sheson Posted September 6, 2019 Author Posted September 6, 2019 Ok, thanks for the answer. I checked the nif and it works without problems. I skipped markarth and all the other wordspaces worked without problems.If you like, upload it anyways for me to test. It probably has data in it that I didn't anticipate.
Tacocat Posted September 7, 2019 Posted September 7, 2019 If you like, upload it anyways for me to test. It probably has data in it that I didn't anticipate.Sure, here it is: http://www.mediafire.com/file/vgm0851ogn3wxjd/MarkarthWorld.4.-44.-3.bto/file
sheson Posted September 7, 2019 Author Posted September 7, 2019 Sure, here it is: http://www.mediafire.com/file/vgm0851ogn3wxjd/MarkarthWorld.4.-44.-3.bto/fileThanks. I could replicate and fix that error in beta 50.
Tacocat Posted September 7, 2019 Posted September 7, 2019 Thanks. I could replicate and fix that error in beta 50.Thanks, i will test it.
sa547 Posted September 7, 2019 Posted September 7, 2019 Markarth is not a child world using a parent world for LOD. The Markarth worldspace is a cut down version with basicaly no object references outside the city. There won't be much LOD to occlude. You might just skip over it. Check the object LOD mesh for that quad loads in NifSkope without problem (it should be fine, I would expect a proper error message if it had issues)meshes\terrain\markarthworld\objects\markarthworld.4.-44.-3.btoObject LOD included with the mod was generated with a really old version of LODGen. As the instructions to generate occlusion suggest, generate object LOD before calculating occlusion.Regenerating the LOD worked, as no errors were reported after running the occlusion option.
Soulmancer Posted September 9, 2019 Posted September 9, 2019 Finalize load order use xLODGen to generate terrain LOD meshes [and textures] use DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization) use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples) When should I run TexGen in this process? before or after xLodGen for the first time? or does it matter?
sheson Posted September 10, 2019 Author Posted September 10, 2019 Finalize load order use xLODGen to generate terrain LOD meshes [and textures] use DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization) use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples)When should I run TexGen in this process? before or after xLodGen for the first time? or does it matter? TexGen updates a select list of object LOD textures. It should be run before generating object LOD.
Soulmancer Posted September 10, 2019 Posted September 10, 2019 Thx! Is it ok to run Occlusion on Bruma? I did not generate terrain or objects for Bruma, only trees, wasnt sure about Occlusion though.
sheson Posted September 10, 2019 Author Posted September 10, 2019 Thx! Is it ok to run Occlusion on Bruma? I did not generate terrain or objects for Bruma, only trees, wasnt sure about Occlusion though.Occlusion can be generated for every worldspace that is in the list. I suggest to read the included Skyrim-Occlusion-Readme.txt.
Soulmancer Posted September 10, 2019 Posted September 10, 2019 (edited) Gothcha, so judging by the read me it's likely only beneficial to generate occlusion for tamirel, solstheim, bruma and wyrmstooth out of what I have... smaller worldspaces it sounds pointless... though is there an impact on performance at all doing so? Edited September 10, 2019 by Soulmancer
sheson Posted September 10, 2019 Author Posted September 10, 2019 Gothcha, so judging by the read me it's likely only beneficial to generate occlusion for tamirel, solstheim, bruma and wyrmstooth out of what I have... smaller worldspaces it sounds pointless... though is there an impact on performance at all doing so?Calculating occlusion impacts performance positively if it can at least hide one LOD quad.
Zanderat Posted September 10, 2019 Posted September 10, 2019 So here's a dumb question. Should I remove the culling fix mod before generating? https://www.nexusmods.com/skyrimspecialedition/mods/6314
sheson Posted September 11, 2019 Author Posted September 11, 2019 So here's a dumb question. Should I remove the culling fix mod before generating? https://www.nexusmods.com/skyrimspecialedition/mods/6314It is pointless to have in the load order. The last plugin to overwrite the CELL record wins. As I explained in the past, it is a bad idea to remove all TVDT data from all of Tamriel. No need to have worse performance in the non affected cells for no reason.
Tacocat Posted September 13, 2019 Posted September 13, 2019 I am running into endless loading screens with the occlusion.esp enabled when traveling to some places in the tamriel worldspace. Disabling the esp fixes it. Here is the log: http://www.mediafire.com/file/7gsibnfmey8uj0m/SSELODGen_log.txt/file
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