 2 pics i found a similar (probably another reachtree*) tree that had no such purple for comparison. I think I can see the branches being used in the dyndolodtreelod.dds file (the very top in the middle).
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