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Posted

I have tested Skyrim with ultra lods - fitrs load was ok 60 FPS on (i9 - 14900k + 4070ti) but after 15 minetus processor all the time trying unload lods from the cache and failed FPS in the same place drop down to 43 after to 32 and boom i gave to save and exit after i woke up the game again was 60 fps, at the same place.
Grafic card was loaded at 63% only processor about 15%
 

Posted
13 hours ago, MAX said:

I have tested Skyrim with ultra lods - fitrs load was ok 60 FPS on (i9 - 14900k + 4070ti) but after 15 minetus processor all the time trying unload lods from the cache and failed FPS in the same place drop down to 43 after to 32 and boom i gave to save and exit after i woke up the game again was 60 fps, at the same place.
Grafic card was loaded at 63% only processor about 15%
 

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which logs and debug log to upload when making posts.

Is this post some really bad automatic translation based on poor understanding how the game works?

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Rudimentary-Troubleshooting and https://dyndolod.info/FAQ#Performance

DynDOLOD is a LOD patch generator that does not change how the game or LOD game works. If the game is overloaded with too much stuff, including too many complex/high resolution assets, meshes and textures that require lots of resources in the active cells or the LOD areas , the performance will suffer. That is a load order, settings hardware problem.

Posted
22 hours ago, sheson said:

https://dyndolod.info/Messages/Textures-Do-Not-Match
There are outdated LOD models in the load order or full models have been replaced without providing updated LOD models.
If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. ... If there are no obvious differences of the textures between full models and LOD models, then noting else needs to be done.

https://dyndolod.info/Messages/LOD-Model-Contains-Controller-Block
A LOD model might be using animation or other features that are not supported by object LOD.
Either create a dedicated object LOD model without animation or in order to keep the animation create the appropriate mesh mask rules to use the full model for dynamic LOD or create a dedicated dynamic LOD model instead.

Texture paths and filenames can be edited and controller blocks removed with NifSkope. Typically is up to mod author to provide proper models and LOD models.

https://dyndolod.info/Messages/Duplicate-Reference
A duplicate reference adds the same model at the same position, rotation and scale as another reference.
Showing the same model twice with exactly the same properties is just wasting resources, in case of animated objects or trees it might even be visually noticeable.
LOD is only generated for the first encountered reference.

The duplicate reference can be removed with xEdit. Typically it would be up to the mod to remove duplicate references.

https://dyndolod.info/Messages
Warning messages inform about issues that should be fixed. If they are ignored there might be visual or game play issues.

These are easily fixable issues that are not game breaking and the visual impact is probably minimal. In fact the rope should be removed from the "LOD" model - which is not really a LOD model, just stripped down version full model. The catapult has lots of orphaned nodes that could be removed, too. The mod should address these in the next update but the are not urgent by any means. I would be more concerned about the performance impact such "LOD" models could potentially mean if they were used a lot.

Hmm I figured as much. The "bug" section on Lux Via also has people mentioning the textures do not match problem, although the response is pretty much similar to yours. No idea why no one mentioned the other problems though. I'll look into using NifSkope if my gameplay are affected because of these problems. Thank you for the quick and concise response!

Posted

Hello Sheson, hope you are good. I have a slight setup problem I couldn't find a solution to in the DynDOLOD info website, that I was hoping you could help me with.

Essentially, I have a bunch of statics with Glow Shaders, and a similar bunch of LOD models derived from those statics, also with Glow Shaders. As I run DynDOLOD, the Glow Shader (BSLightingShaderProperty - Skyrim Shader Type) and other relevant shader flags are passed along only to the 8.x.x and 16.x.x object lod .BTOs, but not the 4.x.x .BTOs.

I am happy to provide the logs and assets as you need them, currently I am stuck trying to debug the situation and any nudge towards the right direction would be appreciated. Thank you!

Posted
10 hours ago, markuskarttunen said:

Hello Sheson, hope you are good. I have a slight setup problem I couldn't find a solution to in the DynDOLOD info website, that I was hoping you could help me with.

Essentially, I have a bunch of statics with Glow Shaders, and a similar bunch of LOD models derived from those statics, also with Glow Shaders. As I run DynDOLOD, the Glow Shader (BSLightingShaderProperty - Skyrim Shader Type) and other relevant shader flags are passed along only to the 8.x.x and 16.x.x object lod .BTOs, but not the 4.x.x .BTOs.

I am happy to provide the logs and assets as you need them, currently I am stuck trying to debug the situation and any nudge towards the right direction would be appreciated. Thank you!

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload.
Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and the LOD model.

Posted
5 hours ago, NoCleverness said:

Given my difficulties in making a clean save, and the age of that particular save, I think I'll just start over with my current modlist and see if it crashes then.

A clean save is made after loading the game in an interior without the DynDOLOD plugins in the load order as explained in https://dyndolod.info/Help/Clean-Save
You have not explained what the problem creating a clean save without DynDOLOD plugins in the load order is.

Posted (edited)
On 12/6/2024 at 8:50 AM, 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.
Also upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt and the LOD model.

 

Apologies for the late answer. Linked here is a .7z containing the logs requested, a folder called "example mod" with the LOD model, the model it represents and a small plugin with the LOD references ready if you need to test in on your end. Also included three generated object .BTOs, 4, 8 and 16.x.x, where 8 and 16 work as expected but the 4.x.x shader is left as default.

 

Thank you for taking the time and if you need any more logs or assets to take a look at, please let me know!

Edited by markuskarttunen
Posted
22 minutes ago, markuskarttunen said:

Apologies for the late answer. Linked here is a .7z containing the logs requested, a folder called "example mod" with the LOD model, the model it represents and a small plugin with the LOD references ready if you need to test in on your end. Also included three generated object .BTOs, 4, 8 and 16.x.x, where 8 and 16 work as expected but the 4.x.x shader is left as default.

Thank you for taking the time and if you need any more logs or assets to take a look at, please let me know!

Add "passthru" to the filename (for example mountainpeak02BRpassthru_lod_0.nif) so the shaders settings (as much as possible) for all shapes of a NIF are left intact or add "passthru" to the BSTriShape Name (for example MountainPeak02:1 PassThru) to target a specific shape only in a NIF. The "auto passthru" gets overruled for LOD Level 4 because of reasons. Since the LOD model has only one shape, either way is fine, but in case you decide to separate the glow like in the full model, then keep the filename and just add "passthru" to the appropriate BSTriShape. Do it for all LOD models equally.

See intro of https://dyndolod.info/Help/3D-Tree-LOD-Model and then "Shape Names" near the bottom.

Let me know in case this still does not work or causes unforseen issues.

Posted
9 minutes ago, sheson said:

Add "passthru" to the filename so the shaders settings (as much as possible) for all shapes of a NIF are left intact or add "passthru" to the BSTriShape Name for to target specific shapes in a NIF. The "auto passthru" gets overruled for LOD Level 4 because of reasons. Since the LOD model has only one shape, either way is fine, but in case you decide to separate the glow like in the full model, then keep the filename and just add "passthru" to the appropriate BSTriShape. Do it for all LOD models equally.

See intro of https://dyndolod.info/Help/3D-Tree-LOD-Model and then "Shape Names" near the bottom.

Let me know in case this still does not work or causes unforseen issues.

That works perfectly, thank you so much!

Posted

hello sheson
There is a small problem with grass lod creation, so I am writing this to see if there is any way to solve it.

 

https://imgur.com/xCIuvV6

 

Here's a screenshot. 
Only at certain times (12:00 to 16:00 in the screenshot) does the grass become that dark.
I think it might be a problem with the nat weather or Cabbage ENB that I am using.
The problem is that the grass lod comes out perfectly except during this time.

To solve this problem, I keep modifying the direct and ambient values of texgen, but it doesn't work.
I keep trying to modify the ComplexGrassBacklightMask value in DynDOLOD_SSE.ini, but there is no answer, so I am leaving a question to see if there is a way to solve the problem.

Posted
4 hours ago, aazz said:

hello sheson
There is a small problem with grass lod creation, so I am writing this to see if there is any way to solve it.

 

https://imgur.com/xCIuvV6

 

Here's a screenshot. 
Only at certain times (12:00 to 16:00 in the screenshot) does the grass become that dark.
I think it might be a problem with the nat weather or Cabbage ENB that I am using.
The problem is that the grass lod comes out perfectly except during this time.

To solve this problem, I keep modifying the direct and ambient values of texgen, but it doesn't work.
I keep trying to modify the ComplexGrassBacklightMask value in DynDOLOD_SSE.ini, but there is no answer, so I am leaving a question to see if there is a way to solve the problem.

Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs and debug logs to upload when making posts.

Changing a diffuse textures appearance is not really going to change how the engine/shaders light things at different times of day.

https://dyndolod.info/Help/Grass-LOD#Settings
Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times.

If the engine/shader can not affect (grass) LOD the same way it affects full LOD, then you might have to turn off or reduce effects that change full grass lighting to keep consistency with LOD.

https://dyndolod.info/Help/Grass-LOD#Internal-Billboards-and-External-Billboards
You might want to experiment with the normal vector direction of whatever NIF is used for the grass LOD billboard. Compare the double sided 4 triangles ones used for "normal" full grass to the single sided ones used for complex grass with Nifkope. It might help bending the normal vector straight upwards so they receive more light when the duirect light/sun is above.

Posted
On 12/6/2024 at 1:00 AM, sheson said:

A clean save is made after loading the game in an interior without the DynDOLOD plugins in the load order as explained in https://dyndolod.info/Help/Clean-Save
You have not explained what the problem creating a clean save without DynDOLOD plugins in the load order is.

I did. For some reason, even though DynDOLOD is disabled (somehow), following the other instructions doesn't result in a clean save.

Posted
9 hours ago, NoCleverness said:

I did. For some reason, even though DynDOLOD is disabled (somehow), following the other instructions doesn't result in a clean save.

No logs or an actual problem description has been provided.

it is not clear what "DynDOLOD is disabled (somehow)" is means. Disabling/Removing the DynDOLOD output in the mod manager is typically a straight forward thing to do. The game will typically report that the plugins are missing and ask to load anyways.

It is no clear what "doesn't result in a clean save" means. In this context a clean save means it was made without any DynDOLOD plugins and scripts being loaded. The save will be extra clean from every old DynDOLOD data after removing unattached instances and undefined elements as explained in https://dyndolod.info/Help/Clean-Save.

Posted (edited)
3 hours ago, sheson said:

No logs or an actual problem description has been provided.

it is not clear what "DynDOLOD is disabled (somehow)" is means. Disabling/Removing the DynDOLOD output in the mod manager is typically a straight forward thing to do. The game will typically report that the plugins are missing and ask to load anyways.

It is no clear what "doesn't result in a clean save" means. In this context a clean save means it was made without any DynDOLOD plugins and scripts being loaded. The save will be extra clean from every old DynDOLOD data after removing unattached instances and undefined elements as explained in https://dyndolod.info/Help/Clean-Save.

Found out what was wrong. I mistook the window that asks if you want to enable missing plugins for the one that asks if you want to load with missing plugins. I was able to make a clean save, and I'll try to replicate the crash to see if it worked.

EDIT: Nope, still got an error that DynDOLOD can't load _NG_Worlds.txt

EDIT 2: Even after a complete purge of my Data folder and a DynDOLOD installation from scratch, it still can't load _NG_Worlds

Edited by NoCleverness

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