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sheson

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Everything posted by sheson

  1. I could not yet replicate this. Does it also happen if you only select the Sovngarde worldpace and only generate terrain LOD textures without terrain LOD meshes? Could you check in xEdit if any plugins overwrites the cell 14,22 with form id 0003072E or its landscape record 00030E24
  2. You may want to temporarily disable ENB, weather and image space mods to see what is really going on without them destroying the visuals. Maybe I need to calibrate my montors. It is possible terrain and object LOD is being confused. Use tcl and continuously keep the crosshair on the point of interest when making videos. The brown thing at the start is part of object LOD. Use TexGen/DynDOLOD for that. Terrain LOD generation uses the full textures to generate the terrain LOD textures and unless the brightness, contract, gamma or vertex colors intensity are changed from their defaults, the generated terrain LOD textures will match the full texture terrain exactly, just with lower resolution. Generate higher resolution diffuse and normal map textures with baking of the normal map of the landscape textures to improve their quality. However, keep in mind the engine does not use the terrain LOD normal texture for the area it fades from full terrain to terrain LOD textures, so that area in the loaded cells always looks "flat". As explained and discussed before, the game applies the noise.dds texture overlay in the game, which can darken or brighten the overall terrain LOD considerably. Also, like with the "improved" snow shader, the engine or mods can have settings, shaders or lighting features affecting the full terrain in different ways which the engine does not apply to LOD at all. Not sure what you mean by the mesh being off. The terrain LOD meshes seems to match the location of the full terrain. If you mean object LOD models and full model differences, use DynDOLOD for better/updated object LOD models and if desired, use its rules to test using full models for LOD.
  3. The out of memory message refers to video memory. What physical memory the video memory consists of depends on the hardware/OS/drivers. TexGen should be using the "first" GPU.
  4. The x stands for the game mode. SSELODGen = xLODGen. "LODGen" and "Edit" are tool modes of the same program. xEdit = xLODGen. Pay attention to the different versions and time stamps of the tool that are being posted. xLODGen terrain LOD beta is where the latest LOD generation code is tested. DynDOLOD is the advanced and easier version of xLODGen for improved object and tree LOD generation for the different Skyrims. Whenever people say to use xLODGen to generate object or tree LOD, they obviously mean to use DynDOLOD. The defaults settings are fine unless you have a specific need to change them. BC7 Quick and BC7 Max are -bc q and -bc x options of the TexConv command line tool. I have no idea what "messed up" is supposed to mean or what the screenshot is supposed to be showing. Provide a before and after screenshot comparison. Make sure to really read the entire first post. Either make sure that the generated LOD overwrites everything or in case a map mod is used, make sure that it does not overwrite the terrain LOD texture for LOD level 32. LOD generators do not change how LOD works in the game.
  5. How much VRAM does the graphics card have? Ccheck its memory consumption while running the TexGen.
  6. Read the included manual where and how to install DynDOLOD and how to start the tools in the desired game mode. From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder, which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure. Do not mix with old versions or xEdit/xLODGen installation. By default the tools start in Skyrim mode, which is the same as adding the -tes5 command line parameter. Add -sse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim Special Edition mode. Add -tes5vr as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim VR mode. Add -enderal as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Enderal mode in case the Steam version is used. Add -enderalse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Enderal SE mode in case the Steam version is used. See DynDOLOD-Shortcut.txt for help.
  7. Read the first post of the DynDOLOD alpha thread. The part in big bold characters. Then read beneath that part which log files to post when making a post in that thread. Using older versions is not fixing the problem but a troubleshooting step.
  8. Temporarily disable the terrain LOD texture so it falls back to vanilla for that area to see if the problem goes away. If that doesn't change anything then the terrain LOD mesh. You can choose which LOD levels to generate by using the specific chunk drop down. However, that is one LOD level at a time.
  9. Install DynDOLOD 3 alpha into a new empty folder instead of replacing older DynDOLOD versions, then generate TexGen and DynDOLOD from scratch.
  10. There is no need to delete files that are being overwritten by mods loading with higher priority as they are being replaced already. Whatever mod supplies the file(s) last wins. Overwritten files do not have any affect whatsoever. If you do not want to use LOD level 32 files from xLODGen or other mods, simply delete them from the output/mod folder. There is no need to extract files from a BSA then. A Quality worldmap has no conflicts with DynDOLOD, however if its plugin makes changes to the worldspace records it needs to be loaded last when generating LOD, so that records are copied into DynDOLOD plugins with all changes carrying forward. Regarding the problem on the map I suggest to test with default INI settings, especially the uLockedObject and uLockedTerrain. It is unclear from the screenshot if the problem is terrain meshes or textures. is the white square see through (missing mesh) or solid (white texture)?
  11. Do not post screenshots of text. Post the text instead. Read the first post which log and report files to upload when making posts.
  12. Check and text if anything from these answers apply: FAQ: Game: Out of place objects / floating objects / flickering full models A: If LOD was generated for a different load order generate LOD for the current load order. A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video https://www.youtube.com/watch?v=1_5MWqeHIzw&t=2320 or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html 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. A: Sometimes LOD objects are placed on top of other objects without LOD and thus appear to float in the distance. Use mesh rules so that the object has no LOD or that the other object also has LOD. A: Game engine limitation. If the game enables objects that have static object LOD, the entire static object LOD for a cell may briefly show with the full models at the same time. Since now more objects have LOD this might be more obvious than before, especially while playing the intro. Consider installing the generated LOD mod after completing the intro. A: If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000. A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible. A: Flickering textures (full and LOD model showing at the same time) in the LOD area outside the active cells in Skyrim Special Edition and Skyrim VR are caused by plugins triggering the large reference bugs as explained in ..DynDOLOD\Docs\DynDOLOD_Manual_SSE.html. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini. A: If the problem is stuck object LOD in loaded cells, it can be caused by uLockedObjectMapLOD=32 in Skyrim.ini. In case large references are enabled in game also make sure that both the DynDOLOD.esm and DynDOLOD.esp are geenrated and that the SkyUI MCM enable large reference fix is set as explained in the manual. Also note that DynDOLOD does not change how the engine works as explained so many times before. When new cells attach, first the full models are loaded, then the LOD unloads. For that brief second both models are shown.
  13. Just open one for the area of interest. The video seems to show the Commonwealth worldpace. First number of the file LOD files is the LOD level. 4 is is the nearest one and means the file covers 4x4 cells. The other two numbers in the file name are the left/lower x/y cell coordinates for the area that is covered by the file. So the file with 4.0.0 covers the cells from 0,0 to 3,3 You can get the current player location in console with player.getpos x and player.getpos y Divide the position by 4096 = the width of a cell in game units. Round those numbers down for the cell coordinates.
  14. The original terrain LOD textures are the ones already in the load order, if no mod with terrain LOD textures is installed that would be the vanilla terrain LOD textures in the games BA2 archive files. The new terrain LOD textures would be the ones generated by xLODGen.
  15. Yes, that is why I suggested to check if the original terrain LOD textures have the artifacts. A convenient way to find and open files in the load order including archives is the xEdit Asset Browser started with CTRL+F3. That suggest that the game adds visual artifacts onto terrain LOD textures. It takes no time to open a terrain LOD texture to just look at it and check it for visual artifacts.
  16. 1a) Depends if the red splotches are part of the current terrain LOD textures and if the full textures - which xLODGen uses to generate updated terrain LOD textures - do not have them. It might be possible they are artifacts added onto terrain LOD textures in the game, for example the game applies an overlay textures/terrain/noise.dds. In older games it used to be monochrome, but maybe FO4 uses/supports RGB. To know if artifacts are part of the old terrain LOD texture, open one in an image viewer and take a look. Second, try changing the mentioned noise texture. 1b) FO4LODGen is a LOD generator. It generates LOD meshes and textures. It does not change how the engine works or any INI settings. 2) see 1a) no special settings are needed. Do not change brightness, contrast, gamma and the output textures will simply be "exactly" like the input textures. (obviously smaller and splatted accordingly) 3) You will have to ask the programmers at Bethesda for the reasons why the engine works the way it does If this problem is not part of the generated LOD meshes/textures I suggest to ask this type of question on generic modding forum/discord for FO4.
  17. Read the log messages. Follow their suggestions. Common sense would be to reproduce the error messages if help is required understanding them.
  18. In Skyrim terrain LOD does not seem to use any mipmaps. Only the fade in the loaded cells.
  19. Randomly setting flags without understand what they are doing is not how to do these things. One of the main features of DynDOLOD is that it does not require the complicated setup and editing of records as CK/xLODGen in order to use LOD or full models for LOD. DynDOLOD uses meshes rules as explained in the manual. See DynDOLOD_Manual.html Custom Settings For Specific Mods as examples and DynDOLOD_Mod_Authors.html. Once you checked all that out, feel free to ask specific questions how to achieve certain things for specific object if further explanations are required.
  20. It clearly implies the opposite.
  21. From the second post: To test different GrassBrightnessTop or GrassBrightnessBottom settings, change GrassLargeReference in ..\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_[WORLDSPACE].txt, start DynDOLOD in expert mode, select the desired worldpace and click the Execute LODGen button. Then merge the new output with the existing output, overwriting all older files. When generating LOD normally, the values from the INI are used when adding these lines to the export file when it is created from scratch.
  22. Use a save game to take screenshots in the exact same conditions to compare. If the changes do not show, then either you are not editing the correct INI or values (check the generated export file contains the desired values) or the newly generated output files are not being used.
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