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DynDOLOD Beta for Skyrim Special Edition and Skyrim VR 2.72

dyndolod lod special edition sse

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#1651 sheson

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Posted 10 September 2019 - 02:17 AM

I renamed DynDOLOD_TES5_wayshrinesiftesp.ini to DynDOLOD_SSE_wayshrinesiftesp.ini; then started dyndolod and when through the dyndolod generation process; didn't seem to make any difference though sadly :( 

 

The name of the ESP in SSE though is WayshrinesIFT.esp; there is also a wyrmstooth and bruma patch for it.  does that make a difference?

So the plugin filename did not change. The included manual DynDOLOD_Mod_Authors.html explains the rules files.

 

The patches are irrelevant.


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#1652 Soulmancer

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Posted 10 September 2019 - 12:12 PM

Ok, I'll have a look at the rule manual; at any rate re-naming it to the SSE didn't have an impact.  the shrine still materializes out of the thin air when you approach... I did rename though and not copy as you said so the original TES5 file is gone... that's no issue though if I'm using SSE is it?


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#1653 sheson

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Posted 10 September 2019 - 12:46 PM

Ok, I'll have a look at the rule manual; at any rate re-naming it to the SSE didn't have an impact.  the shrine still materializes out of the thin air when you approach... I did rename though and not copy as you said so the original TES5 file is gone... that's no issue though if I'm using SSE is it?

When generating LOD for Skyrim, the TES5 files are used. When generating LOD for Special Edition the SSE files are used.

 

As I said, check the log shows loading a rule for the plugin when clicking low, medium, high. Then generate LOD as usual.


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#1654 Soulmancer

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Posted 10 September 2019 - 02:53 PM

When generating LOD for Skyrim, the TES5 files are used. When generating LOD for Special Edition the SSE files are used.

 

As I said, check the log shows loading a rule for the plugin when clicking low, medium, high. Then generate LOD as usual.

Clicking on the "medium" just seems to start the entire DynDoLod generation process automatically; I do see the log in the background but a lot is going on in a hurry. ... do I need to something in the advanced tab?   


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#1655 sheson

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Posted 11 September 2019 - 12:45 AM

Clicking on the "medium" just seems to start the entire DynDoLod generation process automatically; I do see the log in the background but a lot is going on in a hurry. ... do I need to something in the advanced tab?   

The log is saved to the DynDOLOD log folder when the program is closed.

You can also "check the log" after it completes and then scroll the window back upwards.


Edited by sheson, 11 September 2019 - 12:45 AM.

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#1656 DrVibble

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Posted 11 September 2019 - 09:30 AM

Hello, DynDOLOD SE community.

 

I've been trying to get DynDOLOD to work on SSE for a while now, and I keep coming to the same frustrating problem when I run the program. Leading up to it, I disabled all my mods, installed TexGen, ran it, archived the output and installed it into MO2, re-enabled Skyrim Flora Overhaul, Realistic Aspen Trees, Indistinguishable Billboards and HD Lods Textures, then ran DynDOLOD on a medium preset for all the vanilla SSE worlds.

 

It runs pretty much fine for a few minutes, and I haven't been able to notice any errors, but when it reaches "Preparing Texture Data", it just closes of its own accord, and the output file only has very limited Meshes and Texture folders, no SKSE folder or .esp. I make sure to close every other program to conserve memory, and the atlas size is only 256.

 

Any thoughts?


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#1657 sheson

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Posted 11 September 2019 - 12:06 PM

Hello, DynDOLOD SE community.

 

I've been trying to get DynDOLOD to work on SSE for a while now, and I keep coming to the same frustrating problem when I run the program. Leading up to it, I disabled all my mods, installed TexGen, ran it, archived the output and installed it into MO2, re-enabled Skyrim Flora Overhaul, Realistic Aspen Trees, Indistinguishable Billboards and HD Lods Textures, then ran DynDOLOD on a medium preset for all the vanilla SSE worlds.

 

It runs pretty much fine for a few minutes, and I haven't been able to notice any errors, but when it reaches "Preparing Texture Data", it just closes of its own accord, and the output file only has very limited Meshes and Texture folders, no SKSE folder or .esp. I make sure to close every other program to conserve memory, and the atlas size is only 256.

 

Any thoughts?

Not sure why you are disabling mods. There is no such instruction in the TexGen manual. It will end up using the wrong source texture to generate the single object LOD textures.

 

See if there is a DynDOLOD_SEE_log.txt file in the log folder and check its last lines for useful messages/hints.


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#1658 DrVibble

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Posted 11 September 2019 - 01:04 PM

I was disabling mods because I first tried it on my whole load order, which totals over 600 mods, but it threw up a bunch of missing meshes for some of my New Lands mods, especially Bruma, so I only used my Flora mods. I made sure to delete whatever textures had been generated and start fresh every time.

 

As for the log, I had the same thought. There isn't one, sadly.

 

I've tried removing DynDOLOD and going from the very beginning twice now, and it always reaches the same problem, without ever generating a log. The process doesn't ever finish; it just closes without any error messages or windows.


Edited by DrVibble, 11 September 2019 - 01:06 PM.

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#1659 sheson

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Posted 11 September 2019 - 03:21 PM

I was disabling mods because I first tried it on my whole load order, which totals over 600 mods, but it threw up a bunch of missing meshes for some of my New Lands mods, especially Bruma, so I only used my Flora mods. I made sure to delete whatever textures had been generated and start fresh every time.

 

As for the log, I had the same thought. There isn't one, sadly.

 

I've tried removing DynDOLOD and going from the very beginning twice now, and it always reaches the same problem, without ever generating a log. The process doesn't ever finish; it just closes without any error messages or windows.

In case of Bruma missing meshes are expected, since the that mod ships is a cut version.

Warnings and errors about missing meshes are printed to fix the issues. Disabling mods to not see messages is typically not a valid course of action.

 

Get the latest version 2.72, it should not just close and instead stop with the exception message again as its supposed to. Follow the instructions from the message.


Edited by sheson, 11 September 2019 - 04:18 PM.

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#1660 DrVibble

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Posted 11 September 2019 - 05:16 PM

Well, I installed the latest version, and it pointed me directly to an invalid DDS. I fixed that quickly, and it ran just fine. Just gonna test it ingame now. Thanks for your help!


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#1661 Jarl_Elisif

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Posted 12 September 2019 - 05:36 AM

When I set TreeLod=0 in the config file, my system runs out of RAM during the LodGen process. (I have 12 GB of RAM.) My intention was to get the hybrid models from EVT for as far as possible. I did not enable the TreeFullFallBack option. Most likely, I am misunderstanding the tree LOD creation process. I did RTFM, but some of the stuff is beyond my comprehension. Anyway, I'm not sure if it's a bug that the process is consuming all the available RAM and crashing, or I'm using improper settings, so I thought I'd report it here anyway. Without changing that option, everything works fine. The trees in the distance have 2d LODs, that's all.

 

A noobish question: Should I increase the default values of tile size in texgen and DyndoLOD? I have 4GB of VRAM, and play at 1080p. Would there be a noticeable improvement in quality, or would it simply consume more VRAM for little benefit?

 

TIA.


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#1662 sheson

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Posted 12 September 2019 - 06:51 AM

When I set TreeLod=0 in the config file, my system runs out of RAM during the LodGen process. (I have 12 GB of RAM.) My intention was to get the hybrid models from EVT for as far as possible. I did not enable the TreeFullFallBack option. Most likely, I am misunderstanding the tree LOD creation process. I did RTFM, but some of the stuff is beyond my comprehension. Anyway, I'm not sure if it's a bug that the process is consuming all the available RAM and crashing, or I'm using improper settings, so I thought I'd report it here anyway. Without changing that option, everything works fine. The trees in the distance have 2d LODs, that's all.

 

A noobish question: Should I increase the default values of tile size in texgen and DyndoLOD? I have 4GB of VRAM, and play at 1080p. Would there be a noticeable improvement in quality, or would it simply consume more VRAM for little benefit?

 

TIA.

 

Use the x64 version obviously, as Windows artificially limits max system memory to about 3.1GB for x86 applications.

 

If you already use the x64 version, make sure to use the latest version. Reduce settings. Don't use 3D tree LOD models in LOD level 8/16.

 

Only you can answer the question about texture sizes by testing yourself for your load order, hardware and personal preference. The TexGen manual explains how to update textures and texture atlases without running the entire process again, so testing is a matter of a couple minutes.


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#1663 Jarl_Elisif

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Posted 12 September 2019 - 07:00 AM

Use the x64 version obviously, as Windows artificially limits max system memory to about 3.1GB for x86 applications.

 

If you already use the x64 version, make sure to use the latest version. Reduce settings. Don't use 3D tree LOD models in LOD level 8/16.

 

 

I'm using the x64 version. The Windows task manager shows that once lodgen is started, it keeps using more and more RAM until it reaches around 10 GB, at which point it crashes. I haven't changed any default setting, except the treeLod one. But I am using "high" settings in the main window. Should that process really consume so much RAM? As mentioned earlier, if I don't change the treelod=1 setting, it uses only upto around 6 GB of RAM, and so completes succesfully. I just don't know if it's normal behavior.


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#1664 sheson

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Posted 12 September 2019 - 07:41 AM

I'm using the x64 version. The Windows task manager shows that once lodgen is started, it keeps using more and more RAM until it reaches around 10 GB, at which point it crashes. I haven't changed any default setting, except the treeLod one. But I am using "high" settings in the main window. Should that process really consume so much RAM? As mentioned earlier, if I don't change the treelod=1 setting, it uses only upto around 6 GB of RAM, and so completes succesfully. I just don't know if it's normal behavior.

Something seems to be going very wrong. Not quite sure yet how best to troubleshoot.

 

Everything works fine with TreeLOD=1 and High?

 

Post which version of EVT you are using and the exact install options.


Edited by sheson, 12 September 2019 - 07:42 AM.

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