sheson Posted June 7 Author Posted June 7 16 minutes ago, drift123 said: Debug log.txt: https://ufile.io/m4yuf08u The grass cache guides I read instructed to use Grass Cache Helper NG. I guess I could set those INI settings manually... With extended full grass to 60000 blocks on Level 4 I had about 23 FPS compared to 53 FPS with grass LOD in the same range. So I guess grass LOD is just much more taxing than I had expected. What is interesting is I only lost about 3 FPS in Whiterun tundra moving the slider from 60000 to 0 for Level 4 LOD without grass LOD installed but otherwise the same settings. So the grass LOD appears to be much more taxing than the 3D tree and object LOD in Level 4, because I lose about 30 FPS by enabling just the grass and keeping everything else the same. From what I remember the switch from 2D ultra tree LOD to 3D trees was about a 10 FPS difference. Would it be possible to create a rule so that Level 4 grass LOD is at 30000, while keeping the Level 4 ultra tree & object LOD at the 60000 range? I'd rather shorten the range of the grass LOD only. I also faintly remember being able to bake grass textures into the terrain LOD before this grass LOD was possible, which could look fine on the more distant terrain. Grass cache generation with NGIO does not require Grass Cache Helper NG. Object LOD uses 3 LOD level, 4, 8 and 16. Whatever the LOD meshes of level 4 depict, shows in the area between the edge of the active cells and the object LOD level 8 meshes and can not be made to stop rendering earlier. That would require changes to the engine and/or shaders. See https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Object-LOD
sheson Posted June 7 Author Posted June 7 18 hours ago, KRZ said: This one's looking good in xEdit. Unknown 2 only. No crashes in game either. I've attached DynDOLOD logs, just in case. DynDOLOD_SSE_Debug: https://mega.nz/file/1OVi3ATa#WQN_Iquyedx69e_4LHhKnCn8BMfQCy4DbkwtNf9cHfw I'll start another run with Sirenroot and SLaWF and share the results once I got them. Great success. Unknown 2 only. DynDOLOD_SSE_Debug: https://mega.nz/file/0GdmWY6B#PuPZGFUWPAUm1a1rM7S0YbUGebjXv7GjKfrk2mmc_TU This one's with Sirenroot + SLaWF. The text-files containing 'Complete' in their title are including Sirenroot + SLaWF. May I ask how the mismatch came to happen? It sounds like something more people should encounter so I'm still sceptical I messed up somewhere. Thank you for all the troubleshooting help! Error Check 170C.txt 1.47 kB · 1 download DynDOLOD_SSE_log.txt 1.15 MB · 1 download Error Check 170C Complete.txt 1.47 kB · 1 download DynDOLOD_SSE_log Complete.txt 1.15 MB · 1 download DynDOLOD.esm Complete.zip 1 MB · 0 downloads Let me know if this test version works - no unresolved form IDs and no crashes. https://mega.nz/file/BBAWlCwA#wn7-2iAs803THnasndswcCYH0wFWwV473creTLtoK8I Let me know if Alpha-171 fixes the issue properly for you. For speed DynDOLOD creates the large reference list on the worldspace record directly without using the usual xEdit functions that also take care of load order form IDs and the master list being in sync. This requires the master list to be final when DynDOLOD creates the list. A change somewhere else means if circumstances are right, the master list could change after, which is hopefully addressed in this test version.
KRZ Posted June 7 Posted June 7 (edited) 4 hours ago, sheson said: Let me know if this test version works - no unresolved form IDs and no crashes. https://mega.nz/file/BBAWlCwA#wn7-2iAs803THnasndswcCYH0wFWwV473creTLtoK8I Let me know if Alpha-171 fixes the issue properly for you. For speed DynDOLOD creates the large reference list on the worldspace record directly without using the usual xEdit functions that also take care of load order form IDs and the master list being in sync. This requires the master list to be final when DynDOLOD creates the list. A change somewhere else means if circumstances are right, the master list could change after, which is hopefully addressed in this test version. Sorry I missed the test version and only now respond to 171 It's looking good however. I've attached the xEdit Error Check below but there are no unresolved FormIDs and I've had no crashes either. I think this could be it. Thank you for continously troubleshooting and also for the easy to understand explanation of what's been wrong!! Error Check 171.txt Edited June 7 by KRZ
sheson Posted June 7 Author Posted June 7 40 minutes ago, KRZ said: Sorry I missed the test version and only now respond to 171 It's looking good however. I've attached the xEdit Error Check below but there are no unresolved FormIDs and I've had no crashes either. I think this could be it. Thank you for continously troubleshooting and also for the easy to understand explanation of what's been wrong!! Error Check 171.txt 1.47 kB · 0 downloads Looking good. Thanks for testing and letting us know.
drift123 Posted June 7 Posted June 7 7 hours ago, sheson said: Grass cache generation with NGIO does not require Grass Cache Helper NG. Object LOD uses 3 LOD level, 4, 8 and 16. Whatever the LOD meshes of level 4 depict, shows in the area between the edge of the active cells and the object LOD level 8 meshes and can not be made to stop rendering earlier. That would require changes to the engine and/or shaders. See https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Object-LOD Alright thanks for the info I'll have to keep testing to see what looks and performs best.
drift123 Posted June 10 Posted June 10 (edited) If I increase the imingrasssize to 120 for grass precache to save performance, could I then change that setting back to 20 after the grass LOD is generated, so that the loaded cell grass density is not affected? I want to save performance on the grass LOD while maintaining the density of full grass in the loaded cell. The idea is to reduce the number of placements drastically. Would this approach require me to keep bAllowCreateGrass enabled after the fact? As I understand the grass cache files affect both the loaded cell full grass and the grass LOD if bAllowLoadGrass is enabled. I'm also unsure if the grass density setting in Dyndolod is identical to changing the imingrasssize during grass precaching? Or do these settings work differently? Even at 25 the performance hit was quite heavy and the grass LOD still looked very dense, which makes me think that reducing density for the precache generation may be the solution. Thanks. Edited June 10 by drift123 correction
sheson Posted June 10 Author Posted June 10 5 hours ago, drift123 said: If I increase the imingrasssize to 120 for grass precache to save performance, could I then change that setting back to 20 after the grass LOD is generated, so that the loaded cell grass density is not affected? I want to save performance on the grass LOD while maintaining the density of full grass in the loaded cell. The idea is to reduce the number of placements drastically. Would this approach require me to keep bAllowCreateGrass enabled after the fact? As I understand the grass cache files affect both the loaded cell full grass and the grass LOD if bAllowLoadGrass is enabled. I'm also unsure if the grass density setting in Dyndolod is identical to changing the imingrasssize during grass precaching? Or do these settings work differently? Even at 25 the performance hit was quite heavy and the grass LOD still looked very dense, which makes me think that reducing density for the precache generation may be the solution. Thanks. https://dyndolod.info/Help/Grass-LOD#Settings Change the Density dropdown to a lower value in the advanced mode of DynDOLOD under the Grass LOD checkbox to thin out grass LOD for better performance. https://dyndolod.info/Help/Advanced-Mode#Grass-LOD Density sets the percentage of grass LOD billboards that are being generated. 50 means only half of the grass placements are added for better performance but thinner grass LOD in the distance. Set it to 15 or lower to further reduce performance requirements.
drift123 Posted June 10 Posted June 10 (edited) On grass density 10 I lose about 15-20 FPS (~80 to 60) in the Whiterun tundra compared to no grass LOD. It seems that the color of the LOD matches the full grass, except for some reason the LOD only displays the green grass models and not the brown grass. Is this functioning as intended? Edit: well I tried an ENB and then the green LOD grass changed to light brown...so I think it is just the weather and lighting doing this Edited June 10 by drift123 typo
sheson Posted June 10 Author Posted June 10 1 hour ago, drift123 said: On grass density 10 I lose about 15-20 FPS (~80 to 60) in the Whiterun tundra compared to no grass LOD. It seems that the color of the LOD matches the full grass, except for some reason the LOD only displays the green grass models and not the brown grass. Is this functioning as intended? Edit: well I tried an ENB and then the green LOD grass changed to light brown...so I think it is just the weather and lighting doing this If a specfic type of full grass model has no LOD representation see https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List 1
drift123 Posted June 10 Posted June 10 7 hours ago, sheson said: If a specfic type of full grass model has no LOD representation see https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List It's just bizarre because when I enable ENB, suddenly both the green and brown grass types become visible in the LOD. I don't know how to explain that but the lighting is doing something funky. Strangely enough, the ENB makes the LOD match the full grass better than no ENB, it just needs to be a little darker I think.
sheson Posted June 10 Author Posted June 10 2 hours ago, drift123 said: It's just bizarre because when I enable ENB, suddenly both the green and brown grass types become visible in the LOD. I don't know how to explain that but the lighting is doing something funky. Strangely enough, the ENB makes the LOD match the full grass better than no ENB, it just needs to be a little darker I think. It is known that ENB settings affects grass LOD color/brightness. ENB typically does not change the visibility of LOD or transparency of textures. Use tfc to get close to LOD. No logs and no useful screenshots like a close up of LOD with tfc were provided.
The_Franks Posted June 11 Posted June 11 (edited) I cannot seem to get my Aspen tree lod working with Seasons of Skyrim. In the winter, the close trees change, but the far trees stay leafy. xEdit shows there is no dyndolod_base for treeWinterAspen, even though those are DLC01 objects that are all over the falmer valley. TreeAspen01_dyndolod_base exists, but without treewinterAspen01_dyndolod_base, how can I swap them in the winter? There is only one tree swap in the dyndolod_win.ini, and that is a treepineforest03 to treepineforest03snow and yet all of the pines are working correctly. I have attached some logs, but the debug is 14MB as a 7zip, so it is too big. This section of it shows that it is processing the winter aspens "[00:16] [LoadRecordsString] <Debug: Processing DLC1TreeFloraMountainFlower02Yellow,False Dawnguard.esm DLC1TreeFloraMountainFlower02Yellow "Mountain Flower" [TREE:02002A77]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen01 Dawnguard.esm TreeWinterAspen01 [TREE:02003AC5]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen02 Dawnguard.esm TreeWinterAspen02 [TREE:02003AC9]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen03 Dawnguard.esm TreeWinterAspen03 [TREE:02003ACA]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen04,False Dawnguard.esm TreeWinterAspen04 [TREE:02003ACB]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen05 Dawnguard.esm TreeWinterAspen05 [TREE:02003ACC]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen06 Dawnguard.esm TreeWinterAspen06 [TREE:02003ACF]>" So they are being processed (except 4, too small?). The . I included the falmer valley log, because it mentions them, and the tamriel log, because it does not. Is there a command I can put in the dyndolod_win.ini to force the change whether it wants to or not? Something like "[Trees] ;TreePineForest03_DynDOLOD_BASE|TreePineForestSnow03_DynDOLOD_BASE 0x64972~DynDOLOD.esm|0x64973~DynDOLOD.esm" from the bottom, but for treeAspen01_dyndolod_base to treeWinterAspen01_dyndold_base? What is the editor ID for the lod of the DLC01 winter aspen? I can't find one at all. TreeAspen01_dyndolod_base is there, but no winter version. Thanks for the help. Let me know if you need any more logs or anything. Logs.7z Edited June 11 by The_Franks
The_Franks Posted June 11 Posted June 11 2 hours ago, The_Franks said: I cannot seem to get my Aspen tree lod working with Seasons of Skyrim. In the winter, the close trees change, but the far trees stay leafy. xEdit shows there is no dyndolod_base for treeWinterAspen, even though those are DLC01 objects that are all over the falmer valley. TreeAspen01_dyndolod_base exists, but without treewinterAspen01_dyndolod_base, how can I swap them in the winter? There is only one tree swap in the dyndolod_win.ini, and that is a treepineforest03 to treepineforest03snow and yet all of the pines are working correctly. I have attached some logs, but the debug is 14MB as a 7zip, so it is too big. Nevermind. I don't know why I am trying to make a mod that already exists. Seasonal Aspens took care of the winter. Not sure why it works, and even though I was doing the same thing with different names, it didn't. Unless it was because I needed to unpack the textures from the BSA. Oh, well. I am a results guy, so I cannot argue with this working. Now I just need to clean up the mess I made in my folder and mods.
sheson Posted June 12 Author Posted June 12 8 hours ago, The_Franks said: I cannot seem to get my Aspen tree lod working with Seasons of Skyrim. In the winter, the close trees change, but the far trees stay leafy. xEdit shows there is no dyndolod_base for treeWinterAspen, even though those are DLC01 objects that are all over the falmer valley. TreeAspen01_dyndolod_base exists, but without treewinterAspen01_dyndolod_base, how can I swap them in the winter? There is only one tree swap in the dyndolod_win.ini, and that is a treepineforest03 to treepineforest03snow and yet all of the pines are working correctly. I have attached some logs, but the debug is 14MB as a 7zip, so it is too big. This section of it shows that it is processing the winter aspens "[00:16] [LoadRecordsString] <Debug: Processing DLC1TreeFloraMountainFlower02Yellow,False Dawnguard.esm DLC1TreeFloraMountainFlower02Yellow "Mountain Flower" [TREE:02002A77]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen01 Dawnguard.esm TreeWinterAspen01 [TREE:02003AC5]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen02 Dawnguard.esm TreeWinterAspen02 [TREE:02003AC9]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen03 Dawnguard.esm TreeWinterAspen03 [TREE:02003ACA]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen04,False Dawnguard.esm TreeWinterAspen04 [TREE:02003ACB]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen05 Dawnguard.esm TreeWinterAspen05 [TREE:02003ACC]> [00:16] [LoadRecordsString] <Debug: Processing TreeWinterAspen06 Dawnguard.esm TreeWinterAspen06 [TREE:02003ACF]>" So they are being processed (except 4, too small?). The . I included the falmer valley log, because it mentions them, and the tamriel log, because it does not. Is there a command I can put in the dyndolod_win.ini to force the change whether it wants to or not? Something like "[Trees] ;TreePineForest03_DynDOLOD_BASE|TreePineForestSnow03_DynDOLOD_BASE 0x64972~DynDOLOD.esm|0x64973~DynDOLOD.esm" from the bottom, but for treeAspen01_dyndolod_base to treeWinterAspen01_dyndold_base? What is the editor ID for the lod of the DLC01 winter aspen? I can't find one at all. TreeAspen01_dyndolod_base is there, but no winter version. Thanks for the help. Let me know if you need any more logs or anything. Logs.7z 389.27 kB · 0 downloads Read the first post and or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to zip large log files and upload them to a file service. See https://www.nexusmods.com/skyrimspecialedition/mods/62861 and https://dyndolod.info/Help/Seasons#Technical-Information For things to swap, you need to create an INI for a season that contains the swaps. The original record and the record that is being swapped to need to exist both in the load order before the LOD patch generation with DynDOLOD. The full model swap needs to work without DynDOLOD output in the load order. Do not use records or files that may or may not exist in the automatically generated LOD patch. Things are generated as required by the load order and settings only. There is no guarantee they will exist consistently, across versions. The editor is not stable either. Using/patching the LOD patch or relaying in its content for anything is not how any of this is supposed to work. 5 hours ago, The_Franks said: Nevermind. I don't know why I am trying to make a mod that already exists. Seasonal Aspens took care of the winter. Not sure why it works, and even though I was doing the same thing with different names, it didn't. Unless it was because I needed to unpack the textures from the BSA. Oh, well. I am a results guy, so I cannot argue with this working. Now I just need to clean up the mess I made in my folder and mods. xEdit, xLODGen, DynDOLOD etc. read assets from BSA, so they do not need to be unpacked.
drift123 Posted June 12 Posted June 12 On 6/10/2024 at 4:37 PM, sheson said: It is known that ENB settings affects grass LOD color/brightness. ENB typically does not change the visibility of LOD or transparency of textures. Use tfc to get close to LOD. No logs and no useful screenshots like a close up of LOD with tfc were provided. What I mean is that enabling ENB fixes the impression of grass LOD only looking green. Without ENB the LOD grass is matching the full grass types, but the darkness makes the brown grass look the same as the green grass at a distance. ENB Off: But with ENB enabled, the green and brown grass can be seen from a distance. I just need to reduce the brightness of the grass LOD slightly to match the shadows on the full grass. Enb On:
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