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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

  • +1 15

Recommended Posts

  • 0
Posted

First of all I want to say; Oh my gracious god! This mod blown my mind to smithereens! It took my breath away when I was able to look far away in the horizon and see everything! It was just wonderful! Thank you so much for making such a great game look even more great!

 

With that said I want to ask a thing. Is it normal to see z-fighting? I guess it is called that at least. It is when I look in the distance and when I walk it looks link a spot keeps getting black and all twitchy, which as it seems it is two textures fighting each other. In all honesty the only places that I have seen up to now are Whiterun's city walls from outside and Elysium Estate and only from afar. And since I mentioned Elysium estate, without being sure if it is because it's a custom home or because Skyrim's engine hicked up, was missing it's wall textures. After restarting the game the house was just fine, so I am not going to accuse DynDOLOD for glitch that could have happened then just because of a coincidence. 

 

Z-fighting or not, the game just became so much more beautiful and realistic. Thank you so much for the wonderful mod and all your work. Bless you and have an awesome week :D

  • 0
Posted (edited)

Hi,

 

Issue

 

I have never played Falskaar before. Now, I would like. But!

As I stepped to Falskaar around Amber Creek, around the Aspen Trees, ... as I move I got a horrible, annoying stuttering. What I have never ever noticed at Skyrim. Not, at all.

 

I've been searching about that issue for a couple of day, tried ENB settings, etc... but I couldn't manage to solve that issue. :/

 

Until, I found that post:

 

"

  Quote
karios525 wrote: Am getting this really annoying stutter every couple of seconds, any ideas what might be causing it? As I don't get this problem anywhere else, just this mod (every time testing on a new game). Even with jusat the dlc's falskaar and unoffficial patches installed same problem....Just redownloaded asnd reinstalling in case the mod got corrupted somehow, otherwise...could animation mods cause this issue perhaps? Every time as soon as skse is installed the problem happens, without, no problem, but there is no way skse could be at fault (just reinstalled skse as well, latest non alpha/beta)

Figured out the cause (system specs i7 4930x 32 gb ram titan x) it was tes5lodgen, whether it was a mesh/texture issue I have no idea, anyone know what might be causing this issue?"

 

https://forums.nexusmods.com/index.php?/topic/1030424-falskaar/?p=24959664 #5092

 

After that I disabled DynDOLOD.esp via MO and unthicked the STEP LOD Textures and DynDOLOD Worlds "folder" as well.

Loaded my saves at Falskaar and that annoying stuttering has gone away. I am "very happy".

 

But, I'd like to use DynDOLOD in my Falskaar gameplay as well.

 

Does anyone else noticed that kind of issue, stuttering at Falskaar + DynDOLOD enabled.

 

I have tree billboards for SFO; RAT and DFO (Dark Fantasy Overhaul).

 

I have an High Settings DynDOLOD Worlds, but till now my rig (look at my sig) could handle it without any issue, stuttering, fps loss, and so on, ...

 

How can I solve this issue?

 

Now, I have two idea?

 

- While I am in Falskaar I disable DynDOLOD (wouldn't like)

- Generate DynDOLOD again with Medium Settings or Low Settings and try it again. :/

 

Another hours for generating Dyn. :wacko:

 

Thanks!

 

Ps: But yes, definately I can say the reason of the stuttering in Falskaar is DynDOLOD. :/

 

Ps2: Searched infos at DynDOLOD "itself".

But, that's the all I found:

 

"Compatibility - Some Assembly Required

Mods listed here need a bit of extra attention. The manual in the download archive explains it in further detail.

Falskaar"

 

Read the manual:

 

"Falskaar - In case the original Falskaar tree LOD was unpacked from BSA, DynDOLOD Worlds.pas may complain about missing form IDs even when tree LOD was generated with LODGen for trees. In this case the not found messages can be ignored."

 

Do not really know what does it mean exactly, but do not noticed any messages (I guess).

 

Notice: I've been using default ugrids, and things like that.

 

In the meantime...

 

I have generated a Medium Settings World.pass DynDOLOD settings. To be honest, I would not say my stuttering has gone away. :/ But, again, loaded my save game without DynDOLOD + STEP LOD Textures + DynDOLOD Worlds Medium and my games running smooth.

 

Now I'll ganarate a Low Settings.

 

After that I'll to remove Dark Fantasy Overhaul, and generate DynDOLOD without DFO.

But I'm sure I will leave SFO + RAT.

 

As I said before. I haven't tried Falskaar before. And this is an another message:

 

"fantastic mod, but the game crawls which i only experience in falskaar. everything is smooth when i am in skyrim or solstheim.. but it's like playing on stutter mode when i'm in falskaar,"

 

Is there a general issue, problem like that with Falskaar?

 

Thanks!

Edited by kranazoli
  • 0
Posted (edited)
  On 8/13/2015 at 1:01 PM, weltall said:

First of all I want to say; Oh my gracious god! This mod blown my mind to smithereens! It took my breath away when I was able to look far away in the horizon and see everything! It was just wonderful! Thank you so much for making such a great game look even more great!

 

With that said I want to ask a thing. Is it normal to see z-fighting? I guess it is called that at least. It is when I look in the distance and when I walk it looks link a spot keeps getting black and all twitchy, which as it seems it is two textures fighting each other. In all honesty the only places that I have seen up to now are Whiterun's city walls from outside and Elysium Estate and only from afar. And since I mentioned Elysium estate, without being sure if it is because it's a custom home or because Skyrim's engine hicked up, was missing it's wall textures. After restarting the game the house was just fine, so I am not going to accuse DynDOLOD for glitch that could have happened then just because of a coincidence. 

 

Z-fighting or not, the game just became so much more beautiful and realistic. Thank you so much for the wonderful mod and all your work. Bless you and have an awesome week :D

There should be no 2 objects fighting permanently. Nothing should turn black ever unless its texture is black.

Open console, click it, note form id, disable it. Now you see the second object, click it, note form id, report them with mod name for the first 2 digests.

 

  On 8/13/2015 at 1:02 PM, kranazoli said:

Hi,

 

Issue

 

I have never played Falskaar before. Now, I would like. But!

As I stepped to Falskaar around Amber Creek, around the Aspen Trees, ... as I move I got a horrible, annoying stuttering. What I have never ever noticed at Skyrim. Not, at all.

 

I've been searching about that issue for a couple of day, tried ENB settings, etc... but I couldn't manage to solve that issue. :/

 

Until, I found that post:

 

"

Figured out the cause (system specs i7 4930x 32 gb ram titan x) it was tes5lodgen, whether it was a mesh/texture issue I have no idea, anyone know what might be causing this issue?"

 

https://forums.nexusmods.com/index.php?/topic/1030424-falskaar/?p=24959664 #5092

 

After that I disabled DynDOLOD.esp via MO and unthicked the STEP LOD Textures and DynDOLOD Worlds "folder" as well.

Loaded my saves at Falskaar and that annoying stuttering has gone away. I am "very happy".

 

But, I'd like to use DynDOLOD in my Falskaar gameplay as well.

 

Does anyone else noticed that kind of issue, stuttering at Falskaar + DynDOLOD enabled.

 

I have tree billboards for SFO; RAT and DFO (Dark Fantasy Overhaul).

 

I have an High Settings DynDOLOD Worlds, but till now my rig (look at my sig) could handle it without any issue, stuttering, fps loss, and so on, ...

 

How can I solve this issue?

 

Now, I have two idea?

 

- While I am in Falskaar I disable DynDOLOD (wouldn't like)

- Generate DynDOLOD again with Medium Settings or Low Settings and try it again. :/

 

Another hours for generating Dyn. :wacko:

 

Thanks!

 

Ps: But yes, definately I can say the reason of the stuttering in Falskaar is DynDOLOD. :/

 

Ps2: Searched infos at DynDOLOD "itself".

But, that's the all I found:

 

"Compatibility - Some Assembly Required

Mods listed here need a bit of extra attention. The manual in the download archive explains it in further detail.

 

Falskaar"

 

Read the manual:

 

"Falskaar - In case the original Falskaar tree LOD was unpacked from BSA, DynDOLOD Worlds.pas may complain about missing form IDs even when tree LOD was generated with LODGen for trees. In this case the not found messages can be ignored."

 

Do not really know what does it mean exactly, but do not noticed any messages (I guess).

 

Notice: I've been using default ugrids, and things like that.

 

In the meantime...

 

I have generated a Medium Settings World.pass DynDOLOD settings. To be honest, I would not say my stuttering has gone away. :/ But, again, loaded my save game without DynDOLOD + STEP LOD Textures + DynDOLOD Worlds Medium and my games running smooth.

 

Now I'll ganarate a Low Settings.

 

After that I'll to remove Dark Fantasy Overhaul, and generate DynDOLOD without DFO.

But I'm sure I will leave SFO + RAT.

 

As I said before. I haven't tried Falskaar before. And this is an another message:

 

"fantastic mod, but the game crawls which i only experience in falskaar. everything is smooth when i am in skyrim or solstheim.. but it's like playing on stutter mode when i'm in falskaar,"

 

Is there a general issue, problem like that with Falskaar?

 

Thanks!

I checked that users TES55LODGen generated LOD files for Falskaar back then. There was nothing wrong with them or the generated LOD.

TES5LODGen generated LOD files are even lower than low compared to DynDOLODs low. I never have any troubles in Falskaar no matter what settings.

There is something else in combination causing this. Do you have any other mod that changes the Falskaar world record? Check it in TES5Edit see if anything overwrites it.

 

Since you most likely use the Falskaar as BSA you can ignore the hint about trees form ids.

Edited by sheson
  • 0
Posted (edited)
  On 8/13/2015 at 3:38 PM, sheson said:

I checked that users TES55LODGen generated LOD files for Falskaar back then. There was nothing wrong with them or the generated LOD.

TES5LODGen generated LOD files are even lower than low compared to DynDOLODs low. I never have any troubles in Falskaar no matter what settings.

There is something else in combination causing this. Do you have any other mod that changes the Falskaar world record? Check it in TES5Edit see if anything overwrites it.

 

Since you most likely use the Falskaar as BSA you can ignore the hint about trees form ids.

Hi Sheson,

 

1st: In the meantime I have generated a Low Settings World.pass and sadly that annoying stuttering was present.

... at this moment what I do is to generate DynDOLOD without Dark Fantasy Overhaul.

 

Do you have any other mod that changes the Falskaar world record?

 

At this moment I have no idea, and my MO and TES5Edit is busy. Generating a new World.pass - Medium setting without DFO. Just SFO + RAT.

Honestly, I'm not sure how can I make that, but if it's just that to open Falskaar.esm and see Worldspace at TES5Edit, I guess I can make that. But not sure. :)

 

If I'll need any support I ask. :/

Yes, and I guess I use BSA because I do not use loose files.

 

Have you tried Falskaar + Dark Fantasy Overhaul and its DFO Billboard?

 

Thanks!

Edited by kranazoli
  • 0
Posted (edited)
  On 8/13/2015 at 4:04 PM, kranazoli said:

Hi Sheson,

 

Do you have any other mod that changes the Falskaar world record?

O, ooooo. :/

Bad news. I don't know how can check that?

I remembered Worldspace. Don't really know what does World Record mean. :/

 

Sry!

 

You know Sheson, I am not a prof, but I will do I can. What I've done.

 

1.) Generated World.pass medium without DFO, but sadly my stuttering at Falskaar has left to me :/

2.) The only things I can do just some kind of ridiculous "issue solving".

 

Again, without DynDOLOD + STEP LOD Textures + DynDOLOD Worlds I do not notice any stutter at all!

 

So, I've done:

 

1.) Hidden this folder via MO:

 

DynDOLOD Worlds --> Meshes folder (the hole meshes folder)

 

After loaded my save game at Falskaar, and didn't notice any issue at all! Zero. Smooth, as it should be.

 

I know this is more than ridiculous issue solving, because now it is works faulty, but I know what cause my issue is within that folder.

 

More accurately something under Meshes --> Falskaar

Do I need that folder? :)

 

I loaded a save game where DynDOLOD wasn't enabled (indoor), when step outside my DynDOLOD says it is activated, and yes it os active. But without stutter. (and I guess without important things)

 

My problem is definately something under Meshes --> Falskaar --> Object

Edited by kranazoli
  • 0
Posted (edited)

Why do I have 3 of them?

 

q149LA1.jpg

 

Without these 3 files, everything is okay.

The others exists only two "piece".

 

I was wrong. There's an other one:

 

POBYzJW.jpg

 

But without the Falskaar.4.4xyz files everything is okay.

 

Maybe I am wrong, but something in \Meshes\Terrain\Falskaar\Objects

Edited by kranazoli
  • 0
Posted (edited)

In conclusion:

 

In my \Meshes\Terrain\Falskaar\Objects folder there are 170 *.bto files.

If I have all of them together I get an very annoying stuttering. I tried to manually copy files, but seems to me they might be enabled, or work (I don't know) if all the 170 files are in that folder.

 

But, in what I am definately sure if I hide that folder, my games runs smooth. But if I let them to load, my game start to stutter. I do not know what are these files, what happen if I hide that whole folder. For a quick run I didn't notice any issue.

 

That' all I could do. :/

 

They have conflict with Falsaar. I guess with the BSA files, and SkyFalls & SkyMills. For an another test as myself I tried to move \Meshes\Terrain\Falskaar\Objects from SkyFalls & SkyMills, but without success.

 

So the files which make my game stutter are confilcted by Falskaar itself.

 

Now, this is my only "solution":

 

SIBbNIx.jpg

 

Don't know what to loose, but I know what I win. I win 60FPS smooth, stuttering free gameplay at Falskaar.

I'm sure I am loose maybe something important, just do not know what.

 

For any kind of help, I would be glad!

 

Thanks!

Edited by kranazoli
  • 0
Posted (edited)

Relax, you are rambling and not very methodical  :;):

 

We already determined that the static LOD in meshes/terrain/Falskaar/Objects/*.bto in combination with something else are the cause of stutter.

 

As I already said, I checked those files from another user and they were the same the process generates on my end. I have no stutter.

I could send you my static LOD meshes/terrain/Falskaar/Objects/*.bto files that do work fine here and you will still have stutter. It is something else causing this in combination.

 

Start TES5Edit with Falskaar. In the left pane click on [+] to unfold Falskaar, [+] Worldspace, [+]  xxA1C42 | Falskaar | Falskaar, this is the world record. Post about any mod that is listed in the right window beside Falskaar.esm

Edited by sheson
  • 0
Posted (edited)
  On 8/13/2015 at 8:55 PM, sheson said:

Relax, you are rambling and not very methodical  :;):

 

We already determined that the static LOD in meshes/terrain/Falskaar/Objects/*.bto in combination with something else are the cause of stutter.

 

As I already said, I checked those files from another user and they were the same the process generates on my end. I have no stutter.

I could send you my static LOD meshes/terrain/Falskaar/Objects/*.bto files that do work fine here and you will still have stutter. It is something else causing this in combination.

 

Start TES5Edit with Falskaar. In the left pane click on [+] to unfold Falskaar, [+] Worldspace, [+]  xxA1C42 | Falskaar | Falskaar, this is the world record. Post about any mod that is listed in the right window beside Falskaar.esm

Hey,

 

You are partly right, but I just tried to do my best, and collect as many infos as I could.

Now, for me the problem has solved. In a strange way, that's true, but I do not notice any visual issues or something like that. Till now, just good things.

 

I made screenshots. I guess they tells more than I could write. :/

(Manually chechked my mods, and I have not so much Falskaar realted mods. COT Patch, SkyFall & Mills, Better Falskaar map, and I guees that's all)

 

Still don't really sure, which info do you need. If you need something else, please make screenshots...

 

uRhSs8h.jpg

 

m8DHqpJ.jpg

 

"We already determined that the static LOD in meshes/terrain/Falskaar/Objects/*.bto in combination with something else are the cause of stutter."

 

I believe you. But what is(are) the downside if I hide that folder via MO?

 

Notice: I tested LOD that way:

 

tgm

tcl

 

... and see how Falskaar LODs looks like high from top of a mountain. No issue. No issue closer object.

Edited by kranazoli
  • 0
Posted (edited)
  On 8/13/2015 at 9:38 PM, kranazoli said:

Hey,

 

You are partly right, but I just tried to do my best, and collect as many infos as I could.

Now, for me the problem has solved. In a strange way, that's true, but I do not notice any visual issues or something like that. Till now, just good things.

 

I made screenshots. I guess they tells more than I could write. :/

(Manually chechked my mods, and I have not so much Falskaar realted mods. COT Patch, SkyFall & Mills, Better Falskaar map, and I guees that's all)

 

Still don't really sure, which info do you need. If you need something else, please make screenshots...

 

 

 

 

 

"We already determined that the static LOD in meshes/terrain/Falskaar/Objects/*.bto in combination with something else are the cause of stutter."

 

I believe you. But what is(are) the downside if I hide that folder via MO?

 

Notice: I tested LOD that way:

 

tgm

tcl

 

... and see how Falskaar LODs looks like high from top of a mountain. No issue. No issue closer object.

 

 

Of course the symptoms of the problem go away when you hide the static LOD *.bto generated by LODGen. If you hide the output from LODGen the game uses the vanilla LOD *.bto again that is in the Falskaar.bsa.

 

Did you load the complete load order into TES5Edit when you took the screenshots? You mentioned using SkyFalls, and if you installed it for Falskaar at least it should show up in the right window.

 

There is another thing you could test:

 

unpack the Falskaar.bsa into a mod

then hide the Falskaar.bsa itself, hide meshes/terrain/falskaar/objects/ folder that was unpacked from the Falskaar.bsa.

 

It has 290 *bto files because the mod author left orphaned files in there from an earlier generation with an offset coordinate system.

They should be just dead weight, but maybe for some reason they interfere in your case.

Edited by sheson
  • 0
Posted (edited)

"Of course the symptoms of the problem go away when you hide the static LOD *.bto generated by LODGen. If you hide the output from LODGen the game uses the vanilla LOD *.bto again that is in the Falskaar.bsa."

 

Yes, but the problem is important for me, which has gonw away that kind of "solution". To be honest, if I satisfied the way how it works, how it looks is there any problem not to hide that folder? Because beleive me. I can live with some kind of visual issue (but didn't notice any), but I can't live with stuttering, at all. So, I am still trying to ask: What's wrong if I had that Meshes\Object folder?

 

"Did you load the complete load order into TES5Edit when you took the screenshots? You mentioned using SkyFalls, and if you installed it for Falskaar at least it should show up in the right window."

 

I always feel myself so stupid. :/ :innocent: Of course not the whole load order, I just chose Falskaar. Sry! :)

I'll correct it...

 

"unpack the Falskaar.bsa into a mod

then hide the Falskaar.bsa itself, hide meshes/terrain/falskaar/objects/ folder that was unpacked from the Falskaar.bsa."

 

Haven't done it yet.

Just via MO, when we used loose file in MO. So, I'll have to find out, how can I unpack BSA the right way....

Edited by kranazoli
  • 0
Posted (edited)

"unpack the Falskaar.bsa into a mod

 

Done.

 

then hide the Falskaar.bsa itself, hide meshes/terrain/falskaar/objects/ folder that was unpacked from the Falskaar.bsa.

 

Done.

 

It has 290 *bto files because the mod author left orphaned files in there from an earlier generation with an offset coordinate system.

 

Yes, indeed. It has 290 *.bto files.

 

They should be just dead weight, but maybe for some reason they interfere in your case."

 

And what's next?!

 

I've done that:

 

1.) Extracted Falskaar.bsa

2.) Created a mod --> Falskaar BSA (loose files)

3.) Put it right after Falskaar (under it, higher priority)

4.) Hide Falskaar.bsa file via MO

5.) But I left Falskaar.esm enabled (don't know...)

6.) Hide that 290 meshes\object\*bto folder within the extracted loose files

 

I guess, you maybe wanted something like that.

 

So, now I don't have *.bto files from Falskaar, but I have from DynDOLOD. But just 170.

 

Loaded a save game at Falskaar and didn't notice any stuttering at all.

 

But this was just an idea... Don't know what you wanted for the next, next, ... step to do.

 

Now I have:

 

1.) Falskaar.esm (BSA file hidden)

2.) Falskaar as a loose files + 290 *.bto files hidden

3.) DynDOLOD

4.) STEP LOD Textures

5.) DynDOLOD World - High Setting (Vanilla; STEP; SFO; RAT; DFO Billboards)

 

Tried a quick test again. No stuttering, and it seems to me LOD looks right.

 

Ok? Don't?

Edited by kranazoli
  • 0
Posted

The memory blocks on my game are getting completetely filled...

 

 

  Reveal hidden contents

 

 

And quoting your message from the mods page on the Nexus...

 

 

  Quote

Q: Skyrim: ILS or CTD

A: More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini
If heap memory is not the cause of CTD see Docs\ DynDOLOD-README.txt for checking if a nif model used for dynamic LOD is the cause.

 

 

So, can I change the values of DefaultHeapInitialAllocMB and ScrapHeapSizeMB on the SKSE.ini to a higher value, to something like...

 

DefaultHeapInitialAllocMB=1024
ScrapHeapSizeMB=512

 

Or these values cannot be modified in any way ? Or if yes, what's the best values to use, I mean, do you have a suggestion ? My game is running terribly bad, the VRAM usage is fine, it's below 1700MB (GTX660 Ti 2GB), but the RAM usage is too high, it's almost on 2GB !

  • 0
Posted
  On 8/13/2015 at 11:11 PM, kranazoli said:

"unpack the Falskaar.bsa into a mod

 

Done.

 

then hide the Falskaar.bsa itself, hide meshes/terrain/falskaar/objects/ folder that was unpacked from the Falskaar.bsa.

 

Done.

 

It has 290 *bto files because the mod author left orphaned files in there from an earlier generation with an offset coordinate system.

 

Yes, indeed. It has 290 *.bto files.

 

They should be just dead weight, but maybe for some reason they interfere in your case."

 

And what's next?!

 

I've done that:

 

1.) Extracted Falskaar.bsa

2.) Created a mod --> Falskaar BSA (loose files)

3.) Put it right after Falskaar (under it, higher priority)

4.) Hide Falskaar.bsa file via MO

5.) But I left Falskaar.esm enabled (don't know...)

6.) Hide that 290 meshes\object\*bto folder within the extracted loose files

 

I guess, you maybe wanted something like that.

 

So, now I don't have *.bto files from Falskaar, but I have from DynDOLOD. But just 170.

 

Loaded a save game at Falskaar and didn't notice any stuttering at all.

 

But this was just an idea... Don't know what you wanted for the next, next, ... step to do.

 

Now I have:

 

1.) Falskaar.esm (BSA file hidden)

2.) Falskaar as a loose files + 290 *.bto files hidden

3.) DynDOLOD

4.) STEP LOD Textures

5.) DynDOLOD World - High Setting (Vanilla; STEP; SFO; RAT; DFO Billboards)

 

Tried a quick test again. No stuttering, and it seems to me LOD looks right.

 

Ok? Don't?

 

No stutter and it is using the improved static LOD from LODGen. Great, problem solved then :;):

So it seems the extra files can cause a problem... Interesting.

  On 8/14/2015 at 8:05 AM, niebaum said:

The memory blocks on my game are getting completetely filled...

 

 

And quoting your message from the mods page on the Nexus...

 

 

So, can I change the values of DefaultHeapInitialAllocMB and ScrapHeapSizeMB on the SKSE.ini to a higher value, to something like...

 

DefaultHeapInitialAllocMB=1024

ScrapHeapSizeMB=512

 

Or these values cannot be modified in any way ? Or if yes, what's the best values to use, I mean, do you have a suggestion ? My game is running terribly bad, the VRAM usage is fine, it's below 1700MB (GTX660 Ti 2GB), but the RAM usage is too high, it's almost on 2GB !

Raise DefaultHeapInitialAllocMB to 1024 which will set it to 768 in the log. Always set the second value to ScrapHeapSizeMB=256.

Make sure to set ExpandSystemMemoryX64=false in enblocal.ini from ENBoost

 

Then start the game and do things in it. After a while check the log again for the highest value the first block reached. Set DefaultHeapInitialAllocMB like 20 or 30 higher than the max value in the log + 256.

So if the log shows you 578 as max value set DefaultHeapInitialAllocMB=864

 

Just remember if you ever encounter ILS or random CTD in the wilderness to check the log if it reached the max again.

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