Fiery Posted 9 hours ago Posted 9 hours ago Hello, tex gen and dyn both keep telling me there's an update, but there is no update. I downloaded and replaced my version 197 folder with alpha 198 on the 6th January but both apps say they are still 197, I've double checked and the zipped folder says its "DynDOLOD 3.00-68518-Alpha-198-1767630909.7z". I tested again by extracting the 7z folder, deleting the current DynDOLOD folder and copying 198 folder in to my 'game tools' folder, updating the .exes in my mo2 list and opening tex gen through m02 and again, it tells me new version is available. Might be worth checking version numbers.
aedhan Posted 7 hours ago Posted 7 hours ago Hi, Apologies if this is not the correct place to post this question but I think the issue is LOD related (not specifically DynDOLOD) and was hoping some people here would have some insight. When I move across the Whiterun Tundra, the distance will momentarily fail to render (~1 second while it seems to load): In the distance there is a flickering black rectangle floating in the sky which cannot be selected in console and disappears when approached: (the tiny rectangle is just to the right of center) The console command <TLL> results in bands emanating from the rectangle and also across the screen, and as also filling the background as in the first image (it changes as approached: I disabled DynDOLOD and performed a clean save, but the issue didn't go away. The problem occurs consistently in the Tundra, and sometimes in the northeast, where half the distance view on the screen will sometimes be similarly blanked out (sorry I couldn't get an image and am not sure how to describe it). Again, I'm not sure if this is specifically LOD related, a bad mesh or a failing video card. I was just hoping someone could point me in the right direction. Thank you.
sheson Posted 6 hours ago Author Posted 6 hours ago 8 hours ago, Fantasi said: 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. The papyrus log not being created might be related. For now continue with these steps and leave each preceding step in place as you did: Disable DynDOLOD.esm to see if that makes a difference. If that made no difference, hide, rename or move the textures folder in the DynDOLOD output. If that made no difference, hide, rename or move the meshes folder in the DynDOLOD output. If that made no difference, hide, rename or move the SKSE folder in the DynDOLOD output. Report results.
sheson Posted 6 hours ago Author Posted 6 hours ago 3 hours ago, Fiery said: Hello, tex gen and dyn both keep telling me there's an update, but there is no update. I downloaded and replaced my version 197 folder with alpha 198 on the 6th January but both apps say they are still 197, I've double checked and the zipped folder says its "DynDOLOD 3.00-68518-Alpha-198-1767630909.7z". I tested again by extracting the 7z folder, deleting the current DynDOLOD folder and copying 198 folder in to my 'game tools' folder, updating the .exes in my mo2 list and opening tex gen through m02 and again, it tells me new version is available. Might be worth checking version numbers. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-198/page/720/#findComment-288627
sheson Posted 5 hours ago Author Posted 5 hours ago 58 minutes ago, aedhan said: Hi, Apologies if this is not the correct place to post this question but I think the issue is LOD related (not specifically DynDOLOD) and was hoping some people here would have some insight. When I move across the Whiterun Tundra, the distance will momentarily fail to render (~1 second while it seems to load): In the distance there is a flickering black rectangle floating in the sky which cannot be selected in console and disappears when approached: (the tiny rectangle is just to the right of center) The console command <TLL> results in bands emanating from the rectangle and also across the screen, and as also filling the background as in the first image (it changes as approached: I disabled DynDOLOD and performed a clean save, but the issue didn't go away. The problem occurs consistently in the Tundra, and sometimes in the northeast, where half the distance view on the screen will sometimes be similarly blanked out (sorry I couldn't get an image and am not sure how to describe it). Again, I'm not sure if this is specifically LOD related, a bad mesh or a failing video card. I was just hoping someone could point me in the right direction. Thank you. Generating Occlusion.esp should fix the first issue. See https://dyndolod.info/Help/Occlusion-Data The second issue might be a broken mesh. To see if it is LOD related toggle LOD off with tll in console. To see if it tis full grass related toggle off grass with tg in console. Otherwise see if it can be clicked with console open and what more informative console shows. Use the disable command in console or a highlighter mod to see if it was selected and not some cloud, fog etc. in behind or in front of it.
Fantasi Posted 5 hours ago Posted 5 hours ago 37 minutes ago, sheson said: The papyrus log not being created might be related. For now continue with these steps and leave each preceding step in place as you did: Disable DynDOLOD.esm to see if that makes a difference. If that made no difference, hide, rename or move the textures folder in the DynDOLOD output. If that made no difference, hide, rename or move the meshes folder in the DynDOLOD output. If that made no difference, hide, rename or move the SKSE folder in the DynDOLOD output. Report results. Hi, I have done these testings and each was done 3 times on the same save to ensure consistency, I also checked the Papyrus log location and a new one wasnt generated. each test was also done with the previous changes (name change to the .txt file, disabling both occlusion and dyndolod.esp) "hide, rename or move the textures folder in the DynDOLOD output" - I removed the texture folder, and the frames seems to have gotten worse, was averaging 40 within whiterun now am getting 20 "hide, rename or move the meshes folder in the DynDOLOD output" - I removed the meshes folder, this actually made the issue go away, was able to get around 110 frames consistently throughout whiterun, and leaving whiterun didnt tank the fps further "hide, rename or move the SKSE folder in the DynDOLOD output" - I removed the SKSE folder, I actually got an error, see below link, but there is no FPS tanking issue https://imgur.com/PbEQmMj Thanks!
aedhan Posted 4 hours ago Posted 4 hours ago 57 minutes ago, sheson said: Generating Occlusion.esp should fix the first issue. See https://dyndolod.info/Help/Occlusion-Data The second issue might be a broken mesh. To see if it is LOD related toggle LOD off with tll in console. To see if it tis full grass related toggle off grass with tg in console. Otherwise see if it can be clicked with console open and what more informative console shows. Use the disable command in console or a highlighter mod to see if it was selected and not some cloud, fog etc. in behind or in front of it. Hi Sheson, I will do as you suggested. I did already have an Occlusion.esp. I recently updated my LODs and reran Texgen and DynDOLOD (with Occlusion ticked). However, I hadn't rerun xLODGen. Could the issue be due to the older xLODGen Output (terrain only)? Thanks again.
sheson Posted 3 hours ago Author Posted 3 hours ago 1 hour ago, Fantasi said: Hi, I have done these testings and each was done 3 times on the same save to ensure consistency, I also checked the Papyrus log location and a new one wasnt generated. each test was also done with the previous changes (name change to the .txt file, disabling both occlusion and dyndolod.esp) "hide, rename or move the textures folder in the DynDOLOD output" - I removed the texture folder, and the frames seems to have gotten worse, was averaging 40 within whiterun now am getting 20 "hide, rename or move the meshes folder in the DynDOLOD output" - I removed the meshes folder, this actually made the issue go away, was able to get around 110 frames consistently throughout whiterun, and leaving whiterun didnt tank the fps further "hide, rename or move the SKSE folder in the DynDOLOD output" - I removed the SKSE folder, I actually got an error, see below link, but there is no FPS tanking issue https://imgur.com/PbEQmMj Thanks! Since hiding the mesh already made a difference, there was no need to hide the SKSE folder. The error message is expected. Generate LOD without checking Ultra tree LOD to test if the not really optimized third party tree LOD models are the only reason or if the issue continues to happen. From the DynDOLOD log: Meshes\dyndolod\lod\trees\pine_common_big03_summer_9545d40fpassthru_lod.nif used 4271 times, ~ 995.94 MB Meshes\dyndolod\lod\trees\spruce_forest_medium01_winter_c84a610bpassthru_lod.nif used 3202 times, ~ 404.70 MB Meshes\dyndolod\lod\trees\spruce_forest_big01_winter_7afd0a70passthru_lod.nif used 3364 times, ~ 391.31 MB Meshes\dyndolod\lod\trees\pine_common_medium01_summer_034b300apassthru_lod.nif used 3762 times, ~ 385.68 MB Meshes\dyndolod\lod\trees\pine_common_big01_summer_c6ef728apassthru_lod.nif used 2582 times, ~ 361.20 MB Meshes\dyndolod\lod\trees\spruce_common_big01_winter_9554de46passthru_lod.nif used 2703 times, ~ 332.34 MB Meshes\dyndolod\lod\trees\pine_common_big02_summer_53fab581passthru_lod.nif used 2177 times, ~ 279.15 MB Meshes\dyndolod\lod\trees\spruce_forest_bigest01_winter_f6a9272fpassthru_lod.nif used 2865 times, ~ 257.51 MB Meshes\dyndolod\lod\trees\pine_common_big01_winter_947c0851passthru_lod.nif used 1392 times, ~ 194.73 MB Meshes\dyndolod\lod\trees\pine_common_big02_winter_4daab7a3passthru_lod.nif used 1504 times, ~ 192.86 MB The 3D tree LOD for these top ten trees account for ~3.5GB in the object LOD meshes for Tamriel. For comparison generating the high preset with ultra tree LOD for the vanilla game all object LOD meshes combined are about ~1GB in total. https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size It is normal for ultra tree LOD with 3D tree LOD models to take longer. Especially if the 3rd party 3D tree LOD models are complex (large file size). Use or create optimized 3D tree LOD models or use tree LOD billboards instead. Do not use complex models for ultra tree LOD. Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_ModelsUsed_[WORLDSPACE].txt for a list of meshes and their total contribution to the object LOD meshes file sizes. If the total file size for an object exceeds hundreds of MBs, consider creating an optimized LOD model. Upload a screenshot of the SkyUI MCM DynDOLOD Settings page. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings Doublecheck the object LOD distances values.
sheson Posted 3 hours ago Author Posted 3 hours ago 1 hour ago, aedhan said: Hi Sheson, I will do as you suggested. I did already have an Occlusion.esp. I recently updated my LODs and reran Texgen and DynDOLOD (with Occlusion ticked). However, I hadn't rerun xLODGen. Could the issue be due to the older xLODGen Output (terrain only)? Thanks again. No logs or load order were provided. If the issue happens with occlusion already generated for that worldspace it is probably something else, like INI settings or a DLL plugin. INI settings only change in-game if changed by user or DLL plugin. See https://dyndolod.info/FAQ#Entire-LOD-missing
aedhan Posted 2 hours ago Posted 2 hours ago 15 minutes ago, sheson said: No logs or load order were provided. If the issue happens with occlusion already generated for that worldspace it is probably something else, like INI settings or a DLL plugin. INI settings only change in-game if changed by user or DLL plugin. See https://dyndolod.info/FAQ#Entire-LOD-missing Hi Sheson, After a quick test it was the grass. I used <tg> as you suggested and the mysterious black rectangle disappeared and I no longer got any blank background/bars across the screen as I sprinted across the tundra. I will do some more testing to see if it is due to the specific grass mod I am using, a related ini setting, or NGIO, etc. Thank you
Fantasi Posted 1 hour ago Posted 1 hour ago 1 hour ago, sheson said: Since hiding the mesh already made a difference, there was no need to hide the SKSE folder. The error message is expected. Generate LOD without checking Ultra tree LOD to test if the not really optimized third party tree LOD models are the only reason or if the issue continues to happen. From the DynDOLOD log: Meshes\dyndolod\lod\trees\pine_common_big03_summer_9545d40fpassthru_lod.nif used 4271 times, ~ 995.94 MB Meshes\dyndolod\lod\trees\spruce_forest_medium01_winter_c84a610bpassthru_lod.nif used 3202 times, ~ 404.70 MB Meshes\dyndolod\lod\trees\spruce_forest_big01_winter_7afd0a70passthru_lod.nif used 3364 times, ~ 391.31 MB Meshes\dyndolod\lod\trees\pine_common_medium01_summer_034b300apassthru_lod.nif used 3762 times, ~ 385.68 MB Meshes\dyndolod\lod\trees\pine_common_big01_summer_c6ef728apassthru_lod.nif used 2582 times, ~ 361.20 MB Meshes\dyndolod\lod\trees\spruce_common_big01_winter_9554de46passthru_lod.nif used 2703 times, ~ 332.34 MB Meshes\dyndolod\lod\trees\pine_common_big02_summer_53fab581passthru_lod.nif used 2177 times, ~ 279.15 MB Meshes\dyndolod\lod\trees\spruce_forest_bigest01_winter_f6a9272fpassthru_lod.nif used 2865 times, ~ 257.51 MB Meshes\dyndolod\lod\trees\pine_common_big01_winter_947c0851passthru_lod.nif used 1392 times, ~ 194.73 MB Meshes\dyndolod\lod\trees\pine_common_big02_winter_4daab7a3passthru_lod.nif used 1504 times, ~ 192.86 MB The 3D tree LOD for these top ten trees account for ~3.5GB in the object LOD meshes for Tamriel. For comparison generating the high preset with ultra tree LOD for the vanilla game all object LOD meshes combined are about ~1GB in total. https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size It is normal for ultra tree LOD with 3D tree LOD models to take longer. Especially if the 3rd party 3D tree LOD models are complex (large file size). Use or create optimized 3D tree LOD models or use tree LOD billboards instead. Do not use complex models for ultra tree LOD. Check ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_ModelsUsed_[WORLDSPACE].txt for a list of meshes and their total contribution to the object LOD meshes file sizes. If the total file size for an object exceeds hundreds of MBs, consider creating an optimized LOD model. Upload a screenshot of the SkyUI MCM DynDOLOD Settings page. See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings Doublecheck the object LOD distances values. Hi, Just finished generating the new LOD using the exact same Texgen Assets and same settings but disabled Ultra Tree LOD and with normal Tree LOD, I can confirm that the issue is gone when I create new save in Whiterun and reloading it. Loading the old save however seem to have the same issue when loaded initially, but it is gone when I exited whiterun, saved the game and reloaded into whiterun. Tested pretty thoroughly using 5 new saves using different methods, Alternate start loading into different cells initially or COW into whiterun and then reloading, all resulted in no apparent issues. Here is the MCM settings menu screenshot - https://imgur.com/1acrylc Does this mean it is an issue with certain meshes that only exist in Whiterun that is messing up my FPS? Also, what would the reason be that even when I exit Whiterun my frame continues to tank until I restart the game? Thanks!
sheson Posted 1 hour ago Author Posted 1 hour ago 1 hour ago, aedhan said: Hi Sheson, After a quick test it was the grass. I used <tg> as you suggested and the mysterious black rectangle disappeared and I no longer got any blank background/bars across the screen as I sprinted across the tundra. I will do some more testing to see if it is due to the specific grass mod I am using, a related ini setting, or NGIO, etc. Thank you This could mean the vanilla *.gid are being used. They are in the wrong LE format. Or something happened to a *.cgid file generated by NGIO. For example an incomplete write when it crashed. If grass LOD is being generated, then there could be a message like this https://dyndolod.info/Messages/Exceptions#Error-reading-grass-worldspace-x-y to help narrow it down.
aedhan Posted 11 minutes ago Posted 11 minutes ago 44 minutes ago, sheson said: This could mean the vanilla *.gid are being used. They are in the wrong LE format. Or something happened to a *.cgid file generated by NGIO. For example an incomplete write when it crashed. If grass LOD is being generated, then there could be a message like this https://dyndolod.info/Messages/Exceptions#Error-reading-grass-worldspace-x-y to help narrow it down. Hi Sheson, I am not using a grass cache and did not generate grass LOD. I use NGIO just to eliminate grass in objects. I did some further testing. I tried a different grass mod with no improvement. I removed NGIO and my grass mod, toggled off Community Shaders (i.e. grass collisions and grass lighting), but the error still occurred even with plain vanilla grass. On a new test save I was still getting the non-rendering distance effect and the black floating rectangles over the tundra. Here is another screenshot taken approaching the giant camp outside Whiterun. Zoom in. What is that thing? It's not simply a black void. It seems to rotate in place, disappearing if side-on. If approached it blinks out. It cannot be selected with More Informative Console. There are only the two: this one and the other near the shrine of Zenithar. The <tg> command disable the rectangles and stops the non-rendering of the distance from occurring, so it must be grass related, but I am not sure what more I can change/check. Thank you.
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