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Posted
  On 8/7/2023 at 9:52 AM, Phlunder said:

I have no mods adding a new gate reference there. I also did a reverse search for the references of the 2 base records listed. The only thing is USLEEP editing the position of the child world gate reference. Here is a screen, I disabled the interior gate so its better visible:

NDd3O1i.png

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So this is about the door itself, not the building.

Look up the form ID in the DynDOLOD.esp in xEdit to find the Editor ID.

Posted
  On 8/7/2023 at 10:01 AM, Phlunder said:

Editor ID is: skyrimesm_01B1F1_WhiterunMainGateRef_WhiterunWorld_DynDOLOD_PARENT_DynDOLOD_NOLOD

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Edit DynDOLOD_TES5_ChildworldMatches.txt in notepad and switch the form ids for it around.

skyrim.esm;0001B1F1;skyrim.esm;0001B1F3;
should be
skyrim.esm;0001B1F3;skyrim.esm;0001B1F1;

Whatever comes after this in the line is not important.

Then generate LOD.

  • Thanks 1
Posted
  On 8/7/2023 at 8:46 AM, TheDude said:

So I regenerated the LOD and Im losing appx 20 fps in Whiterun with the new Alpha 130/new parent/child-settings in comparison to the old Alpha 128/old settings/resources. For example: with Alpha version 128/resources 37 I got 55-60 fps in the stairs leading up to Dragonsreach (almost no stutters at all) but with the new Alpha 130/resources 38 and the settings above I get only 30-40 fps with a huge amount of stuttering...

Don't really know what's going on here since my LO is exactly the same as before so maybe you could take a look at the logs here. Thanks for your help.

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https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
Note that in particular copying references from a parent worldspace to a child worldspace can result in noticeable higher performance requirements.

Do not check Parent > child if better performance is desired over better visuals.
Performance requirements highly depends on how much additional stuff mods add in and around cities.

Or just disable it for a particular world by setting ScanParent=0 for a child worldspace. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child

It might be possible generating LOD with NoCellsWithNAVM=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini has somewhat better performance results, as that not copy things that are right beyond the walls.

When using the large reference bugs workarounds, the large reference system can be disabled via the DynDOLOD SkyUI MCM for child worldspaces to regain a bit of of performance compared to not using the workarounds.

Posted
  On 8/7/2023 at 10:07 AM, sheson said:

Edit DynDOLOD_TES5_ChildworldMatches.txt in notepad and switch the form ids for it around.

skyrim.esm;0001B1F1;skyrim.esm;0001B1F3;
should be
skyrim.esm;0001B1F3;skyrim.esm;0001B1F1;

Whatever comes after this in the line is not important.

Then generate LOD.

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That fixed it, thanks!

Posted (edited)
  On 8/7/2023 at 10:32 AM, sheson said:

https://dyndolod.info/Help/Child-Parent-Worldspace-Copies
Note that in particular copying references from a parent worldspace to a child worldspace can result in noticeable higher performance requirements.

Do not check Parent > child if better performance is desired over better visuals.
Performance requirements highly depends on how much additional stuff mods add in and around cities.

Or just disable it for a particular world by setting ScanParent=0 for a child worldspace. See https://dyndolod.info/Help/Child-Parent-Worldspace-Copies#Settings-for-Parent-gt-Child

It might be possible generating LOD with NoCellsWithNAVM=1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_WhiterunWorld.ini has somewhat better performance results, as that not copy things that are right beyond the walls.

When using the large reference bugs workarounds, the large reference system can be disabled via the DynDOLOD SkyUI MCM for child worldspaces to regain a bit of of performance compared to not using the workarounds.

Expand  

Thanks for the reply.

I regenerated my LOD once again without checking Parent > child and the performance is (of course) a lot better BUT there are also several buildings/models missing outside Whiterun which looks really bad and that was not the case with the Alpha 128/previous patches...

So, I therefore I made a clean save, reverted back to Alpha 128 and Resources 37 (with the EXACT same LO) and Im now once again getting great performance AND no missing buildings/models outside Whiterun. Let me know if you want to have a look at these logfiles as well.

I know its not optimal to use an older Alpha-version but for me its a no-brainer right now since Im getting both excellent performance AND buildings/models outside Whiterun. Which seems to be really hard to achieve with the new version, at least for my setup (although I haven't tried generating LOD with NoCellsWithNAVM=1 yet...).

Edit: Im not using the reference bugs workaround, so can't be that either Im afriad.
 

Edited by TheDude
Posted
  On 8/7/2023 at 10:57 AM, TheDude said:

Thanks for the reply.

I regenerated my LOD once again without checking Parent > child and the performance is (of course) a lot better BUT there are also several buildings/models missing outside Whiterun which looks really bad and that was not the case with the Alpha 128/previous patches...

So, I therefore I made a clean save, reverted back to Alpha 128 and Resources 37 (with the EXACT same LO) and Im now once again getting great performance AND no missing buildings/models outside Whiterun. Let me know if you want to have a look at these logfiles as well.

I know its not optimal to use an older Alpha-version but for me its a no-brainer right now since Im getting both excellent performance AND buildings/models outside Whiterun. Which seems to be really hard to achieve with the new version, at least for my setup (although I haven't tried generating LOD with NoCellsWithNAVM=1 yet...).

Edit: Im not using the reference bugs workaround, so can't be that either Im afriad.
 

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The Whiterun/Solitude Exterior patch files in older DynDOLOD Resources that got replaced were made for the vanilla references. They do not account for mods changing child or parent worldspaces.
The patches can still be used with latest alpha versions, however they should not be used with the new parent to child worldspace copying together, hence their removal from the latest DynDOLOD Resources. I will make them available as a separate download. It needs additional checks in case users try to use both regardless of instructions.

If performance in Whiterun is a concern, do not install the Whiterun Exterior Grass patch to enable grass.

The large reference bugs workarounds offer an option to regain some performance in child worldspaces by disabling large references in child worldspaces. Regardless of any other options. It will help a it with performance in cities in any case.

Posted
  On 8/7/2023 at 11:38 AM, sheson said:

The Whiterun/Solitude Exterior patch files in older DynDOLOD Resources that got replaced were made for the vanilla references. They do not account for mods changing child or parent worldspaces.
The patches can still be used with latest alpha versions, however they should not be used with the new parent to child worldspace copying together, hence their removal from the latest DynDOLOD Resources. I will make them available as a separate download. It needs additional checks in case users try to use both regardless of instructions.

If performance in Whiterun is a concern, do not install the Whiterun Exterior Grass patch to enable grass.

The large reference bugs workarounds offer an option to regain some performance in child worldspaces by disabling large references in child worldspaces. Regardless of any other options. It will help a it with performance in cities in any case.

Expand  

I would be great to be able to try out the Whiterun/Solitude Exterior patch files with the latest alpha versions, please let me know if I can assist you in testing this.

Yes, I'm aware of the Whiterun Exterior Grass patch too, but since I've precached my grass it doesnt affect performance that much actually. Thanks anyway.

Ooh, that sounds interesting, I will have a close look at the large reference bugs workarounds then!

 

Posted

Hello,

I have been having frequent CTDs after updating my LOD using the latest TexGen + DynDOLOD + Resources and the NG DLL (which overwrites the Resources).

Generation succeeds as usual, but after a few minutes in-game and loading different areas the game crashes. A new save is used every time for testing. With the output disabled, there are no crashes.

It appears from the crash logger that mesh issues in the DynDOLOD.esm is the culprit, but I could be reading it wrong.

There are many errors that the summary shows at the end which I am working through (some are hard because they are from new lands). It might also be that one of those has caught up with me.

Here are my logs: https://mega.nz/folder/0K8yGKDQ#hJ3WcrcLe-VBEDSu_eng9g

Please inform me of my mistake if you have the time.

Posted
  On 8/7/2023 at 12:01 PM, TheDude said:

I would be great to be able to try out the Whiterun/Solitude Exterior patch files with the latest alpha versions, please let me know if I can assist you in testing this.

Yes, I'm aware of the Whiterun Exterior Grass patch too, but since I've precached my grass it doesnt affect performance that much actually. Thanks anyway.

Ooh, that sounds interesting, I will have a close look at the large reference bugs workarounds then!

Expand  

Cached grass does not affect the FPS requirement of rendering the full grass. The grass cache removes the need/time required to create grass placements when new cells are loaded.

  • +1 1
Posted
  On 8/7/2023 at 12:01 PM, DWM19 said:

Hello,

I have been having frequent CTDs after updating my LOD using the latest TexGen + DynDOLOD + Resources and the NG DLL (which overwrites the Resources).

Generation succeeds as usual, but after a few minutes in-game and loading different areas the game crashes. A new save is used every time for testing. With the output disabled, there are no crashes.

It appears from the crash logger that mesh issues in the DynDOLOD.esm is the culprit, but I could be reading it wrong.

There are many errors that the summary shows at the end which I am working through (some are hard because they are from new lands). It might also be that one of those has caught up with me.

Here are my logs: https://mega.nz/folder/0K8yGKDQ#hJ3WcrcLe-VBEDSu_eng9g

Please inform me of my mistake if you have the time.

Expand  

Use xEdit to look up the mentioned base record form IDs in the DynDOLOD.esm, xx03AB36 and xx03AB34

Click the Referenced By tab  at the bottom and doudle click one of the listed references to bring it. Post the Editor IDs you find.
No need to post all, just need a plugin name and form id for which these where added so I can try to replicate.

Posted

Double clicking on the first entry under 'Referenced By (15)' for xx03AB36, the editor ID is skyrimesm_0EF933_BlackreachElevatorMzinchaleftUpper_Tamriel_DynDOLOD_OBJECT under DynDOLOD.esp.

Double clicking on the first entry under 'Referenced By (22)' for xx03AB34, the editor ID is skyrimesm_0EF92E_BlackreachQEMzinchaleftClosed_Tamriel_DynDOLOD_OBJECT under DynDOLOD.esp.

Other plugins mentioned in the 'referenced by' list for both entries are: Dragonborn.esm, CompanionArissa.esm, Wyrmstooth.esp.

I hope this is the right information you were seeking.

Posted
  On 8/7/2023 at 12:13 PM, sheson said:

Cached grass does not affect the FPS requirement of rendering the full grass. The grass cache removes the need/time required to create grass placements when new cells are loaded.

Expand  

Aha, ok, thanks for clearing that up!

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