Soulmancer
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Everything posted by Soulmancer
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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? -
Is this 5.1 audio legit for Skyrim SE? And if so could this option be added to BethINI? https://steamcommunity.com/app/489830/discussions/0/3216031607507754305/
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So I am a bit curious. some mods that change objects and landscapes include lods, some do not. A mod like HD LOD offers LODs for Noble skyrim specifically, yet you still need to run DynDoLOd for them to work properly. Does DynDoLod not generate the appropriate lods based on the textures in that mod? I am just kinda wondering the difference between running DynDoLoD say for Noble skyrim both with and without having the HD Lod mod installed with it. What about city or mountain overhauls that include no LODs or files for LOD generation? Thx
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DynDoLod / xLodGen output permissions
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
Oh ok great thanks! That will make it easier and more streamlined for users of the guide to have a preset custom output tailored for the guide! -
Hi, not sure you'd know the answer to this. But regarding Nexus permissions, do you figure it would be ok to make personal generation/output available for download? I am about to release my mod guide project in the next couple weeks. As a download I'd like to offer my pre generated terrain, object, trees and occlusion lod's as an option that is specifically generated for the guide. Do you know if that'd be ok from a permissions standpoint? Or would users of the guide need to generate their own lod's? DynDoLod is Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me But would those same permissions apply to assets generated through DynDoLod?
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How should these be dealt with? http://icecream.me/uploads/030e0509ec4e2e935b43b38ae5f97d1c.png http://icecream.me/uploads/5323ee61613dcd22fb447f671936cb4a.png
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Hi sir, These are the settings I am talking about. https://wiki.step-project.com/Guide:SkyrimPrefs_INI/TerrainManager I might sound like a newb but does fBlock1LevelDistance begin after fBlock0LevelDistance? Is a max value for say fBlock0LevelDistance and fSplitDistanceMult specificly? Or is this all covered in the chapter you refer to that I should read? 100 x 4096 ... so if I set LOD Level 4 to 406,600 does that mean level 16 would never even be used? And
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Thx, I will try to play around. Is there a max value, or multiplier for the lod settings? Or a point it becomes useless? BethINI doesnt really seem to have a limit. I tried lod 4 at 75000 and it seem to have no impact on performance.
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On a follow up do you recommend any specific LOD ranges and multipliers for DynDoLod? I am using BethINI and usually just go with their preset "ultra" But for you personally what do you find is the ideal object lod distance and multiplier? Also I seem to get some subtle shimmering on the whiterun stone walls around maybe at the level 4 lod? I've done a bit of reading and can't really find an expansion, some people suggest fov, AF being too high or z-fighting.
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