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sheson

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Everything posted by sheson

  1. Read the first post, which explains in bold text to use the -o command line argument to set a dedicated output folder. Read Terrain-LOD-Readme.txt included in the download archive, which explains the path and filenames of the terrain LOD meshes and textures. TES5, TES5VR, SSE, FO4, FO4VR, ENDERAL ..\Data\Meshes\Terrain\<Worldspace>\<Worldspace>.*.*.*.btr TES5, TES5VR, SSE, FO4, FO4VR, ENDERAL ..\Data\Textures\Terrain\<Worldspace>\<Worldspace>.*.*.*.dds Check the log file, which also prints some path and filename information. I never really use the CK. However in such case of issues I would check the relevant CELL/LAND records in xEdit and compare them to working CELL/LAND records.
  2. Obviously check if the flags are set. If not, then there might be issues with the landscape/terrain data, like too many layers or something. Anything happening inside the loaded cells that is not LOD related is outside my purview and outside the scope of xLODGen support.
  3. The LOD area starts beyond the active cells, the uGridsToLoad area. To show full models (like clouds) in that area, the references need to be persistent and have the Is Full LOD flag set. Obviously this can not be done for too many things for performance reasons. I suggest to create/install higher quality LOD models/textures. AFAIK there are a couple mods for FO4 that do just that.
  4. The LOD area starts outside the loaded cells, the uGridsToLoad. Open console and toggle LOD on/off with the tll command and you will see the edge of 5x5 cells. Whatever happens inside the uGridsToLoad area has nothing to do with LOD or LOD generation. Could be that Force Hide Land flags are set on the cell.
  5. The LOD area starts beyond the active cells, the uGridsToLoad. Large objects that have their origin outside the active cells may span across cell borders. That is how the engine always worked as you already found out by verifying with the vanilla settings and game.
  6. Generating Occlusion.esp does not change anything on the map or the quality of the LOD. It appears you generated terrain LOD meshes (and textures) as well, but did not set a good enough quality and/or optimize unseen value for LOD level 32 for the map as explained on the first post.
  7. The ground between objects is terrain LOD. If terrain LOD textures are generally too bright or too dark compared to the load terrain textures in the loaded cells, it is because of the noise.dds as explained in the first post. If non snowy areas match, but snowy areas do not match, it is because of the "improved" snow shader and other shader settings related to snow which make snow in the loaded cells be different depending in lighting conditions. Since none of that is applied by the engine to terrain LOD it is best to turn all that off as explained in the first post. What mod is "HD Snow LODs"?
  8. Why would you save between tests and then load that save for the next test when testing mods? For quick LOD testing, simply coc whiterun form main menu. Or keep loading the same save that was cleaned or never saw DynDOLOD output before.
  9. From the linked posts: "... which means the terrain LOD mesh is equal to the loaded cell" "The loaded cells do not really use files. The terrain mesh is built on the fly." Terrain LOD meshes are always generated by LODGen, just with the different select quality. Generating terrain LOD meshes takes seconds, minutes. If you want to know if an option is faster or slower, just compare the run time written to the log for different settings. The option exists for mod authors requiring full resolution terrain meshes for whatever nefarious reasons. A quality of -1 means the terrain LOD meshes have the same number of triangle as the full terrain without any optimization. A quality of 0 is visually the same. A quality of 0 means triangles that have an elevation difference of 0 are combined. It is based on this http://mgarland.org/software/terra.html, the successor of "Scape"
  10. I could imagine such stuff could only happening when something crashes while files are written.
  11. DynDOLOD includes rules for this mod for the TES5 / Skyrim game mode. To use them in Skyrim Special Edition copy the the rule file from ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_TES5_nakaharaesp.ini to ..\DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_nakaharaesp.ini Then load them with the low, medium or high button.
  12. See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. -1 = no optimization https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-84-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=244093 https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-84-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/?do=findComment&comment=234737
  13. Read the first post what DynDOLOD 3 alpha is and what to do in case of problems. Same philosophy since years actually, problems are troubleshooted and fixed.
  14. Click the Help for this message link as explained in the first post to open and read ..\DynDOLOD\docs\help\Resources.html Copy and paste the entire error message as explained in the first post. Read the first post what log files to upload when making posts. You are most likely starting an outdated DynDOLOD 3 Alpha Standalone version/installation with the latest DynDOLOD Resource SE 3 Alpha 11. Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders.
  15. Ignore third party instructions. They are categorically wrong or outdated. Some LOD resources are used directly in the game. Do not invent instructions that are not part of the official documentation. TexGen will overwrite all required billboards with its version if its output is installed according to the instructions. If there are 3rd party billboards that are not overwritten they will be used, but their quality will not optimal. Read the ..\DynDOLOD\docs\help\TexGen.html and TexGenConfiguration.html how to force creation of not required billboards. If things look fine no need to bother.
  16. Are you sure the problem happens in a new game? Have you checked if deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects as explained in the FAQ for out of place objects? There were no error messages top left from DynDOLOD? Have you adjusted the DynDOLOD SkyUI MCM Large References Fix when you changed the large reference setting as explained in "Mod Configuration Menu (SkyUI MCM)" in ..\DynDOLOD\docs\DynDOLOD_Manual_SSE.html? Read "Updating" in ..\DynDOLOD\docs\DynDOLOD_Manual.html how to make a clean save when generating a new LOD mod from scratch.
  17. Don't have any issue with a LOD model being shown in the load cells. Did the load order change after generating LOD? Generate LOD from scratch for the new load order. Post the logs as explained in the first post.
  18. Moved posts to the appropriate thread. Read the first post while I try to reproduce the problem with the plugins overwriting the record.
  19. Text can be searched. Text can be copied and pasted. Which DynDOLOD version are you using?
  20. Copy and paste text instead of making screenshots. Enter that formID 000CA6EA into the formID field again and check and let me know which is the last plugin to the very right overwriting the record.
  21. The first two digits of the form id is the hex load order ID of the plugin. Substitute 9A with the correct number for whatever load order ID the DynDOLOD.esp got assigned in xEdit. It is the number in [ ] right before DynDOLOD.esp
  22. Open the load order in xEdit, enter the reference form id 9A014043 into the FormID field top left. Hit Enter. In the right window check the row Editor ID. It should be of the form [pluginesp]_[formid]. Let me know what it is. In case it says dyndolodesm or dyndolodesp, look up that form it again to find out that Editor ID.
  23. Really odd. The DLC01SoulCairnx-005y-003.cgid file contains data from a terrain LOD *.BTR mesh. Delete the file DLC01SoulCairnx-005y-003.cgid. NGIO should recreate it if you use cow DLC01SoulCairn -5 -3 from main menu console. With the updated file DynDOLOD/LODGen should run through.
  24. Did you use xLODGen to generate terrain LOD? What was its dedicated output folder set to with the -o command line?
  25. See https://dyndolod.info/Downloads for requirements and https://dyndolod.info/Installation-Instructions for installation instructions. Also refer to the Quickstart.html and further docs and help files included in the Standalone download. Do not install DynDOLOD into mod manager folders. See https://dyndolod.info/Official-DynDOLOD-Support-Forum which log files to post when making reports. Do not post screenshots of text or errors messages. Use the Copy message to clipboard link instead and then paste the error message. See https://dyndolod.info/Messages/Can-Not-Copy-Resource
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