z929669 Posted May 3 Posted May 3 7 hours ago, sheson said: Great. Thanks for letting us know. May I know the reason these two models required exceptional treatment by LODGenx64Win .exe?
sheson Posted May 3 Author Posted May 3 1 hour ago, z929669 said: May I know the reason these two models required exceptional treatment by LODGenx64Win .exe? The crown brightness increase of the vertex colors caused a byte overflow because a float to byte conversion was not properly clamped at 1.0. Simplified, an ("illegal") vertex color value of 1.1 was stored as 0.1 instead of 1.0. 1
mccalas Posted May 5 Posted May 5 Hi, I'm getting really nasty FPS drops when fast travelling to Whiterun (from basically 60 fps everywhere to ~5-10 after fast travelling). It happens travelling to Whiterun or Whiterun Stables, and persists when going in and out of buildings. The issue disappears if I disable ENB; if I alt-tab out of the game for ~5-10s, or if I disable DynDOLOD (using tll does not fix, disabling plugins does fix). It can easily be recreated by loading a save in Whiterun (which runs fine), fast traveling to Solitude, and then back to Whiterun or Whiterun stables. The issue doesn't appear anywhere else. Logs are zipped here: https://www.mediafire.com/file/0gc2dx22fz04olp/DynDOLOGS.7z/file
sheson Posted May 5 Author Posted May 5 10 minutes ago, mccalas said: Hi, I'm getting really nasty FPS drops when fast travelling to Whiterun (from basically 60 fps everywhere to ~5-10 after fast travelling). It happens travelling to Whiterun or Whiterun Stables, and persists when going in and out of buildings. The issue disappears if I disable ENB; if I alt-tab out of the game for ~5-10s, or if I disable DynDOLOD (using tll does not fix, disabling plugins does fix). It can easily be recreated by loading a save in Whiterun (which runs fine), fast traveling to Solitude, and then back to Whiterun or Whiterun stables. The issue doesn't appear anywhere else. Logs are zipped here: https://www.mediafire.com/file/0gc2dx22fz04olp/DynDOLOGS.7z/file Also upload the DynDOLOD.log and the papyrus log. Test what happens if you turn off dynamic LOD by deactivating DynDOLOD from its SkyUI MCM before fast travel. Test what happens if you only deactivate DynDOLOD.esp but keep the DynDOLOD.esm. [Tamriel] Creating texture atlas C:\MO2 - SSE\SSEModTools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 16384 x 16384 The object LOD texture atlas is 16k x 16k. if above tests did not change anything, test shrinking it and its *_n.dds to 8k x 8k with a texture tool. Meshes\dyndolod\lod\trees\pine_common_big03_summer_9545d40fpassthru_lod.nif used 4310 times, ~ 1005.04 MB Note that the combined object LOD for this one tree alone is 1GB.
mccalas Posted May 5 Posted May 5 45 minutes ago, sheson said: Also upload the DynDOLOD.log and the papyrus log. Test what happens if you turn off dynamic LOD by deactivating DynDOLOD from its SkyUI MCM before fast travel. Test what happens if you only deactivate DynDOLOD.esp but keep the DynDOLOD.esm. [Tamriel] Creating texture atlas C:\MO2 - SSE\SSEModTools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 16384 x 16384 The object LOD texture atlas is 16k x 16k. if above tests did not change anything, test shrinking it and its *_n.dds to 8k x 8k with a texture tool. Meshes\dyndolod\lod\trees\pine_common_big03_summer_9545d40fpassthru_lod.nif used 4310 times, ~ 1005.04 MB Note that the combined object LOD for this one tree alone is 1GB. here are the other logs: https://www.mediafire.com/file/24c4g0o826b9vh1/DynDOLOGS-other.7z/file  No change from those two tests - although just to be clear, for deactivating the esp, I disabled in MCM, saved indoors, disabled DynDOLOD output *completely*, loaded/wated/resaved, and then enabled DynDOLOD output and disabled the esp (otherwise it would crash upon loading without esp). I'll figure out how to shrink textures when I can. Would the trees be a problem if they're great everywhere else? Other weird behavior: 0) the longer i've been away from Whiterun, the worse the performance.  1) disabling ENB restores most FPS (still less than if I load my game in Whiterun with ENB), but it tanks back to 5 fps when re-enabled - unless I've been away for a very long time, in which case it's just as bad.  2) the only way to fix without quitting out is to alt-tab to a full screen app for 5-10 seconds, after which everything works normally - that's weird right? maybe not a dyndolod issue, but disabling DyndoLOD completely avoids it?  3) on loading into whiterun or the stables, the camera switches to multiple different angles seemingly each frame for the first few seconds (again, only in these locations). Sorry for the messy post. Thanks for the help.
sheson Posted May 5 Author Posted May 5 19 minutes ago, mccalas said: here are the other logs: https://www.mediafire.com/file/24c4g0o826b9vh1/DynDOLOGS-other.7z/file  No change from those two tests - although just to be clear, for deactivating the esp, I disabled in MCM, saved indoors, disabled DynDOLOD output *completely*, loaded/wated/resaved, and then enabled DynDOLOD output and disabled the esp (otherwise it would crash upon loading without esp). I'll figure out how to shrink textures when I can. Would the trees be a problem if they're great everywhere else? Other weird behavior: 0) the longer i've been away from Whiterun, the worse the performance.  1) disabling ENB restores most FPS (still less than if I load my game in Whiterun with ENB), but it tanks back to 5 fps when re-enabled - unless I've been away for a very long time, in which case it's just as bad.  2) the only way to fix without quitting out is to alt-tab to a full screen app for 5-10 seconds, after which everything works normally - that's weird right? maybe not a dyndolod issue, but disabling DyndoLOD completely avoids it?  3) on loading into whiterun or the stables, the camera switches to multiple different angles seemingly each frame for the first few seconds (again, only in these locations). Sorry for the messy post. Thanks for the help. Do not test with existing saves. Use coc riverwood from main menu, then enable markers with tmm 1 in console, then fast travel. To test if the size of the object LOD meshes/textures are an issue, hide the meshes\terrain\tamriel\objects\ folder. If that has an affect, unhide the folder, and then test shrining the object LOD texture atlas .dds and n_.dds. You can use https://github.com/microsoft/DirectXTex/wiki/Texconv to shrink textures on the command prompt for example. The problem sounds like it might be related to the ENB dynamic cubemaps. Test disabling that effect. Also make sure ApplyDynamicCubemapEverywhere is not checked.
mccalas Posted May 5 Posted May 5 55 minutes ago, sheson said: Do not test with existing saves. Use coc riverwood from main menu, then enable markers with tmm 1 in console, then fast travel. To test if the size of the object LOD meshes/textures are an issue, hide the meshes\terrain\tamriel\objects\ folder. If that has an affect, unhide the folder, and then test shrining the object LOD texture atlas .dds and n_.dds. You can use https://github.com/microsoft/DirectXTex/wiki/Texconv to shrink textures on the command prompt for example. The problem sounds like it might be related to the ENB dynamic cubemaps. Test disabling that effect. Also make sure ApplyDynamicCubemapEverywhere is not checked. Tested with a new save, same results for the MCM option and esp. ENB cubemaps have no effect. Hiding the mesh folder worked! Is DynDOLOD\lod\DynDOLOD_Tamriel.dds (and _n.dds) the right file to shrink? And whiterun world as well?
sheson Posted May 5 Author Posted May 5 1 hour ago, mccalas said: Tested with a new save, same results for the MCM option and esp. ENB cubemaps have no effect. Hiding the mesh folder worked! Is DynDOLOD\lod\DynDOLOD_Tamriel.dds (and _n.dds) the right file to shrink? And whiterun world as well? Shrink ..\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds and \textures\DynDOLOD\LOD\DynDOLOD_Tamriel_n.dds If that makes a difference, set MaxTextureSize=8192 in C:\MO2 - SSE\SSEModTools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and generate new output.
mccalas Posted May 5 Posted May 5 29 minutes ago, sheson said: Shrink ..\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds and \textures\DynDOLOD\LOD\DynDOLOD_Tamriel_n.dds If that makes a difference, set MaxTextureSize=8192 in C:\MO2 - SSE\SSEModTools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and generate new output. Awesome. Things running nicely now. thanks!
temmo45 Posted May 7 Posted May 7 Hi all, I've got these strange bright white spots in my LODs: https://ibb.co/7dnZ0mFr A Reddit user had an identical if not the same problem as I do a few years back, and apparently he fixed it by removing JK's Skyrim. It did not work for me, though. So now I'm thinking it might be BDS, although I do not want to remove that since so many mods depend on it. https://www.reddit.com/r/skyrimmods/comments/sqvwnq/some_mountain_snow_lod_textures_still_too_bright/ I'm honestly at my wit's end. Does anyone know how to fix this? Dyndolod log: https://pastebin.com/Sdg99bZg
sheson Posted May 7 Author Posted May 7 29 minutes ago, temmo45 said: Hi all, I've got these strange bright white spots in my LODs: https://ibb.co/7dnZ0mFr A Reddit user had an identical if not the same problem as I do a few years back, and apparently he fixed it by removing JK's Skyrim. It did not work for me, though. So now I'm thinking it might be BDS, although I do not want to remove that since so many mods depend on it. https://www.reddit.com/r/skyrimmods/comments/sqvwnq/some_mountain_snow_lod_textures_still_too_bright/ I'm honestly at my wit's end. Does anyone know how to fix this? Dyndolod log: https://pastebin.com/Sdg99bZg Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to use the default weather 15e and how to use tcl to get closer to LOD when making screenshots. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and report/screenshot what happens with LOD turned off in via the console command. You seem to be loading an outdated save that was made with a different version of DynDOLOD output. See https://dyndolod.info/Help/Snow-Ash-LOD-Shader.
LordOfTheNeverThere1992 Posted May 7 Posted May 7 I'm using a mod called Complete Solitude Docks and Exterior and for some reason DynDOLOD is generating the windmill blades in the wrong location and not adjusting to the new location. Here's an image of what it looks like and the cell coordinates: And here's what it's like with DynDOLOD off (how it's supposed to look): Here's the logs: DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt
sheson Posted May 8 Author Posted May 8 On 5/7/2025 at 6:39 PM, LordOfTheNeverThere1992 said: I'm using a mod called Complete Solitude Docks and Exterior and for some reason DynDOLOD is generating the windmill blades in the wrong location and not adjusting to the new location. Here's an image of what it looks like and the cell coordinates: And here's what it's like with DynDOLOD off (how it's supposed to look): Here's the logs: DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt Use this test version of DynDOLOD https://mega.nz/file/oIhEQaCZ#d1FvBGM9fFFHqOGHHVTd6X0BaI4TBCpp_Uj6pnklA1M Unpack the DynDOLOD_SSE_completesolitudeesp_tamriel.patch from DynDOLOD_SSE_completesolitudeesp_tamriel.7z into the I:\Mod List Installs\Skyrim\Modding\MO2\LOD Generation Tools\DynDOLOD\Edit Scripts\DynDOLOD\Rules\ directory. Then generate a new LOD patch. That should fix the wrong position of the windmill fan. https://dyndolod.info/Installation-Instructions Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games.
LordOfTheNeverThere1992 Posted May 11 Posted May 11 Okay that fixed the issue with the Windmill. Thanks for the help!
Dayraven Posted May 12 Posted May 12 (edited) Hello, could anyone help me with this particular issue? Basically, the aspen LODs are too dark, and I've maxed out what is possible via DynDOLOD_SSE.ini (I changed CrownBrightness to 1, then 1.5, and FlatLODVertexColor to 1.0, and FlatLODWithNormalMapVertexColor to 1.0 as well). As you can see here, the Aspen LODs are too dark compared to their actual models; it was even worse before changing the CrownBrightness (not sure if FlatLOD settings did anything as these aren't billboards, just the Level 0 / 1 / 2 settings for the aspens. The issue is that, as the documentation says, CrownBrightness maxes out at a certain point, so it's stopped helping at around 1.5 and it still isn't at the correct brightness level yet. I've tried using billboards instead, but they result in terrible flat shadows on the distant trees, so it's not really something I'd want to use. Another issue is with the pine trees. Perhaps not as noticeable in this image, sorry about that, but if you look to the pine trees in the distances they're too light and don't match the green shade of the closeup pine trees. Anyways, I thought I'd just post here and see if anyone knew how to mitigate these issues if possible, thanks!! I've included the logs in a zipped file as well if they might help. https://www.mediafire.com/file/sz7nn9qzc91oh81/Logs.rar/file Oh, and here's a picture of my DynDOLOD tree mesh rules: Edited May 12 by Dayraven Just adding an additional photo to help troubleshooting.
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