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Everything posted by sheson
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Question about waterfalls with Dyndolod
sheson replied to MisterMorden's question in DynDOLOD & xLODGen Support
Dynamic LOD and object LOD is generated according to the mesh rules. The mesh rule fxwaterfallbody* matches 3 NIFs. By default and if dynamic LOD is checked, it has dynamic LOD up to the distance of Far Grid and it is has static object LOD in LOD Level 8 and 16. So by default there is nothing for these waterfalls in object LOD Level 4, as this is (mostly) covered by the dynamic LOD Far Grid. Whatever a BTOs for LOD Level 8/16 contains is always shown by the engine. If you do not see something, it is because it is not in the BTO or the texture is transparent. -
Question about waterfalls with Dyndolod
sheson replied to MisterMorden's question in DynDOLOD & xLODGen Support
The grid image already explains all of this better than any words ever could, no? With the default settings of 11 and 21, the Near Grid adds full or dynamic LOD models for "3 more cells" and the Far Grids adds "8 more cells" around the player. The LOD area and the Near Grid starts beyond the active cells uGridsToLoad and in case large reference are availble, the Far Grid beyond the uLargeRefLODGridSize. The math seems about correct. You remember that Bethesda choose 11 cells as the max setting for large reference as well. See https://dyndolod.info/Help/Dynamic-LOD The Near Grid and Far Grid does not affect static object LOD. The static object LOD settings like fBlockLevel0Distance does not affect dynamic LOD. The different LOD types all work independent from each other based on their own settings. The 3 waterfalls types are the only objects that actually do this mix of dynamic and static object LOD. The defaults work like this since 7 years. Use the available settings and options to customize the LOD mod to your preferences. -
Question about waterfalls with Dyndolod
sheson replied to MisterMorden's question in DynDOLOD & xLODGen Support
Objects have dynamic LOD or static object LOD according to their mesh rules if any and/or their availability of dynamic LOD models (*_dyndolod_lod.nif) or object LOD models (*_lod.nif). To know what LOD assets were discovered and used for a specific object and LOD Level check ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt If a dynamic object LOD model for a reference is in the Near or Far Grid of dynamic LOD or just stays a large reference depends on if it is a large reference or not and if the upgrade checkbox is checked or not. fxwaterfallthin*.nif do not have static object LOD models but many of them have dynamic LOD models. As explained in the DynDOLOD-README.txt, using tcl disables the trigger boxes that are used for dynamic LOD to know where the player is. It means dynamic LOD does not update as long as it is enabled. -
Make sure there are not more than 254 full plugins in the load order.
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Question about waterfalls with Dyndolod
sheson replied to MisterMorden's question in DynDOLOD & xLODGen Support
The mesh mask rule "fxwaterfallbody" for the waterfalls with the static object LOD should be setting Far Grid already. If it is Near Grid then the "upgrade" will in fact set them to Far Grid, since they are large references. -
Question about waterfalls with Dyndolod
sheson replied to MisterMorden's question in DynDOLOD & xLODGen Support
You should setup NifSkope so it can load the textures from games data folder. Then start it with MO2. Those shapes look like the frozen waterfalls. If they are in the BTO, they have to show in the game and on the map which uses object LOD level 16 meshes by default. Make sure that the generated output is not overwritten by anything. -
Question about waterfalls with Dyndolod
sheson replied to MisterMorden's question in DynDOLOD & xLODGen Support
As I keep explaining, the Near and Far Grid are concepts of dynamic LOD. So far you have only asked questions how certain things work and didn't really provide troubleshooting information. In the first post you say " I do get a static waterfall on the map though", now you say "I just can't seem to get the object lod for the waterfall to appear once I leave the dynamic lods range or on the map". It is unclear what DynDOLOD version you are using or which mods are installed for example. To check if a LOD level actually has the static water falls, check the BTOs in NifSkope. For example Tamriel.8.8.-8.bto and Tamriel.16.0.-16.bto for example. -
Crapware doing crapware things... good to know.
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Yes. Read the first post what entire log files of the last meaningful generation to upload when making posts. Typically the thing that require the most work are high texture resolutions while generating on demand object LOD textures or texture atlases. If there are many cores there is a good chance of too many parallel threads requiring too much memory.
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If you believe the choice is between a game containing easily fixable errors and using a program I happen to share and support publicly for free, I'd say your time is better spend learning proper modding practice and fixing your load order. Since years everybody else checks and fixes these types of errors with xEdit long before generating LOD. Especially modding guides or modlists. I for one enjoy the reduced amount of support posts troubleshooting cryptic error messages in the patching process or issues people have in the game and believe are caused by DynDOLOD.
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No. The patching process can not create a stable patch if there are errors.
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If a texture is added and used on the object LOD texture atlas depends on the UV of the model used for LOD. Object LOD meshes should use the textures on the object LOD atlas as much as possible. This has always been the case regardless of version. Describe and ask about the actual problem instead.
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https://dyndolod.info/Generation-Instructions#Prerequisites "Typically create all other patches first. Especially all patches affecting worldspaces should be done before generating LOD"
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Question about waterfalls with Dyndolod
sheson replied to MisterMorden's question in DynDOLOD & xLODGen Support
Far Grid / 2 * 4096 = distance of dynamic LOD in game units fBlockLevel0Distance = max distance for object LOD Level 4 (or where LOD Level 8 starts) in game units as explained here https://dyndolod.info/Help/Object-LOD Just lower fBlockLevel0Distance in the DynDOLOD SkyUI MCM Settings until things appear as desired. -
Question about waterfalls with Dyndolod
sheson replied to MisterMorden's question in DynDOLOD & xLODGen Support
As you must know, the windmill building and the windmill fan are separate models. One has static object LOD and the other has dynamic LOD. You now know that the static object LOD for waterfalls begins with LOD level 8 and dynamic LOD waterfall shows inside the Far Grid. You most likely set the starting distance of object LOD level 8 too high or the Far Grid distance too short. -
Question about waterfalls with Dyndolod
sheson replied to MisterMorden's question in DynDOLOD & xLODGen Support
Read https://dyndolod.info/Help/Dynamic-LOD and https://dyndolod.info/Help/Mesh-Mask-Reference-Rules and https://dyndolod.info/Help/Advanced-Mode Then check the mesh rules for fxwaterfallbody. You can see that it typically defines FarLOD and object LOD for Level 8/16. Windmill fans have no static LOD. -
Thanks for letting us know. Enjoy
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Are the filename of the crown NIFs of the form *_XXXXXXXXpassthru_lod.nif as explained at https://dyndolod.info/Help/3D-Tree-LOD-Model#Crowns-Leaves-and-Branches? For example like reachclifftree01_7941E463passthru_lod.nif
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Can Not Copy Resource / The system cannot find the path specified
sheson replied to ravenRpg38's question in DynDOLOD & xLODGen Support
Read the explanations that open when clicking on "Click on this link for additional explanations and help for this message". https://dyndolod.info/Messages/Can-Not-Copy-Resource Do not install the game into special Windows folders like Program Files x86. Add exception to antivir. File not found errors are easy to understand and are typically rectified by installing the missing textures. https://dyndolod.info/Messages/File-Not-Found-Textures -
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs what log files to also upload when making posts. Always use the latest version. The error message and the explanations that open when you click the help link on the message tell you what the problem is. VikingShipPlayerHome.esp was made for a different version of Update.esm. Install the required version of Update.esm or update/fix VikingShipPlayerHome.esp for the current Update.esm. You can use xEdit to remove the unresolved items for example.
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Why do you expect a DynDOLOD plugin to do anything to the forge reference or base record? This is an object LOD model that gets shown in the loaded cell and that gets combined into the object LOD meshes for the area. There is no need to do anything to the reference or base record. The DynDOLOD Resource simple contain the same vanilla LOD model but with the path to the full texture instead. I could have sworn I edited the model at one point to fix the triangles through the wall, but I that changed model got lost somewhere and never made it into the Resources.
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Windhelm Main Gate exterior and Dyndolod
sheson replied to gamingsrc's question in DynDOLOD & xLODGen Support
Check if a plugin changes 0009F27F. You can just remove 060041A6 from the DynDOLOD.esm with xEdit for now. For future LOD generation add a new line Skyrim.esm;0009F27F;WHmaingatesteps to ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworldlod_Tamriel.txt. Will be included in next version of course. -
It is possible you have better results with DynDOLOD 3 alpha and the LOD pack specifically for it. This will not change the snow LOD shader either, but the LOD models/textures might be better.
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The page has last been updated when I posted the link to xLODGen beta 85 download archive a month ago.

