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Posted

Great work on the latest update, does a lot for consistency in child worldspaces! I tried both child > parent and parent > child options. So far, the only thing I ran into was that the exterior Whiterun gate is added to the child worldspace, but you only see it clipping through when you exit and the gate opens. Working flawless otherwise. If needed, logs are here.

And sorry if I missed it, but how does the reference copying work in case of the Markarth worldspace?

Posted (edited)
11 hours ago, sheson said:

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload.

If you have mods that add several hundreds of new references in and around towns then maybe that is to be expected. I tested vanilla game with Capital Whiterun Expansion which adds lots of new stuff around Whiterun and it was fine.

Generating LOD with the same load order and settings is going to have the same results.

So I regenerated the LOD and Im losing appx 20 fps in Whiterun with the new Alpha 130/new parent/child-settings in comparison to the old Alpha 128/old settings/resources. For example: with Alpha version 128/resources 37 I got 55-60 fps in the stairs leading up to Dragonsreach (almost no stutters at all) but with the new Alpha 130/resources 38 and the settings above I get only 30-40 fps with a huge amount of stuttering...

Don't really know what's going on here since my LO is exactly the same as before so maybe you could take a look at the logs here. Thanks for your help.

Edited by TheDude
Posted
2 hours ago, Phlunder said:

Great work on the latest update, does a lot for consistency in child worldspaces! I tried both child > parent and parent > child options. So far, the only thing I ran into was that the exterior Whiterun gate is added to the child worldspace, but you only see it clipping through when you exit and the gate opens. Working flawless otherwise. If needed, logs are here.

And sorry if I missed it, but how does the reference copying work in case of the Markarth worldspace?

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Specific-Reference-Matching
The vanilla maingate use different base records / models in the child and parent world.
To prevent any copying of the vanilla Whiterun gate in any direction, the two form IDs 000383C9 for the child and 0005D2B9 are listed in the DynDOLOD_TES5_ChildworldMatches.txt file.
If the matching logic sees a base record EditorID ending in 'EXT', it will automatically try to match a reference using a base record without ending in 'EXT' at the position.
So that probably means you have a mod adding a new gate reference which then gets copied.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide in-game screenshots with more informative console to show form ids and how to look up editor IDs in xEdit to know the actual source plugin and form id for references added to the DynDOLOD plugins.

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
Note that Markarth does not use Tamriel for LOD, it has its own very simplified and barren worldspace with LOD, but copying of references is also possible.

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Individual-Child-Worldspace-Configuration
Open DynDOLOD_TES5_childworld_MarkarthWorld.ini in notepad to see/edit the individual settings.

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child
Set ScanParent=1 if you want it to have copies of parent world references as well.

  • Thanks 1
Posted
36 minutes ago, sheson said:

See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Specific-Reference-Matching
The vanilla maingate use different base records / models in the child and parent world.
To prevent any copying of the vanilla Whiterun gate in any direction, the two form IDs 000383C9 for the child and 0005D2B9 are listed in the DynDOLOD_TES5_ChildworldMatches.txt file.
If the matching logic sees a base record EditorID ending in 'EXT', it will automatically try to match a reference using a base record without ending in 'EXT' at the position.
So that probably means you have a mod adding a new gate reference which then gets copied.

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to provide in-game screenshots with more informative console to show form ids and how to look up editor IDs in xEdit to know the actual source plugin and form id for references added to the DynDOLOD plugins.

I have no mods adding a new gate reference there. I also did a reverse search for the references of the 2 base records listed. The only thing is USLEEP editing the position of the child world gate reference. Here is a screen, I disabled the interior gate so its better visible:

NDd3O1i.png

Posted
5 minutes ago, Phlunder said:

I have no mods adding a new gate reference there. I also did a reverse search for the references of the 2 base records listed. The only thing is USLEEP editing the position of the child world gate reference. Here is a screen, I disabled the interior gate so its better visible:

NDd3O1i.png

So this is about the door itself, not the building.

Look up the form ID in the DynDOLOD.esp in xEdit to find the Editor ID.

Posted
4 minutes ago, sheson said:

Look up the form ID in the DynDOLOD.esp in xEdit to find the Editor ID.

Editor ID is: skyrimesm_01B1F1_WhiterunMainGateRef_WhiterunWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD

Posted
2 minutes ago, Phlunder said:

Editor ID is: skyrimesm_01B1F1_WhiterunMainGateRef_WhiterunWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD

Edit DynDOLOD_TES5_ChildworldMatches.txt in notepad and switch the form ids for it around.

skyrim.esm;0001B1F1;skyrim.esm;0001B1F3;
should be
skyrim.esm;0001B1F3;skyrim.esm;0001B1F1;

Whatever comes after this in the line is not important.

Then generate LOD.

  • Thanks 1
Posted
1 hour ago, TheDude said:

So I regenerated the LOD and Im losing appx 20 fps in Whiterun with the new Alpha 130/new parent/child-settings in comparison to the old Alpha 128/old settings/resources. For example: with Alpha version 128/resources 37 I got 55-60 fps in the stairs leading up to Dragonsreach (almost no stutters at all) but with the new Alpha 130/resources 38 and the settings above I get only 30-40 fps with a huge amount of stuttering...

Don't really know what's going on here since my LO is exactly the same as before so maybe you could take a look at the logs here. Thanks for your help.

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
Note that in particular copying references from a parent worldspace to a child worldspace can result in noticeable higher performance requirements.

Do not check Parent > child if better performance is desired over better visuals.
Performance requirements highly depends on how much additional stuff mods add in and around cities.

Or just disable it for a particular world by setting ScanParent=0 for a child worldspace. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child

It might be possible generating LOD with NoCellsWithNAVM=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini has somewhat better performance results, as that not copy things that are right beyond the walls.

When using the large reference bugs workarounds, the large reference system can be disabled via the DynDOLOD SkyUI MCM for child worldspaces to regain a bit of of performance compared to not using the workarounds.

Posted
40 minutes ago, sheson said:

Edit DynDOLOD_TES5_ChildworldMatches.txt in notepad and switch the form ids for it around.

skyrim.esm;0001B1F1;skyrim.esm;0001B1F3;
should be
skyrim.esm;0001B1F3;skyrim.esm;0001B1F1;

Whatever comes after this in the line is not important.

Then generate LOD.

That fixed it, thanks!

Posted (edited)
27 minutes ago, sheson said:

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
Note that in particular copying references from a parent worldspace to a child worldspace can result in noticeable higher performance requirements.

Do not check Parent > child if better performance is desired over better visuals.
Performance requirements highly depends on how much additional stuff mods add in and around cities.

Or just disable it for a particular world by setting ScanParent=0 for a child worldspace. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child

It might be possible generating LOD with NoCellsWithNAVM=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini has somewhat better performance results, as that not copy things that are right beyond the walls.

When using the large reference bugs workarounds, the large reference system can be disabled via the DynDOLOD SkyUI MCM for child worldspaces to regain a bit of of performance compared to not using the workarounds.

Thanks for the reply.

I regenerated my LOD once again without checking Parent > child and the performance is (of course) a lot better BUT there are also several buildings/models missing outside Whiterun which looks really bad and that was not the case with the Alpha 128/previous patches...

So, I therefore I made a clean save, reverted back to Alpha 128 and Resources 37 (with the EXACT same LO) and Im now once again getting great performance AND no missing buildings/models outside Whiterun. Let me know if you want to have a look at these logfiles as well.

I know its not optimal to use an older Alpha-version but for me its a no-brainer right now since Im getting both excellent performance AND buildings/models outside Whiterun. Which seems to be really hard to achieve with the new version, at least for my setup (although I haven't tried generating LOD with NoCellsWithNAVM=1 yet...).

Edit: Im not using the reference bugs workaround, so can't be that either Im afriad.
 

Edited by TheDude
Posted
49 minutes ago, TheDude said:

Thanks for the reply.

I regenerated my LOD once again without checking Parent > child and the performance is (of course) a lot better BUT there are also several buildings/models missing outside Whiterun which looks really bad and that was not the case with the Alpha 128/previous patches...

So, I therefore I made a clean save, reverted back to Alpha 128 and Resources 37 (with the EXACT same LO) and Im now once again getting great performance AND no missing buildings/models outside Whiterun. Let me know if you want to have a look at these logfiles as well.

I know its not optimal to use an older Alpha-version but for me its a no-brainer right now since Im getting both excellent performance AND buildings/models outside Whiterun. Which seems to be really hard to achieve with the new version, at least for my setup (although I haven't tried generating LOD with NoCellsWithNAVM=1 yet...).

Edit: Im not using the reference bugs workaround, so can't be that either Im afriad.
 

The Whiterun/Solitude Exterior patch files in older DynDOLOD Resources that got replaced were made for the vanilla references. They do not account for mods changing child or parent worldspaces.
The patches can still be used with latest alpha versions, however they should not be used with the new parent to child worldspace copying together, hence their removal from the latest DynDOLOD Resources. I will make them available as a separate download. It needs additional checks in case users try to use both regardless of instructions.

If performance in Whiterun is a concern, do not install the Whiterun Exterior Grass patch to enable grass.

The large reference bugs workarounds offer an option to regain some performance in child worldspaces by disabling large references in child worldspaces. Regardless of any other options. It will help a it with performance in cities in any case.

Posted
19 minutes ago, sheson said:

The Whiterun/Solitude Exterior patch files in older DynDOLOD Resources that got replaced were made for the vanilla references. They do not account for mods changing child or parent worldspaces.
The patches can still be used with latest alpha versions, however they should not be used with the new parent to child worldspace copying together, hence their removal from the latest DynDOLOD Resources. I will make them available as a separate download. It needs additional checks in case users try to use both regardless of instructions.

If performance in Whiterun is a concern, do not install the Whiterun Exterior Grass patch to enable grass.

The large reference bugs workarounds offer an option to regain some performance in child worldspaces by disabling large references in child worldspaces. Regardless of any other options. It will help a it with performance in cities in any case.

I would be great to be able to try out the Whiterun/Solitude Exterior patch files with the latest alpha versions, please let me know if I can assist you in testing this.

Yes, I'm aware of the Whiterun Exterior Grass patch too, but since I've precached my grass it doesnt affect performance that much actually. Thanks anyway.

Ooh, that sounds interesting, I will have a close look at the large reference bugs workarounds then!

 

Posted

Hello,

I have been having frequent CTDs after updating my LOD using the latest TexGen + DynDOLOD + Resources and the NG DLL (which overwrites the Resources).

Generation succeeds as usual, but after a few minutes in-game and loading different areas the game crashes. A new save is used every time for testing. With the output disabled, there are no crashes.

It appears from the crash logger that mesh issues in the DynDOLOD.esm is the culprit, but I could be reading it wrong.

There are many errors that the summary shows at the end which I am working through (some are hard because they are from new lands). It might also be that one of those has caught up with me.

Here are my logs: https://mega.nz/folder/0K8yGKDQ#hJ3WcrcLe-VBEDSu_eng9g

Please inform me of my mistake if you have the time.

Posted
14 minutes ago, TheDude said:

I would be great to be able to try out the Whiterun/Solitude Exterior patch files with the latest alpha versions, please let me know if I can assist you in testing this.

Yes, I'm aware of the Whiterun Exterior Grass patch too, but since I've precached my grass it doesnt affect performance that much actually. Thanks anyway.

Ooh, that sounds interesting, I will have a close look at the large reference bugs workarounds then!

Cached grass does not affect the FPS requirement of rendering the full grass. The grass cache removes the need/time required to create grass placements when new cells are loaded.

  • +1 1
Posted
53 minutes ago, DWM19 said:

Hello,

I have been having frequent CTDs after updating my LOD using the latest TexGen + DynDOLOD + Resources and the NG DLL (which overwrites the Resources).

Generation succeeds as usual, but after a few minutes in-game and loading different areas the game crashes. A new save is used every time for testing. With the output disabled, there are no crashes.

It appears from the crash logger that mesh issues in the DynDOLOD.esm is the culprit, but I could be reading it wrong.

There are many errors that the summary shows at the end which I am working through (some are hard because they are from new lands). It might also be that one of those has caught up with me.

Here are my logs: https://mega.nz/folder/0K8yGKDQ#hJ3WcrcLe-VBEDSu_eng9g

Please inform me of my mistake if you have the time.

Use xEdit to look up the mentioned base record form IDs in the DynDOLOD.esm, xx03AB36 and xx03AB34

Click the Referenced By tab  at the bottom and doudle click one of the listed references to bring it. Post the Editor IDs you find.
No need to post all, just need a plugin name and form id for which these where added so I can try to replicate.

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