Levitatefred Posted 12 hours ago Posted 12 hours ago https://imgur.com/C8Kw5uX im running with SE 1.5.97, the video shows my description. the lod mods im using are listed below DynDOLOD Resources SE",52897 DynDOLOD DLL NG and Scripts 3.00",97720 Far Object LOD Improvement Project SSE",79197 HD Terrain Noise Texture SE",47057 DynDOLOD DLL SE - Scripts",57264 DynDOLOD DLL SE",57264 Lod Model Library for DynDOLOD",87521 anyone experience the same as me? especialy occured on architectures and walls near whiterun, mountains and other objects seem to be fine
sheson Posted 10 hours ago Author Posted 10 hours ago 9 hours ago, GreenEarings said: Still generates a few billboards and then hangs unfortunately. This time TexGen remained responsive for me to use the close dialogue, but after this it stayed frozen in the background so I still had to kill it manually. It output the regular logs this time but no bugreport.txt: https://www.mediafire.com/file/4sljdouluz0yme1/texgenlogs.zip/file Monitoring resource usage shows that upon the freeze gpu usage flatlines and vram usage stays constant, cpu usage stays at 100% on both cores until I kill the program. I uploaded a new test version to try. Report results. In case it still exhibits the problem, check if there are any texconv processes still lingering around. Verify that setting Locktexconv=1 still makes a difference.
sheson Posted 10 hours ago Author Posted 10 hours ago 9 hours ago, JayJeff said: Re-ran Dyndolod. Hopefully these are the right ones! Dyndolod Debug Dyndolod Log Bugreport The logs show you are starting DynDOLOD and then closing it without starting LOD generation. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Patch-Mod-with-DynDOLOD: If in wizard mode, start LOD generation by clicking one of the Low, Medium or High buttons. If in advanced mode, select options as desired and start LOD generation by clicking the OK button. Does it not show the wizard options window? https://dyndolod.info/Help/Wizard-Mode
sheson Posted 10 hours ago Author Posted 10 hours ago 3 hours ago, Levitatefred said: https://imgur.com/C8Kw5uX im running with SE 1.5.97, the video shows my description. the lod mods im using are listed below DynDOLOD Resources SE",52897 DynDOLOD DLL NG and Scripts 3.00",97720 Far Object LOD Improvement Project SSE",79197 HD Terrain Noise Texture SE",47057 DynDOLOD DLL SE - Scripts",57264 DynDOLOD DLL SE",57264 Lod Model Library for DynDOLOD",87521 anyone experience the same as me? especialy occured on architectures and walls near whiterun, mountains and other objects seem to be fine Moved to the DynDOLOD alpha thread. See 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. Make a useful screenshot with more informative console of the full model as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/FAQ#Object-LOD-model-and-full-model-show-at-the-same-time-causing-texture-flicker. Looks like this answer applies: DynDOLOD does not change how the engine and how LOD works. When new cells attach, first it loads the full models, then unloads object LOD. For that brief time both models show and there can be texture flicker. The more things the game has to load when new cells attach and the more system resources are strained the longer it takes to load full models and to unload object LOD. This exegerrated if object LOD uses the full model (or LOD models with very similar 3D) for LOD and for non large references that switch closer to the player character. See the answer FAQ answers as well.
sheson Posted 3 hours ago Author Posted 3 hours ago 11 hours ago, z929669 said: Here's the results from test version dated 1/26/2026 13:12 Double check the shader files in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ are from the release version. Please repeat the test with UseMipmaps=0 under [DynDOLOD] in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and upload the new *.dds files. Then repeat with adding GLAlphaCoverage=0 and upload those *.dds two.
z929669 Posted 3 hours ago Posted 3 hours ago 40 minutes ago, sheson said: Double check the shader files in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ are from the release version. Please repeat the test with UseMipmaps=0 under [DynDOLOD] in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and upload the new *.dds files. Then repeat with adding GLAlphaCoverage=0 and upload those *.dds two. To clarify, you want me to try UseMipmaps=0 in test 1 and then try GLAlphaCoverage=0 in test 2. For test 2, do you want UseMipmaps=0 commented or enabled?
Arkathor Posted 3 hours ago Posted 3 hours ago 18 hours ago, sheson said: In that case test what happens if you only disable Occlusion.esp. That should not change anything so continue with disabling the DynDOLOD.esp. If nothing changes, also disable the DynDOLOD.esm. In case there still is no change, hide/rename the meshes folder from the DynDOLOD output. Report results. I tested it and now the Problem seems to persist even if I disable DyndolodOutput. Seems like it's problem with different mod, that just randomly disappeared before. I'll look to find the broken mesh on my own. Sorry for false issue report.
z929669 Posted 2 hours ago Posted 2 hours ago 1 hour ago, sheson said: Double check the shader files in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ are from the release version. Please repeat the test with UseMipmaps=0 under [DynDOLOD] in C:\Modding\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and upload the new *.dds files. Then repeat with adding GLAlphaCoverage=0 and upload those *.dds two. 36 minutes ago, z929669 said: To clarify, you want me to try UseMipmaps=0 in test 1 and then try GLAlphaCoverage=0 in test 2. For test 2, do you want UseMipmaps=0 commented or enabled? Using the latest Test Versions (Jan 27), no *.dds were generated in the output for test 1. I will pause here until you affirm before continuing. Also, yes. the shaders I have are from the 198 release version and dated 1/2/2026. Here's the logs just in case.
sheson Posted 1 hour ago Author Posted 1 hour ago 1 hour ago, z929669 said: To clarify, you want me to try UseMipmaps=0 in test 1 and then try GLAlphaCoverage=0 in test 2. For test 2, do you want UseMipmaps=0 commented or enabled? Do one, than the other. Shouldn't really matter though 1 hour ago, z929669 said: Using the latest Test Versions (Jan 27), no *.dds were generated in the output for test 1. I will pause here until you affirm before continuing. Also, yes. the shaders I have are from the 198 release version and dated 1/2/2026. Here's the logs just in case. Looks like you changed the texture treepineforestbranchcomp.dds. Restore the 8k one from the mod that has CRC32 110FD4A4
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