
S-Matrix
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Hey! So I managed to generate an Occlusion.esp file for my load order. I disabled the following prior to generating occlusion via xLODGen: the Happy Little Trees 3D LOD Add-on, the Enhanced Rocks and Mountains DynDOLOD Add-on, along with the DynDOLOD.esp I made and mentioned in this post from a few days ago. The occlusion generation process took about 4 minutes, at quality=2. It's almost too good to be true, so I'm wondering: is it too good to be true? Is this allowed?
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Hi, I'm here to report on a battle I seem to have lost. Successful occlusion generation by means of xLODGen or DynDOLOD has proven to be a task I am not equal to. "[Tamriel] Updating height map from object LOD meshes" After this message pops up in DynDOLOD's progress window, or in xLODGen's, my computer freezes. If I wait long enough before forcing my computer to shut down completely, I get a Blue Screen of Death. I've stopped counting how many times I've watched that message appear in the DynDOLOD progress window with dread, but also some (foolish) hope over the past ~11 hours. I close all applications except for Mod Organizer 2, and here's a timeline of what I did after this: 1. I move DynDOLOD Resources down in the left pane of MO2 so that it wins every conflict indicated, except the conflicts the DynDOLOD packs made specifically for Enhanced Rocks and Mountains, and HappyLittleTrees 3D LOD Add-on. 2. Following the config advising of the STEP Guide (v2.2.0), I sort my entire load order with LOOT, and activate "SSE Terrain Tamriel Extend", making sure the plugin is stationed as high as possible in the right pane. I run xLODGen on my load order (attached to this post in plugins.txt), still following the exact STEP Guide settings; xLODGen finishes with no problems encountered whatsoever, and I activate a mod containing its files in the left pane. 3. I precache grass with NGIO, following the guide for Grass LOD currently hosted by STEP; it takes a while, but the process eventually comes to a finish without any issue. I once again drop the generated files into a new mod and activate it in the left pane. 4. Once more in accordance with the STEP Guide's settings for HD (down to the letter), I use TexGen to generate textures/billboards for my load order, including grass (HD Grass specifically, since I'm using ENB Complex Grass) - this is completely smooth, it only takes like 10-15 minutes. I drag and drop the files into a new mod and tick it in MO2's left pane. 5. Finally, the big one: I start up DynDOLOD itself, once again following the STEP Guide's rules for HD setups. I am also generating Occlusion, with quality set to 3, and the plugin box ticked... or so I think I am. About one hour into running DynDOLOD, upon reaching the Occlusion generation for [Tamriel], the worst comes to pass. My screen freezes, my cursor is stuck, no keyboard inputs are received. At the time, I thought it was a weird fluke, and I'm hesitant to run the whole process again, so: 6. Instead of running it all again, I run the same HD settings except I choose to NOT generate an occlusion plugin. After a little while, it finishes with no problems (but it definitely threw a lot of warnings, so here are those logs) - so at this point, I have every part of DynDOLOD active, including the plugins in the right pane. Great! 7. I try and fail to generate occlusion independently, but this time I reduce the quality, so that quality=2, and I set OcclusionMaxThreadsObjectLOD=1 in the DynDOLOD_SSE.ini (which I've also attached to this post). My computer crashes in the same place as before, after apparently generating occlusion successfully for some other worldspaces that came before Tamriel. 8. I reduce the quality again, now quality=1 inside the ini file. Same result. 9. I try it again, but this time, I use xLODGen's implementation of the feature, just for funsies. Same result, same computer freeze at [Tamriel] occlusion gen. 10. I check that my CPU drivers are all up to date. Then, I update some of my laptop's software so that it is up to date with the proprietary version releases of the manufacturer (Razer), and I download ThrottleStop to monitor any remaining CPU limiters more precisely. My CPU temps are very high when I get to the [Tamriel] portion of occlusion generation, before everything freezes. 11. I repeat steps 8 and 9, but I set RealTimeLog=1 in the DynDOLOD_SSE.ini so that I could generate a log file before the freeze to attach to this post. No luck, as expected. At this point, I'm absolutely exhausted, and really don't feel like restarting my computer again for no reason. (My CPU is an i7-9750H) So, I'm a little lost - is there anything else I can try in order to generate occlusion? Am I hardware-limited? Should I attempt to generate occlusion without the Tamriel worldspace being included? Would that even be worth the trouble? Thanks for any help in advance! plugins.txt DynDOLOD_SSE.ini
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[Copying the post I made to r/skyrimmods where I'm seeking help for the same issue] Hi! I'm experiencing a bug where small stones and foliage begin to move in and out of the surface of the ground when I stand on or close by to them. I'll drop my plugins list (please forgive the general lack of proper LO organization in certain portions) and a video demonstrating the issue below; I'm completely in the dark as to what's causing this or how to fix it because I haven't been able to find much relevant information about this*, but here are the things I've tried thus far: - Disabling the "Complex Grass Patch" for Folkvangr from this page - Adding "Rock Grass for ENB Complex Grass" along with "Folkvangr - Vanilla Pebbles (Rock Grass)" - Disabling "Skyrim 3D Rocks" Here's my plugin list, and here's a video of the issue I'm having - thanks for any help in advance! *btw, in case it helps: the relevant info I have found is limited to this report in the bugs tab of the Complex Grass Patch Compendium mod page.
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Hi STEP forums! I'm having an issue as I outlined in the post header - I ran NGIO's precacher and generated Grass LOD with DynDOLOD. As I approach patches of LOD grass that are (presumably) outside the immediate cell I'm in, it disappears for about 10 to 30 seconds (30 is very rare) before reappearing as regular, non-LOD grass. This is, as you might guess, quite jarring, and I'm wondering what I did wrong or if there's a known problem with my setup. I'm happy to provide any information that might be relevant to this, I just don't know what that info would be. (for reference regarding grass mods however: I am using NGIO, Landscape Fixes for Grass Mods, and Folkvangr)
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Just saw the NGIO update to v7, crediting you with the fix for the stuttering on cell change. You're a hero!
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Keep me posted on your decisions and progress, if it isn't too much trouble - I'd really appreciate it!
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So, is the only solution still to just rename everything? Would Sheson's suggested settings at least REDUCE encountered stuttering? Appreciate you keeping this thread alive for a good while, this is something I'd really like to figure out as well.
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So if this is the case, I may have discovered something interesting, pertaining to my own problems at least. I re-generated DynDOLOD after editing the scripts in order to not generate grass LOD, and even with just NGIO and my precache active (16000 overwritegrassdistance and 8000 overwritegrassfade) and no grass LOD from DynDOLOD, I'm actually STILL getting stuttering upon changing cells. I'm wondering now if the problem is specifically with NGIO then, or maybe I simply have to re-cache grass again with DynDOLOD mode set to 0 in grasscontrolconfig.txt?
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Alas, no luck. I didn't tweak any INI settings, but I tried DynDOLOD generation on Low quality and turned the fBlockLevel0Distance to around 12000, but still found my game stuttering. Let me know if there's anything else I can try, if you know. That makes sense, but I'm still left confused by how many people seem to be getting really solid results with NGIO precaching, it's odd to me. Either way, it's pretty unfortunate.
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Ah, good luck, and please, if you make any discoveries, relay them here if it's not too much trouble! I'm sure it will be kind of slow-going since it requires tweaking cache generation AND LOD generation, so I commend your dedication. Anyway, I'm currently using DynDOLOD with the medium preset, and will try regenerating with the low preset. Should I be tweaking anything in DynDOLOD's Edit Scripts in order to appropriately tune the density of grass lod? I'll also try lowering the fBlockLevel0Distance again to the level you've prescribed, thanks for the tips! EDIT: Nvm, found the density setting and adjusted it from 50 to 30 to try and help performance.
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Also, I don't know if it helps "narrow it down" at all, but the problems only arise when the Grass Control part is enabled in MO2, the grass cache+DynDOLOD don't cause stuttering by themselves, leading me to believe it MIGHT have something to do with the raycasting? No clue for certain, though.
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Sorry to resurrect this "old" thread, but would you mind sharing what ini settings are relevant to this outside of the ones mentioned before in the DynDOLOD settings (since the consensus appears to be that tweaking those for grass LOD isn't actually worth it), as I'm still getting stuttering after trying a lot of different things? If my hardware is good enough, I'm not sure what else could be affecting this, as I've tested in different profiles with just this mod, Display Tweaks, engine fixes, and with the inis set to BethINI low and am still getting the stutter on cell change. EDIT: Oh, just realized I already mentioned I did this in my initial post, sorry for redundant info. Thanks for any help!
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Got it, I'll keep at it, thanks again!
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Hey again, sorry to bug you more, but would you be willing to link the dev guides so that I can try it out? I ended up encountering stuttering again after some more testing, even after trying out placing the grass files in the SKSE folder. Aside from that, do you have any other tips that might help resolve this stuttering? I tried reducing the first setting, but unfortunately saw no real change in performance. The issue is weird in general, as I get pretty solid 50-60 fps in exteriors, but also get CONSISTENT stutter when loading new cells. Thanks for the help either way!