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Phoenix

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Everything posted by Phoenix

  1. Sure. So the BOS INI that I had was swapping two Dragonborn statics, 0403383D and 0403383C, to vanilla trees (which are actual TREE records), thus causing DynDOLOD to warn about large references being changed to non STAT or MSTT records. The two STAT records in question are "proper" trees in appearance (see here and here) but defined as STAT records and placed as large references. Of course, that means they will retain their vanilla appearance as opposed to being replaced by Happy Little Trees (or other tree overhauls). I do understand that the issue with flickering / invisible LOD is not guaranteed to appear for every overwritten large reference. That helps, thanks! Thank you for the clarification! Using the workaround would then be, I believe, the only way to change the two Dragonborn trees currently posing as STAT records into actual trees, right? While preventing any risk of the large reference bug, that is.
  2. Yeah, there is. I am currently working on a new modding guide as successor to my old one (The Phoenix Flavour) and I need to be able to explain the issue as succinctly as possible, rather than going "well, that's just how it is". Memorising something and being able to recall and apply it later on is always easier with proper understanding. In other words, I want to be able to point at a record, say "this is a large reference because X", and this is the issue it can cause if overwritten by an ESP. I appreciate the link! I had seen your other post before, but was wondering if there was not a more consistent way to distinguish large references in xEdit solely because it would have been easier for the purpose of my write-up. Since there is not, I'll likely just note that DynDOLOD will warn accurately and list large references which is sufficient. I understand that this has nothing to do with BOS as such, and did not mean to imply otherwise. If I understand you correctly, there is no way to change the STAT trees from Dragonborn to, well, proper TREE records as they are large references. This is only tangentially related, but I am curious now. Do either of you know why these two Dragonborn trees are STAT records and large references while other trees have their own record type which are not counted as large references?
  3. Thank you very much for your responses! For the reference originating in Dawnguard.esm, 02011CFD, I am seeing that it is referenced by the Tamriel worldspace record; however, I don't see it for the one originating in Skyrim.esm, 000AEDF5. Is there another way of recognising a large reference in xEdit? Turns out that was BOS being sneaky. I am using an INI to replace the trees from Dragonborn - which, for whatever reason, are STATICS in vanilla - with TREE records. I had assumed TexGen + DynDOLOD would recognise the change and generate tree billboards + LOD. Am I wrong? Will this cause the large reference bug?
  4. Hi all! So I finally got around to reading up on the SSE large references with which the DynDOLOD documentation and this forum here helped quite a lot, so thanks to all the posters who explained aspects of the bug in various places! However, I still have some remaining warnings in my DynDOLOD log that I am stumped on and unfortunately the search function yielded no insights. For one, I am getting the Base Record Type Not STAT or MSTT for Large Reference warning for a number of Dragonborn.esm references, i.e. 04033EC9. However, the base records for these are all STAT records. How does that work? Secondly, I am getting warnings about Overwritten large reference in the SMIM-SE-Merged-All.esp for two references. For 02011CFD I can see in SSEEdit that the record is indeed a large reference as it shows the Tamriel worldspace record in the reference tab. This is not true for the second reference, 000AEDF5. Does that mean that only some, but not all large references are themselves referenced in the worldspace record? This is fixable by moving the two references from SMIM into an ESM or just ESM-ifying the entire plugin, correct? Thanks in advance for any clarification! I do apologise if I am not being clear enough, I am still fairly confused about the whole large references matter. Please let me know if you need me to provide any further information or logs.
  5. Hey there! I've been using DynDOLOD 3 for a few months now with very few difficulties. Since I have to regenerate frequently, the faster generation is a godsent and hugely appreciated (as are all the other new features from 3.x). What I have been consistently struggling with is hybrid tree LOD. In screenshots like this one distant trees look utterly flat and 2D, not at all as convincing as I remember ultra tree LOD in previous DynDOLOD versions. I am probably missing something very obvious. The settings we are using are all here and the tree mod is Enhanced Vanilla Trees which has the required meshes for hybrid tree LODs as per the DynDOLOD documentation. I am not certain which logs you need so I only attached the ones related to trees. Please let me know if I should provide anything else. DynDOLOD_SSE_Tree_Report.txt Edit: In the mesh rules the trees in LOD Levels 8/36 are set to billboards, so that's probably why. I assume setting them to Level0 would yield better results? One thing I am not quite clear on (after reading the documentation) is whether using "Full" under LOD Levels would produce fully 3D (trunk and leaves) tree models while Level0 is hybrid (2D trunk, 3D leaves) LOD.
  6. Apparently, the NVIDIA Inspector settings made a hell of a difference! Thanks so, so much. I chose the Vlindrel AS LAL start and walked around Markarth a bit. At first I did have stutters and un-smooth framedrops to 56/57 FPS, but when I left the city it was suddenly wonderfully smooth. I spend some time admiring the soft snowfall over the Reach before I fast traveled to a farm near Whiterun. On the way to the city I had a noticable stutter but it was the first since I left Markarth so I suppose I can live with that. Inside Whiterun my framerate stayed at 60 FPS and everything was fine. All in all, I think that framedrops still cause stuttering but at least everything's fine as long as I keep 60 FPS. As soon as I add JK's Lite, SkySight and InconNPCs that is going to change inside cities though, so I guess I'd better find a way to smooth out my framerate when it dips below 60 FPS. I'd also like to limit my FPS to 58 but that's still not working. Aaaaand I got to figure out why I crashed in a previous test after walking south from Windhelm. -.- Thanks again! It's a lot better now. =)
  7. Ah, I'm sorry if that was unclear. My "spiced up" modlist includes A Bleak Vivid Weathers ENB.
  8. Thank you both for your replies! https://www.modwat.ch/u/Shadea - now with slightly spiced up graphics (and .ini's). My NVIDIA Inspector settings are different, I'll change them right now. I've also tried to cap my FPS to 58 but that did not work. The settings I have right now are pretty good, I only have the occasional stutter when turning. People told me that issue could be eliminated completely by using an SSD but that's apparently not true for me. The game feels generally wonky, though. I guess a true smooth Skyrim experience is not possible. I'm worried about how my performance will be once I add my (loooong) modlist.
  9. It's still not what I'd call smooth, but it's playable now with a light weight ENB and 2k HD. I do hope someone comes up with a fix. =/
  10. I went through that, gradually increasing from 128 to 1024... didn't help. Also had 4064 instead of 3714. However, that was with mods. I'll test that now with my almost-vanilla setup, thank you.
  11. Already asked on the modding subreddit, but neither I nor the (very kind!) subreddit users could come up with a solution so I figured this was the best place to ask for help, because I'm tearing out my hair here. The main problem is ENB. I removed my preset and with only ENBoost I had the most annoying screen tearing (?) and stuttering issues. Installing an SSD helped a bit. As soon as the d3d9.dll is gone the problem is almost gone. Even with Vanilla (all DLC and cleaned) + STEP Textures + USLEEP + UHRP + SkyUI + SKSE + OneTweak + Crash Fixes I have screen tearing when turning around and occasional stutters. Framerate is stable, but it does not feel smooth at all. i5 4570 4x3,2GHZ EVGA GTX 1070 FE 8192MB 8GB RAM Win10 Using Mod Organizer. [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=64 VideoMemorySizeMb=3714 EnableCompression=false AutodetectVideoMemorySize=false [THREADS] DataSyncMode=0 PriorityMode=0 EnableUnsafeFixes=false Skyrim.ini and SkyrimPrefs.ini generated with spINI. As I said, main issue is ENB, but I rolled back to vanilla today and with my minimal base mod list and no ENBoost some stuttering still occurs. I've tried every fix I could find on the internet and nothing helped. Any advice or help would be very much appreciated!
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