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Posted
3 hours ago, heheloveer said:

https://www.nexusmods.com/skyrimspecialedition/mods/84375

Should this mod be used? All it does is adding a "Use LOD Data" flag under Parent to the Markarth worldspace, something every other major city child worldspace has. As I understand it this makes the child worldspace use Tamriel LOD data instead of its own LOD, which sounds reasonable. Why didn't Bethesda allow Markarth to use the parent world LOD data like every other city in the first place?

Bethesda did this for performance, memory usage reasons. Past the wall is basically just a bit of terrain that does not reach very far with very few references if any. You might notice just a single rock reference placed per cell because of engine reasons.

The mod will make much better distance views from inside Markarth. We discussed this long before Special Edition came out. Enabling this used to have noticeable performance impact in Skyrim. Probably less so now.

Creating a patch file for for DynDOLOD to set the flag instead of a plugin could probably make this compatible with everything.

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Posted (edited)
33 minutes ago, sheson said:

Bethesda did this for performance, memory usage reasons. Past the wall is basically just a bit of terrain that does not reach very far with very few references if any. You might notice just a single rock reference placed per cell because of engine reasons.

The mod will make much better distance views from inside Markarth. We discussed this long before Special Edition came out. Enabling this used to have noticeable performance impact in Skyrim.

Thanks for the explanation! I guess more than ten years after the game's launch this performance impact shouldn't matter all that much for most players. Apparently Bethesda brutalized scenery outside every city's walls for performance reasons but never once thought of restoring them during all these years and all these re-releases, which honestly isn't all that surprising.

Edit: Personally I manually created my own patch plugin to solve the worldspace edit conflicts in my load order and loads it last, so that every time DynDOLOD runs the generated plugins always carries over the right worldspace information. Works for me at least.

Edit 2: Maybe you could include such a patch file in a newer version of DynDOLOD Resources? The performance impact is probably less noticeable than the Whiterun Grass Patch.

Edited by heheloveer
Posted

I've been building a modlist up using a modified version of AVO:NG over the past couple of months and after tinkering with a bunch of city overhauls I went to re-run DynDolod only to be met with the following error:

"[Window Title] DynDOLOD

[Main Instruction] Error: Duplicate editor ID in DynDOLOD.esm [CELL:2302F514] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -28,-4) and DynDOLOD.esm [CELL:2302F511] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -29,-3)"

Attempting to coc to either of those cells results in nothing happening (I'm not teleported anywhere, game doesn't crash, the console just logs it and nothing happens). I've run up and down and around Markarth with no issues whatsoever either.

My modlist and load order: https://loadorderlibrary.com/lists/failed-dyndolod

 

I was using the LOD generation instructions found here: https://github.com/The-Animonculory/Modding-Resources/blob/main/DynDOLOD.md and made it through every step of the process without issue except for the final DynDOLOD run

Posted
1 hour ago, slimey_frog said:

I've been building a modlist up using a modified version of AVO:NG over the past couple of months and after tinkering with a bunch of city overhauls I went to re-run DynDolod only to be met with the following error:

"[Window Title] DynDOLOD

[Main Instruction] Error: Duplicate editor ID in DynDOLOD.esm [CELL:2302F514] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -28,-4) and DynDOLOD.esm [CELL:2302F511] (in MarkarthWorld "Markarth" [WRLD:00016D71] at -29,-3)"

Attempting to coc to either of those cells results in nothing happening (I'm not teleported anywhere, game doesn't crash, the console just logs it and nothing happens). I've run up and down and around Markarth with no issues whatsoever either.

My modlist and load order: https://loadorderlibrary.com/lists/failed-dyndolod

I was using the LOD generation instructions found here: https://github.com/The-Animonculory/Modding-Resources/blob/main/DynDOLOD.md and made it through every step of the process without issue except for the final DynDOLOD run

Moved to the DynDOLOD 3 Alpha thread.

Read the first post which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. Also see https://dyndolod.info/Official-DynDOLOD-Support-Forum

Posted

I decided to switch to this alpha and I've been getting the DynDOLOD.esm flagging esp as masters bug again. In my last generation, DynDOLOD.esm set Holidays.esp as a master, which threw off LOOT completely. Since Holidays is a rather small mod, I decided to just disable it, regenerate LOD, then enable it after.

I also couldn't find what records in Holidays were used in the LOD generation, but I didn't save the DynDOLOD log file before generating again.

I'm just commenting here for posterity. Is there away to avoid this? I thought the bug had already been fixed in previous versions.

Posted
4 hours ago, kiggs said:

I decided to switch to this alpha and I've been getting the DynDOLOD.esm flagging esp as masters bug again. In my last generation, DynDOLOD.esm set Holidays.esp as a master, which threw off LOOT completely. Since Holidays is a rather small mod, I decided to just disable it, regenerate LOD, then enable it after.

I also couldn't find what records in Holidays were used in the LOD generation, but I didn't save the DynDOLOD log file before generating again.

I'm just commenting here for posterity. Is there away to avoid this? I thought the bug had already been fixed in previous versions.

Read the first post which log and debug log to upload when making posts. Also read https://dyndolod.info/Official-DynDOLOD-Support-Forum.

Unsurprisingly testing with Vanilla and Holidays.esp in the load order, it is not added as a master to DynDOLOD.esm.

Posted

Hello,

Is there a way I can not generate object LOD for specific worldspaces? I want object LOD in all my worldspaces except one. I am aware of the specific chunk feature in the expert mode but was wondering if there is an easier way.

Thanks.

Posted

I attempted to run Texgen multiple times since a couple days ago with no success. 

It starts just fine and hits a snag at creating a very particular Solitude texture. The two processes (Taking your Firstborn and the Texture Conversion process) disappears and seems to stop and it gets stuck unable to continue. I have all antivirus disabled and I have Dyndolod installed outside of the security sensitive folders mentioned in the tutorial. All the requirements  listed are up to date and installed them again to make sure. 

Here are the links to the two logs required for troubleshooting: 

Texgen log: https://ufile.io/rhe0mdwo

Texgen debug log: https://ufile.io/0d3qg0ly

Posted
1 hour ago, PorcelanovaVaza said:

Hello,

Is there a way I can not generate object LOD for specific worldspaces? I want object LOD in all my worldspaces except one. I am aware of the specific chunk feature in the expert mode but was wondering if there is an easier way.

Thanks.

https://dyndolod.info/Generation-Instructions
Depending on preferences and desired options, use the wizard mode or click to advanced mode.
Select the worldspaces to generate the LOD mod for.

https://dyndolod.info/Help/Wizard-Mode#Select-Worldspaces The image on top of the page shows the worldspace selection box on top right under "DynDOLOD".
For convenience all worldspaces are already selected. Use right click to select all or none.

https://dyndolod.info/Help/Advanced-Mode#Worldspaces The image on top of the page shows the worldspace selection box top left.
Select the worldspaces to generate the LOD mod for. Use right click to select all or none.

After generating for the desired list of workdspaces with one set of options, install output. Start DynDOLOD again with the output active. Select different worldspace and options. Install new output merging with old output, overwrite all old files from first generation, in particular the plugins and SKSE json/data files.

Typically all LOD types should be generated for all worldspaces for consistency. If there are issues they should be troubleshooted or reported so they can be fixed if possible

Posted
1 hour ago, RinAvenir said:

I attempted to run Texgen multiple times since a couple days ago with no success. 

It starts just fine and hits a snag at creating a very particular Solitude texture. The two processes (Taking your Firstborn and the Texture Conversion process) disappears and seems to stop and it gets stuck unable to continue. I have all antivirus disabled and I have Dyndolod installed outside of the security sensitive folders mentioned in the tutorial. All the requirements  listed are up to date and installed them again to make sure. 

Here are the links to the two logs required for troubleshooting: 

Texgen log: https://ufile.io/rhe0mdwo

Texgen debug log: https://ufile.io/0d3qg0ly

Moved to the DynDOLOD 3 Alpha thread.

I find it curious that you believe the problem to be a particular texture, while the different sessions in the log show it not be the last every time or it generating fine when doing it for vanilla. In fact what the log lines "creating..." show is that the textures is going to be saved uncompressed. Since things are running in parallel the log order is not necessarily the order in which things actually happen.

Check/report the output folder for the textures (and their *_n.dds) from the last couple lines have all been saved/exist.
Check/report if they are still uncompressed (888 or 8888 format) or if they have been successfully converted by Texconv.
Before closing TexGen, check/report if there are any txt or dds file in the temp folder C:\Users\Abby\AppData\Local\Temp\TexGen_SSE\ for Texconv.
Doublecheck there are really no Texconv processes TexGen might be waiting on.

Posted
1 hour ago, sheson said:

Before closing TexGen, check/report if there are any txt or dds file in the temp folder C:\Users\Abby\AppData\Local\Temp\TexGen_SSE\ for Texconv.
Doublecheck there are really no Texconv processes TexGen might be waiting on.

I checked that file location and the Texgen_SSE folder is not in there. 

At the time the process got stuck, the Texconv process as well as the Taking Your First Born process would both disappear from the Task Manager and CPU usage + GPU usage would drop to zero as well. I left it running overnight to see if those processes would recover and they did not. 

Posted
18 minutes ago, RinAvenir said:

I checked that file location and the Texgen_SSE folder is not in there. 

At the time the process got stuck, the Texconv process as well as the Taking Your First Born process would both disappear from the Task Manager and CPU usage + GPU usage would drop to zero as well. I left it running overnight to see if those processes would recover and they did not. 

TexGen can not be running/be stuck and not be listed in task manager at the same time. Sort by Process name (right click the header row to enable/disable columns)  in task manager and scroll down to where TexGenx64.exe is listed. Unfold it, too. Check the Process name column for TexConvx64.exe as well.

Check that the folder C:\Users\Abby\AppData\Local\Temp\TexGen_SSE\ is created shortly after TexGen is started, that txt and dds files are appearing/disappearing while it is generating textures.

Check/report the output folder for the textures (and their *_n.dds) from the last couple lines have all been saved/exist.
Check/report if they are still uncompressed (888 or 8888 format) or if they have been successfully converted by Texconv

Posted (edited)

Edit: I checked the folder while Texgen was running and the folder is there. There's a txt file + a number of dds files in there. 

I also checked for the TexGen.exe process and it's not in the list right now. 

The textures in the last couple lines are in the output folders are saved in the Texgen_output location

Edited by RinAvenir

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