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sheson

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Everything posted by sheson

  1. I can not speak to the matching quality of 3rd party billboards or 3D tree LOD models to their full model counter parts, if that is what you mean by "to run smoothly". If you believe there is a problem, double check with the mod author of the 3rd party assets that you have the expected results and/or make a report if there is an issue with the billboards generated by TexGen https://dyndolod.info/Official-DynDOLOD-Support-Forum. https://dyndolod.info/Help/Tree-Grass-LOD-Billboards#3rd-Party-LOD-Billboards All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*. That folder can be checked in MO2 right window data tab. https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD, as the terrain LOD meshes are used to optimize object LOD meshes. https://dyndolod.info/Help/xLODGen
  2. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Generation-Instructions Finalize the load order. Install mods and their requirements. Sort and resolve conflicts. https://dyndolod.info/Help/Load-Overwrite-Orders When the plugins are generated, records from the last plugin that is the winning overwrite are copied to create the DynDOLOD plugins and Occlusion.esp. Sort and finalize the load order before generating the LOD patch. If any other plugins are added later consider to generate new output from scratch again. As explained, the plugins are generated by copying records from the winning plugins. Records in the generated plugins do not change after generation unless you edit them or run other tools afterwards.
  3. https://dyndolod.info/Updating You did not specify what the reason and goal of the update is.
  4. If you know cell coordinates you should be able to do the simple math for the west/south cell of the LOD level 4 file that covers that cell. The coordinate steps of the LOD files are 4 in each direction. Cells 0,0 to 3,3 are in file 4.0.0, hence cell 4,0 is in file 4.4.0 etc. https://www.nexusmods.com/skyrimspecialedition/mods/45057/ "LOD Meshes and exact localization on the map" look at the file "Tamriel.4.x.y.png"
  5. As explained at https://dyndolod.info/How-LOD-Works and https://dyndolod.info/Help/Object-LOD The nearest LOD level is 4, which means 4x4 cells are combined into a single (terrain, object, tree) LOD mesh. The LOD files use the WS cell for the filename for the area the LOD level covers. Nobody said that there is no cell 8,-5. In Tamriel there is no LOD file with those coordinates. The LOD level 4 file that contains the LOD for the cell 8,-5 has the coordinates level = 4, W = 8, S = -8 -> Tamriel.4.8.-8.bto The instructions and earlier replies explain what values to use for the drop downs and how to get them.
  6. As explained, the specific chunk settings can be used to generate a LOD level and/or a specific BTO file. As explained use the DynDOLOD SkyUI MCM - You Are Here to know the coordinates of a specific BTO file. Leaving the LOD Level or a drop down empty means "any" There is no LOD file with the WS coordinates 8,-5. If this is Tamriel, then the cell 8,-5 is part of the LOD file Tamriel.4.8.-8.bto The cell coordinates are defined by the data in the plugins. The game and tools derive the coordinates of a LOD file by the SW origin set in the lodsettings file for the worldspace and the LOD Level.
  7. TexGenx64.exe is a delphi compiled Windows program and does not use .NET Texconvx64.exe is a c++ compiled Windows program and should not be using .NET either. It requires the Microsoft Visual C++ Redistributable Try uninstalling all .NET and then run TexGen to see if it still works. Unfortunately you are not letting us know which OS, driver, crapware, etc. you have installed that is interfering and started working after updating something that neither TexGen/Texconv use or require.
  8. DynDOLOD is a modified version of xLODGen. xLODGen generates an export file for LODGen to generate object LOD meshes. The settings in the DynDOLOD INI are added to the header of the export file for LODGen when the LOD patch is generated. If you want to change certain settings of object LOD meshes generation without having to generate a new export file, you need to edit the settings in the export file before executing LODGen again. This is all explained in the documentation and the links and quotes I recently posted. It does not matter how things actually work, the instructions need to be read and followed either way. There obviously is no such thing as a default or master export file. It is created for the current load order with the current options and settings when the LOD patch is generated.
  9. It is unclear what issue was solved which is most likely something with the drivers or crapware etc. For LODGenx64Win.exe used by DynDOLOD to generate object LOD meshes it should be fine to only install the latest .NET Runtime 7.x x64 as it is backwards compatible.
  10. https://dyndolod.info/Help/Grass-LOD#updating To test different GrassBrightnessTop*/GrassBrightnessBottom* or GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. ... To speed things up, limit generation to LOD Level 4 by using the Specific Chunk dropdowns. Use the West/South coordinates to generate and test with a specific BTO file until the desired results are found. Use the DynDOLOD SkyUI MCM - You Are Here page to find the coordinates and filenames for the specific BTO file. To preview a NIF with the new settings, it has to be generated as explained above. The instructions explain how to do that.
  11. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and what to do in case there is are no log and debug log. TexGen (xEdit/xLODGen/DynDOLOD) is a compiled Delphi Windows program. TexGen does not make any use of LODGen. That means that .NET is irrelevant to running TexGen. It seems possible that certain unnecessary and interfering crapware uses .NET. The x86 versions of anything should be irrelevant when using the x64 version of the tools.
  12. https://dyndolod.info/Help/Object-LOD explains how generic object LOD is generated and works in the game. The GrassBrightness* INI setting pertain to grass LOD generation specifically and thus are explained at https://dyndolod.info/Help/Grass-LOD and right above in the INI. The function of the INI settings and how to update grass LOD with different values is explained at https://dyndolod.info/Help/Grass-LOD right were it matters.
  13. As explained on the first post, use search to find similar questions and answers. https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-120/page/488/#comment-270217 https://stepmodifications.org/forum/topic/17510-dyndolod-300-alpha-120/page/108/#comment-249656 As explained above the INI settings, they are multipliers. For example, ComplexGrassBrightnessTopR is multiplied with the red vertex color value in the NIF/BTO. Higher values mean the red vertex color is nearing 1.0 in the NIF. Each color channel can be multiplied with a different value, so this is giving full color mixing control. To make something more red, increase ComplexGrassBrightnessTopR and/or decrease ComplexGrassBrightnessTopG/ComplexGrassBrightnessTopB https://dyndolod.info/Help/Expert-Mode#Execute-LODGen The button Execute LODGen starts LODGen for the selected worldspaces again that already have existing object LOD data exported by DynDOLOD in the last LOD generation processes. https://dyndolod.info/Help/Expert-Mode#Rebuild-Atlas The button Rebuild Atlas updates the object LOD and tree LOD atlas textures depending on the Generate object LOD and Generate tree LOD checkboxes for the selected worldspaces based on the atlas map files of the last LOD generation process. As explained, the buttons redo executing LODGen or generating atlas textures from the last generation for the selected worldspaces. https://dyndolod.info/Help/Grass-LOD#Updating To test different GrassBrightnessTop*/GrassBrightnessBottom* or GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings, change them in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldspace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. Remember to also change the settings in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini for future LOD generation.
  14. Bloatware would be anything optional that is not the driver.
  15. Moved to the DynDOLOD 3 Alpha thread. Read the first post which entire log and debug log to also upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum "Long running time or output several GB in file size" at https://dyndolod.info/FAQ Crapware installed with graphics drivers is known to prolong running times. Install only the drivers and not any of the bloatware. Reinstall the latest graphics drivers only without any of the unnecessary bloat/crapware. Delete old logs and bugreport.txt and run again. If problem persists upload new bugreport.txt, entire log and debug log.
  16. Read the first p[osy which logs and debug logs to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum https://dyndolod.info Dynamic Distant Objects LOD (DynDOLOD) is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order of the different Skyrim and Enderal game versions for drastically enhanced and better matching tree LOD and object LOD plus optional dynamic LOD (hence the name), glow LOD, grass LOD, occlusion data and terrain underside in a few simple steps. Read https://dyndolod.info/How-LOD-Works for a basic explanation of how standard LOD works in the game. DynDOLOD does not change how LOD works. E.g. there is always a switch between LOD and full model at some point. See answers for Billboard tree LOD does not match close-up full model trees https://dyndolod.info/FAQ If tree LOD does not match full trees, then you have no followed the generation instructions https://dyndolod.info/Generation-Instructions and may have still 3rd party billboards installed. Consider generating HD tree LOD billboards and to use https://dyndolod.info/Help/Ultra-Tree-LOD with the HD Billboards and/or 3D tree LOD models. 3D tree LOD resources are often an extra download or mod for tree mods.
  17. Read https://dyndolod.info/Help/Mesh-Mask-Reference-Rules Mesh mask rules match base records and most typically cover what should happen in case a reference can have static object LOD or dynamic LOD. https://dyndolod.info/Help/Dynamic-LOD For example, references having an enable parent typically means LOD for that reference will be done as dynamic LOD.
  18. Read the first post which log and debug log to upload when making posts. Read this https://dyndolod.info/Official-DynDOLOD-Support-Forum. We do not guess and are not interested in assumptions. It is pointless asking for help or reporting a problem while purposefully withholding information. As explained by the documentation and the text above the Level32 INI setting, it exists to disable tree LOD on the map while automatically using the LOD level 16 settings for LOD Level 32 object LOD generation.
  19. I suppose if the game lags and/or there is low memory the "move" to the new center cell can be delayed. Troubleshooting with a new profile with default INIs, less mods etc. is pretty straight forward.
  20. The terrain fading circle should update to the cell the player is currently in. DynDOLOD does not do anything with terrain LOD. DynDOLOD does not change how the game works. DynDOLOD does not change an INI settings. Generating new DynDOLOD output or terrain LOD meshes or textures with xLODGen is not going to change any of this. This is probably because of messed up game INI settings, terrain shader changes or maybe DLL plugins etc.
  21. Read the first post whihc log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum If you want us to help with troubleshooting and potentially solving the actual cause of a problem, provide the information we ask for. Read https://dyndolod.info/Generation-Instructions and https://dyndolod.info/Updating. The default low, medium, high rules are always the same regardless of Wizard, Advanced or Expert mode. They default rules shipping with DynDOLOD do not set anything on LOD Level 32 because by default the game uses object LOD Level 16 for the map as explained at https://dyndolod.info/Mods/Maps-And-Map-Mods Read https://dyndolod.info/Help/Ultra-Tree-LOD#Trees-on-the-Map, which explains the default behavior: If all rules for LOD Level 32 are set to None (not a single model or billboard is used in LOD Level 32) for a worldspace, LODGen will generate LOD level 32 object LOD files to be just like the LOD level 16 object LOD files without any LOD for trees. If there are any models or billboards defined in LOD Level 32 for a worldspace, then LOD level 32 object LOD will be generated for the worldspace as usual with only the specifically assigned models and billboards - just like object LOD for any of the other LOD levels.
  22. You are describing how the Skyrim engine loads terrain textures around the center cell in a circle fading to terrain LOD textures since game release in 2011. The circle jumps from old center cell to new center cell when the player moves. The fade in the active cells does not use terrain LOD normal map textures. There are no known INI settings that can change the diameter for the circle or the fade.
  23. Read the first post which entire log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum The object LOD file for that area is missing or being overwritten with one without trees. Get the coordinates for the LOD level file from the DynDOLOD SkyUI MCM for that area, then check MO2 right window data tab which mod supplies the BTO file with those coordinates and check its overwrite order or its content in NifSkope.
  24. Read the first post which log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum All LOD assets, rules and settings are applied to all worldspaces equally. Season settings are only applied to worldspaces marked for seasons. OK starts the LOD patch generation processes which includes generation of object LOD and atlas textures according to the selected options and settings. https://dyndolod.info/Help/Advanced-Mode#OK https://dyndolod.info/Help/Expert-Mode
  25. Read the first post which log and debug log to upload when making posts. Update to the latest driver or do a clean reinstall. Install the driver only, do not install any crapware.
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