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Posted (edited)
  On 3/4/2023 at 10:24 PM, sheson said:

HLT = Happy Little Trees. You honestly see a difference between using billboards4 and 3D tree LOD in LOD level 8/16? Seems like a waste of resources and FPS.

You may have issues because OS, OS settings, drivers other background processes etc. changed.

When was the last time you generated occlusion. What version?

Is memory also going to 99% with DynDOLOD and OcclusionMaxThreadsObjectLOD=1?

Expand  

1. I was going to try lower settings there next, with lod8=billboard4 and lod16=billboard4 or billboard1, but I'm not really into wating 3 hours again for occlusion data to be generated just for this. Unless I can rerun the lod generation and don't have to re-generate occlusion for that small change of tree lod quality?

 

2. Maybe, I was going to order a new SSD and make a clean new install of Win10 anyway. Hopefully this is going to fix it. But wouldn't the OS slow down all of Dyndolod, also the lod generation and not just occlusion? 

 

3. The last time when it worked fast and flawlessly was few weeks ago. I was still on Dyndolod 3 alpha 106. BUT it was also on this version few days ago when this issue first happened, thats the reason why I updated to alpha118. But this didn't fix it sadly.

 

4. Yes, been running it on OcclusionMaxThreadsObjectLOD=1 all the time now, and nothing changed.

Edited by Oozaru85
Posted

Ok if I understood correctly, I found those files and in Meshes\Terrain\Tamriel\Trees\ I see a ton of files. They were all created the same date and at most a difference of 1 minute, so I think they're from the same session.

 

And in the MO2 overwrite folder there's five folders, one of them IS a Seasons folder with the MainFormSwap_WIN.ini, and there's a SKSE folder with po3_Seasons of Skyrim.ini in it. I'm guessing I should move all of those then.

I definitely never put anything there on purpose, and I have read elsewhere that the MainFormSwap file from Seasons of Skyrim generates in Overwrite. I'm curious, why would that stuff generate there if you're just supposed to move it?

Do you think those stray .inis would be enough to cause these issues?

 

Yeah I think that did something possibly. Still some issues, but I think I'm gonna go back an older save before I started messing with all this, make a new clean save and try another run here.

Thank you very much Sheson.

Posted
  On 3/5/2023 at 9:04 AM, Oozaru85 said:

1. I was going to try lower settings there next, with lod8=billboard4 and lod16=billboard4 or billboard1, but I'm not really into wating 3 hours again for occlusion data to be generated just for this. Unless I can rerun the lod generation and don't have to re-generate occlusion for that small change of tree lod quality?

 

2. Maybe, I was going to order a new SSD and make a clean new install of Win10 anyway. Hopefully this is going to fix it. But wouldn't the OS slow down all of Dyndolod, also the lod generation and not just occlusion? 

 

3. The last time when it worked fast and flawlessly was few weeks ago. I was still on Dyndolod 3 alpha 106. BUT it was also on this version few days ago when this issue first happened, thats the reason why I updated to alpha118. But this didn't fix it sadly.

 

4. Yes, been running it on OcclusionMaxThreadsObjectLOD=1 all the time now, and nothing changed.

Expand  

You do not need to update Occlusion.esp in this case. Hide it. Generate LOD. Unhide it.

When the program reads large BTOs, especially in parallel, it needs a lot of memory for that particular process. OcclusionMaxThreadsObjectLOD=1 should limit it, though. You might want to try with OcclusionMaxThreadsObjectLOD=0 but it may end up being slower overall.
Let the OS handle virtual memory settings. Close unneeded (background) processes.

Posted
  On 3/5/2023 at 9:38 AM, GuyWithOneEye said:

Ok if I understood correctly, I found those files and in Meshes\Terrain\Tamriel\Trees\ I see a ton of files. They were all created the same date and at most a difference of 1 minute, so I think they're from the same session.

 

And in the MO2 overwrite folder there's five folders, one of them IS a Seasons folder with the MainFormSwap_WIN.ini, and there's a SKSE folder with po3_Seasons of Skyrim.ini in it. I'm guessing I should move all of those then.

I definitely never put anything there on purpose, and I have read elsewhere that the MainFormSwap file from Seasons of Skyrim generates in Overwrite. I'm curious, why would that stuff generate there if you're just supposed to move it?

Do you think those stray .inis would be enough to cause these issues?

 

Yeah I think that did something possibly. Still some issues, but I think I'm gonna go back an older save before I started messing with all this, make a new clean save and try another run here.

Thank you very much Sheson.

Expand  

And all the files in Meshes\Terrain\Tamriel\Trees\ and all the files in Textures\Terrain\Tamriel\Trees\ have about the same timestamp and they are all from the mod, the DynDOLOD Output that was generated for that load order?

If the swap INIs (or their overwrite order) changed after LOD generation, then LOD needs to be updated as well.

MO2 puts new files written to the game data folder into its Overwrite folder. Existing files are being replaced in their respective mod folder. Refer to the manual or wiki of MO2  to learn how it works.

Posted

Ok I think I figured out where the inis should go, so there were 3 concerning files in overwrite. In the data tab of MO2, I've moved the files such that I'm seeing MainFormSwap_WIN.ini and Serialization.ini (both were in a folder called Seasons in the overwrite) are now in the "seasons" folder and it says for mod "Seasons of Skyrim SKSE" and po3_SeasonsOfSkyrim.ini (which was in SKSE>Plugins in the overwrite) is now in SKSE > Plugins and it also says for mod Seasons of Skyrim SKSE. Does this sound correct? And I'll need to rerun the generation again now right?

Posted
  On 3/5/2023 at 11:43 AM, sheson said:

You do not need to update Occlusion.esp in this case. Hide it. Generate LOD. Unhide it.

When the program reads large BTOs, especially in parallel, it needs a lot of memory for that particular process. OcclusionMaxThreadsObjectLOD=1 should limit it, though. You might want to try with OcclusionMaxThreadsObjectLOD=0 but it may end up being slower overall.
Let the OS handle virtual memory settings. Close unneeded (background) processes.

Expand  

Omg, yes! Changing my virtual memory settings actually fixed it! Works smoothly and fast again, now. Thanks!

Posted
  On 3/5/2023 at 1:53 PM, GuyWithOneEye said:

Ok I think I figured out where the inis should go, so there were 3 concerning files in overwrite. In the data tab of MO2, I've moved the files such that I'm seeing MainFormSwap_WIN.ini and Serialization.ini (both were in a folder called Seasons in the overwrite) are now in the "seasons" folder and it says for mod "Seasons of Skyrim SKSE" and po3_SeasonsOfSkyrim.ini (which was in SKSE>Plugins in the overwrite) is now in SKSE > Plugins and it also says for mod Seasons of Skyrim SKSE. Does this sound correct? And I'll need to rerun the generation again now right?

Expand  

MainFormSwap_WIN.ini and Serialization.ini are typically generated by po3_SeasonsOfSkyrim.dll, so it makes sense to keep them with that mod.

Posted

In LODGen_SSE_<worldspace>_log.txt, I see:

Output: C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects\
Using UV Atlas: C:\Modding\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt
Using Flat Textures: C:\Modding\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_FlatTextures.txt
Using Alt Textures: C:\Modding\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_AltTextures_Tamriel.txt
Generating object LOD meshes for worldspace Tamriel
Reading C:\Modding\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Terrain_Tamriel.bin
Threads: 32
Concs: 8

Isn't the last line supposed to read "Cores" rather than "Concs"? I'm doing some experiments with LODGenThreadSplit settings and this threw me off a bit.

Posted
  On 3/5/2023 at 5:11 PM, z929669 said:

In LODGen_SSE_<worldspace>_log.txt, I see:

Output: C:\Modding\Tools\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\Tamriel\Objects\
Using UV Atlas: C:\Modding\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_ObjectAtlasMap_Tamriel.txt
Using Flat Textures: C:\Modding\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_FlatTextures.txt
Using Alt Textures: C:\Modding\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_AltTextures_Tamriel.txt
Generating object LOD meshes for worldspace Tamriel
Reading C:\Modding\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Terrain_Tamriel.bin
Threads: 32
Concs: 8

Isn't the last line supposed to read "Cores" rather than "Concs"? I'm doing some experiments with LODGenThreadSplit settings and this threw me off a bit.

Expand  

It is a short for "Concurrents" and used together with the threads value to set the initial and max count of a SemaphoreSlimDynamic.

  • Thanks 1
Posted (edited)
  On 3/5/2023 at 6:39 AM, sheson said:

So TexGen is waiting for Texconvx64.exe to finish.

Antivir never changing in all those years? New graphics driver?

Check if the folder C:\Users\Alexi-PC\AppData\Local\Temp\TexGen_SSE\ still exists from former sessions. Delete it.
Then run TexGen again and check if there are any files left in the folder when TexGen reaches the end and waits for Texconvx64.exe to finish.

See what happens when you end Texconvx64.exe process in task manager.

Use https://github.com/Microsoft/DirectXTex/wiki/Texdiag, a sister program of texconv, to determine the compression format of textures to see which ones are converted to BC7 and which one are still uncompressed.

Expand  

The plot thickens...

Other than updates, anti virus has not changed. I did upgrade from a geforce 1070 to a 3060 ti. Did not blow away the old graphics drivers though, as they autimatically updated to the 3060.

the TexGen_SSE folder deletes itself whenever texgen is shut down. I took a peek in the file when texgen gets stuck, I checked the file generated in TexGen_SSE, copied its contents, and then killed texconvx64.exe. Texgen generated the following error message. Both file contents and error message as is below.

  Reveal hidden contents

 

nature of the wild lands also has 3D lods designed for DynDOLOD 3. I reinstalled the mod without the LODs, and still got the same issue, but with different errors:

  Reveal hidden contents

 

I did a check of the dds file texgen keeps hanging on, and the info and analyze are as follows:

  Reveal hidden contents

 

 

Edited by asebw
Posted

The evlas discussion and LOD's not getting proper shadowing with EVLAS and CG suffering from the same in the lod distance is nothing new, i've written about it months ago, CABAL written about it on enb dev forum also many months ago. I guess many people don't mind it. 

Posted
  On 3/5/2023 at 7:44 PM, RainingTacco said:

The evlas discussion and LOD's not getting proper shadowing with EVLAS and CG suffering from the same in the lod distance is nothing new, i've written about it months ago, CABAL written about it on enb dev forum also many months ago. I guess many people don't mind it. 

Expand  

It has noting to do with EVLaS and CG. They work together as expected. LOD just doesn't cast/receive shadows from full objects. It's a game limitation, and recent discussion on this topic concluded that the next Alpha will have back_light flag unset by default with possibly some other functionality to customize grass LOD for better tuning with CG grass.

Posted

Yes its ingame problem, but EVLAS excarberate it, you get stark changes between lod vs non-lod with EVLAS shadowing. Its especially noticeable on distant grass that don't get shadowing but is blasted by sun, then as you come in it gets shadowing. It might be related to DALC problems too discussed in ENB forum, dont remember if its vanilla issue. 

  • Like 1
Posted
  On 3/5/2023 at 7:37 PM, asebw said:

The plot thickens...

Other than updates, anti virus has not changed. I did upgrade from a geforce 1070 to a 3060 ti. Did not blow away the old graphics drivers though, as they autimatically updated to the 3060.

the TexGen_SSE folder deletes itself whenever texgen is shut down. I took a peek in the file when texgen gets stuck, I checked the file generated in TexGen_SSE, copied its contents, and then killed texconvx64.exe. Texgen generated the following error message. Both file contents and error message as is below.

  Reveal hidden contents

nature of the wild lands also has 3D lods designed for DynDOLOD 3. I reinstalled the mod without the LODs, and still got the same issue, but with different errors:

  Reveal hidden contents

I did a check of the dds file texgen keeps hanging on, and the info and analyze are as follows:

  Reveal hidden contents

 

Expand  

The temp folder is specifically deleted when the tool shutdown to not leave garbage behind.

Run TexGen again, when it starts waiting for Texconvx64.exe again, open the txt file and note the first line.
Copy it without the leading #
Add this to end of it
 -flist "C:\Users\Alexi-PC\AppData\Local\Temp\TexGen_SSE\Texconv_*.txt"
replace the Texconv_*.txt with the actual filename of the txt in the temp folder.
So you end up with something like this:

"D:\game installs\skyrim mod storage\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -sepalpha -aw 256 -w 168 -h 512 -m 1 -f BC7_UNORM -bc q -o "D:\Dyndolod output\Textures\DynDOLOD\lod\trees" -flist "C:\Users\Alexi-PC\AppData\Local\Temp\TexGen_SSE\Texconv_0_1_295FB0E4FEA14BDFB89F91F41225C022.txt"

Close TexGen and then run this command on a command prompt to see what happens.

Posted

ok, all of those inis are with that mod, and I've tested that it's not generating new inis in the overwrite after loading a save so I think it should be good. I started by removing all dyndolod stuff from MO2, LOOTing, loading from a pre "seasons of skyrim" save, made a new save, indoors at breezehome in whiterun. I'll even wait like 30 seconds after entering breezehome just to be safe. All of that has been my usual process for testing this. Then ran texgen/dyndolod, all default settings other then using the low preset in dyndolod for testing and checking the snow box, and I triple checked that seasons is checked and the default + the four seasons options are ticked. I'm not sure what else I'm missing. Verified all the files you mention are the same session. Overwrite is empty. Seasons are and have been swapping fine, just not the tree lods.

I've tested and noticed a couple other things. For one, loading that save (that was made PRE dyndolod) with all dyndolod stuff removed, the tree lods look normal, obviously they don't switch with the seasons and they're the vanilla lods, but there's not weird out of place aspens or wrong pine variant lods. The issue is introduced when I run dyndolod.

And I've noticed something else, the way in which the lods look correct/incorrect depend on what month it is when I exit breezehome. My current save is in autumn, so if I exit and look around everything looks great, dyndolod seems to have worked successfully. I test around riften, looks great. Everything is autumn themed. Then I go back inside breezehome, set gamemonth to 11(winter) and go back outside, everything is messed up. I'll also point out, as I have "turn of the seasons" which has a patch for HLT to change the aspens to different colors for each season, when I look around whiterun, and I see a bunch of aspen lods randomly replacing pine lods, I see the aspen variant of whatever season it was before I exited breezehome for the first time.

For example: Load game in breezehome, set gamemonth to 2(spring), exit breezehome, whiterun areas look normal, riften areas with aspens look normal, I see spring aspens and the correct lods, go back to breezehome, set gamemonth to any other seasons and suddenly I'm seeing aspens around whiterun that seem to correspond with the spring aspen lods. Or I can start with gamemonth 11(winter) and everything looks normal, I see snowy pines around whiterun. Dead aspens in riften. As expected. Go back in, switch to any other season, and now I see mostly winter lods, snowy pines/dead aspens around whiterun. I even used to test this with a mod that lets you wait 30 days, and I had the same issue with that, so I don't think using the commands are messing anything up. Is there anything wrong with my process here?

So dyndolod is absolutely CREATING the correct lods, and when I load the game it's absolutely capable of using all the correct swapped lods for a given season, but only for whatever season it is before I exit breezehome.

 

Oh also, I looked in the "seasons" folder in DynDOLOD_Output, there's only 3 inis for SPR SUM WIN, is there supposed to be an AUT as well?

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