sheson Posted October 12 Author Posted October 12 1 hour ago, D1Z4STR said: I think I understand now. It is related to mods that add new or edit references/records. So, my question is with pure vanilla skyrim would the Parent > Child option need ticked on to see objects like trees in parent world 'Tamriel' from within a child world I suggest to actually read the page https://dyndolod.info/Help/Child-Parent-Worldspace-Copies and pay attention to what it says about the vanilla game. The vanilla game deliberately omits references in the child worldspace outside the walls to lessen resource usage. It can make for barren views when peaking over the walls.
D1Z4STR Posted October 13 Posted October 13 Looking to see if there is a better option to have waterfall movement and not become static so close within the level 4 LOD cell boundaries/grid (so it seems). Used 'High' preset from DynDOLOD and other rules apply from A Clear Map of Skyrim and Other Worlds and Far Object LOD Improvement Project SSE Water mod - RWT https://ufile.io/f/p7ryo - logs attached I have read the Waterfalls section as well
sheson Posted October 13 Author Posted October 13 3 hours ago, D1Z4STR said: Looking to see if there is a better option to have waterfall movement and not become static so close within the level 4 LOD cell boundaries/grid (so it seems). Used 'High' preset from DynDOLOD and other rules apply from A Clear Map of Skyrim and Other Worlds and Far Object LOD Improvement Project SSE Water mod - RWT https://ufile.io/f/p7ryo - logs attached I have read the Waterfalls section as well Upload a useful screenshot of the full model with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots Also upload D:\Skyrim Modding\Tools\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt The distance of dynamic LOD objects can be change by increasing the Near and Far Grid distance. See https://dyndolod.info/Help/Dynamic-LOD, https://dyndolod.info/Help/Advanced-Mode#Dynamic-LOD and https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings
D1Z4STR Posted October 13 Posted October 13 Please see attached. Screenshot with console was done using 'tfc' and the other MCM shot was at the physical location. I did read more about near and far grids, but I need assistance on what the numbers mean. Is 1 grid = 1 cell / is there a chart that shows how much space is exactly covered for 1 grid/1 cell in game? How much should I increase the near and far grid distance if I am looking for waterfalls to not become static so early? The surrounding stream water past this waterfall was still in proper flow for a good distance. Lastly, is this as simple as changing the near/far grids in the MCM or must I regenerate? Would near 21 and far 31 be a good starting point? Do I also need to change my uLargeRefLODGridSize in the ini below? skyrimprefs.ini - uLargeRefLODGridSize=9 Large reference bugs workaround and Upgrade NearGrid large reference to FarGrid was used before generation as well https://ufile.io/f/tpouh
sheson Posted October 13 Author Posted October 13 1 hour ago, D1Z4STR said: Please see attached. Screenshot with console was done using 'tfc' and the other MCM shot was at the physical location. I did read more about near and far grids, but I need assistance on what the numbers mean. Is 1 grid = 1 cell / is there a chart that shows how much space is exactly covered for 1 grid/1 cell in game? How much should I increase the near and far grid distance if I am looking for waterfalls to not become static so early? The surrounding stream water past this waterfall was still in proper flow for a good distance. Lastly, is this as simple as changing the near/far grids in the MCM or must I regenerate? Would near 21 and far 31 be a good starting point? Do I also need to change my uLargeRefLODGridSize in the ini below? skyrimprefs.ini - uLargeRefLODGridSize=9 Large reference bugs workaround and Upgrade NearGrid large reference to FarGrid was used before generation as well https://ufile.io/f/tpouh Test and report what happens if you disable LOD with tll in console. The static LOD should go away. Does an animated version remain? See https://dyndolod.info/How-LOD-Works The game subdivides worldspaces into exterior cells. An exterior cell has 4096x4096 game units. See the graphic showing the grids at https://dyndolod.info/Help/Dynamic-LOD See https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings which allows changing the distance in the game. NearGrid sets the distance of dynamic LOD references assigned to the NearGrid. FarGrid sets the distance of dynamic LOD references assigned to the FarGrid.
D1Z4STR Posted October 13 Posted October 13 tll made the static waterfall become animated again. So my option here is to just increase NearGrid and FarGrid? Should I leave this ini setting alone uLargeRefLODGridSize=9? I went in game and changed the NearGrid to 21 and FarGrid to 31 and no changes were noticeable
aazz Posted October 14 Posted October 14 hello dyndolod is no longer working in a certain area. What could be the problem? When it progresses to some extent The window displays Waiting for LODGenx64Win.exe generating object LOD for ~, but no further progress is made and the LODGenx64.exe program stops completely. I thought it was just taking a long time, so I left it on for 20 hours. No further progress after finished lod level 4 coord [-32, 28] When I run Task Manager, RAM and CPU are still in use. I tried adding LockTexconv=1, TexconvAdapterIndex=-1 to DynDOLOD_SSE.ini, and tried exception handling and completely turning off Windows anti-virus, but it had no effect. https://dyndolod.info/FAQ I tried every method on this page and it didn't work. https://ufile.io/gur50mpa https://ufile.io/mau39di9 This is my log. I am using the latest version, all drivers are up to date, and net6.0 and Visual Studio have also been reinstalled to the latest version. Complete by unchecking Tamriel and Falskaar in the world. Can you guess what the problem might be in this situation? This is not my first time running DynDOLOD, and there were no problems when I ran it a month ago. I am now deleting all previously executed files and trying again, but the same problem has been recurring for several days. I'm not good at English so I'm uploading this using a translator. Thank you for creating a great mod.
sheson Posted October 14 Author Posted October 14 1 hour ago, aazz said: hello dyndolod is no longer working in a certain area. What could be the problem? When it progresses to some extent The window displays Waiting for LODGenx64Win.exe generating object LOD for ~, but no further progress is made and the LODGenx64.exe program stops completely. I thought it was just taking a long time, so I left it on for 20 hours. No further progress after finished lod level 4 coord [-32, 28] When I run Task Manager, RAM and CPU are still in use. I tried adding LockTexconv=1, TexconvAdapterIndex=-1 to DynDOLOD_SSE.ini, and tried exception handling and completely turning off Windows anti-virus, but it had no effect. https://dyndolod.info/FAQ I tried every method on this page and it didn't work. https://ufile.io/gur50mpa https://ufile.io/mau39di9 This is my log. I am using the latest version, all drivers are up to date, and net6.0 and Visual Studio have also been reinstalled to the latest version. Complete by unchecking Tamriel and Falskaar in the world. Can you guess what the problem might be in this situation? This is not my first time running DynDOLOD, and there were no problems when I ran it a month ago. I am now deleting all previously executed files and trying again, but the same problem has been recurring for several days. I'm not good at English so I'm uploading this using a translator. Thank you for creating a great mod. Upload the LODGen logs for the affected worldspaces. INI settings for Texconv do not affect LODGen.
sheson Posted October 14 Author Posted October 14 14 hours ago, D1Z4STR said: tll made the static waterfall become animated again. So my option here is to just increase NearGrid and FarGrid? Should I leave this ini setting alone uLargeRefLODGridSize=9? I went in game and changed the NearGrid to 21 and FarGrid to 31 and no changes were noticeable Can you verify fxwaterfallbodyslope_AA06506Bpassthru_lod.nif fxwaterfallbodyslope_AA06506B_dyndolod_lod.nif are indeed from the latest version of the DynDOLOD Resources SE 3 Alpha-53.1? If that is the case I will have to update them so the static LOD model does not get in the way of the dynamic LOD model. The temporary solution to increase the distance of the switch is to increase uLargeRefLODGridSize.
aazz Posted October 14 Posted October 14 39 minutes ago, sheson said: 영향을 받은 월드스페이스에 대한 LODGen 로그를 업로드합니다. Texconv의 INI 설정은 LODGen에 영향을 미치지 않습니다. https://ufile.io/wsd0gijf https://ufile.io/0ta35o09 Are you talking about this??
sheson Posted October 14 Author Posted October 14 1 hour ago, aazz said: https://ufile.io/wsd0gijf https://ufile.io/0ta35o09 Are you talking about this?? Delete all old log files in the log folder. Restore to the default DynDOLOD_SSE.ini from the download archive. Then change LODGenThreadSplit=6 and run DynDOLOD to see if it makes a difference. You might only select one of the affected worldspaces for the test. Upload new DynDOLOD and LODGen logs if problem persists.
aazz Posted October 14 Posted October 14 1 hour ago, sheson said: 로그 폴더에 있는 모든 오래된 로그 파일을 삭제합니다. 다운로드 보관소에서 기본 DynDOLOD_SSE.ini로 복원합니다. 그런 다음 LODGenThreadSplit=6을 변경하고 DynDOLOD를 실행하여 차이가 있는지 확인합니다. 영향을 받는 세계 공간 중 하나만 테스트를 위해 선택할 수 있습니다. 문제가 지속되면 새로운 DynDOLOD 및 LODGen 로그를 업로드하세요. https://ufile.io/lp8tl7of https://ufile.io/bohk9fky https://ufile.io/z4qbx8w7 https://ufile.io/lv1nqgyr I changed the DynDOLOD_SSE.ini file to the original, modified it to LODGenThreadSplit=6, and tried again, but it had no effect. As you said, I only selected falskaar and tamriel worlds and proceeded. Waiting for LODGenx64Win.exe generating object LOD for Falskaar. Since the phrase appeared, I kept watching with the lodgenx64 window at the top, and it said that about 6 lines were completed in 5 minutes. I watched for about an hour after that, but there was no change. Is there any way to find a problem in the log?
sheson Posted October 14 Author Posted October 14 1 hour ago, aazz said: https://ufile.io/lp8tl7of https://ufile.io/bohk9fky https://ufile.io/z4qbx8w7 https://ufile.io/lv1nqgyr I changed the DynDOLOD_SSE.ini file to the original, modified it to LODGenThreadSplit=6, and tried again, but it had no effect. As you said, I only selected falskaar and tamriel worlds and proceeded. Waiting for LODGenx64Win.exe generating object LOD for Falskaar. Since the phrase appeared, I kept watching with the lodgenx64 window at the top, and it said that about 6 lines were completed in 5 minutes. I watched for about an hour after that, but there was no change. Is there any way to find a problem in the log? There are really a lot of errors reported for the load order that you should look into. The game is installed to Program Files, which can cause issues with the OS, UAC, Antivir etc. preventing file access. Test if there is a difference if not selecting ultra tree LOD and/or grass LOD. 1
D1Z4STR Posted October 14 Posted October 14 Hi Sheson, I believe so, does this last modification date sound right for Alpha 53.1? Yes, I can change uLargeRefLODGridSize, is this only changed in Skyrimprefs.ini or do I need to do anything anywhere else with this setting? Thanks for the support on this!
aazz Posted October 14 Posted October 14 3 hours ago, sheson said: 실제로 적재 순서와 관련해 보고된 오류가 많으므로 살펴봐야 합니다. 이 게임은 Program Files에 설치되는데, 이로 인해 OS, UAC , Antivir 등과 관련된 문제가 발생하여 파일 접근이 방해받을 수 있습니다. 울트라 트리 LOD 및/또는 그래스 LOD를 선택하지 않으면 차이가 있는지 테스트합니다 . I unchecked grass lod and ran it, and it succeeded! Is there a way to find out what the problem is with the grass by looking at the log?
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