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Posted
  On 4/19/2022 at 8:02 PM, NBBEAST said:

yeah I was being an absolute mad man. Amazed my lil laptop didn't burn my house down. 

So I just gimped my load order from 800 mods to 400. Got rid of all the superfluous stuff I didn't really need. I'm running my game on dyndo ultra with grass lod mode 2, with bethini medium settings, display tweaks and fps stabilizer, the most recent xlod settings from the step guide and skyland. I turned off v sync through display tweaks and bethini and use adaptive through nvidia. It plays much much better than before and actually looks better as well. I can play at a smooth 60 fps most of the time (there's Still stuttering, but actually playable this time). I hope if I just cap my fps to 35-40, I might be able to use dyndolod grass mode 2 without stuttering. I'm almost positive that dyndolod grass mode 2 is the biggest performance hit, as step guide says to use dyndolod grass mode 1 for sake of performance. Also I notice stutter when I walk around and grass is rendered. 

Just curious, is there a way to eliminate the grass "fade in" effect in grass mode 1? Where grass will visualize as if "fading in" in front of the player as they're walking? I know dyndolod grass mode 1 is loading grass in current cell, and grass lod outside of it so I imagine not. For grass mode 2, I notice grass more or less "pops in" once player enters new reference grid, it doesn't "fade in". 

And once again, thank you for your patience and helping me out here. Thank you for dyndolod/ xlod as well. They're amazing tools.  

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DynDOLODGrassMode 1/2 are fixed distance settings. 1 is the uGridsToLoad 5 x 5 cells around the player. 2 is whatever the uLargeRefLODGridSize setting is.

It should not change how full grass fades in or out.

Posted
  On 4/20/2022 at 3:01 AM, Zhunter5000 said:

Second update to this, regenerating lod without HD LODs Textures, and Dyndolod.. Works just fine! I still don't know why it worked before and not now but thank you Sheson for helping me with it, and for helping guide me to the problem. I am glad I can play with Dyndolod again. LOD is looking quite nice too.

ScreenShot1.png

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Just deleting the billboards from all third party mods in ..Data\Textures\LODGen\*.* and only keeping the ones generated by TexGen should be enough.

Posted
  On 4/20/2022 at 5:56 AM, sheson said:

Just deleting the billboards from all third party mods in ..Data\Textures\LODGen\*.* and only keeping the ones generated by TexGen should be enough.

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I'll keep that in mind for the future.

Posted (edited)

Thanks z929669 and sheson 

Thanks too PRieST I got the grass fixes done.

I did read through the guides, luckily I had a 1.5 back of SE, it was a little work putting in some of the needed things from 1.5 into MO2 to get it working, and getting the No Grass in Objects to make the grass cache, but I succeeded.

I thought it wasn't going to work creating the grass cache, because it never gave the popup saying it was done, instead I ended up getting a spinning mouse cursor when it was done, but in the .NET Script Framework logs it said it succeeded creating the grass cache, and I did the Grass fix on them too.

WOW talk about some work, now xLODGen, TexGen all good, and  DynDOLOD 3 showed the Grass Lod options.

I've attached a screen shot showing I got the Grass LOD, and a screen shot in Whiterun showing how it's looking.

Can't wait to get a Nvidia 3060 and 2K monitor.. LOL :P

Game is running nice too! :)

BIG THANKS GUYS!

P.S. I'll keep it on topic next time for the DynDOLOD here. :)

MyDnyDOLOD3.jpg

Whiterun.jpg

Edited by mooit
Posted
  On 4/20/2022 at 11:07 AM, sheson said:

Have you ever tested  the hardware with something like prime95 blend test? Just wondering.

Run with this version of LODGen https://mega.nz/file/AVQHETyI#uc3iBydpHCx0rWp2sX2tvHaW3ZHFC7Sbq1FHqbIhA4A and upload the logs for whichever worldspace/season failed.

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I have, but not recently. Logs attached.

LODGen_SSE_Tamriel_WIN_log.txtFetching info... LODGen_SSE_Tamriel_log.txtFetching info... DynDOLOD_SSE_log.txtFetching info...

Posted
  On 4/20/2022 at 10:51 PM, DarthVitrial said:
Expand  

You have the .Net event log for that with the trace?

Can you generate without Season Aspen Trees to rule out that there is a problem with the assets? I am pretty sure they are not the problem since I have no issues despite the 3D tree LOD models containing orphaned blocks and left over collision. That's all ignored anyways.

Posted

hi, getting the same error everytime I run texgen:
 

[Window Title]
TexGen

[Main Instruction]
Texconv error 80070026.

[Content]
textures\architecture\whiterun\WRPlasterDecals.dds

"D:\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\crich\AppData\Local\Temp\TexGen_SSE" "C:\Users\crich\AppData\Local\Temp\TexGen_SSE\8F62B2D7BEF24ACFB52500424C11AD7E.dds"

Click on this link for additional explanations and help for this message

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard


I tried looking up the error code, but did not find that specific error code in the dyndolod/texgen documentation (currently running latest).

Windows has that specific error code, and I tried deleting temp folder, disabling antivirus, running sfc, and rebooting, with no luck.

Ideas/suggestions?

TexGen_SSE_log.txtFetching info...

Posted
  On 4/21/2022 at 2:53 PM, fractalbase said:

hi, getting the same error everytime I run texgen:
 

[Window Title]
TexGen

[Main Instruction]
Texconv error 80070026.

[Content]
textures\architecture\whiterun\WRPlasterDecals.dds

"D:\Tools\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -aw 256 -f R8G8B8A8_UNORM -o "C:\Users\crich\AppData\Local\Temp\TexGen_SSE" "C:\Users\crich\AppData\Local\Temp\TexGen_SSE\8F62B2D7BEF24ACFB52500424C11AD7E.dds"

Click on this link for additional explanations and help for this message

[Exit TexGen]

[Footer]
Online Help | Support Forum | Copy message to clipboard


I tried looking up the error code, but did not find that specific error code in the dyndolod/texgen documentation (currently running latest).

Windows has that specific error code, and I tried deleting temp folder, disabling antivirus, running sfc, and rebooting, with no luck.

Ideas/suggestions?

TexGen_SSE_log.txt 1.53 MB · 0 downloads

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Read the first post which log, debug log and bugreport.txt if it exists to upload.

The mentioned textures\architecture\whiterun\WRPlasterDecals.dds is most likely corrupt. The obvious thing to check would be trying to load the texture in an image viewer to see if it works. MO2 has one build in. if the textures is in an BSA file, use xEdit Assets Browser which is started with CTRL+F3 to open it via double click or to extract it.

Posted
  On 4/21/2022 at 3:38 PM, sheson said:

Read the first post which log, debug log and bugreport.txt if it exists to upload.

The mentioned textures\architecture\whiterun\WRPlasterDecals.dds is most likely corrupt. The obvious thing to check would be trying to load the texture in an image viewer to see if it works. MO2 has one build in. if the textures is in an BSA file, use xEdit Assets Browser which is started with CTRL+F3 to open it via double click or to extract it.

Expand  

included is the debug log; there was no bugreport.txt.

attempting to open the particular file in paint.net revealed that the file is corrupt.

TexGen_SSE_Debug_log.7zFetching info...

Posted
  On 4/21/2022 at 7:48 AM, sheson said:

You have the .Net event log for that with the trace?

Can you generate without Season Aspen Trees to rule out that there is a problem with the assets? I am pretty sure they are not the problem since I have no issues despite the 3D tree LOD models containing orphaned blocks and left over collision. That's all ignored anyways.

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  Reveal hidden contents



I'll try it without when I get some time

Posted
  On 4/20/2022 at 5:41 AM, sheson said:

DynDOLODGrassMode 1/2 are fixed distance settings. 1 is the uGridsToLoad 5 x 5 cells around the player. 2 is whatever the uLargeRefLODGridSize setting is.

It should not change how full grass fades in or out.

Expand  

I had incorrectly configured Ini's. I went and removed grass fade from bethIni following this guide https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide. Do you know if I need to precache grass again every time I change the ini settings within Bethini? Or do I just need to regen dyndolod to have the proper ini's apply? Thanks. 

Posted
  On 4/22/2022 at 11:07 PM, NBBEAST said:

I had incorrectly configured Ini's. I went and removed grass fade from bethIni following this guide https://stepmodifications.org/wiki/SkyrimSE:Grass_LOD_Guide. Do you know if I need to precache grass again every time I change the ini settings within Bethini? Or do I just need to regen dyndolod to have the proper ini's apply? Thanks. 

Expand  

The grass cache stores the model, position, rotation, scale, brightness of each grass placement. 

https://www.nexusmods.com/skyrimspecialedition/mods/42161
"IMPORTANT: If you change anything about your mods or grass related settings you need to delete every file in that directory so that grass can be generated again, or you will not see any changes or even have bugs like floating grass (if terrain is changed) or grass in objects (if object placement is changed). If you only change drawing distance it's not required to delete cache files."

If you change INI settings that affects density it needs to be updated.

Posted (edited)

Hi,

I have a small issue when using DynDOLOD 3.0 Alpha 88 + DynDOLOD Resources 3.0 Alpha-24 with Enderal VR.  Everything mostly works but I use Embers XD, and DynDOLOD seems to add logs to my Embers campfires.  The standard campfires show up when I first load into a campsite and then once DynDOLOD is initialized, large logs seemingly load in as LODs.  The problem goes away if I revert way back to Alpha 65.  Is this normal behavior in Alpha 88?  And if so, is there a way to force DynDOLOD to not alter the Embers XD campfires?  I have attached my log files (DynDOLOD_ENDERALSE_log.txt & DynDOLOD_ENDERALSE_Debug_log.txt) below.  Thanks!  

Campfires before DynDOLOD loads: https://ibb.co/GJs2Yxs
Campfires after DynDOLOD loads: https://ibb.co/F4vqN0P

https://ufile.io/f/wjsuj

Edited by Ashok0

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