Fantasi Posted 21 hours ago Posted 21 hours ago 1 hour ago, sheson said: 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. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and make sure to follow the clean save routine. If this happens with a clean or new save, then and report results for no output, for static LOD meshes disabled with tll in console and then for deactivating dynamic LOD in the SkyUI MCM. Hi, thanks for the response, here are the links to the log files https://drive.google.com/file/d/1vv6Fbrem2mHSzGedzpehvSBltLkoOb-R/view?usp=sharing DynDOLOD_SSE_Debug_log https://drive.google.com/file/d/1JxdbrYLgB4kb1sq8hyPY0Y8sjmXVfeVx/view?usp=sharing DynDOLOD_SSE_log I tried TLL and disabling DynDOLOD, but it doesnt resolve the issue, the frames would be slightly better, but the moment I leave whiterun, I get like 20 frames when normally I get 110 or so. This issue only happens when I load into a whiterun save, if I started in solitude or just other worldspace and move to whiterun using coc or just walking, nothing happens, if I then save the game and reload the save while I am in whiterun, the issue occurs and when I leave whiterun again, the frames tank even more. But if I create a save then and reload it the game would be fine since I am no longer in whiterun and my frames are great again, hope I am explaining this right. By disabling DynDOLOD plugin + Occlusion plugin from the DynDOLOD output, this issue wouldnt occur at all, I can load any save that is in whiterun, including previous save where I the FPS would tank. Another thing to note is that when I enable a mod that disabled LOD in cities, there wouldnt be any issues either.
sheson Posted 19 hours ago Author Posted 19 hours ago 3 hours ago, Fantasi said: Hi, thanks for the response, here are the links to the log files https://drive.google.com/file/d/1vv6Fbrem2mHSzGedzpehvSBltLkoOb-R/view?usp=sharing DynDOLOD_SSE_Debug_log https://drive.google.com/file/d/1JxdbrYLgB4kb1sq8hyPY0Y8sjmXVfeVx/view?usp=sharing DynDOLOD_SSE_log I tried TLL and disabling DynDOLOD, but it doesnt resolve the issue, the frames would be slightly better, but the moment I leave whiterun, I get like 20 frames when normally I get 110 or so. This issue only happens when I load into a whiterun save, if I started in solitude or just other worldspace and move to whiterun using coc or just walking, nothing happens, if I then save the game and reload the save while I am in whiterun, the issue occurs and when I leave whiterun again, the frames tank even more. But if I create a save then and reload it the game would be fine since I am no longer in whiterun and my frames are great again, hope I am explaining this right. By disabling DynDOLOD plugin + Occlusion plugin from the DynDOLOD output, this issue wouldnt occur at all, I can load any save that is in whiterun, including previous save where I the FPS would tank. Another thing to note is that when I enable a mod that disabled LOD in cities, there wouldnt be any issues either. The debug log only shows DynDOLOD being started without generating anything, since its get replaced every session. Try to provide a debug with an actual LOD generation session. So if you start a "new" game with cow whiterunworld 6 0 in console all is fine once DynDOLOD initialized, but saving, existing game, starting game, loading that save has issues? Test if there is anything different with this DynDOLOD.DLL version https://mega.nz/file/oZpSjYCD#G0x8e2t1QRKkYftfT5Ut6arTLv1MiHMMTfRguX3P074 Just replace the files in the DynDOLOD DLL NG and Scripts mod, and start game with the existing output that was generated for this load order. If issue persists, also upload the DynDOLOD.log from the DynDOLOD.DLL and the papyrus log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs They should be here: c:\Users\jack-\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log c:\Users\jack-\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log
Fantasi Posted 18 hours ago Posted 18 hours ago 10 minutes ago, sheson said: The debug log only shows DynDOLOD being started without generating anything, since its get replaced every session. Try to provide a debug with an actual LOD generation session. So if you start a "new" game with cow whiterunworld 6 0 in console all is fine once DynDOLOD initialized, but saving, existing game, starting game, loading that save has issues? Test if there is anything different with this DynDOLOD.DLL version https://mega.nz/file/oZpSjYCD#G0x8e2t1QRKkYftfT5Ut6arTLv1MiHMMTfRguX3P074 Just replace the files in the DynDOLOD DLL NG and Scripts mod, and start game with the existing output that was generated for this load order. If issue persists, also upload the DynDOLOD.log from the DynDOLOD.DLL and the papyrus log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs They should be here: c:\Users\jack-\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log c:\Users\jack-\Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log Here are the updated logs, I regenerated DynDOLOD and checked that the issue still persists https://drive.google.com/file/d/1BRiXA8RbiB_aZbk3GQdAINCDrSfl0gfh/view?usp=sharing DynDOLOD_SSE_log.txt https://drive.google.com/file/d/1IJPdMvWzo519saDF906nAM9wve7WInB_/view?usp=sharing DynDOLOD_SSE_Debug_log.txt https://drive.google.com/file/d/1_oPhDipSbS8kZGrT_i3sGuBGuo54H2M2/view?usp=sharing DynDOLOD.log "So if you start a "new" game with cow whiterunworld 6 0 in console all is fine once DynDOLOD initialized, but saving, existing game, starting game, loading that save has issues?" Yup, percisely, when I spawn into Whiterun by using Alternate Start (spawning in Bannered Mare, Breezehome or Jorrvaskr and then enter Whiterun) or, when I spawn elsewhere, move to Whiterun, save and exit the game, reload the save I get a massive FPS hit. Also this FPS hit continues to be in effect even when I exit Whiterun, but if I exit Whiterun and reboot the game and load that save, I would no longer have FPS issues. As for the DynDOLOD.DLL file, I see that its a dll and pdb file? I installed it and replaced the DLL NG mod, I got the incorrect version error when I loaded into my game. Thanks again for helping out!
sheson Posted 18 hours ago Author Posted 18 hours ago 8 hours ago, vaselinetime said: I have this stubborn issue with western watchtower texture not matching https://imgur.com/a/hGX6xDY https://pastee.dev/p/FK6ZpOJM I'm using CS with Tomato's PBR forts and dungeons. I don't think any other structures have this issue Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. See https://dyndolod.info/Mods/Community-Shaders#PBR TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=1.3 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures. Gamma values around 1.3 have been found to work well. In the vanilla game the tower uses different textures for the top and bottom part, like a "normal" and an "ice" version, which explains the differences. It seems likely only one version is being replaced by PBR textures and the gamma setting needs to be adjusted/increased.
sheson Posted 17 hours ago Author Posted 17 hours ago 1 minute ago, Fantasi said: Here are the updated logs, I regenerated DynDOLOD and checked that the issue still persists https://drive.google.com/file/d/1BRiXA8RbiB_aZbk3GQdAINCDrSfl0gfh/view?usp=sharing DynDOLOD_SSE_log.txt https://drive.google.com/file/d/1IJPdMvWzo519saDF906nAM9wve7WInB_/view?usp=sharing DynDOLOD_SSE_Debug_log.txt https://drive.google.com/file/d/1_oPhDipSbS8kZGrT_i3sGuBGuo54H2M2/view?usp=sharing DynDOLOD.log "So if you start a "new" game with cow whiterunworld 6 0 in console all is fine once DynDOLOD initialized, but saving, existing game, starting game, loading that save has issues?" Yup, percisely, when I spawn into Whiterun by using Alternate Start (spawning in Bannered Mare, Breezehome or Jorrvaskr and then enter Whiterun) or, when I spawn elsewhere, move to Whiterun, save and exit the game, reload the save I get a massive FPS hit. Also this FPS hit continues to be in effect even when I exit Whiterun, but if I exit Whiterun and reboot the game and load that save, I would no longer have FPS issues. As for the DynDOLOD.DLL file, I see that its a dll and pdb file? I installed it and replaced the DLL NG mod, I got the incorrect version error when I loaded into my game. Thanks again for helping out! Replace both the DynDOLOD.DLL and DynDOLOD.PDB. If there is an error message, then reproduce it entirely by copy/pasting the text if possible or by screenshotting it. If the DynDOLOD.DLL test version works, then do this: Edit ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt in the DynDOLOD output with a text editor. Change debug=false to debug=true. Enable the papyrus log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs After starting the game, in the main menu, open console and execute 'cow whiterunworld 6 0'. Wait for DynDOLOD to initialize. Test FPS. Save. Exit game. Make copies of the DynDOLOD.log and the Papyrus log, #1. Start game. Load that save. Test FPS. Make copies of the DynDOLOD.log and Papyrus log, #2. Report results. Upload the DynDLOD.log and papyrus log #1 and #2. Upload a screenshot of the SkyUI MCM DynDOLOD Settings page. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings Upload the and DynDOLOD_NG_Worlds.txt you edit above and the DynDOLOD_NG_Tamriel.txt from the same folder.
Fantasi Posted 17 hours ago Posted 17 hours ago (edited) 1 hour ago, sheson said: Replace both the DynDOLOD.DLL and DynDOLOD.PDB. If there is an error message, then reproduce it entirely by copy/pasting the text if possible or by screenshotting it. If the DynDOLOD.DLL test version works, then do this: Edit ..\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt in the DynDOLOD output with a text editor. Change debug=false to debug=true. Enable the papyrus log. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs After starting the game, in the main menu, open console and execute 'cow whiterunworld 6 0'. Wait for DynDOLOD to initialize. Test FPS. Save. Exit game. Make copies of the DynDOLOD.log and the Papyrus log, #1. Start game. Load that save. Test FPS. Make copies of the DynDOLOD.log and Papyrus log, #2. Report results. Upload the DynDLOD.log and papyrus log #1 and #2. Upload a screenshot of the SkyUI MCM DynDOLOD Settings page. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings Upload the and DynDOLOD_NG_Worlds.txt you edit above and the DynDOLOD_NG_Tamriel.txt from the same folder. So I replaced those two files and there wasnt any notable changes, I deleted the whole folder last time instead of replacing the files. here are the logs https://drive.google.com/file/d/1j_3XtDj1SqcQhD-pe8nlsPZSRofntqdr/view?usp=sharing DynDOLOD1.log this is the file when I teleport to whiterun https://drive.google.com/file/d/1SnHpm6MWWnN4QLnS8La07ugF9umcP9T4/view?usp=sharing DynDOLOD2.log this is the file when I load the save and FPS tanks https://drive.google.com/file/d/1p06QU28DBA5Mg99-XBe_dSnidFHX6zVj/view?usp=sharing Papyrus.0.log https://drive.google.com/file/d/1mVwk1AwgG0ZudNMyDp7ukzfiW6y2wjBc/view?usp=sharing DynDOLOD_NG_Worlds.txt https://drive.google.com/file/d/1_atj9oju4aJ_b4dladM6ggTyMVcnlvP_/view?usp=sharing DynDOLOD_NG_Tamriel.txt So the issue persisted and the pattern remained the same, for some reason it didnt spawn a papyrus log? Checking the date on the attached log it seems like my testings didnt generate any Papyrus logs? here is a snippet of my Skyrim.ini https://imgur.com/cr2Yds5 Edit: I saw that the 2nd DynDOLOD.log is quite small, I loaded the save again and ran around whiterun and exited into the Skyrim world space, continued to run around for 2 mins or so. Here is a newer log if this helps https://drive.google.com/file/d/16PRKJ00yaxV0y8CEz3g2dJp4WAr6-_qk/view?usp=sharing DynDOLOD3.log Edited 16 hours ago by Fantasi
vaselinetime Posted 16 hours ago Posted 16 hours ago 1 hour ago, sheson said: Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. See https://dyndolod.info/Mods/Community-Shaders#PBR TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=1.3 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures. Gamma values around 1.3 have been found to work well. In the vanilla game the tower uses different textures for the top and bottom part, like a "normal" and an "ice" version, which explains the differences. It seems likely only one version is being replaced by PBR textures and the gamma setting needs to be adjusted/increased. thanks I managed to find the problem on the pg patcher discord FYI there's some confusion on what gamma settings should be , people with the experimental build of CS and linear lighting should try gamma at 2-2.2 while people on the release build should have 1.4 if they're having lod mismatch. They can then tweak the LOD blend setting. Setting gamma at 2.2 produced very nice LOD for me
Jonado Posted 15 hours ago Posted 15 hours ago 8 hours ago, sheson said: 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. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots of the full model with more informative console and close-ups of the LOD using the tfc console command. Use TexGen to generate all required/desired billboards. Make sure the tree base records have correct object bounds. See https://dyndolod.info/Help/Object-Bounds/ Searching in the object report, I think these lines are responsible: TreeReachMntMossCover01 [TREE:000E9622] Meshes\landscape\plants\reachmountainmosscover07.nif [CRC32:21D9100B] using textures\landscape\reachmoss01.dds, textures\landscape\reachmoss01_n.dds, textures\landscape\grass\reachgrassobj01.dds, textures\landscape\grass\reachgrassobj01_n.dds Replaced tree, Billboard found, 3D LOD model not found reachmountainmosscover07_21D9100B Billboard_0: textures\terrain\lodgen\skyrim.esm\reachmountainmosscover07_000e9622.dds, textures\default_n.dds Dynamic: Meshes\landscape\plants\reachmountainmosscover07.nif [CRC32:21D9100B] using textures\landscape\reachmoss01.dds, textures\landscape\reachmoss01_n.dds, textures\landscape\grass\reachgrassobj01.dds, textures\landscape\grass\reachgrassobj01_n.dds Mask: tree File: J:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini LOD4: Billboard1 using internal LOD8: Billboard4 using dyndolod_flat_4x2_lod.nif LOD16: Billboard1 using internal Grid: FarLOD Reference: Unchanged So this is indeed a billboard generated by TexGen, but the checksum does not match the model I am using. However, I don't think this matters here, because the content of the file reachmountainmosscover07_000e9622.txt is the following: [LOD] Width=1950 Height=1435 ShiftZ=-675 Model=Landscape\Plants\ReachMountainMossCover07.nif And this matches the dimensions of the model I am using. I think the problem here is rather that a billboard is not a good fit for this particular mesh in the first place. The dimensions for the models are roughly 1950 x 320 x 1435 units (you can check this yourself), which are projected onto a billboard with dimensions 1950 x 1950 x 1435 units. This makes it expand a lot in the y dimension, which does not at all match the original model. A better idea would be to project the billboard around the y axis than the standard z axis (is this even achievable?), or even better use a full 3D model. I have never created a full 3D model for a tree, so I don't know exactly how to proceed here. I can probably figure it out, but given that this is a commonly used Vanilla model, I think it would be better to include it in the DynDOLOD resources, so that everyone can benefit from it. For clarity, the model I am requesting this for is ReachMountainMossCover07.nif.
Jonado Posted 15 hours ago Posted 15 hours ago 9 hours ago, sheson said: Report the LOD model from the vanilla game or DynDOLOD Resources that does not match the rotation of their full model. The game ignores translation on the root block on placed full models. For context, I was creating a lot of missing LOD models myself - starting out from their full model counterparts - and missed at first to check the rotation of the root block. That caused all those LOD models to get rotated in game. I have fixed it now, but I recall experiencing the same thing before, from another third-party source. The particular mesh is SurWindhelmCustomMeshes\ssawwaterwheelStatic.nif, used by 33AD2~WindhelmSSE.esp (Capital Windhelm Expansion). I don't have my game set up for testing right now, so I am showing screenshots from the Creation Kit, as well as of the LOD model and the object LOD mesh (that will have to do for now; otherwise you need to wait). As you can see, the placement on the LOD mesh does not match its placement in game, and the model has a rotated root block. I know that rotations on the root block are ignored by the game (although it does affect the projection of snow shaders), but this makes me wonder if they are actually ignored during LOD generation. Based on these results, that does not appear to be the case. If you need them, here are updated logs: https://www.dropbox.com/scl/fi/mhvt3nxzsjc1hb2dz2er2/Logs.7z?rlkey=zot7643q61cmmt0am8hi8zcoh&dl=0.
sheson Posted 14 hours ago Author Posted 14 hours ago 35 minutes ago, Jonado said: Searching in the object report, I think these lines are responsible: TreeReachMntMossCover01 [TREE:000E9622] Meshes\landscape\plants\reachmountainmosscover07.nif [CRC32:21D9100B] using textures\landscape\reachmoss01.dds, textures\landscape\reachmoss01_n.dds, textures\landscape\grass\reachgrassobj01.dds, textures\landscape\grass\reachgrassobj01_n.dds Replaced tree, Billboard found, 3D LOD model not found reachmountainmosscover07_21D9100B Billboard_0: textures\terrain\lodgen\skyrim.esm\reachmountainmosscover07_000e9622.dds, textures\default_n.dds Dynamic: Meshes\landscape\plants\reachmountainmosscover07.nif [CRC32:21D9100B] using textures\landscape\reachmoss01.dds, textures\landscape\reachmoss01_n.dds, textures\landscape\grass\reachgrassobj01.dds, textures\landscape\grass\reachgrassobj01_n.dds Mask: tree File: J:\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_High.ini LOD4: Billboard1 using internal LOD8: Billboard4 using dyndolod_flat_4x2_lod.nif LOD16: Billboard1 using internal Grid: FarLOD Reference: Unchanged So this is indeed a billboard generated by TexGen, but the checksum does not match the model I am using. However, I don't think this matters here, because the content of the file reachmountainmosscover07_000e9622.txt is the following: [LOD] Width=1950 Height=1435 ShiftZ=-675 Model=Landscape\Plants\ReachMountainMossCover07.nif And this matches the dimensions of the model I am using. I think the problem here is rather that a billboard is not a good fit for this particular mesh in the first place. The dimensions for the models are roughly 1950 x 320 x 1435 units (you can check this yourself), which are projected onto a billboard with dimensions 1950 x 1950 x 1435 units. This makes it expand a lot in the y dimension, which does not at all match the original model. A better idea would be to project the billboard around the y axis than the standard z axis (is this even achievable?), or even better use a full 3D model. I have never created a full 3D model for a tree, so I don't know exactly how to proceed here. I can probably figure it out, but given that this is a commonly used Vanilla model, I think it would be better to include it in the DynDOLOD resources, so that everyone can benefit from it. For clarity, the model I am requesting this for is ReachMountainMossCover07.nif. No TexGen logs were provided. By default TexGen should not generate billboards for these types of full models, since they are not really trees. This would just need a proper LOD made model or maybe using the full model for object LOD works. If not, then dynamic LOD. Maybe just for that particular reference. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules
Jonado Posted 14 hours ago Posted 14 hours ago (edited) 47 minutes ago, sheson said: No TexGen logs were provided. By default TexGen should not generate billboards for these types of full models, since they are not really trees. This would just need a proper LOD made model or maybe using the full model for object LOD works. If not, then dynamic LOD. Maybe just for that particular reference. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules I added the TexGen logs here: https://www.dropbox.com/scl/fi/mhvt3nxzsjc1hb2dz2er2/Logs.7z?rlkey=zot7643q61cmmt0am8hi8zcoh&dl=0. It is definitely not limited to the references I showed - I see the same problem at multiple places. I dedicated LOD model is probably the best. Also, I don't find any references to the model in the TexGen log, but there are references in the debug log (which I don't know how to interpret honestly). Edited 14 hours ago by Jonado
sheson Posted 13 hours ago Author Posted 13 hours ago 1 hour ago, Jonado said: For context, I was creating a lot of missing LOD models myself - starting out from their full model counterparts - and missed at first to check the rotation of the root block. That caused all those LOD models to get rotated in game. I have fixed it now, but I recall experiencing the same thing before, from another third-party source. The particular mesh is SurWindhelmCustomMeshes\ssawwaterwheelStatic.nif, used by 33AD2~WindhelmSSE.esp (Capital Windhelm Expansion). I don't have my game set up for testing right now, so I am showing screenshots from the Creation Kit, as well as of the LOD model and the object LOD mesh (that will have to do for now; otherwise you need to wait). As you can see, the placement on the LOD mesh does not match its placement in game, and the model has a rotated root block. I know that rotations on the root block are ignored by the game (although it does affect the projection of snow shaders), but this makes me wonder if they are actually ignored during LOD generation. Based on these results, that does not appear to be the case. If you need them, here are updated logs: https://www.dropbox.com/scl/fi/mhvt3nxzsjc1hb2dz2er2/Logs.7z?rlkey=zot7643q61cmmt0am8hi8zcoh&dl=0. You seem to have an issue with a third party mod and a LOD model that is just a renamed full model. Warning: LOD model meshes\lod\windhelmsurjamte\ssawwaterwheelstatic_lod.nif has same CRC32 603BF92B as full model Meshes\surwindhelmcustommeshes\ssawwaterwheelstatic.nif Seasonal Landscapes - Unfrozen - Capital Windhelm Expansion.esp SurWHStaticSSawWaterWheel_NoSnow [STAT:FE758885] See https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model You can either create a real LOD model with a neutral root node and no collision or add a mesh mask rule that defines to use the full model: Mesh mask: ssawwaterwheelstatic.nif LOD Level 4,8, 16: Full, Full/None, Full/None as desired. Flags: VWD Grid: FarFull Reference: Unchanged Then generate LOD. Report in case using the full model with a rule does not have the expected result.
sheson Posted 12 hours ago Author Posted 12 hours ago 5 hours ago, Fantasi said: So I replaced those two files and there wasnt any notable changes, I deleted the whole folder last time instead of replacing the files. here are the logs https://drive.google.com/file/d/1j_3XtDj1SqcQhD-pe8nlsPZSRofntqdr/view?usp=sharing DynDOLOD1.log this is the file when I teleport to whiterun https://drive.google.com/file/d/1SnHpm6MWWnN4QLnS8La07ugF9umcP9T4/view?usp=sharing DynDOLOD2.log this is the file when I load the save and FPS tanks https://drive.google.com/file/d/1p06QU28DBA5Mg99-XBe_dSnidFHX6zVj/view?usp=sharing Papyrus.0.log https://drive.google.com/file/d/1mVwk1AwgG0ZudNMyDp7ukzfiW6y2wjBc/view?usp=sharing DynDOLOD_NG_Worlds.txt https://drive.google.com/file/d/1_atj9oju4aJ_b4dladM6ggTyMVcnlvP_/view?usp=sharing DynDOLOD_NG_Tamriel.txt So the issue persisted and the pattern remained the same, for some reason it didnt spawn a papyrus log? Checking the date on the attached log it seems like my testings didnt generate any Papyrus logs? here is a snippet of my Skyrim.ini https://imgur.com/cr2Yds5 Edit: I saw that the 2nd DynDOLOD.log is quite small, I loaded the save again and ran around whiterun and exited into the Skyrim world space, continued to run around for 2 mins or so. Here is a newer log if this helps https://drive.google.com/file/d/16PRKJ00yaxV0y8CEz3g2dJp4WAr6-_qk/view?usp=sharing DynDOLOD3.log You uploaded a papyrus.log though, so it seemed to work at least once? It is for cow whiterunworld 6 0 right? It would seem odd that it would not create a papyrus.log when loading a save while settings are the same. If the issue already happens right after loading the save, then no need to run around to keep the logs smaller. It is expected that not much happens when just loading a save. Keep the save you made so we can reuse it for future tests: Rename DynDOLOD_NG_Tamriel.txt to DynDOLOD_NG_Tamriel.bak so it will fail to load it to test if that has an effect on the FPS. If this made no difference, just disable Occlusion.esp and test if it has an effect. If this made no difference, also disable DynDOLOD.esp which should still have an effect. Report results for the tests you did.
sheson Posted 11 hours ago Author Posted 11 hours ago 2 hours ago, Jonado said: I added the TexGen logs here: https://www.dropbox.com/scl/fi/mhvt3nxzsjc1hb2dz2er2/Logs.7z?rlkey=zot7643q61cmmt0am8hi8zcoh&dl=0. It is definitely not limited to the references I showed - I see the same problem at multiple places. I dedicated LOD model is probably the best. Also, I don't find any references to the model in the TexGen log, but there are references in the debug log (which I don't know how to interpret honestly). If it is not listed in the TexGen log then it was not generated by TexGen in that session. The debug log reports: [GetRequiredBillboards] <Debug: Ignoring Meshes\landscape\plants\reachmountainmosscover07.nif ... Use the MO2 right window Data tab to find out which mod contains the billboard and delete it.
Fantasi Posted 9 hours ago Posted 9 hours ago 3 hours ago, sheson said: You uploaded a papyrus.log though, so it seemed to work at least once? It is for cow whiterunworld 6 0 right? It would seem odd that it would not create a papyrus.log when loading a save while settings are the same. If the issue already happens right after loading the save, then no need to run around to keep the logs smaller. It is expected that not much happens when just loading a save. Keep the save you made so we can reuse it for future tests: Rename DynDOLOD_NG_Tamriel.txt to DynDOLOD_NG_Tamriel.bak so it will fail to load it to test if that has an effect on the FPS. If this made no difference, just disable Occlusion.esp and test if it has an effect. If this made no difference, also disable DynDOLOD.esp which should still have an effect. Report results for the tests you did. Just did the tests for the below, and no Papyrus log was generated, is this going to be an issue? "Rename DynDOLOD_NG_Tamriel.txt to DynDOLOD_NG_Tamriel.bak" - Issue persisted, FPS tanked "disable Occlusion.esp" - Issue persisted, FPS tanked "disable DynDOLOD.esp" - Issue persisted, FPS tanked Note that I did the above test in descending order, meaning the name change for DynDOLOD_NG_Tamriel was in affect for the later 2 tests, and Occlusion.esp wasnt enabled for the disabling DynDOLOD.esp test.
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