Soulmancer
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Everything posted by Soulmancer
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Is it best that the two match resolutions? or is it better if dyndolod is double texgen? When I start Texgen the default is set to 256 while dyndolod default is set to 512... TBH I don't really understand the difference of the two? Sorry if this is a dumb question.
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Is there an easy way to check which textures would require specific lods to properly matched? is it basically extracting the BSAs? and looking in the vanilla lod directories? I am just looking in HD Lod SE currently to see what it provided for, but I notice like... Fort Dawnguard has lods while castle volkihar does not based on that. unless that's what dlc01_castleextlod01 is. so would something like this, should it have an lod folder? https://www.nexusmods.com/skyrimspecialedition/mods/10710
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Do you know any mods off the top of your head that would include loose xlod terrain, texgen or dyndlod specific output files? If a loose file already exists, MO2 likes to replace the existing file in that mods directory rather then creating a replacement in the overwrite or designated output folder. I managed to create a mess by running facegen via the CK thru MO 2 on my load order and it replaced a throng of loose face gen data in a bunch of mod folders... I am hoping I've not done the same with xlodgen, texgen or dyndolod
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Hello, I am using Enhanced Vanilla Trees (newest version) I selected Snowy Pines options (alt trees download) and SFO branches ver 2 (alt branches download) I generate 3d tree lods with a -10 brightness (high quality dyndolod preset) I am getting this inconsistency at the top part of forest pine tree seems much brighter then the bottom part. also some trees are just overall much brighter than others such as the light/semi snow pines being much brighter than the other trees. Any suggestions or is that the mod author that would need to balance this? https://cdn.discordapp.com/attachments/472571934463229953/732067127032545280/20200712194839_1.jpg https://cdn.discordapp.com/attachments/472571934463229953/732067113363308575/20200712194914_1.jpg
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Hello, I am having an issue with RWT waterfalls and disabling dyndolod plugins seems to fix it... I have created my lods after installing the newest version of RWT... https://cdn.discordapp.com/attachments/539180756354990090/729123445907914812/20200704165512_1.jpg https://cdn.discordapp.com/attachments/539180756354990090/729031730534678649/20200704105027_1.jpg
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Does occlusion require recreating if re-doing dyndolod?
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
On a side note could you direct me to an answer regarding when recreated occlusion, texgen and dyndolod is required? For example I just updated Realistic Waters 2, which has added a new ESM and some lod stuff it seems? Also, EVT has been updated with changes to lod as well it seems? I would assume I'd need to re-run dyndolod but I am a bit unclear when I would need to do texgen again or xlodgen. -
Does occlusion require recreating if re-doing dyndolod?
Soulmancer posted a question in DynDOLOD & xLODGen Support
Example, I re-created my Dyndolod output for the newest Majestic Mountains version... Does this mean I should also re-create the occlusion in xLodGen? -
The same holds true if the assets are nearly identical to vanilla? SRO is intended to match very closely with vanilla. but vanilla has crappy lods and dyndolod can't really help with that on it's own right? On a side note. I have a user of my guide who is having an issue. He has stated "I followed the guide to a T, but I'm having problems getting DynDoLOD to work correctly. Even after reinstalling the output, it's unable to find master data for DynDoLOD_Tamriel, and cannot read data from DynDOLOD_Tamriel. Is anyone else experiencing this? Googling it seems to be no help whatsoever." s ... even on a new game he encounters this. My guess is he is doing something wrong or I have missed a step but it seems to be an isolated incident. https://www.nexusmods.com/skyrimspecialedition/mods/28220 My instructions of the guide are to install dyndolod resources. and I have assembled my xlodgen, textgen and dyndolod outputs as separate packs for download. the dyndolod output includes both plugins.
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If I opted to use SRO instead of Noble Skyrim. Will DynDOLOD be able to build lods that are somewhat compareable in quality to HD LOD? https://www.nexusmods.com/skyrimspecialedition/mods/3333 Since that was built for Noble. DynDOLOD would be relying on vanilla lod assets for SRO... does this mean they would be inferior?
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Prolly the wrong place to ask this but.
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
"Or you don't want any object LOD in the cells which quests enable/disable objects in that one time the quest happens to be active?" Well depends how prevalent is is I suppose in the quest lines. If it's mostly just the into sequence then whatever; not a big deal. I seem to recall another point in the main quest where a small village gets destroyed but it's been so long so I don't really know how often this might rear its ugly head. -
Prolly the wrong place to ask this but.
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
Is it not possible to make certain cells auto disable where this is problematic? such interior cells currently do? -
I got a weird problem and not sure if it's related to textures/meshes or something else... hadn't experienced it before. After the alternate start prison I have selected the vanilla start... the wagon sequence is fine, no issues... when I arrive i Helgen though the wooden buildings seem to have some crazy shadow flickering going on on the wooden beams during movement... it's almost as if the pre destruction meshes/textures are fighting with the post destruction textures/meshes or something... haven't encounter this anywhere else. Also alduin's destruction of objects seem to not visually show up right away... like when he blasts through the tower, you're suppose to jump through the destroyed burning house... the problem is the house is still in tact... you can still jump through it/clip through it though. Edit: Perhaps not such a wrong place after all. disabling the dyndolod.esp fixes the flickering wood issue. any ideas?
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Performance vs Quality balance. all things lod
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
Ok thanks, in the event I decide to re-run xlodgen at a different resolution or quality, would running texgen and dyndolod again be recommended following that? -
Performance vs Quality balance. all things lod
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
There do seem to be some varied recommendations. For example Lexy's guide. LOD4 quality 5; Build Diffuse Size 512, Build Normal Size 256, Protect Borders, Format BC7 Quick LOD8 quality 10; Build Diffuse Size 256, Build Normal Size 128, Optimize Unseen On, Format BC7 Quick - LOD16 quality 10; Build Diffuse Size 256, Build Normal Size 128, Optimize Unseen On, Format BC7 Quick - LOD32 quality 15; Build Diffuse Size 256, Build Normal Size 128, Optimize Unseen 550, Format BC7 Quick - Jtharpla seems to do the opposite for Cathedral Landscapes with further LODs having increased size, starting with lod 4 and only 128/128 (quality = 3) and lod 32 at 512/256 (quality = 12) What is the logic in that approach? (higher size for further lods vs smaller size for closer lods) ? -
Performance vs Quality balance. all things lod
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
Is it fairly typical to use half the size for normals vs the diffuse? I noticed your screen shots you posted were 512 diffuse and 256 normals... lexy's guide also does this same. -
Performance vs Quality balance. all things lod
Soulmancer posted a question in DynDOLOD & xLODGen Support
No doubt the answer will depend on individual systems but xlod and dyndolod have many extensive options, but I'd like to try to eek out a bit more performance if I can. I am currently using 512 across the board for texgen, xlodgen (lod 16 and 32 is 256) and dyndolod... is there any screen shots that compare 256 vs 512 vs 1024 ? I do use this as well https://www.nexusmods.com/skyrimspecialedition/mods/3333 I am using the performance friendly version of 512, which probably makes the most sense since I am 512 elsewhere for the most part. With regards to xlodgen how much difference does the "quality" value make on performance vs quality? currently I am 4/8/12/12. Lastly I used this article for ultra trees https://www.nexusmods.com/skyrimspecialedition/articles/570 Obviously the lod 4 to static lod 4 for trees is the important. Is changing the near lod to far lod though also important as this article suggests? My ultra 3d trees look awesome, but seems like a 5-10 fps hit on my system using that article settings (I use EVT custom small vanilla branches) -
So when I go to generate terrain I select all worldspaces... Upon completion I am seeing this. http://icecream.me/uploads/5af59f491b836e21eb46601c9292377f.png http://icecream.me/uploads/4935226f58ab70414d2dd32330d8102f.png How come no WyrmstoothWorld textures for example? Even though it generated for Dimfrost which is another wyrmstooth worldspace. Wyrmstooth is in a BSA, I believe the worldspace might include pre generated lods but not sure if either would cause xlodgen to ignore this.
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DynDoLod / xLodGen output permissions
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
BTW for the purposes of this, what is actually needed to be installed/enabled on the user side for this to work once I have generated and output everything? Obviously DynDoLod and xLodgen output and the plugins. What about the TexGen output and DynDoLod resource pack? Thx -
Sorry I do understand now, I will run then both bc7. I was reading about your brightness settings (recommended 0) if too dark you suggest to brighten the noise.dds itself rather then adjusting brightness settings + to compensate... Cathedral Landscapes recommends +8 to brightness when generating terrain lods... from my understanding this would be because their included noise.dds is too dark?
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Is BC7 quick or max not a suitable option for normals in SE win 7/win 10 ? Since that is what I am using for diffuse. But in your recommendation you only mention 565 (windows 10) or DXT5 (windows 7)
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"565 format crashes SSE in Windows 7" Is this still the case? So if I am releasing a public pre generated terrain, object, and tree pack for my guide I should not use 565 format because windows 7 users will be screwed? I BC7 not an option for SE normals? Also, does it matter if you run TexGen before or after xLodGen terrain generation?
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So would TexGen + DynDoLod handle something like this ok? https://www.nexusmods.com/skyrimspecialedition/mods/30507 Because I notice almost no mountain mods have specific LOD files for generation other then Majestic Mountains.
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Sorry to necro this, but is this intended to be used with your weather plugin?
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So for example... this mod. https://www.nexusmods.com/skyrimspecialedition/mods/28950 specific lod files would need to be created for dyndolod to generate the appropriate lods?
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Does base texture resolution matter for lods?
Soulmancer posted a question in DynDOLOD & xLODGen Support
If I select 2k or 4k textures, does that make any difference at all on lod generation?

