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Posted (edited)
17 hours ago, sheson said:

xLODGen can only overwrite grass LOD which is part of object LOD, if you generated object LOD with xLODGen. Use xLODGen to generate terrain LOD only.

Happy Little Trees Add-On - DynDOLOD 3 contains 3D tree LOD assets. If you do not install it, then ultra tree LOD will always use the billboards instead. If the intention is to only use billboards, then 3D tree LOD assets do not need to be installed.

https://dyndolod.info/Help/Ultra-Tree-LOD
"Billboard1 has 4 triangles per tree, while billboard 4 has 8 triangles per tree." 
This is negligibly if the game runs well above 60 FPS and has headroom or when using grass LOD.

If there is a problem generating LOD, carefully check the error message.

thanks. I genuinely don't understand then why the grass lod seemingly started working. It just all loaded in once when I was playing and then I noticed whiterun in the distance had grass lod. So does the 3d trees add on from happy little trees only work in conjunction with hd trees in texgen? Or can it still function without that selected? Should I disable it for performance boost if I use ultra trees without HD trees generated in texgen? Thank you for your patience. 

 

Edit: I should also correct myself earlier, I have 8 gb of ram, not 4 gb.

Edited by NBBEAST
Posted
9 hours ago, NBBEAST said:

thanks. I genuinely don't understand then why the grass lod seemingly started working. It just all loaded in once when I was playing and then I noticed whiterun in the distance had grass lod. So does the 3d trees add on from happy little trees only work in conjunction with hd trees in texgen? Or can it still function without that selected? Should I disable it for performance boost if I use ultra trees without HD trees generated in texgen? Thank you for your patience. 

Edit: I should also correct myself earlier, I have 8 gb of ram, not 4 gb.

As explained at https://dyndolod.info/Help/Ultra-Tree-LOD, ultra tree LOD means that LOD for trees is done is done in object LOD with billboards and optional 3D tree LOD models. HD billboards with Billboard4 are visually the best LOD billboard option. Always generate HD billboard if using ultra tree LOD. Obviously 3D tree LOD requires more resources than billboards. Billboard4 requires a bit more resources than Billboard1/2 but it is nothing compared to 3D tree LOD or especially grass LOD. 

Posted

I got an error during LOD generation:

Quote

[Main Instruction]
Access violation at address 000000000041A26F in module 'DynDOLODx64.exe'.

[Content]
Read of address 0000000000000000 while processing Skyrim.esm MineOreIron04_LVolcanicTundraRocks "Iron Ore Vein" [ACTI:0010DAA0]

I found it in xEdit and it's Skyrim.esm base record, nothing is overwriting it.

As suggested here, I checked all the possibilities and everything seems to be fine on my end (I have sufficient memory, DynDOLOD is excepted in my antivirus). This never happened before.

Posted (edited)
42 minutes ago, sheson said:

Is this error repeatable? Always the same base record?

Replace DynDOLODx64.exe with this version, see if it makes a difference.

I replaced it, it's doing its thing without issues now, it had passed that point where the error appeared previously so I think it's good :)

The previous .exe also showed me an error beforehand with something unrelated (totally optional to consider):

Spoiler

I have Realistic Water Two.esm and .esp, but I edited both to only use the raining markers - not the water itself. I consulted with TechAngel about this, so I managed to do it right for my own use. Basically I cut out all the water editing parts and left only rain markers in both plugins. However, DynDOLOD gave me an error for this edited .esm (and I can't remember what it was because I didn't save it). I deactivated both plugins so I could generate LOD. Though my game worked fine with those plugins active (and I have rain ripples on water, which was the goal). If you want to check out what might be the issue, here are both modified plugins: RWTesm and RWTesp 

 

Edited by Katarsi
Posted
33 minutes ago, Katarsi said:

I replaced it, it's doing its thing without issues now, it had passed that point where the error appeared previously so I think it's good :)

It also showed me an error beforehand with something unrelated (totally optional to consider):

  Hide contents

I have Realistic Water Two.esm and .esp, but I edited both to only use the raining markers - not the water itself. I consulted with TechAngel about this, so I managed to do it right for my own use. Basically I cut out all the water editing parts and left only rain markers in both plugins. However, DynDOLOD gave me an error for this edited .esm (and I can't remember what it was because I didn't save it). I deactivated both plugins so I could generate LOD. Though my game worked fine with those plugins active (and I have rain ripples on water, which was the goal). If you want to check out what might be the issue, here are both modified plugins: RWTesm and RWTesp 

 

Really read error messages and their explanations. Temporarily disabling plugins to not see error messages is not fixing the error. The game is only "working fine" until it doesn't.

Use the xEdit error to check plugins for errors. 

To fix unresolved large references in the ESM, use the xEdit script https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.5/Build/Edit Scripts/Skyrim SE - Generate Large References.pas

To see the large reference data on a worldspace record in xEdit, uncheck 'Hide "never shown" in the options. Remove the RNAM data so the script can add the new data.

Generating LOD while temporarily disabling plugins despite all the warnings to not do that, means that their worldspace and cell changes are not being carried forward into the DynDOLOD/Occlusion plugins.

Posted
19 minutes ago, sheson said:

Really read error messages and their explanations. Temporarily disabling plugins to not see error messages is not fixing the error. The game is only "working fine" until it doesn't.

Use the xEdit error to check plugins for errors. 

To fix unresolved large references in the ESM, use the xEdit script https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.5/Build/Edit Scripts/Skyrim SE - Generate Large References.pas

To see the large reference data on a worldspace record in xEdit, uncheck 'Hide "never shown" in the options. Remove the RNAM data so the script can add the new data.

Thank you for the guidance.

Is this the same code as in the .pas file of the same name in Edit Scripts folder of xEdit? I have xEdit v4.0.4.

Posted
19 minutes ago, Katarsi said:

Thank you for the guidance.

Is this the same code as in the .pas file of the same name in Edit Scripts folder of xEdit? I have xEdit v4.0.4.

Compare the text files. For example with a Notepad++ plugin. Or just check the file dates...

Posted (edited)

The new exe you gave me works great, until it's supposed to save at the end. It gets infinitely stuck in the saving process, and it only generates partial save of everything. I tried with both "Save and Exit" and "Save and Zip and Exit", it always gets stuck mid-saving.

Debug log

Edited by Katarsi
Posted (edited)
16 hours ago, sheson said:

As explained at https://dyndolod.info/Help/Ultra-Tree-LOD, ultra tree LOD means that LOD for trees is done is done in object LOD with billboards and optional 3D tree LOD models. HD billboards with Billboard4 are visually the best LOD billboard option. Always generate HD billboard if using ultra tree LOD. Obviously 3D tree LOD requires more resources than billboards. Billboard4 requires a bit more resources than Billboard1/2 but it is nothing compared to 3D tree LOD or especially grass LOD. 

Oh damn. That might be a major reason im facing a bunch of stutter as well, I selected ultra trees without generating hd billboard. Thanks for letting me know. I also generate grass lod at mode 2 which only increases the drain on my computers resources. I should have known lol. Do you think if i get more memory, I could remedy a major stuttering issue I've been getting with ngio and dyndolod grass lod, etc? I only have 8 gbs ram, gtx 1050ti, but would love to play my skyrim at 1920x1080p with ngio dyndolod grass lod mode 2, regular dyndolod trees, and the various city overhaul mods I have like Redbags solitude. I notice my game won't really drop my frames but just stutter a bunch. I mean i can maintain 40-60 fps outside but it stutters like crazy when it loads new cells for grass, etc to load in I think.

Thank you for your continued responses. 

Edited by NBBEAST

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