gmahadhika91 Posted May 5, 2021 Posted May 5, 2021 5 minutes ago, sheson said: From the manual: fBlockMaximumDistance=distance for object LOD Level 16 It does not seem surprising there is a high resource usage if almost doubling the ultra LOD level 4 distance of 60000. Especially if LOD level 4 object LOD contains 3D tree LOD and/or grass LOD. With the terrain LOD multiplier of 4 this means terrain LOD level 4 meshes and textures are shown all the way to the max render distance. You might want to make the INIs default again so they do not contain other similar insane settings for the other things. I've reset and made sure that LOD levels setting are proper (according to BethIni Ultra, that is). I do think resource usage has been lessened by that, which is a good thing. The mountain however, still pops in and pops out. Please help what do I need to do so it does not happen again, because it might happen somewhere else and it's very un-immersive for me. https://imgur.com/a/OTvnuGn
sheson Posted May 5, 2021 Author Posted May 5, 2021 1 hour ago, gmahadhika91 said: I've reset and made sure that LOD levels setting are proper (according to BethIni Ultra, that is). I do think resource usage has been lessened by that, which is a good thing. The mountain however, still pops in and pops out. Please help what do I need to do so it does not happen again, because it might happen somewhere else and it's very un-immersive for me. https://imgur.com/a/OTvnuGn https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246861 Otherwise just increase the LOD distances in the INI or the DynDOLOD SkyUI MCM Settings as explained in the manual. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246866 Read the section "How LOD works in Skyrim" and "Mod Configuration Menu (SkyUI MCM)" in ..\DynDOLOD\docs\DynDOLOD_Manual.html The static LOD distance settings can be changed at any time, even directly in the game with the DynDOLOD SkyUI MCM Settings as already explained. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246899 As explained in the manual object LOD typically has 3 LOD levels. If the max distance of the third object LOD level is set lower than the max render distance of about a hundred cells, then objects in that distance turn on/off when crossing the threshold and the entire LOD 16 file for that distant area is enabled/disabled. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246902 From the manual: fBlockMaximumDistance=distance for object LOD Level 16 If you want LOD level 16 to cover max render distance it should be around 100 * 4096 or so.
brookeantoinette72 Posted May 5, 2021 Posted May 5, 2021 1 hour ago, sheson said: https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246861 Otherwise just increase the LOD distances in the INI or the DynDOLOD SkyUI MCM Settings as explained in the manual. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246866 Read the section "How LOD works in Skyrim" and "Mod Configuration Menu (SkyUI MCM)" in ..\DynDOLOD\docs\DynDOLOD_Manual.html The static LOD distance settings can be changed at any time, even directly in the game with the DynDOLOD SkyUI MCM Settings as already explained. https://stepmodifications.org/forum/employee monitoring software/15606-dyndolod-300-alp/Comment=246899 As explained in the manual object LOD typically has 3 LOD levels. If the max distance of the third object LOD level is set lower than the max render distance of about a hundred cells, then objects in that distance turn on/off when crossing the threshold and the entire LOD 16 file for that distant area is enabled/disabled. https://stepmodifications.org/forum/topic/15606-dyndolod-300-alpha-33/?do=findComment&comment=246902 From the manual: fBlockMaximumDistance=distance for object LOD Level 16 If you want LOD level 16 to cover max render distance it should be around 100 * 4096 or so. Maybe a stupid question, but can I make the INIs default settings again later so they do not contain other similar settings for the other things?
sheson Posted May 5, 2021 Author Posted May 5, 2021 8 minutes ago, brookeantoinette72 said: Maybe a stupid question, but can I make the INIs default settings again later so they do not contain other similar settings for the other things? The static LOD distance settings can be changed at any time, even directly in the game with the DynDOLOD SkyUI MCM Settings as already explained.
gmahadhika91 Posted May 5, 2021 Posted May 5, 2021 (edited) 1 hour ago, sheson said: If you want LOD level 16 to cover max render distance it should be around 100 * 4096 or so. Oh my god I feel stupid. You've been trying to tell me this the whole time. Sadly that amount is too taxing for my system. It does solve my problem though. Still, thanks for the info. (and your patience) EDIT: Whoops, my system can take it! Turns out I forgot to connect my laptop to a power source. Thank you! Edited May 5, 2021 by gmahadhika91
gmahadhika91 Posted May 5, 2021 Posted May 5, 2021 (edited) Sheson I'm sorry I think I spoke too soon. After more testing, the problem persists even with LOD level 16 at 409600. And on top of that the GenericBannerRed03.nif is also not visible from distance once again, even though I've already deleted the two FormID rule for the normal banner and its civil war counterpart! At least the banner thing I'm sure it was working fine a few DynDOLOD generation ago. Is there any specific order that I should put GenericBannerRed03.nif on the rule list? Any other solution for both of these problems? EDIT: I've screenshot of my DynDOLOD rules. In the red box are the rules added by me. The FormID rule for the banners are already deleted, but not shown in the pic. Edited May 5, 2021 by gmahadhika91
sheson Posted May 6, 2021 Author Posted May 6, 2021 8 hours ago, gmahadhika91 said: Sheson I'm sorry I think I spoke too soon. After more testing, the problem persists even with LOD level 16 at 409600. And on top of that the GenericBannerRed03.nif is also not visible from distance once again, even though I've already deleted the two FormID rule for the normal banner and its civil war counterpart! At least the banner thing I'm sure it was working fine a few DynDOLOD generation ago. Is there any specific order that I should put GenericBannerRed03.nif on the rule list? Any other solution for both of these problems? EDIT: I've screenshot of my DynDOLOD rules. In the red box are the rules added by me. The FormID rule for the banners are already deleted, but not shown in the pic. Increase the LOD Level 16 distance a bit further? Adjust the distance in the DynDOLOD SkyUI Settings to see its changes right in the game. The order of rules orders matters for mesh mask rules. Reference rules always take precedence. Check that you implemented it correctly. Checking the debug log can help with that, too.
gmahadhika91 Posted May 6, 2021 Posted May 6, 2021 11 minutes ago, sheson said: Increase the LOD Level 16 distance a bit further? Adjust the distance in the DynDOLOD SkyUI Settings to see its changes right in the game. OK I'll try to increase it even more. 12 minutes ago, sheson said: The order of rules orders matters for mesh mask rules. Reference rules always take precedence. Check that you implemented it correctly. Checking the debug log can help with that, too. Where can I find the debug log? Also, does the rule works the same way as load order? As in the lower it gets in the load order the higher priority it is? Then should I put those rules just below trees rule?
sheson Posted May 6, 2021 Author Posted May 6, 2021 1 hour ago, gmahadhika91 said: OK I'll try to increase it even more. Where can I find the debug log? Also, does the rule works the same way as load order? As in the lower it gets in the load order the higher priority it is? Then should I put those rules just below trees rule? From the first post: ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt From ..\DynDOLOD\docs\help\Rules.html: The order of rules matters. Rules at top match before rules at bottom. Reference formid rules always take precedence over mesh mask rules.
gmahadhika91 Posted May 6, 2021 Posted May 6, 2021 (edited) 7 hours ago, sheson said: From the first post: ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt From ..\DynDOLOD\docs\help\Rules.html: The order of rules matters. Rules at top match before rules at bottom. Reference formid rules always take precedence over mesh mask rules. I'm not sure what am I looking for at the logs. Would you be so kind to check it for me whether my rules are implemented correctly? Thank you in advance. FYI I am using Open Cities hence I'm doing the two part LOD generation (static and dynamic). At each and every generation of both static and dynamic, I've set the rules as in my previous post. EDIT: I've also tried increasing LOD level 16 distance and multiplier to no avail. The problem persist. Logs.7z Edited May 6, 2021 by gmahadhika91
sheson Posted May 6, 2021 Author Posted May 6, 2021 8 minutes ago, gmahadhika91 said: I'm not sure what am I looking for at the logs. Would you be so kind to check it for me whether my rules are implemented correctly? Thank you in advance. FYI I am using Open Cities hence I'm doing the two part LOD generation (static and dynamic). At each and every generation of both static and dynamic, I've set the rules as in my previous post. Logs.7z 335.65 kB · 0 downloads The debug log only contains the log from the last time DynDOLOD was started and closed properly. So the last action you did was starting it and then closing it without generation. You would need to check/save the debug log after the second pass with Open Cities in the load, as that is what generated the dynamic LOD and the plugins, which would contain the updates for the banner. What you would look for in the log would be the message printed for the mesh rules / the NIF model maybe and the formid if the one banner in question. The debug log also contains the list of rules. So does the automatically saved preset in ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini (which would be the thing to upload instead of a screenshots of the DynDOLOD options window) If a setting worked before and the DynDOLOD version did not change in the meantime, simply do the same setting again. If that doesn't work, it means you are not doing the same setting as before or maybe you have a new mod that changes the model of the banners.
gmahadhika91 Posted May 6, 2021 Posted May 6, 2021 59 minutes ago, sheson said: The debug log only contains the log from the last time DynDOLOD was started and closed properly. So the last action you did was starting it and then closing it without generation. You would need to check/save the debug log after the second pass with Open Cities in the load, as that is what generated the dynamic LOD and the plugins, which would contain the updates for the banner. What you would look for in the log would be the message printed for the mesh rules / the NIF model maybe and the formid if the one banner in question. The debug log also contains the list of rules. So does the automatically saved preset in ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_SSE_Default.ini (which would be the thing to upload instead of a screenshots of the DynDOLOD options window) If a setting worked before and the DynDOLOD version did not change in the meantime, simply do the same setting again. If that doesn't work, it means you are not doing the same setting as before or maybe you have a new mod that changes the model of the banners. I think I asked poorly. Yes the log I uploaded was to give you an insight whether I implemented my custom rules properly or not (regarding the banner). Here I uploaded the preset. The screenshot of DynDOLOD options window was to show you that I've increased both fblockmaximumdistance and fsplitdistancemult but the problem (which in this case, the pops in/out of distant mountain) still persist. So yeah I'm having two different problems of which I assume is not correlated to each other. DynDOLOD_SSE_Default.ini
sheson Posted May 6, 2021 Author Posted May 6, 2021 3 hours ago, gmahadhika91 said: I think I asked poorly. Yes the log I uploaded was to give you an insight whether I implemented my custom rules properly or not (regarding the banner). Here I uploaded the preset. The screenshot of DynDOLOD options window was to show you that I've increased both fblockmaximumdistance and fsplitdistancemult but the problem (which in this case, the pops in/out of distant mountain) still persist. So yeah I'm having two different problems of which I assume is not correlated to each other. DynDOLOD_SSE_Default.ini 42.47 kB · 0 downloads As I said the debug you uploaded did not contain the last generation. Hence neither you or I can check if it contains anything log lines about the banner or its form id to see what's up. You need to rerun it and the save/upload the debug log. fsplitdistancemult affects terrain LOD. You are sure whatever goes away is not because of the max render distance. Is there any change in its behavior is you change object LOD level 8 distance? Obviously, troubleshoot which mountain rock model it is, get its base record form id and check the DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt if it has a LOD model for LOD Level 16 defined.
gmahadhika91 Posted May 6, 2021 Posted May 6, 2021 (edited) 2 hours ago, sheson said: As I said the debug you uploaded did not contain the last generation. Hence neither you or I can check if it contains anything log lines about the banner or its form id to see what's up. You need to rerun it and the save/upload the debug log. fsplitdistancemult affects terrain LOD. You are sure whatever goes away is not because of the max render distance. Is there any change in its behavior is you change object LOD level 8 distance? Obviously, troubleshoot which mountain rock model it is, get its base record form id and check the DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt if it has a LOD model for LOD Level 16 defined. OK I'll rerun it and get back to you. But was the file I uploaded (DynDOLOD_SSE_Default.ini) the correct one? I actually have an .ini file for my custom preset. I beg your pardon, are you suggesting that I should change LOD level 8 distance as well? It's so far away and it pops in/out. How do I determine its origin? Edited May 6, 2021 by gmahadhika91
samaelxx46 Posted May 6, 2021 Posted May 6, 2021 Hello, I have a lod problem with two mod that i did not have with the previous version of dyndolod, before version 3.0 which allows to generate a grass lod which makes it really good. For the Autumn of Whiterun v1.3.1 - NO LANTERNS mod(https://www.nexusmods.com/skyrimspecialedition/mods/10864) , the tree lod only appears in front, i no longer see it in the distance as with the previous version of dyndolod, what could have changed? is there a way to override this? The second problematic mod is Dark Forests of Skyrim - Solstheim Apocalypse(https://www.nexusmods.com/skyrim/mods/84511?tab=files), may be related to the generation of the grass lod. I have some distant purple textures which i don t have when I generate the distant lod with the versions of dyndolod before 3.0. I get around the problem by replacing the Dark Forests of Skyrim - Solstheim Apocalypse mod by Solstheim Genesis (https://www.nexusmods.com/skyrim/mods/82326?tab=files) and i no longer have a purple textures. But i prefer dark forest, where can this problem come from? I attach two pictures to show you the problem. https://ibb.co/PDx9wzB https://ibb.co/g4tzGSL On the picture of whiterun, it is the front aspens trees of the mod autumn of whiterun that pop up. I play on skyrim special edition. Thanks
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