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Posted
45 minutes ago, FiveLimbedCat said:

Yes, but it consistently crashes during Occlusion generation (I unchecked it and it didn't crash). And, as I said, an older version worked just fine, so there must be some changes that made it more volatile, even if my pc setting is the culprit. I'll continue to play without occlusion, but you guys may want to look into it.

We can not look into hardware etc. problems with your PC. The actual occlusion calculation did not change in years. There are no similar reports.

Maybe you are not properly identifying the problem. See https://dyndolod.info/Help/Occlusion-Data#Out-of-Memory-while-Generating-Occlusion-Data and https://dyndolod.info/FAQ "High memory usage / Out of memory"

It is the job of the OS to handle hardware resources and a simple program like xEdit/xLODGen/DynDOLOD can not crash the PC/OS unless the PC/OS have issues.

Posted
34 minutes ago, sheson said:

What version of Windows do you use? Run winver with WindowsKey + R

Install latest version of Visual Studio 2015, 2017, 2019, and 2022 https://learn.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist
Check Control Panel / Program Features and remove potential conflicting/older versions for those years just to be sure.

My Windows version is Windows 10 21H2 (Build 19944.2130). Visual Studio 2015, 2017, 2019, and 2022 were already installed on my computer before hand. I did go ahead an remove the older versions just now. Do you want me to test with the default script that comes in DynDOLOD Resources or did you have another one for me to test?

Posted
20 minutes ago, Saint_Chewy said:

My Windows version is Windows 10 21H2 (Build 19944.2130). Visual Studio 2015, 2017, 2019, and 2022 were already installed on my computer before hand. I did go ahead an remove the older versions just now. Do you want me to test with the default script that comes in DynDOLOD Resources or did you have another one for me to test?

Since nothing is wrong with the script you can just test with the normal version from DynDOLOD Resources SE.

Posted
7 minutes ago, sheson said:

Since nothing is wrong with the script you can just test with the normal version from DynDOLOD Resources SE.

Okay tested again after removing the older Visual Studios and no change still getting the same stutter.... So question for you then. Should I just go ahead and keep using the 991 B script that you gave me yesterday that gave me no stutter?

Posted
15 minutes ago, Saint_Chewy said:

Okay tested again after removing the older Visual Studios and no change still getting the same stutter.... So question for you then. Should I just go ahead and keep using the 991 B script that you gave me yesterday that gave me no stutter?

The test scripts were to determine what code might cause the problem. It is not a working script, which means dynamic LOD for large references will not working correctly.

This is the content of the last test script to cause stutter:

Scriptname SHESON_DynDOLOD_Worshipper extends ObjectReference
Event OnUnLoad()
	debug.trace(self + " onunload")
endEvent

And it is not the line debug.trace(self + " onunload") what causes the stutter, it is just there to make sure the event is actually fired as an empty event will be optimized away.

There is nothing that could be fixed in the script to fix the problem with your setup.

Test what happens with the attached EngineFixes.toml.

EngineFixes.toml

Posted
19 minutes ago, sheson said:

The test scripts were to determine what code might cause the problem. It is not a working script, which means dynamic LOD for large references will not working correctly.

This is the content of the last test script to cause stutter:

Scriptname SHESON_DynDOLOD_Worshipper extends ObjectReference
Event OnUnLoad()
	debug.trace(self + " onunload")
endEvent

And it is not the line debug.trace(self + " onunload") what causes the stutter, it is just there to make sure the event is actually fired as an empty event will be optimized away.

Test what happens with the attached EngineFixes.toml.

EngineFixes.toml 6.63 kB · 0 downloads

I tried using that file on both my test profile and my main mod profile and I am still getting stutters, however its not exactly in the same place and the stuttering is less constant (by maybe a second or two definitely still very much constant) and the intensity of the stutters increased greatly with that file.

I also tested this on my wife's computer because this does seem very much like just a 'me' issue even though I am basically running Skyrim vanilla with this test. When I am on her computer I do the exact same test run with the same mods on my computer and I also get the stutter in the exact same place.  I also wanted to mention my Skyrim version is 1.5.97. I have tried with the latest version and also received the same stutter as well.

Posted
1 minute ago, Saint_Chewy said:

I tried using that file on both my test profile and my main mod profile and I am still getting stutters, however its not exactly in the same place and the stuttering is less constant (by maybe a second or two definitely still very much constant) and the intensity of the stutters increased greatly with that file.

I also tested this on my wife's computer because this does seem very much like just a 'me' issue even though I am basically running Skyrim vanilla with this test. When I am on her computer I do the exact same test run with the same mods on my computer and I also get the stutter in the exact same place.  I also wanted to mention my Skyrim version is 1.5.97. I have tried with the latest version and also received the same stutter as well.

Find out what outside of the game exe version, SSE Engine Fixes and DynDOLOD is the same between the two computers for the minimal setup. At some point you should test with with the vanilla 1.5.97 plugins, too. However, thousands use best of both worlds with CC and 1.5.97 without issue, still at some we have to rule out everything else.

See what happens if you set fTreeLoadDistance in SkyrimPrefs.INI to zero in addition to the toml files from the other post.

If that does not change anything test what happens with the attached toml.

EngineFixes.toml

Posted
27 minutes ago, sheson said:

Find out what outside of the game exe version, SSE Engine Fixes and DynDOLOD is the same between the two computers for the minimal setup. At some point you should test with with the vanilla 1.5.97 plugins, too. However, thousands use best of both worlds with CC and 1.5.97 without issue, still at some we have to rule out everything else.

See what happens if you set fTreeLoadDistance in SkyrimPrefs.INI to zero in addition to the toml files from the other post.

If that does not change anything test what happens with the attached toml.

EngineFixes.toml 6.63 kB · 0 downloads

I tried setting fTreeLoadDistance = 0 and using the previous .toml from your other post and I get the same stutter as I was previously. I then used the new .toml and was unable to complete my test runs as I would get crashes a few seconds after loading into game. I tried to coc to other areas as well just to test and would still crash.

Posted
3 minutes ago, Saint_Chewy said:

I tried setting fTreeLoadDistance = 0 and using the previous .toml from your other post and I get the same stutter as I was previously. I then used the new .toml and was unable to complete my test runs as I would get crashes a few seconds after loading into game. I tried to coc to other areas as well just to test and would still crash.

It crashes with the minimal setup with only the vanilla plugins and DynDOLOD.esm?

Posted
11 minutes ago, Saint_Chewy said:

Yes that is correct. This is what my MO2 looks like.

MO2 Plugins.PNG

It crashes with just the vanilla game? No DynDOLOD.esm, too? What's in meshes/interfaces?

Enable the .Net Framework for a crash log.

Posted
10 minutes ago, sheson said:

It crashes with just the vanilla game? No DynDOLOD.esm, too? What's in meshes/interfaces?

Enable the .Net Framework for a crash log.

Yes I unchecked DynDOLOD.esm from the plugins tab and still crashed just now. I enabled .Net Framework like you mentioned and crashed, but it did not give me a crash log? SSE Engine Fixes is still enabled as well.  I attached a picture of it in the Data tab. Also nothing in the Meshes and Interface folder its empty.

Crash.PNG

Posted
51 minutes ago, Saint_Chewy said:

Yes I unchecked DynDOLOD.esm from the plugins tab and still crashed just now. I enabled .Net Framework like you mentioned and crashed, but it did not give me a crash log? SSE Engine Fixes is still enabled as well.  I attached a picture of it in the Data tab. Also nothing in the Meshes and Interface folder its empty.

 

I see. Let me know what happens with these two toml files then.

I made the second file artificially larger to differentiate between them in case something happens to be different.

EngineFixes.toml EngineFixes.toml

Posted (edited)
42 minutes ago, sheson said:

I see. Let me know what happens with these two toml files then.

I made the second file artificially larger to differentiate between them in case something happens to be different.

EngineFixes.toml 6.63 kB · 0 downloads EngineFixes.toml 9.65 kB · 0 downloads

I tried the first file 6.63 kB .toml with DynDOLOD.esm disabled to make sure I didn't crash and I did not. I then ran again with DynDOLOD.esm enabled and did not crash. It also seemed like the stutter was fixed because I did not stutter where I normally did which is around Fort Amol / Darkwater Crossing area. I made it almost all the way to Riften and then the exact same stutter kicked in. Gradual at first but if you keep walking it just grows in intensity. I continued my test to Windhelm to see if the stutter would stop and it did not. So this file just seemed to delay the stutter for me.

Next I tried the 9.65 kB .toml the same way. I did not crash with DynDOLOD.esm disabled, but when I enable it I crash as soon as the loading screen starts. I was unable to coc anywhere without it crashing. .Net Framework still did not generate a crash log for those crashes either.

 

Edited by Saint_Chewy

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