sheson Posted July 1 Author Posted July 1 2 hours ago, Chromatic said: To be honest, this isn't the first time I've been having these issues. I guess you have already noticed, but I had the same problem in November too and we couldn't find a conclusive answer back then either. I already have high performance settings enabled on Windows each time I run xlodgen/texgen/dyndolod. The monitor does shut off by its own still due to the settings used, but I noticed the same issue happening even if I didn't let it shut off anyway. I am looking for it, but haven't noticed such an entry in the Event Log. However: After doing some research in this thread, I decided to install an older driver version like you also suggested. I went back all the way to 22.5.1 which was mentioned here in the past and surprisingly, everything worked fine and lod generation was successful even without a minimal driver install or shutting off AMD related processes. In fact, I ran DynDOLOD two different times with successful lod generation for each one (let me know if you still want me to post the logs anyway). Does this mean that newer AMD drivers are a no-go? Considering there are no other reports at the moment, the newest drivers seem OK.
Commercial_Aside_149 Posted July 1 Posted July 1 Hello Sheson, I generate Grass cache, SSELoDGen, TextGen and Dyndolod, but I seem to get no LoDs at all in the game but DynDoLoD MCM says that it is successfully initialized. I see it is as below, brand new game btw https://ibb.co/9r5KXg0 Tried with just the base game, the image is similar, confirming that there is nothing being contributed by Dyndolod. I am using the 1.5.97 version of SE, downloaded the Resources, downloaded Dyndolod brand new and also the DLL NG for SE 1.5.97, still the same results. Logs: https://ufile.io/xh1nywgv Please let me know if you require any other information and thank you in advance for your help with this
sheson Posted July 1 Author Posted July 1 56 minutes ago, Commercial_Aside_149 said: Hello Sheson, I generate Grass cache, SSELoDGen, TextGen and Dyndolod, but I seem to get no LoDs at all in the game but DynDoLoD MCM says that it is successfully initialized. I see it is as below, brand new game btw https://ibb.co/9r5KXg0 Tried with just the base game, the image is similar, confirming that there is nothing being contributed by Dyndolod. I am using the 1.5.97 version of SE, downloaded the Resources, downloaded Dyndolod brand new and also the DLL NG for SE 1.5.97, still the same results. Logs: https://ufile.io/xh1nywgv Please let me know if you require any other information and thank you in advance for your help with this Verify/Increase the LOD distances. See https://dyndolod.info/Help/Mod-Configuration-Menu#Settings
Commercial_Aside_149 Posted July 1 Posted July 1 20 minutes ago, sheson said: Verify/Increase the LOD distances. See https://dyndolod.info/Help/Mod-Configuration-Menu#Settings Thank you! I have the below settings, with some of the parameters completely missing and yes, the LoD distances are all set to 0. https://ibb.co/cksf4Xj I manually increased the distances to random numbers similar to the values in the Help page and the LoDs are back, with a performance hit (which I suspect is because of my randomly selecting high values). But I have not had this issue before, is there something that I am likely doing wrong? because of which the LoD distances in settings are set to 0 from start? Thanks again
sheson Posted July 1 Author Posted July 1 1 hour ago, Commercial_Aside_149 said: Thank you! I have the below settings, with some of the parameters completely missing and yes, the LoD distances are all set to 0. https://ibb.co/cksf4Xj I manually increased the distances to random numbers similar to the values in the Help page and the LoDs are back, with a performance hit (which I suspect is because of my randomly selecting high values). But I have not had this issue before, is there something that I am likely doing wrong? because of which the LoD distances in settings are set to 0 from start? Thanks again The DynDOLOD SkyUI MCM - Settings page shows the current INI settings for the LOD distances. You can create default INIs by deleting/moving the current INIs and start the games launcher or use BethINIs. In case the INIs have proper values and they show 0 in the MCM after starting a new game, let me know. https://dyndolod.info/Help/Mod-Configuration-Menu#Static-Object-LOD Settings from Prefs.INI. See object LOD explanations. https://dyndolod.info/Help/Object-LOD#Settings The distances of the object LOD levels can be controlled with below INI settings - either in the DynDOLOD SkyUI MCM or the Prefs INI. https://dyndolod.info/Help/Mod-Configuration-Menu#Tree-LOD Setting from Prefs.INI. See tree LOD explanations. https://dyndolod.info/Help/Tree-LOD#Settings The maximum distance of tree LOD can be controlled with below INI setting - either in the DynDOLOD SkyUI MCM or the Prefs INI.
Commercial_Aside_149 Posted July 1 Posted July 1 59 minutes ago, sheson said: The DynDOLOD SkyUI MCM - Settings page shows the current INI settings for the LOD distances. You can create default INIs by deleting/moving the current INIs and start the games launcher or use BethINIs. In case the INIs have proper values and they show 0 in the MCM after starting a new game, let me know. https://dyndolod.info/Help/Mod-Configuration-Menu#Static-Object-LOD Settings from Prefs.INI. See object LOD explanations. https://dyndolod.info/Help/Object-LOD#Settings The distances of the object LOD levels can be controlled with below INI settings - either in the DynDOLOD SkyUI MCM or the Prefs INI. https://dyndolod.info/Help/Mod-Configuration-Menu#Tree-LOD Setting from Prefs.INI. See tree LOD explanations. https://dyndolod.info/Help/Tree-LOD#Settings The maximum distance of tree LOD can be controlled with below INI setting - either in the DynDOLOD SkyUI MCM or the Prefs INI. Thank you for your suggestions, it worked! the settings show up and LoDs are back again Btw, if you are aware of any suggestions on INI settings that can/should be used for parallax settings, please do let me know. Thanks again for the awesome help and support
sheson Posted July 1 Author Posted July 1 1 hour ago, Commercial_Aside_149 said: Thank you for your suggestions, it worked! the settings show up and LoDs are back again Btw, if you are aware of any suggestions on INI settings that can/should be used for parallax settings, please do let me know. Thanks again for the awesome help and support LOD does not use/support parallax and does not have any related settings AFAIK. 1
TomForStep Posted July 2 Posted July 2 (edited) I have two issues with LOD. At least I guess they might have something to do with LOD... From afar, these obelisks are missing textures. When getting near, the textures pop in: https://imgur.com/a/8US8TNU From afar, a lot of snow mountain slopes (not all) are too dark and lack structure. When getting near, the proper textures and/or meshes fade in (blue rectangles show problematic zones, red rectangles show the difference for specific examples): https://imgur.com/a/X6Qhxot The fade-in effect is much more pronounced than the pictures show. How can I best troubleshoot these two issues? Otherwise, LOD (grass, trees, terrain) seems to be working fine. Versions: 1.5.97 DynDOLOD Resources SE 3.00-52897-Alpha-50 DynDOLOD 3.00-68518-Alpha-173 DynDOLOD DLL NG and Scripts 3.00-97720-Alpha-30 Edited July 2 by TomForStep
sheson Posted July 2 Author Posted July 2 51 minutes ago, TomForStep said: I have two issues with LOD. At least I guess they might have something to do with LOD... From afar, these obelisks are missing textures. When getting near, the textures pop in: https://imgur.com/a/8US8TNU From afar, a lot of snow mountain slopes (not all) are too dark and lack structure. When getting near, the proper textures and/or meshes fade in (blue rectangles show problematic zones, red rectangles show the difference for specific examples): https://imgur.com/a/X6Qhxot The fade-in effect is much more pronounced than the pictures show. How can I best troubleshoot these two issues? Otherwise, LOD (grass, trees, terrain) seems to be working fine. Versions: 1.5.97 DynDOLOD Resources SE 3.00-52897-Alpha-50 DynDOLOD 3.00-68518-Alpha-173 DynDOLOD DLL NG and Scripts 3.00-97720-Alpha-30 Read 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. Test if something is actually LOD by disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If the object in question remains it is typically the full model - unless the reference is being added by DynDOLOD and/or shows using a model with _LOD_ in the filename as shown by more informative console. The screenshots of the GiantObelisk seem to show the full model in both cases. The shown problem with the sky blue showing instead of textures is most likely releated to parallax in some way, like a missing _p.dds texture. In regards to snow on mountains it is unclear what might be LOD or full model, so do the tll test as explained above and-or check if you can click them with console open and get the more informative console information for them. In case it is LOD, see https://dyndolod.info/Help/Snow-Ash-LOD-Shader. DynDOLOD itself does not changes any of the snow shaders used by full models or LOD, so check in xEdit which is the last plugin to overwrite the menitioned records, but note there will be always a difference in the coverage between LOD and full model even if you can make the color/brigthness match. Also see https://dyndolod.info/How-LOD-Works. DynDOLOD does not change how the engine works.
TomForStep Posted July 3 Posted July 3 19 hours ago, sheson said: Read 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. Test if something is actually LOD by disabling all LOD with tll in console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting If the object in question remains is typically the full model - unless the reference is being added by DynDOLOD and/or shows using a model with _LOD_ in the filename as shown by nmore informative console. The screenshots of the GiantObelisk seem to show the full model in both cases. The shown problems is most likelty releated to parallax in some way, like a missing texture. In regards to snow on mountains it is unclear what might be LOD or full model, so do the tll test as explained above. In case it is LOD, see https://dyndolod.info/Help/Snow-Ash-LOD-Shader. DynDOLOD itself does not changes any of the snow shaders used by full models or LOD, so check in xEdit which is the last plugin to overwrite the menitioned records, but note there will be always a difference in the coverage between LOD and full model even if you can make the color/brigthness match. Also see https://dyndolod.info/How-LOD-Works. DynDOLOD does not change how the engine works. Thank you for your reponse and help! The obelisks seem to be indeed a problem with Static Mesh Improvement Mod - SMIM - Complex Parallax Addon. When I disable the corresponding mesh file in that mod, everything is fine. Regarding the snow mountain LOD: with tll, the mountains vanish. So I guess they are indeed LOD, right? https://imgur.com/a/bnk4v0i According to SSEEdit, the last plugin for the mentioned shaders is Majestic Mountains: https://imgur.com/a/UCBwNVw The interesting thing is, I didn't have this color/brightness mismatch until fairly recently (first noticed it when switching from DynDOLOD Papyrus to DynDOLOD NG, but that could be a coincidence). I always had Majestic Mountains and DynDOLOD. But I added quite a lot of mods like Icy Mesh Remaster, Projected Diffuse Snow files for Nordic Snow etc. in the meantime. Could that have any influence on the color/brightness? The DynDOLOD guide mentions "The HD shaders make use of the vertex color alpha value. It controls the intensity". Where can I change these values?
sheson Posted July 3 Author Posted July 3 4 hours ago, TomForStep said: Thank you for your reponse and help! The obelisks seem to be indeed a problem with Static Mesh Improvement Mod - SMIM - Complex Parallax Addon. When I disable the corresponding mesh file in that mod, everything is fine. Regarding the snow mountain LOD: with tll, the mountains vanish. So I guess they are indeed LOD, right? https://imgur.com/a/bnk4v0i According to SSEEdit, the last plugin for the mentioned shaders is Majestic Mountains: https://imgur.com/a/UCBwNVw The interesting thing is, I didn't have this color/brightness mismatch until fairly recently (first noticed it when switching from DynDOLOD Papyrus to DynDOLOD NG, but that could be a coincidence). I always had Majestic Mountains and DynDOLOD. But I added quite a lot of mods like Icy Mesh Remaster, Projected Diffuse Snow files for Nordic Snow etc. in the meantime. Could that have any influence on the color/brightness? The DynDOLOD guide mentions "The HD shaders make use of the vertex color alpha value. It controls the intensity". Where can I change these values? See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Static object LOD meshes and textures is not affected by what DLL is used for dynamic LOD. How the static object LOD mountains look, is defined by the object LOD mesh and the textures it uses. Information about that can be found by searching for the base record form ID or the editor ID in ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and then looking up in MO2 right windows data tab which mods contain the used assets. See https://dyndolod.info/Help/Object-LOD With the filenames of the used assets it is possible to determine which mods they come from. Also see https://dyndolod.info/Mods/Majestic-Mountains - when using that mod, the LOD models should come from it. The used textures should come from it and/or TexGen. The color/brightness of the snow LOD shaders is defined by the records mentioned in https://dyndolod.info/Help/Snow-Ash-LOD-Shader The vertex colors are set in the LOD models. The vertex color alpha value does not affect brightness or color, tough. It controls the amount of snow cover. The lowoer, the more rock can be seen. The higher the more of the rock is covered.
TomForStep Posted July 4 Posted July 4 23 hours ago, TomForStep said: Thank you for your reponse and help! The obelisks seem to be indeed a problem with Static Mesh Improvement Mod - SMIM - Complex Parallax Addon. When I disable the corresponding mesh file in that mod, everything is fine. Regarding the snow mountain LOD: with tll, the mountains vanish. So I guess they are indeed LOD, right? https://imgur.com/a/bnk4v0i According to SSEEdit, the last plugin for the mentioned shaders is Majestic Mountains: https://imgur.com/a/UCBwNVw The interesting thing is, I didn't have this color/brightness mismatch until fairly recently (first noticed it when switching from DynDOLOD Papyrus to DynDOLOD NG, but that could be a coincidence). I always had Majestic Mountains and DynDOLOD. But I added quite a lot of mods like Icy Mesh Remaster, Projected Diffuse Snow files for Nordic Snow etc. in the meantime. Could that have any influence on the color/brightness? The DynDOLOD guide mentions "The HD shaders make use of the vertex color alpha value. It controls the intensity". Where can I change these values? According to the mod author (Static Mesh Improvement Mod - SMIM - Complex Parallax Addon), the obelisk issue seems to be a game enging bug: "It's an engine bug, I am hoping somebody will fix it. When you get close to it and it "fixes itself", it won't occur again until you save and reload your game."
skyrimfreak360 Posted July 6 Posted July 6 Hi Sheson, I've done some reading on the updating page and basically I got a notification on my mod manager telling me TexGenx64 needs to be updated and probably DynDOLOD too. Just making sure, I gotta remove my current DynDOLOD Resources and DynDOLOD DLL scripts to proceed?
sheson Posted July 6 Author Posted July 6 3 hours ago, skyrimfreak360 said: Hi Sheson, I've done some reading on the updating page and basically I got a notification on my mod manager telling me TexGenx64 needs to be updated and probably DynDOLOD too. Just making sure, I gotta remove my current DynDOLOD Resources and DynDOLOD DLL scripts to proceed? https://dyndolod.info/Updating#2-Update-DynDOLOD-Installation Install any new version of DynDOLOD Resources with the mod manager as usual, replace the old version. Install any new version of DynDOLOD DLL as required, replace the old version.
bootlegbaby Posted July 8 Posted July 8 Hello, Quite recently, my save file started getting this kind of active scripts. It does not making game unplayable or something, but I have bad experience of save bloating and it was started like this. Is this look usual? https://ibb.co/KqY5qwc
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