mostwanted11 Posted May 2, 2025 Posted May 2, 2025 10 minutes ago, sheson said: The considered snow flag was introduced with Special Edition. AFAK it instructs the engine the apply the "improved" snow shader if it is 'true'. It does not change if a shader is applied. To actually remove shaders, a well made mod should actually remove the shader from the base records and not just let the engine apply a shader that is not visible. The quickest solution would be to also change the EditorID of 0x0005E3F0 from 'SnowMaterialGlacier' to something like 'BlankMaterialGlacier' for example. creating a bunch of rules in dyndolod using the nomat flag fixed the issue, thanks a lot
mostwanted11 Posted May 2, 2025 Posted May 2, 2025 another issue though, TreePineForestSnow05 and TreePineForestSnowL05 seem to have very dark 3d lods while the others are fine. Using EVT Lush Custom. https://limewire.com/d/7pHDM#K5E4n0W7dr https://imgur.com/a/FLAJJN7
sheson Posted May 2, 2025 Author Posted May 2, 2025 21 minutes ago, mostwanted11 said: another issue though, TreePineForestSnow05 and TreePineForestSnowL05 seem to have very dark 3d lods while the others are fine. Using EVT Lush Custom. https://limewire.com/d/7pHDM#K5E4n0W7dr https://imgur.com/a/FLAJJN7 Where does the used texture textures\landscape\trees\treepineforestbranchcompsnow.dds come from? Which mod version/option, selected install option etc. Test if fixing the bad branch UV that is outside of 0.0 and 1.0 changes anything. Install attached model to overwrite existing one and Execute LODGen in expert mode for the worldspace to generated updated object LOD meshes. SRG_treepineforestsnow05_1723F135passthru_lod.nif
mostwanted11 Posted May 2, 2025 Posted May 2, 2025 (edited) 30 minutes ago, sheson said: Where does the used texture textures\landscape\trees\treepineforestbranchcompsnow.dds come from? Which mod version/option, selected install option etc. Test if fixing the bad branch UV that is outside of 0.0 and 1.0 changes anything. Install attached model to overwrite existing one and Execute LODGen in expert mode for the worldspace to generated updated object LOD meshes. SRG_treepineforestsnow05_1723F135passthru_lod.nif 21.56 kB · 0 downloads the provider for it is https://www.nexusmods.com/skyrimspecialedition/mods/134352?tab=files Vanilla (Remastered) Part 3 Enhanced Vanilla Trees SE-Custom Trees 2K (ver 2.2.2) The options are Default > Custom Trees Large > Vanilla ie None, Vanilla (enhanced), SFO Aspen unticked > Realistic aspen trees unticked, SFO Snowy Pine Trees unticked, Custom trees options unticked Edited May 2, 2025 by mostwanted11
mostwanted11 Posted May 2, 2025 Posted May 2, 2025 (edited) Tried with your file + the vanilla remastered snow branches - same issue Tried with your file + vanilla snow branch - same issue Edited May 2, 2025 by mostwanted11
sheson Posted May 2, 2025 Author Posted May 2, 2025 3 hours ago, mostwanted11 said: Tried with your file + the vanilla remastered snow branches - same issue Tried with your file + vanilla snow branch - same issue Replace ..\DynDOLOD\Edit Scripts\LODGenx64Win.exe with https://mega.nz/file/JVQjTAyZ#AYwssw8I3HrL-RcVaprCWpR-EOqJxMzhthWszDqGMak Use Execute LODGen in expert mode to update object LOD meshes. Report results.
mostwanted11 Posted May 3, 2025 Posted May 3, 2025 14 hours ago, sheson said: Replace ..\DynDOLOD\Edit Scripts\LODGenx64Win.exe with https://mega.nz/file/JVQjTAyZ#AYwssw8I3HrL-RcVaprCWpR-EOqJxMzhthWszDqGMak Use Execute LODGen in expert mode to update object LOD meshes. Report results. Fixed. Many thanks
sheson Posted May 3, 2025 Author Posted May 3, 2025 2 hours ago, mostwanted11 said: Fixed. Many thanks Great. Thanks for letting us know.
z929669 Posted May 3, 2025 Posted May 3, 2025 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, 2025 Author Posted May 3, 2025 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, 2025 Posted May 5, 2025 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, 2025 Author Posted May 5, 2025 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, 2025 Posted May 5, 2025 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, 2025 Author Posted May 5, 2025 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, 2025 Posted May 5, 2025 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?
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