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andisart

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Everything posted by andisart

  1. Obviously yea, if I cant get into the game with DnyDOLOD enabled I cant stress test like that. I stress tested without DynDOLOD enabled and the log confirms that I have 756MB ( I'm aware it shows 235MB less in log) and I stress tested high-load areas like Solitude with expansions or the road from Helgen to Riverwood and the log showed I never got close to running out of memory. So memory patch DOES work and value IS set high enough. I didnt have a problem running DnyDOLOD before the edits you suggested to the code. Now is there any chance now it can have something to do with that?
  2. But as I said, I have ExpandSystemMemoryX64=false and MemoryLog confirms the 756/256MB set in skse.ini and both values are not close to full when stress testing. Is that not the verification?
  3. Cant seem to get it to work. When I use the updated functions.pas I got the error ingame that dyndolod_tamriel_objects.json does not belong to this dyndolod .esp I screened this thread and found the updated papyrus script download from Oct 12th, installed and re-run but then getting infinite loading screen upon coc loading Whiterun. (I have ExpandSystemMemoryX64=false and MemoryLog confirms the 756/256MB set in skse.ini and both values are not close to full when stress testing). Any ideas? EDIT: further info, using the latest release and every time completely uninstalled DynDOLOD (both as MO mod plus from the TES5Edit folder) EDIT 2: Just realized this may be the reason: I did run from scratch, but everything, not just tree lods.
  4. Thank you! That sounds like a possible solution for the tree pop-in, at least until the 3D static trees are more developed. I ran DydDOLOD again with the edited code, this time I get an error message, not sure if it is related since it points to another code file: Error in unit 'functions' on line 1212: type mismatch. Can I ignore this? If not, I saw you posted an update functions.pas in November, this the one to get for me? Which parts of the process do I need to re-run then?
  5. Ok, so first of all I have to say I have now played with DynDOLOD ingame for several hours and I am in total bliss! The amount of detail this mod method gives is stunning and what I always wished for for this game. It should have always been like that from the start I think, only now does the beauty of the world of Skyrim fully shine. It actually makes you realize what an achievment in game world design it is (and on a side note: it makes Skyrim feel smaller cause now I can see everything, but it doesnt matter). So I have to commend you on your achievment with this massive improvment of a mod and the service you bring to the whole community with it and also with your continued support here. Thank you, thank you, thank you! Looooooook how pretty Solitude at dusk: And now with DynDOLOD I can make pretty wallpapers like this: So where can I drop my firstborn? ;-) (actually that's my fist ever Skyrim wallpaper and you're the first to see, so does that count? lol) Back to the tree LODs, for now I semi-fixed it by creating my own LODs from custom made billboards (extracted from Nifskope) with LODGen, learned something new there. Plus playing with uGridsToLoad on 7 (only possible with new mod setup with less mods on my setup). I understand now more the way trees work in the game (quite complex). But one thing is still unclear: is there no way to tell the game to fade or blend the transition between full model and LOD tree? It is the sudden switch that makes it so noticeable for me. The concept with the 3D static trees is intriguing. And you say performance hit is less than expected, so I might give it a shot. Only not sure about how to go about creating 3D static trees when using SFO + Skyrim Bigger Trees?
  6. Thanks for your quick reply. Will investigate the tree LODs in TES5LODGen. About the mountain LOD, what do you mean by that? Do you mean that DyndoLOD wouldnt be changing how this LOD is blended in or how it does pop in? At this point I still wonder, is it possible to move the distance of when static objects like these but also trees are loaded as their full model other than increase uGridsToLoad? The switch happens too close for me to not break immersion. I don't want to increase uGrids cause of the more scripts, I just want trees and objects to load their full model earlier so I dont notice the pop in.
  7. I know right, confusing a bit. But they are two different mods. SSBT just increases all trees equally, SBT is more individually set and also has hand-placed trees SBT: https://www.nexusmods.com/skyrim/mods/17168/
  8. Careful: SSBT is SkySight Simply Bigger Trees, not Skyrim Bigger Trees
  9. I'd kindly like to ask for some help on an issue I can't find a fix for. DynDOLOD seems installed ok and it is working (I see distant LODs and at night the windows lit up). However, trees keep popping up at relatively short distance constantly and also parts of the terrain. It appears to me like it is worse than in vanilla, at least with the trees I don't remember seeing popping up this bad. Also, I discovered one LOD of a building in Riverwood (from ETaC) that disappears briefly when approaching. Demonstration video of issue (snow pines / mountain side popping in at 0:12, building in distance disappears at 0:15) Steps I've taken: Skyrim (or Bethesda) Modding is still pretty new to me (one month) so I might be unware of or have missed something. Quite frankly, I'm out of ideas at this point... Game by now is heavily modded (300 mods, closing in on max .esp count, several mod groups already merged into single esp's) and playing on RealVision ENB. Texture optimized with Optimizer to 2k. My PC: Intel i5-4690, 8GB Ram, Radeon R9 390 (8GB VRAM), Windows 10 Skyrim.ini: SkyrimPrefs.ini: Load order (upside down, bottom to top) enblocal.ini
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