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  2. Read the first post which explains what the DynDOLOD 3 alpha is and what is expected of people participating it. Read the first post of xLODGen terrain LOD beta: "Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation." The post explains the basics for generating terrain LOD. Also read Terrain-LOD-Readme.txt included in the download archive. Read What is DynDOLOD: "DynDOLOD is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order for much improved tree and object LOD for the different Skyrim and Enderal versions." Check ..\DynDOLOD\docs\DynDOLOD_Manual.html "Terminology" and/or ..\DynDOLOD\docs\help\Terminology.html Read Skyrim TVDT - Occlusion Culling Data: Finalize load order use xLODGen to generate terrain LOD meshes [and textures] use TexGen/DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization) use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples) If you are using DynDOLOD 3 alpha, then obviously Occlusion.esp can generated in step 3. already now. The terrain LOD textures included in Terrain LOD Redone were done with xLODGen. Pre-made LOD only works and looks correctly for the load order it was generated for.
  3. For the life of me, I thought DynDOLOD's alpha also handled terrain LOD's. Actually, I thought DynDOLOD and xLodGen were basically the same thing, just done by different authors. So I can be a bit slow on the uptake, but I finally looked the latter up and saw that not only is it the same author, but one does terrain LOD's and one does trees/object LOD's. So I'm assuming that we basically need to run BOTH if we want the best VISUAL experience, correct? Sorry for asking. I just finally have a video card that can handle everything I can throw at it so far and I've gone a bit over the edge on downloading stuff. And xLodGen looks like it can generate a bunch of the LODs I seem to be downloading individual mod LODs for. I feel stupid for never even having bothered looking it up in the first place. But if I add it to my basic "routine" (along with DynDOLOD, Nemesis, etc) before playing I wouldn't need mods like Terrain LOD Redone, right?
  4. Today
  5. Read the first post what log files to include when making posts. Reinstalling a plugin typically does not change its content. Always use the latest version. If you look up the mentioned record 0100183E in xEdit you see that the plugin deleted the reference. The plugin should be cleaned.
  6. I keep getting this error while trying to generate LOD... I've removed and reinstalled the mod in question but the problem persists. Any help would be greatly appreciated. [Window Title] DynDOLOD [Main Instruction] Error: No base record for RodryksDragonBridge.esp [REFR:0100183E] (in GRUP Cell Temporary Children of DragonBridgeExterior04 [CELL:0000934A] (in Tamriel "Skyrim" [WRLD:0000003C] at -26,19)) [Exit DynDOLOD] [Footer] DynDOLOD FAQ | Support Forum | Copy message to clipboard
  7. The 2.0.0 guide is still in development and so is the LODGen stuff, but terrain LODGen is probably pretty much 'done' for our build at least.
  8. Hello Z, I think the OP referred to this link and settings which link to the v1 of the xLODGen Guide, as I understand: https://stepmodifications.org/wiki/SkyrimSE:1.0.0#xLODGen Me too I was struggling to find the STEP 2.0 recommended settings which you link in your above response. I did find and read the 5 pages long testing thread but thereafter was wondering if v2.0 settings were agreed upon. Apparently they were. Maybe I did something unsmart in searching for your linked page, in this case Sorry. And thank you for the new link! :-)
  9. It should have had the link. Thanks for reporting that bug.
  10. Thank you very much for the quick reply and for pointing me to the correct help doc. Just wanted to note that this particular error message box from DynDOLOD does not have a "Help for this message" link. The available links are "DynDOLOD FAQ" | "Support Forum" | "Copy message to Clipboard" . Really appreciate the work you've done on DynDOLOD, it really is an incredible tool; cheers!
  11. Of course you can install billboards for xLODGen/DynDOLOD 2.x included in mods. They still work. But if you want better quality billboards and better looking and LOD, use TexGen to generate all desired billboards in addition to all the required/automatic billboards. Read the first post. "Since TexGen now generates billboards do not install any 3rd party billboards." From the explanations for the not divisible b 4 log message: "In case there are 3rd party LOD billboards installed (textures in ..\data\textures\LODGen\*), remove all 3rd party LOD billboards and instead use TexGen to generate all the desired LOD billboards. See TexGen Configuration for more." Also read ..\DynDOLOD\docs\help\Billboards.html "There is no need to install any LOD billboards from or for mods. See TexGen Configuration for more." "Do not install 3rd party LOD billboards. Use TexGen to generate them."
  12. Click he Help for this message link to open ..\DynDOLOD\docs\help\OpenCities.html as explained in the first post. The instructions in DynDOLOD_Manual.html or OpenCities.html explain which setting in the INI needs to be edited. Follow the instructions.
  13. Interesting ... but further complicates display config, LOL. It could take us months to agree on optimal configs with this one in the mix. I don't want to offer every scenario or maintain those instructions in our guides. Maybe some suggestions is all or for the most common setup. Remember, every time one of these mods is updated, we would need to spend a lot of time adjusting (and debating) the changes to our recommendations. PC envs are just too variable.
  14. I looked for this issue and could not find anything, sorry if this has been answered already. The two pass method always worked for me with DynDOLOD versions 2.x With 3.0 on the second pass with open cities active in the load order, i get an error: Found Open Cities Skyrim.esp Remove it temporarily from the load order The only option is Exit DynDOLOD. Per the manual, I did not alter anything in DynDOLOD_SSE.ini for open cities. My DynDOLOD_SSE.ini contains: ; ; !!! NO NEED TO COMMENT OUT ANYTHING FOR OPEN CITIES !!! ; ; Parent world name [Skyrim Tamriel] IgnoreIfPluginExists=Open Cities Skyrim.esp But it seems the plugin is not being ignored. I don't know what other information or files to attach here, but I will if needed. Thanks for any help or advice
  15. I believe the problem with dragons being mentioned prior to unbound is pretty much universal. Bethesda didn't make the game to be played pre-Helgen, and i think it would be a massive job to find all the references to dragons in skyrim. The newer updates have really expanded the number of starts, and I have abandoned LAL completely at this point.
  16. Discussion topic: SSE FPS Stabilizer by Shizof Wiki Link I'm sure everyone has at least heard of this mod by now. The default settings mainly alter TerrainManager LOD settings higher/lower as FPS increases/decreases, but it can be configured to dynamically adjust any INI setting higher/lower as the FPS increases/decreases. Below is the customized INI file that I am using with this for testing, which is geared toward higher-end hardware.
  17. Ah, I ended up just reruunning for that worldspace and was good to go, but nice to know for next time
  18. Yesterday
  19. You should only need to hide the individual texture identified I should think. Sorry, my post said OnlyLoadFromCache =True when you actually need to set it to False for it to generate the file.
  20. If you set Level0 for LOD4 of LTM DynDOLOD Add-On mod, you will not get billboards in LOD4. Also be sure to run TexGen first ... and hide/remove any billboards shipping with LTM. They are not needed with the Add-On if you are using DynDOLOD 3 Alpha and can override TexGen assets, which are required for DynDOLOD to honor your tree rule. Be certain to install TexGen output as a mod (enable this BEFORE running DynDOLOD) one priority less than DynDOLOD 3 output, both at the highest priority in your installed mods. Sort with LOOT. Check 'winning' assets using MO conflict management if necessary. It really is pretty straight forward. I think you may be getting LTM billboards due to problems with asset prioritization.
  21. Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html, which explains that while the LOD is generated the log will print a detailed report for each tree into ..\DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_Tree_Report.txt. That report tells you which LOD assets were found and used for each tree and LOD level.
  22. I'm only going on what he said he did and he supplied a picture of the result and since everything on my end should be working, I don't think there is anything obvious about it. I have the Ultra option checked as seen in the picture and even when I selected "level0" for LOD4, I still got "+" shaped LODs. So I'm not sure what I'm doing wrong. The A Little Tree Mod - DynDOLOD 3 - addon mod on the Nexus supplies the 3D LOD models. I have it installed and enabled right underneath the main file for A Little Tree Mod, which is also enabled.
  23. Obviously setting "Billboard" to all LOD levels will generate billboard tree LOD in all LOD levels. Billboard4 can utilize HD tree LOD billboards which need to be generated by TexGen for their full potential. But billboards are always billboards. Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html, which explains what ultra tree LOD is and that for 3D tree LOD, 3D tree LOD models of some kind are required and to set the "tree" mesh mask rule to something like Level0, BillboardX, BillboardX.
  24. I got TexGen and DynDOLOD working but I still never ever get 3D LODs for any tree mod. I only get the "+" shaped usual LODs. I tried Speed Trees and just now I tried A Little Tree Mod with its DynDOLOD 3 addon that supplies 3D LODs specifically for DynDOLOD 3. I still got just the "+" shaped LODs. I saw a screenshot of A Little Tree Mod on a Discord server that looked absolutely gorgeous and he said that he used Billboard4 for LOD4 and LOD8 and then Billboard1 for LOD16. He said he used the addon too (obviously). So I tried exactly that. But no matter what I do, I still only get the ugly "+" shaped LODs. I have not made a single change in the DynDOLOD_SSE.ini file except to start in Advanced mode automatically. Do I need to make some other changes as well in order to get 3D LODs? I thought that option was set automatically? Here is what I have selected. I picked the "High" option in the top right as well. What else do I need to do here or in the DynDOLOD_SSE.ini to get 3D Hybrid LOD models?
  25. I went ahead and hid the terrain\lodgen folder included with HDLOD Textures, however nothing in TexGen or DynDOLOD resources conflicts with them. I was unsure if there was any merit in leaving them installed, since I was under the impression there were a few things HDLOD Textures covered that most other mods including DynDOLOD do not. I have DynDOLOD resources near the top, being overwritten by HDLOD Textures DynDOLOD version, and all of my other textures and mods overwrite those
  26. Read "Texture * resolution XxY not divisible by 4" in ..\DynDOLOD\docs\help\LogMessages.html
  27. Also, I found out these texture resolutions not divisible by 4 are coming from HD LOD Textures . Is this an issue? I have done nothing to the textures included with that mod. or should I be Hiding the textures?
  28. There is nothing being created, it just fast travels me there like I am playing. I sat around for a bit, but don’t see any indication a new CGID file was created, and when I exit the game, I have no new file in my overwrite or the grass folder
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