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Everything posted by El_Rizzo
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Here you go :) not much to go on, but that is the only thing I can provide, like I said, the logs don't show the errors, but I can provide them regardless if you want. If I generate Object + Terrain LOD only for the Nuka World worldspace there are no errors.
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Just ran beta 12 myself and can report that I now don't have to remove (or not generate) mip maps anymore for it to work, seems renaming really did the trick :) One thing I noticed however, is that I consistently get an error during LOD generation when I try to generate Object + Terrain LOD for all my Worldspaces (Vanilla + all DLC) together, each time it gets to Nuka World (which is the last one to be generated afaik) it starts generating LOD and at some point the program hangs with some error messages displayed and I need to kill it with task manager. The logs don't contain any errors though, seems like the program hangs before it can write them into the log. Generating LOD for each of the world spaces separately finishes without issues though, so I'm not sure what causes it. I'm using the 64bit exe and I'm running xLODGen through MO2 (latest dev build from their discord server, you can also contact me there @El Rizzo#3719 if you need more information, but I can also provide that here, whichever you prefer). I'm also using a separate output folder that is not part of MO2 or its virtual file system.
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Sure, here you go: The size I got through properties is exactly the same though: If you need any additional information just let me know and I'll be more than happy to provide it. Sounds great! :)
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Yeah I figured it out myself by loading the texture into GIMP and messing around, but thanks for the fast response and help! and yeah that worked, as you predicted. Also, it seems the game really doesn't like uncompressed texture BA2s, when I created an uncompressed BA2 for the atlas textures (DDS format selected ofc.) it simply would make all LOD invisible and parts of the bridge were popping in as I moved closer even B.A.E. crashed when trying to extract it, so that isn't an option. Thank you so much for patiently helping me with this issue! Still weird why it happened in the first place though Oh and just in case you don't check that thread so often, I also have the issue with Fallout4 - Voices.ba2 mentioned here on the AFK forums, I have to move it out of the data folder if I wanna run FO4LODgen otherwise it crashes on me each time and my game language is English, both text and voice in case it is relevant.
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Good to know, thanks for the explanation! :) I've read guides on how to create BA2s before, since I packed all my mods into BA2 files ;) and yeah, I selected DDS format and only the Atlas textures are in it, the meshes are in a separate BA2 with "general" as the format. I left compression for both BA2s at default and didn't touch any of the other settings as the guides recommended to leave them alone. I will try without compression for the textures BA2 and will report if that by chance solves it. I didn't add them to sResourceDataDirsFinal, I load the 2 BA2s via an esp (all following the naming convention for BA2s ofc) and placed it dead last in my loadorder to make sure it doesn't get overwritten. I would certainly like to try this, but have no idea how to do that :P Do you happen to have a tutorial at hand on how to remove mipmaps from the texture atlas? I don't have photoshop, but I do have GIMP with the necessary DDS plugins and also paint.net.
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Okay, good to know, was just an uninformed speculation on my part :) I assumed that was the case but since I'm a layman when it comes to LODs I was just trying different settings to see if there is any change. Just out of curiosity, is there any downside or maybe even upside to having more than one texture atlas in general? But I don't have any loose files that could cause it ... all the mods that contain textures affecting anything in those screenshots are packed into BA2s. I even went ahead and packed every last small mod that had any loose files left into BA2s even though those only contained textures for completely different things (eyes, super mutants etc.) and even after making sure that I have absolutely zero loose files left (I mean it, zero), the results were the same. My data folder is also squeaky clean since I'm using Mod Organizer 2 for Fallout 4 (and ran Fo4LODgen through it ofc.), so there aren't any lingering files in there either (I manually checked as well of course). As for INI settings and ENB, I don't use ENB for Fallout 4 and there are no leftovers of it either and my INIs are properly set up, I have bForceUpdateDiffuseOnly= set to 0 and increased the values of iTextureUpgradeDistance1= ,iTextureUpgradeDistance0= , iTextureDegradeDistance1= and iTextureDegradeDistance0= according to the numerous suggestions on the topic like this one and the result was exactly the same and I know the ini settings were applied because the Vram usage increased by over 1GB with those values. Furthermore, I even generated LOD with all my mods disabled and only the vanilla and official DLC files active + your resources files and when I load the game (still only with vanilla + Fo4LODgen related files active) with the generated output files packed into BA2s of course and loaded by one of the ESPs from resources, the result was still the same. So even with no possibility of mods interfering and properly set up INIs I get the super blurry LOD textures with a generated atlas. I would be more than happy if the issue is on my end so I can fix it, but I don't see how that is the case after all the different scenarios I've ran and the fact that it even happens with vanilla only files .
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Alright, so without creating an Atlas it works as intended, the new Objects/improved LOD Objects show up and it looks like this: Before: After: What I noticed is the texture resolution when I also generate a texture atlas along with the LOD objects, without the atlas the textures look like this: When I also create a texture atlas during generation it gets blurry and looks like this: So apparently texture atlas creation generates really low res textures that are lower quality than the vanilla ones, is there any setting to change the quality of the textures? I've already tried setting the atlas size to 8192x8192 and max texture size to 1024 with the same results. I've made sure that there are no loose files causing it, so I've really got no clue what is going wrong here :(
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Wouldn't be the first time Bethesda screwed something up regarding LOD The thing is, without using Fo4Lodgen or even with just the content from your provided resources, this blurry LOD does not occur and LOD is just fine. It is of course missing the Objects added by the generated files, but the LOD that is there doesn't get blurry, only when I use the generated files. I do use texture mods that replace the textures used for bridges, but FO4LODgen should read them, or am I mistaken? But I'll try your suggestions and will report back with my results, thanks for your reply and suggestions, much appreciated! :)
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I did, the output files were generated into an entirely different folder than my mods directory and I moved the 2 created BA2s (main and textures) into the mod folder manually and I made sure that they are loaded dead last (all my big texture mods are packed into BA2s). Like I said, all my big texture mods are packed into BA2s and I made sure that the esp loading the Lodgen output files is loaded dead last. The only texture mods with loose files are very specific and small ones, none of which have anything to do with landscape, bridges or buildings, I double checked that already :). But how would I go about finding the corresponding BTO file? Or will I simply have to open each one until I find the right one? :D Alright, I knew about those before, I thought this referred to some INI tweak specifically for Fo4LODgen.
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Not sure if I somehow screwed up LOD generation, screwed up otherwise or if something is wrong with FO4LODgen but I noticed that when I load the generated files (packed into ba2s of course) along with the esps and FO4LODGen - Main.ba2 from the provided resources that some textures suddenly become really blurry when I approach an object and only after closing in further the correct textures are being loaded again. This does not happen without the generated LOD files active and the correct textures are being loaded even at a distance. Here is an example of what I mean, when I fast travel to this location (Tenpines Bluff) the green steel beam textures for the bridge are relatively sharp at a distance , but once I get a little closer they become very blurry and low resolution all of a sudden as you can see here: At a distance: closer up: Only when I get even closer it finally loads the textures that were present on the middle section of the bridge the entire time. Any idea what might be going wrong here? I've ran the LOD generation multiple times without different results. This effect is reproducible each time I load the game and go to this location (haven't tried others yet) and doesn't occur without the generated LOD files. My gpu's Vram is 6GB (GTX 980ti) and as you can see in the screenshots, it isn't full yet and there wasn't any more loading going on when I took them. I initially ran FO4LODGen with default values (4096x4096 Atlas size, 100 Alpha, 512 max texture size, 1.1 uv and default compression settings, nothing else checked) but even changing atlas size up to 8192x8192 and max texture size to 1024 didn't change anything. Any ideas? Also, what INI settings do you mean here? I know about the issue with loose texture files and what ENBoost is and how to use it, just not sure what specific INI settings you are referring to here: I hope I've given all relevant information, if not I'm more than happy to provide them of course and I hope you guys can help me solve this problem :).
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Oh I'm not that hard pressed for disc space, it's more a personal quirk of mine to optimize my modded games ;) and since SSE BSAs offer some benefits over loose files (just like BA2s for Fallout 4, but I'm certain you know way more about this than me anyway :D ) I simply wanted to make use of that, but I don't mind leaving the DynDOLOD output as loose files to prevent possible issues. Thanks for the suggestion anyway of course! :)
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Yeah I guess I'll leave them as loose files then, I just started archiving my big texture mods to free up some ssd space and also due to the benefits of using BSAs instead of loose files and thought, hey lets do the same for the DynDOLOD output :D.
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A quick question for you Sheson, I wanna create a bsa archive from my DynDOLOD output (at least the meshes and textures) and I was wondering, since there is both a DynDOLOD.esm and DynDOLOD.esp, which one would determine when the accompanying bsa gets loaded since they both have the same name?
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Beta 3 still overwrites 3 entries from Realistic Water Two with vanilla ones, namely "MHDT Max Height Data" as well as "NAM3 - LOD Water Type" in Worldspace\0000003c\ (Tamriel), "XCLR - Regions" in Worldspace\0000003c\00000D74 (Persistent Worldspace Cell) and "XCWT - Water" in Worldspace\0000003c\0000BCAF (RiftenCityNorthgateExterior).
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
El_Rizzo replied to sheson's topic in DynDOLOD & xLODGen
Hey Sheson, not sure if you are already aware of this but the most recent version of ENB for SSE includes a fix for the bugged tree reflections on water that removes the black boxes around them, as you can see here: before and after. I thought this might interest you since you specifically mention this in your DynDOLOD documentation for SSE as one of the major engine bugs :)- 470 replies
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@DoubleYou Could you maybe add the option to toggle [Display] bIBLFEnable=0/1 in skyrimprefs.ini in a future version of BethINI? This enables or disables static lense flare effects for things like candles or fires which are controlled independently from [imagespace] bLensFlare=0/1. I was extremely annoyed by them and was confused when they didn't go away after I turned lense flares off in BethINI, so it would be great to either add a separate checkbox for static lense flare or turn it off/on together with lense flare. Here is a quick comparison with the setting turned on and off. It is more noticable in motion, but you can still see it in the shots. Cheers and keep up your great work! :)
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@hejohoo If you have long load times, try the mod Load Accelerator, it uncaps the framerate during loading screens and it improved my loading times tremendously and my Fallout 4 + Mods were already stored on an SSD. Apparently Bethesda coupled load times with the framerate for some inexplicable reason. Storing your mods, especially large texture mods, in BA2 files instead of loose files also will improve your loading times as well as your texture streaming speed since BA2 files are optimized for it. iNumHWThreads=X simply tells Fallout 4 how many threads/cores of your CPU it is allowed to use, normaly the game will make use of all your cores (up to 8 at least, don't know about even more) even without explicitly specifying it with that entry. If you happen to have a CPU with more than 8 cores or threads, it might be worth trying out.
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Mod Organizer 2 Development Status
El_Rizzo replied to LePresidente's question in Mod Organizer Support
Loose files have priority over BSA files so loose files will win conflicts regardless of which Bethesda game, so it makes a difference in the sense that any mod using BSAs that has conflicting files with a mod using loose files will lose the conflict as MO2 doesn't have BSA management like MO1 which essentially treated BSA files as loose files which made it possible to make them the conflict winner by moving them lower in the priority list. As for performance, I at least, have read contradicting statements about BSA/BA2 files decreasing loadtimes whereas others say that about loose files. Since loose files don't need to be extracted before access it seems more logical to me that loose files are faster to load as the CPU consuming process of extraction is skipped. The only downtime of loose files is the increased on disk size of the files and that it is easier to mess them up. BSA extraction was a plugin even for MO1 and various external tools are also available for that purpose so I don't think it was introduced in 2.0.3b and you just needed to activate the specific plugin, at least the changelog didn't state anything about this being a newly added feature iirc. -
Thanks for the reply! :), but that actually removes entries from the inis, for example the default fallout4prefs.ini the launcher creates for me has the following entries under [Decals]: [Decals] uMaxDecals=1000 bDecals=1 bSkinnedDecals=1 uMaxSkinDecals=100 uMaxSkinDecalsPerActor=40 If I simply start BethINI and press Save and Close there is only this entry left: [Decals] uMaxDecals=1000 Now the entries that got removed might be bogus (I assume?) but just for the sake of comparison I wanted them to be left in, that is why I asked ^^, but since this isn't the purpose of the tool and would have just been for my own convenience, never mind ;)
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Is there a way to let BethINI only sort the inis without changing/removing any of the settings ? Since the 1.9 Patch hit today I wanted to compare any changes made by it to my settings compared to my backed up inis and since BethINI makes the ini files so much easier to read I was just wondering if that is possible :).
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Well, the value depends on your monitor's aspect ratio and with 21:9 it would be 0.0490, for 16:9 it would be 0.03733 and so on. The formula is quite easy, you simply take your aspect ratio and divide the numbers (16 div. by 9 = ~1.77, 21 div. by 9 = ~2.33 etc.), the resulting value gets multiplied with 0.0210 and then you have the value for your y-scale. Now I'm not a mathematical genius , so if anyone sees a logical error in this, please correct me . Okay, as I suspected, thanks for confirming it :).
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I got a question regarding BethINI's settings for Fallout 4 (Ultra settings and Recommended Tweaks box ticked), at the Interface tab the Y-scale is set to 0.0420 and I was just wondering why it uses that value instead of 0.03733 (with x-scale left at default 0.0210 ofc) which would be the value to achieve equal vertical and horizontal acceleration on a 16:9 monitor (which is iirc the currently most used aspect ratio for monitors) as Cal from Dirtyweasel shows in this video (at around the 3min mark). I'm just curious to know why that specific value was chosen by default ^^. Cal also mentions setting bMouseAcceleration=0 in the fallout4.ini which was a bogus setting in Skyrim so I was just wondering if this is still the case or if it actually works in Fallout 4 (there is no STEP wiki for the fallout4.ini to my knowledge, hence my question for THE ini expert :) )