
tweedledumb99
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thanks, when I try rerunning it and generate logs, will post them along with the other requirements.
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I ran dyndolod a few months back with EVLaS and generated terrain underside through DynDOLOD and didn't have any problems with light shining through the ground (3 - Alpha 156). I just reran DynDOLOD (3 - alpha 173) with underside at the same quality/height, still using EVLaS, and now there's light shining through the terrain. I've tried adding mods to give mountains a double-sided feature so light doesn't shine through, and followed the instructions on terrain underside on the DynDOLOD site on that topic. Not sure what's wrong or how to fix it, I've reran the latest DynDOLOD 3 Alpha times now with different options and they all lead to light shining through the landscape. Is there a way I can just continue using Alpha 156 to regenerate LOD? since it seems like that version gave me working terrain underside (I still have my old output and if I swap it back in, everything's fixed). Only problem is when I try running the old one I get an error message saying I need to update to the new version, even though there isn't any feature from the new version I want to use over alpha 156.
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I want to stop some shrubs from getting LODs at all. (I've already got a mod stopping the full model from showing up in front of my character, and it's supposed to be a dyndolod friendly version but apparently not with ddlod 3 alpha 103). 1. Can I set rules for these shrub meshes to do this? It would look like the tundrascrub01.nif rule outlined in red with the specific rules settings outlined in orange (none, none, none, none, none, delete)? 2. Since all of these shrubs are technically trees (and I still want tree LODs for non-shrub trees), should I put these shrub-LOD-deleting rules above the tree rule or below it? EDIT: I have read: https://dyndolod.info/Help/Mesh-Mask-Reference-Rules already, but I still don't know the answer to either question. I don't know how to interpret "Rules at the top match before rules at bottom" as far as which will win, lower or higher rule. Thanks!
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Like the title says, I'd like to know how to decrease the brightness of Ultra/3D tree LODs? I tried lowering the ambient/direct values in TexGen, I tried lowering brightness (which turned out to be just for the 2d billboards I think), tried lowering the light values in the _passthru lod meshes, none of that's worked. Any help'd be great. EDIT: Found some help at this link: https://dyndolod.info/Help/Ultra-Tree-LOD though I'd happily get people's input if there's other things I could do.
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Any time I use a glacier mod and rerun all the LOD generation tools (DynDOLOD 3.00 alpha/texgen, latest xlodgen), loading HD LODs below dyndolod resources, the LODs for glaciers still load the super-low resolution models at every level of LOD (block 0, block 1 etc.). So there's like high res looking mountain LOD right smack beside hilariously bad looking glacier LOD until I'm like 40 feet away from them. Is there a way to get the game to use higher quality glacier LOD or to just use the full model for a farther distance ? Do I just need to set mesh rules for each glacier mesh and do "full model" for all the LOD levels? I realize this'd come with a performance cost.
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thanks for explaining this, tried that based on someone's suggestions for waterfall LOD brightness at night and it worked well, though like you say, sounds like snow/ice shaders for LOD vs. full model will be a different sort of problem. and good to know HD LODs is supposed to be loaded lower hah! wooooops. thanks for the help on this Sheson.
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also, does this mean that i'd need to rerun dyndolod/xlodgen to properly use the LOD for glaciers/icebergs included with a mod (e.g. northern ice or glorious glaciers)?
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Oh interesting, okay, that explains why the icebergs/glaciers from the other mod weren't having decent LOD show up for them, as none were included with that mod. I found the section for the iceberg in the pic, I'm just not sure what I could do from there other than see which LODs were used, which I assume are vanilla since the glacier mod I used doesn't include LODs. What would be the best next step? For what it's worth I'm liking 3.00 a lot, i have some experience generating LOD with dyndolod/xlodgen before, but I've been having better LODs and an easier time generating it than with earlier dyndolod versions. Thanks for the work on this EDIT: so I think DynDOLOD resources has its own version of glacierslablod.dds that's lower resolution (1/2 or 1/3 the size I think) than HD LODs which I'm also using, but DynDOLOD resources was overwriting with the lower-res file, but all the other LOD textures from HD lods were winning, so that might be why those glaciers are standing out. Rerunning LOD gen with HD LOD's glacierslablod.dds winning and will see how it goes. EDIT 2: that seems to have worked.
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I'm getting low quality iceberg LOD on only some icebergs. Most of the icebergs from the mod I'm using have LOD generated just fine, https://imgur.com/a/AMfmEBq, but some of them, like in the pic, don't. The same mod that covers all the icebergs that have LOD that looks fine also covers the icebergs with the super low qual LOD. The meshes/textures for those low-qual LOD icebergs look fine when close up (i.e. when no LOD is being shown for them), so it's not an issue with the overall quality of the base textures/meshes afaik. Is this even a dyndolod issue or is it xlodgen? I thought xlodgen but someone who gives help a lot on skyrimmods disc said it's dyndolod. edit: i've got LOD levels in the MCM set to around 30k/90k/130k, splitdistmult at .67, most meshes have LOD that looks totally fine, it's just some icebergs so far that dont.
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Creating LOD for Mindflux's Water for ENB waterfalls
tweedledumb99 posted a question in DynDOLOD & xLODGen Support
I want to generate waterfall and rapid LODs based on the Water for ENB meshes/textures. I have HD LODs Textures for SE, DynDOLOD + DynDOLOD resources, and Water for ENB. As far as I know, Water for ENB does not include its own LODs. What would I need to do so that running DynDOLOD generates LOD for waterfalls/rapids based on the Water for ENB meshes and textures? Would I need to hide some of the DynDOLOD resources' waterfall/rapids files? Or just set specific rules in DynDOLOD mesh rules when I run it? If so, which ones? Any help would be great, thank you. Edit: I think Sheson answered a similar question for me before, but I'm still not 100% clear on whether unticking visible when distant will create the LOD generation I'm looking for here. -
Reposting cause I should have worded the last one as a help request: Can someone help me fix this? I've got LOD's popping up on the roads, but where there's no actual mesh (i.e. the LOD's shouldn't exist at all because there's no real object there that they are an LOD for). Here's some pictures. https://imgur.com/a/8QVrond The LOD's are far enough away that I can't properly click on them (though I'm not sure that'd help me anyway to be honest). Any help would be great (and you've helped me a lot over the past few weeks, thank you!).
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Trying to add LOD for a specific mesh
tweedledumb99 replied to tweedledumb99's question in DynDOLOD & xLODGen Support
Cool, thank you. Im getting some trees that have no LOD for some reason and am trying to troubleshoot it (using myrkvior for my trees but i think the no LOD trees may be vanilla ones..? Not sure yet). Will just find the meshes those no LOD trees are using and tell dyndolod to use the full model for those meshes and uncheck visible when distant. -
Trying to add LOD for a specific mesh
tweedledumb99 replied to tweedledumb99's question in DynDOLOD & xLODGen Support
Sweet, thought it meant the opposite. Thanks Sheson. Edit: does this mean that, if im adding a rule for individual meshes (meshes without lod models) and unchecking visible when distant, that dyndolod will make a lod mesh/texture using info from texgen or the last mod that makes that mesh/texture? As an example: i have myrkvior + treemod2000 (made up) that makes bigroundtree mesh and texture. It (treemod2000) has no lod included. I run texgen, and then in dyndolod i make a separate rule for only bigroundtree where i uncheck visible when distant. This will make dyndolod create lod for bigroundtree- even though generally it wont for myrkvior trees because myrkvior lod is made with visible when distant checked...? -
I'm trying to add distant LOD for a house foundation from the Cat house near Whiterun from Cats of Skyrim. I edited the formid for the house foundation in xEdit so the last mod that touches it has flagged that record as "has distant LOD" under record flages. I made a rule in DynDOLOD so that the mesh used by that foundation has Full model for all of LOD4, LOD8, LOD16. It's set as Yes - Visible When Distant, Grid - Far LOD, and Reference - unchanged. Not sure what else I'd need to do to get DynDOLOD to recognize it and create proper LOD for it. Any help would be great. Fwiw the formid for the foundation is xx0ff7b3.