-
Posts
13,181 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
The tree report can help to see which full tree is still vanilla or has been replaced and what LOD assets were found and used.
-
Floating Object LOD No Static Model
sheson replied to kcbaxton's question in DynDOLOD & xLODGen Support
Then generate LOD for the current load order. -
Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts. I moved the post to the DynDOLOD 3 alpha thread. Read the first post which log, debug log and bugreport.txt (if it exists) to upload when making posts. If there is an error prompt, then use its "Click on this link for additional explanations and help for this message" link as explained in the first post.
-
Help with renaming LOD 'Objects.dds' file
sheson replied to AVGVS's question in DynDOLOD & xLODGen Support
The engine and LOD generators use the EdtiorID of the last plugin to overwrite the worldspace record to name all LOD files. Generate LOD for the new worldspace with its new name instead of trying to use LOD generated for another worldspace. -
Floating Object LOD No Static Model
sheson replied to kcbaxton's question in DynDOLOD & xLODGen Support
FAQ: Game: Out of place objects / floating objects / flickering full models A: Wild edit added by a plugin. Check the DynDOLOD log for messages about wild edits. Use console in the game and click on object to retrieve the form id. Look up the form id in xEdit and remove the reference, clean plugin afterwards. Notify mod author. If object is added by DynDOLOD.esp, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this object originates. A: Deleted record by a dirty plugin. Check the log for messages about deleted references by dirty plugins. Clean all UDRs and ITMs from dirty plugins. To update object LOD, it needs to be generated. -
This is the DynDOLOD 3 ALpha thread. DynDOLOD does not change terrain or water LOD. Terrain LOD is generated with xLODGen. Use its thread https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-94-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ for related questions. See the first post of the xLODGen thread and Terrain-LOD-Readme.txt in the download archive how to use the Optimize Unseen drop down to improve the coastline of terrain LOD level 32, which is typically used for the map. How LOD water looks is defined by the LOD water record defined on the worldspace record. If you have issues following a third party guide, you need to ask the at its appropriate forum ,discord, etc.
-
Step-by-step guide to using DynDOLOD Alpha with paper maps?
sheson replied to Noobsayer's topic in Step Skyrim SE Guide
The first number of the LOD mesh file name is the LOD Level (4, 8, 16, 32). The other two are the x and y coordinate of the lower left cell for the area the LOD mesh covers. https://dyndolod.info/How-LOD-Works Above/Below are ambiguous terms, since mod managers can sort ascending/descending. Mods that overwrite have a higher priory than the mods that are being overwritten. xLODGen output should be overwritten by the map mod. TexGen/DynDOLOD have no conflicts with terrain LOD. TexGen output overwrites everything. DynDOLOD output overwrites TexGen. -
Step-by-step guide to using DynDOLOD Alpha with paper maps?
sheson replied to Noobsayer's topic in Step Skyrim SE Guide
If the map mod uses object LOD Level 32 (*.bto) for the maps, then there is no conflict with the default DynDOLOD settings, as DynDOLOD generates object LOD 4, 8 and 16. If it uses object LOD Level 16 for the map then its *.bto meshes need to overwrite the output of DynDOLOD. However, unlike object LOD level 32, object LOD level 16 is also used in the normal view, unless object LOD distance settings for object LOD level 8 are push out where object LOD level 16 starts. If the map mod uses terrain LOD Level 32 (*.btr) for the map, then the map mod needs to overwrite terrain LOD meshes generated by xLODGen. There is no conflict with DynDOLOD. Finalize the load order before generating LOD. Make sure the last plugin to overwrite the worldspace record(s) contains the desired settings for the map, so they will be carried forward into the plugins DynDOLOD creates. For quicker testing you can simply run DynDOLOD object LOD for Tamriel only. Once things work, generate for all worldspaces and all desired options. -
https://dyndolod.info/Help/Ultra-Tree-LOD#Generating Depending on the mesh mask rules the LOD for such trees will use (hyrbid) 3D tree LOD models (if available) or use tree LOD billboards directly or as fallback in case a 3D tree LOD is not found. ... While the LOD is generated, a log file with a detailed report for each tree is created to ..\DynDOLOD\Logs\DynDOLOD_[GAME MODE]_Tree_Report.txt. It will contain an entry for each which types of assets were found and used for the different LOD levels
-
Typically unattached instances can only happen if the clean save routine was not done or maybe if the game was saved while scripts are being dumped from stack or similar problems. They can be removed.
-
https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots When making screenshots of things in the game, open console and click the object in question to show its reference form ID. Use Mfg Console or More Informative Console to show additional information when opening the console and clicking an object. DynDOLOD Resources SE include a 3D tree LOD model for the vanilla version of the tree.
-
What is preventing you from checking if LOD water record was properly forwarded to the generated plugins? What is preventing you from testing the load order without DynDOLOD output to see if water LOD is sometimes doing whatever? Troubleshooting always works the same. Remove everything until only the problematic stuff remains. If there is any connection, test generating LOD without any LOD assets from third party (water) mods.
-
https://dyndolod.info/How-LOD-Works In this distant LOD area the game shows terrain LOD (includes LOD for cell sized water), object LOD and tree LOD. https://dyndolod.info/Help/Terrain-LOD At the moment DynDOLOD does not create, update or otherwise change terrain LOD or water LOD. How the LOD water looks is defined by the LOD water record defined on the worldspace record of the highest plugin at generation time, which is copied to create the DynDOLOD and Occlusion plugins.
-
Support for ENB Complex Grass In LOD
sheson replied to z929669's question in DynDOLOD & xLODGen Support
The normals of LOD may not be shown with the fx, however all LOD including grass LOD has working normal vectors and maps as they are currently intended. ENB does something on top of full grass which we may or may not be able to add to the LOD shader or calculate into the shape vertex data for it. See, normal vectors are obviously working... The RGB values in the INI are to match the vanilla grass, vanilla grass shader and the vanilla post process etc. with the default TexGen settings for grass LOD billboards. If there are changes to anyone of those, values need adjusting.- 58 replies
-
- 1
-
-
- SKYRIMSE
- complex grass
-
(and 2 more)
Tagged with:
-
No 3D LOD model was found for that magic tree and so it uses the usual 2 plane billboard instead.
-
https://skyrimcommands.com/command/tfc
-
Access Violation Error on Generating LODS
sheson replied to pohtatoe's question in DynDOLOD & xLODGen Support
Replace ..\DynDOLOD\Edit Scripts\DynDOLOD Worlds.pas with the version attached and try again. DynDOLOD Worlds.pas -
Support for ENB Complex Grass In LOD
sheson replied to z929669's question in DynDOLOD & xLODGen Support
With the information from the discord it might be possible for me to test with different normal/bi/tangents vectors in the LOD meshes and rendered normal map textures of the grass LOD billboards. I can not promise to be quick about it, because of being busy. ENB could target grass LOD shapes and their shader specifically by looking for BSSubIndexTriShapes with the Name "grass" in the LOD meshes. If other unique identifiers in the shader settings of the LOD meshes is required, that can be added as well. I have full control over the generated LOD meshes, we can do whatever we want.- 58 replies
-
- 1
-
-
- SKYRIMSE
- complex grass
-
(and 2 more)
Tagged with:
-
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which log and debug log to upload when making posts. https://dyndolod.info/Messages/File-Not-Found-Textures FXWhiteWater02_Falls.dds is a texture that ships with Realistic Water Two. Either that mod is not installed correctly or maybe you are using an older version.
-
Support for ENB Complex Grass In LOD
sheson replied to z929669's question in DynDOLOD & xLODGen Support
TexGen already supports complex grass. TexGen splits the diffuse and normal map from the single texture when generating grass LOD billboards. The generated grass LOD billboard have a diffuse and a normal map texture, like the HD tree LOD billboards. LOD uses the default shader where diffuse and normal map texture are already separate. I would expect the purpose of complex grass (e.g. grass with normal map textures) to behave more like the default shader now in terms of lighting. Object LOD uses hardcoded internal billboard for grass LOD. We need to find out what normal vector(s) ENB uses for the double sided triangles or what else it might be doing different compared to the default shader and if it can be done in the default shader for LOD or emulated.- 58 replies
-
- SKYRIMSE
- complex grass
-
(and 2 more)
Tagged with:
-
Render Distance - Objects Popping Into View Close
sheson replied to mooit's question in DynDOLOD & xLODGen Support
I suggest to really read the documentation. Most questions are directly answered, some are implied/inferred. Hover/click contextual links in the documentation for further information and explanations. If you read https://dyndolod.info/How-LOD-Works, then you know that the engine renders full stuff in cells around the player and the LOD area starts beyond those active cells, their size in game units (with a contextual link to https://ck.uesp.net/wiki/index.php?title=Units to convert that to feet), that Skyrim has 3 types of LOD for terrain, object and trees (which as you will note does not include LOD for grass), how you can turn off LOD to easily see the active cells and full models to. The game subdivides worldspaces into exterior cells. An exterior cell has 4096x4096 game units. By default the game attaches (loads) 5x5 exterior cells around the player. This is the active exterior cells area where basically everything happens. Beyond these attached cells is the distant LOD area. In this distant LOD area the game shows terrain LOD (includes LOD for cell sized water), object LOD and tree LOD. For demonstration or debugging purposes the distant LOD can be toggled on/off by entering tll into console. When distant LOD is turned off, all that remains is the active exterior cells area, the neverfades and the large references. The requirements how to generate LOD for grass are explained at https://dyndolod.info/Help/Grass-LOD LODGen textures meant for terrain LOD generation obviously do not do anything for object or tree LOD. For additional LOD for objects, LOD models are required. For tree LOD, tree LOD billboards are required. For optional ultra tree LOD, optional 3D tree LOD models are required. https://dyndolod.info/Help/Ultra-Tree-LOD -
You seem to have questions relating to a third party mod and its 3D LOD assets, you might want to check with the author of the mod or its comments. DynDOLOD typically simply uses 3rd party LOD assets as is. LOD does not support all the same shader options as full models. Use tfc and check how full model trees look at about the same distance as the 3D tree LOD models. If you believe the 3D LOD assets do not match the full model trees or their lighting well at that distance, then check if the 3D tree LOD models use the same crown shape and shader/texture as the full model. If they do, consider editing the 3D LOD assets directly. For example darken their vertex colors individually, since DynDOLOD INI settings like CrownBrightness affect all 3D tree LOD models equally. https://dyndolod.info/Help/Ultra-Tree-LOD#3D-Tree-LOD-Brightness
-
Render Distance - Objects Popping Into View Close
sheson replied to mooit's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/How-LOD-Works. The engine works how the engine works. Full models and their LOD are separate meshes which are enabled/disabled/switched. There are no hidden INI settings or features that can morph LOD to full models. LOD generators generate LOD meshes and textures as the engine requires them. The improvements of xLODGen and especially DynDOLOD are to generate better matching/higher resolution and more LOD for objects that didn't have LOD before. If something pops into view out of thin air, then it has no LOD model, which can be addressed by creating LOD assets or using full models for LOD. As explained, if something has LOD, then first the full models load, then LOD is disabled. There is no fade between the two. LOD for a cell is just turned off. As explained there is a brief moment when both full model and LOD model show. That time needs to be as short/fast as possible. There is a setting in Skyrim Special Edition that delays full terrain loading, terrain LOD unloading. This post shows why it is bad to keep high resolution terrain LOD meshes loaded longer loaded than absolutely needed. -
Find line #161 in the Skyrim SE - Generate Large References.pas and change it to SetElementEditValues(rnam, 'Ref', Name(e)); That should fix the unresolved form IDs. To both @Blackread and @Mousetick, I am going to test some stuff around those large reference bugs over the next days. Thanks for all the information.
-
Read the first post which log and debug log to upload when making posts. See answers for "Out of place or floating objects" at https://dyndolod.info/FAQ

