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Posted (edited)

so seems 2.55 resolves the issue i was having with it saying wrong version of plugin when setting IgnoreLargeReferences to 1 in SkyrimVR:)

It really doesn't fix whatever happens with the SKE string or getmod description functions. I just added a backup method in case they fail. I hate doing that instead of fixing the cause. However, since I currently have no equipment to check myself and VR users are out of firstborns and the problem seems to be with SKSE I figured sooner or later it will show up somewhere else and someone else will have to look into it eventually anyways.

Edited by sheson
Posted

It really doesn't fix whatever happens with the SKE string or getmod description functions. I just added a backup method in case they fail. I hate doing that instead of fixing the cause. However, since I currently have no equipment to check myself and VR users are out of firstborns and the problem seems to be with SKSE I figured sooner or later it will show up somewhere else and someone else will have to look into it eventually anyways.

gotcha well at least the band-aid is working for now :)

Posted

I am getting an error when I try to open texgen or dyndolod. Both give me the error that they failed to load certain modules and that editing was disabled. It says to check the log, but I can't figure out what to fix. any help would be appreciated.

Posted

I am getting an error when I try to open texgen or dyndolod. Both give me the error that they failed to load certain modules and that editing was disabled. It says to check the log, but I can't figure out what to fix. any help would be appreciated.

Well we can't check the log either without you posting it. This post might be helpful https://forum.step-project.com/topic/13894-dyndolod-beta-for-skyrim-special-edition-and-skyrim-vr-256/page-82?p=233251&do=findComment&comment=233251

Posted

I am getting an error when I try to open texgen or dyndolod. Both give me the error that they failed to load certain modules and that editing was disabled. It says to check the log, but I can't figure out what to fix. any help would be appreciated.

Since I had the same problem last night, I'll throw my two cent solution out here. I was overlooking the error inside 'Dyndolod/logs/TexGen_SSE_log.txt'.. I literally overlooked the error at least 5 times before I FINALLY went back one last time to check the log and the error was right there, staring me in the face the whole time.. TexGen_SSE_log.txt is where your error will be located, modkin. As well as an idea of what to do to remedy it. Scroll through the log (slowly) and you will most likely see an error pointing you to the mod giving you grief. I hope that helps, xxIon3wolf13xx. Cheers everyone !

Posted

Thanks. Have you tried if it runs through using the 2048 setting with the x64 version?

I got past this by disabling windows defender. I now however have another problem and I'm not sure what I'm doing wrong. I'm using the ultra tree settings and the high preset upon launching dyndolod. I can scroll down and see that for trees, Lod4 is static, whilst Lod8 and Lod16 are billboards, but when I install my dyndolod output and launch the game, every tree in the entire world is full model. It looks amazing, but it noticeably drops me a few fps in heavily forested areas such as Falkreath and around Meko's Shack. If I disable ultra trees I end up with just billboards. It's as if I have Lod4 everywhere and no 8 or 16, could this be due to ini settings? What do you suggest? 

Posted

I got past this by disabling windows defender. I now however have another problem and I'm not sure what I'm doing wrong. I'm using the ultra tree settings and the high preset upon launching dyndolod. I can scroll down and see that for trees, Lod4 is static, whilst Lod8 and Lod16 are billboards, but when I install my dyndolod output and launch the game, every tree in the entire world is full model. It looks amazing, but it noticeably drops me a few fps in heavily forested areas such as Falkreath and around Meko's Shack. If I disable ultra trees I end up with just billboards. It's as if I have Lod4 everywhere and no 8 or 16, could this be due to ini settings? What do you suggest? 

Did you enable full model fall back for trees for which no dedicated 3D LOD model exists?

 

It will tell you in the log if it found a 3D LOD model or what it falls back to.

 

See trees.ultra\DynDOLOD-Trees.html for more.

Posted

Did you enable full model fall back for trees for which no dedicated 3D LOD model exists?

 

It will tell you in the log if it found a 3D LOD model or what it falls back to.

 

See trees.ultra\DynDOLOD-Trees.html for more.

I did, by the looks of the log, it has found billboards and 3d lod for all pine trees and normal aspen trees, but not winter aspen trees or the oaks I'm using from ELOS Oaks standalone. I imagine messing around with the ini settings under terrain manager in the prefs.in will effect this what I'm seeing? I just ran around the game at speedmult 250 for half an hour and fast travelled to a few places, the game seems perfectly stable, no CTD or ILS, it just drops fps in a few places which is off-putting, but bearable. I'll try changing some ini settings to see if I can remedy it. I'm also using EEK's renthal flora collection, and its creating lod for every flower and shrub in the game xD, I'll untick the mod in MO and run dyndolod again, might help. Thanks for the quick reply

Posted

I did, by the looks of the log, it has found billboards and 3d lod for all pine trees and normal aspen trees, but not winter aspen trees or the oaks I'm using from ELOS Oaks standalone. I imagine messing around with the ini settings under terrain manager in the prefs.in will effect this what I'm seeing? I just ran around the game at speedmult 250 for half an hour and fast travelled to a few places, the game seems perfectly stable, no CTD or ILS, it just drops fps in a few places which is off-putting, but bearable. I'll try changing some ini settings to see if I can remedy it. I'm also using EEK's renthal flora collection, and its creating lod for every flower and shrub in the game xD, I'll untick the mod in MO and run dyndolod again, might help. Thanks for the quick reply

The INI settings under [TerrainManager] change LOD distances, as explained in the manual "How LOD works in Skyrim".

They can also be changed in game via the DynDOLOD SkyUI MCM - Settings page.

 

>creating lod for every flower and shrub

DynDOLOD is creating LOD, so I suppose this means the mod contains billboards for small flora, which DynDOLOD uses.

 

That is what is most doesn't help FPS. By default those billboards are used for all LOD levels. It would be better to add mesh rules for them so these Billboards are only used for LOD Level 4 but not to 8/16.

Or hide the billboards entirely.

Posted

Hi Guys,

 

After a relatively long pause Oldrim Skyrim, I am building SSE modlist, mainly based on Guides ATM available (STEP; TechAngel v2; TUCOGUIDE and NORDIC ones)

I have used DynDOLOD for Skyrim several times. So, I guess, I know the basic rules and as I read and guess do not really changed TexGen or DynDOLOD 180 degree.

 

1.) But, is it still true (recommended) to disable any Skyproc Patches and for instance Wrye Bash? (DSR Patch; Wrye Bash)

2.) Or they are outdated, and DynDOLOD "skip that mod".

3.) And are there any mod(s) from which in the meantime found out, better to disable while generating the whole DynDOLOD process?!

 

 

Thank You!

 

PS:

 

Is it Beta, I saw. I tried it, but with RWT2 mostly near Solitude I had a lot of water stream like issue. According to xEdit Water Fix scripts, I do not have any mod which is wrong. So, ATM I dropped RWT2 and and instead of, just use Cathedral Project water modes with water edge fix, as well. Like it! No major issue.

 

How recommended to use DynDOLOD at this stage?! How reliable and so on...

 

Or, ATM safer and better to use for intsance just Terrain LOD Redone BSA version?

Posted (edited)

Hi Guys,

 

After a relatively long pause Oldrim Skyrim, I am building SSE modlist, mainly based on Guides ATM available (STEP; TechAngel v2; TUCOGUIDE and NORDIC ones)

I have used DynDOLOD for Skyrim several times. So, I guess, I know the basic rules and as I read and guess do not really changed TexGen or DynDOLOD 180 degree.

 

1.) But, is it still true (recommended) to disable any Skyproc Patches and for instance Wrye Bash? (DSR Patch; Wrye Bash)

2.) Or they are outdated, and DynDOLOD "skip that mod".

3.) And are there any mod(s) from which in the meantime found out, better to disable while generating the whole DynDOLOD process?!

 

 

Thank You!

 

PS:

 

Is it Beta, I saw. I tried it, but with RWT2 mostly near Solitude I had a lot of water stream like issue. According to xEdit Water Fix scripts, I do not have any mod which is wrong. So, ATM I dropped RWT2 and and instead of, just use Cathedral Project water modes with water edge fix, as well. Like it! No major issue.

 

How recommended to use DynDOLOD at this stage?! How reliable and so on...

 

Or, ATM safer and better to use for intsance just Terrain LOD Redone BSA version?

Only disable plugins that would change LOD, but that you do not want to generate LOD for.

 

Otherwise disabling plugins always has been only a troubleshooting step to see if a plugin causes a problem that either needs to be fixed in the plugin or the patcher.

 

Older versions of Wrye Bash can generate broken plugins.

 

DynDOLOD SE/VR is beta because of unfixed game engine bugs that make testing mods pointless.

 

 

DynDOLOD does not do anything with CELL water. DynDOLOD copies the WRLD and CELL data from the last plugin that modifies these records to the DynDOLOD plugins. If you have problems with CELL water, they existed in the load order at generation time.

If you add a mod afterwards which makes important changes to these records, let it load after the DynDOLOD plugins or generate the LOD mod from scratch.

 

Terrain LOD Redone is a mod that includes pre-made terrain LOD and updates the vanilla object LOD texture atlas. Pre-made LOD only ever matches the load order it was generated for. If the terrain textures match your load order then it is great. If not use xLODGgen to generate terrain LOD textures for your load order. Install the LOD resources for DynDOLOD.

 

I suggest to at least always generate terrain LOD 4 meshes with the protect cell border setting checked for the current load order with xLODGen.

 

Then use DynDOLOD to generate object and tree LOD for the current load order.

Edited by sheson
Posted (edited)

Only disable plugins that would change LOD, but that you do not want to generate LOD for.

 

Otherwise disabling plugins always has been only a troubleshooting step to see if a plugin causes a problem that either needs to be fixed in the plugin or the patcher.

 

Older versions of Wrye Bash can generate broken plugins.

 

DynDOLOD SE/VR is beta because of unfixed game engine bugs that make testing mods pointless.

 

 

DynDOLOD does not do anything with CELL water. DynDOLOD copies the WRLD and CELL data from the last plugin that modifies these records to the DynDOLOD plugins. If you have problems with CELL water, they existed in the load order at generation time.

If you add a mod afterwards which makes important changes to these records, let it load after the DynDOLOD plugins or generate the LOD mod from scratch.

 

Terrain LOD Redone is a mod that includes pre-made terrain LOD and updates the vanilla object LOD texture atlas. Pre-made LOD only ever matches the load order it was generated for. If the terrain textures match your load order then it is great. If not use xLODGgen to generate terrain LOD textures for your load order. Install the LOD resources for DynDOLOD.

 

I suggest to at least always generate terrain LOD 4 meshes with the protect cell border setting checked for the current load order with xLODGen.

 

Then use DynDOLOD to generate object and tree LOD for the current load order.

Hi Sheson,

 

First and foremost. Thank You for your response.

I found wierdbehaviour with Skybirds. Floating nird nets, but not trees. I use Enhanced Vanilla Trees (Basic version). I guess, maybe the Skybird mod is not really compatible with SSE.

After I disable that mod, I found some of them (floating bird nets), but after for instance a fast travel ingame, and wait... where those birds nets?! Just vanished. Strange. And found it is related with Mediiumor High preset, maybe.

 

But, I have an anotherquestion:

 

There are several Guide for SSE.

I use TUCOGUIDE; NORDIC Guide and The Phonix Flavour Guide, because the good old one STEP Guide is just a few mod.

 

There are a little bit confusing at myself about SSELODGEN(xLODGEN) and DynDOLOD.

 

1.) For instance TUCOGUIDE use both of them;

 

 

https://www.youtube.com/watch?time_continue=15&v=tnDH7DT98Aw

Just wait for about 0:30 what he says...

 

And, if it's true. What about SSE-Terrain-Tamriel.ESM file?

Leave it at as active mod, leave it at the load order, or remove it?

 

2.) At the Nordic Guide there's a notice about that:

 

"DynDOLOD (or here): This is a more advanced and also not that performance-friendly option as previous one. Still, it's worth to use it instead of SSELODGen (there are different performance options that you can choose from). [CORE]"

 

I am little bit confused. I need both of them to generate proper LOD (Terrain; Object; Trees) or DynDOLOD with TexGen is enough?!

I guess TexGen and DynDOLOD should be enough, but not sure about SSE.

 

Thank You!

Edited by kranazoli
Posted (edited)

Hi Sheson,

 

First and foremost. Thank You for your response.

I found wierdbehaviour with Skybirds. Floating nird nets, but not trees. I use Enhanced Vanilla Trees (Basic version). I guess, maybe the Skybird mod is not really compatible with SSE.

After I disable that mod, I found some of them (floating bird nets), but after for instance a fast travel ingame, and wait... where those birds nets?! Just vanished. Strange. And found it is related with Mediiumor High preset, maybe.

 

But, I have an anotherquestion:

 

There are several Guide for SSE.

I use TUCOGUIDE; NORDIC Guide and The Phonix Flavour Guide, because the good old one STEP Guide is just a few mod.

 

There are a little bit confusing at myself about SSELODGEN(xLODGEN) and DynDOLOD.

 

1.) For instance TUCOGUIDE use both of them;

 

 

https://www.youtube.com/watch?time_continue=15&v=tnDH7DT98Aw

Just wait for about 0:30 what he says...

 

And, if it's true. What about SSE-Terrain-Tamriel.ESM file?

Leave it at as active mod, leave it at the load order, or remove it?

 

2.) At the Nordic Guide there's a notice about that:

 

"DynDOLOD (or here): This is a more advanced and also not that performance-friendly option as previous one. Still, it's worth to use it instead of SSELODGen (there are different performance options that you can choose from). [CORE]"

 

I am little bit confused. I need both of them to generate proper LOD (Terrain; Object; Trees) or DynDOLOD with TexGen is enough?!

I guess TexGen and DynDOLOD should be enough, but not sure about SSE.

 

Thank You!

if you have questions about guides you need to ask their author.

 

As asked, answered and discussed before: use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD.

 

Whenever someone says DynDOLOD is not performance friendly, they haven't really understood what it is and how it works.

 

From first post of xLODGen:

 

Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation.

 

TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm

Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.

Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas, so it is rather useless.

Edited by sheson
Posted

if you have questions about guides you need to ask their author.

 

As asked, answered and discussed before: use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD.

 

Whenever someone says DynDOLOD is not performance friendly, they haven't really understood what it is and how it works.

 

From first post of xLODGen:

 

Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation.

 

TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm

Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.

Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas, so it is rather useless.

Ok, I will ask from the Author.

I asked you, because for me the name of Sheson mean a lot, mostly with DynDOLOD and LOD generating.

 

For Oldrim Skyrim from the 1st version of DynDOLOD I used, just DynDOLOD as how it was recommended by STEP Guide.

 

 

"SSE-Terrain-Tamriel.esm

Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim."

 

Missing terrain textures and meshes? What the f*... I haven't heard about it.

The only thing I know is Culling Data. There's a mod which fixes Culling Data, mostly I noticed at Winterhold. I use that mod, load after DynDOLOD.

 

Those Culling Data (missing ocean meshes, etc..) would be which ones SSE-Terrain-Tamriel.esm "fixes"?

 

Sry! I am trying an another approach:

 

I guess DynDOLOD (TexGen + DynDOLOD) and of course DynDOLOD Resources generate everything, right?

Every type of LOD? And most advanced method, than xLODGEN.

 

I will try, how TUCOGUIDE recommend. (just more 30 minutes)

:)

 

Thank You!

Posted (edited)

Those Culling Data (missing ocean meshes, etc..) would be which ones SSE-Terrain-Tamriel.esm "fixes"?

Those are completely different things.

Culling data tells the game whento cull LOD quads.

SSE-Terrain-Tamriel.esm adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.

 

I guess DynDOLOD (TexGen + DynDOLOD) and of course DynDOLOD Resources generate everything, right? Every type of LOD? And most advanced method, than xLODGEN.

DynDOLOD builds on top of xLODGen to generate a comprehensive LOD patch for the load order with drastically improved tree and object LOD. TexGen generates some object LOD textures from full textures.

 

DynDOLOD does not generate terrain LOD meshes/textures.

 

As asked, answered and discussed before: use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD.

Edited by sheson

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