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Everything posted by sheson
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I just downloaded the latest v2.32. treeaspen07.nif and treeaspen09.nif are identical, so they have equal bounds generated.
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The debug log shows: <Debug: Loading DynDOLOD\DynDOLOD_SSE_TexGen_Billboards_aspensablazeesp.txt> but doesn't list the line/tree. Try adding ",True" specifically, I then get a line like this: <Debug: Processing TreeAspen07,True Aspens Ablaze.esp TreeAspen07 [TREE:06000D61]> The version oft he tree I have here is well over 700 in volume.
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Read the first and second post. Check this thread for the grass mod you are using and do the troubleshooting steps already discussed with other users. ATM there are known issues with grasses added by ESL flagged plugins. Either wait for next version or remove the flag from the plugins. Also make sure to read the first and second post.
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Read the first post which log files to provide when making posts.
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The large reference bugs have nothing to do with LOD generation directly. They happen in the game regardless. Only ESM flagged plugins should overwrite large references. This already includes ESM flagged ESP or ESL. The game also treats files with the *.esm and *.esl suffix without flags the same way as they were flagged. No plugin should have a initially disabled large reference. They always trigger the bugs. Temporarily disabling plugin is a troubleshooting step.
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While it is not supposed to cause any problems like this, are there 3rd party billboards installed in the load order? See if hiding any textures\terrain\lodgen\ from all mods but the TexGen output helps. If it does, maybe you can try to narrow it down to the specific mod or billboard even.
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Read the text at the bottom of the xLODGen options screen. If a worldspace is not shown, then most likely there is no lodsettings file for it. Most likely the games BA2 files are not loaded because of a messed up INI or a problem with the used mod manager. Use xEdit Asset Browser (CTRL+F3) to filter for the lodsettings files to see which ones are available.
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Read the first post of Skyrim TVDT - Occlusion Culling Data Read the first post of xLODGen - Terrain LOD beta, it contains the recommended optionals. Read the readmes in the download archive of xLODGen I am not aware of Open Cities causes terrain LOD problems that would require it to be disabled. Check out any modern modding guide. Post questions in the appropriate forums and threads.
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As I already explained mesh rules do not apply to GRAS / should not be used on GRAS records. As explained in the second post / DynDOLOD3/docs/help/GrassLOD.html "Grass LOD uses grass LOD billboards in object LOD, similar to ultra tree LOD". Grass LOD is done in object LOD level 4 only. Read the "Performance" section of the second post. You do not need to bother with occlusion if a worldspace is mostly flat or very small. However, those the calculation for those worldspasce take only seconds, so it is more work to specifically select or not select worldspaces. Just do whatever works best for you and your load order. Please also post DynDOLOD_SSE_Debug_log.txt Check if ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tree_Atlas_Map_Tamriel.txt exists, probably not. In case it does upload it too.
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Enderal SE .... no Dynolod esm ?
sheson replied to fretkoli's question in DynDOLOD & xLODGen Support
From the DynDOLOD_Manual.html: Currently, the Enderal SE version does not contain any large references, so only the DynDOLOD.esp is generated. To change this set IgnoreLargeReferences=0 in '..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_ENDERAL.ini'. -
Replacing grass LOD with fully rendered grass in the LOD area beyond the loaded cells requires more performance for the same distances, obviously. Also when new areas attach it can make the time required to generate all the full grass even longer in case the grass cache is or can not be used.
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If you do not want a certain grass to have LOD, disable its billboard generation in TexGen and make sure no billboard is installed for it. ATM mesh rules are not intended to work with GRAS records. Check the performance section of the second post. DynDOLOD is the advanced and easier version of xLODGen. The occlusion calculation use the exact same code, obviously. There is typically no need to change the height. Leave it 0. The advantage is that with DynDOLOD different settings per worldspace can be defined in its INI and there is no extra plugin or having to run a different process. The disadvantage is that the DynDOLOD plugin might have more required masters, which can make it more likely that DynDOLOD needs updating from scratch in case of frequent load order changes. As is explained in the DynDOLOD manual, LOD quad covers 4x4, 8x8, 16x16, 32x32 cells. Only if all cells are occluded can the entire quad be disabled. Using TFC in Skyrim Special Edition has the described effect.
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If there are rectangular holes in the vanilla distance LOD, it is because of the wrong vanilla occlusion data. If you use tcl and move high enough above the ground, eventually those holes should close and and show the LOD. If those holes do not close then the first screenshot shows terrain LOD that was generated without the cut content being restored. Generate terrain LOD meshes and textures with xLODGen and install one of the recommended options SSE-Terrain-Tamriel.esm or SSE-Terrain-Tamriel-Extend.esm.
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If there is no billboard for a grass, then it can not have LOD generated for it. If you wonder why a specific grass record does not have a billboard generated, then you will have be more specific. The TexGen log reports missing textures for some, so those are obvious. There are currently known issues with grasses added by ESL flagged plugins.. Either unflag the plugins or wait for the next alpha version (no ETA) . The No Grass In Objects INI settings do not affect if grass LOD shows or not, obviously.
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Oh those foggy screenshots where we can not really see anything. Use console to set a clear weather. Use wait so it is day light. Provide position information form where "the problem" can be seen. You told use there is no BTO. Without a BTO there can be no object LOD mountain. The only way terrain LOD is not showing / disabled in the distance is via occlusion data or the usual fade because the max render distance of about a 100 cells has been reached. Again, that far out, there is no game data in the games plugins. It has been removed by Bethesda. For the position shown in the screenshot there no BTO files for any of the 3 LOD levels. xLODGen/DynDOLOD can only generate LOD for data that exists. For the really far away areas beyond the that the game still uses vanilla LOD files. Test with a vanilla game.
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TexGen does a simple file check if a file exists in the load order. That file only exists at that path and with that filename as output from TexGen. If the OS says the file exists in the load order, it means the file and most likely all the other files from the TexGen output exist in the load order. Uninstall/remove the entire TexGen output from the load order. Either the output exists in the physical data folder, then you need to remove all those files manually or the output is provided to the data folder via mod manager, then the output needs to be removed in the mod manager.
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Keep in mind that everything in this is thread is for the alpha test. Many concepts and especially game related things are already part of earlier versions and other the threads. If the explanations or linked posts so far leave questions, feel free to ask more specific questions. "Terminilogy" in..\DynDOLOD\Docs\DynDOLOD_Manual.html and ..\DynDOLOD\docs\help\Terminology.html may help.
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Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
Obviously there are no hidden requirements or steps which are not written or explained in the DynDOLOD manual. DynDOLOD does a simply file check if a couple key files from DynDOLOD Resources exist in the load order. If the OS function tells DynDOLOD a file does not exist, it means the file does not exist (common cause as already mentioned is incomplete download or unpacking or not starting the tool correctly) or access is being blocked by the OS, anti vir or third party program. -
Make screenshots and provide details of "the problem".
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I could yet not replicate an error with that plugin loaded. Can you also upload the DynDOLOD_SSE_Debug_log.txt? You will have to rerun with the plugin active, as the debug is replaced with every session.
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The large references bugs and the warning messages have been discussed plenty of time before and are not new to DynDOLOD 3 alpha. The large reference bugs have been documented and explained years ago already in ..\DynDOLOD\Docs\SkyrimSELargeRefGrid\SkyrimSE-LargeRefGrid.html Since ever DynDOLOD prints the list of overwritten large references that trigger these bugs. The main "fix" is still the same: Only ESM flagged plugins should overwrite large references.

