-
Posts
13,180 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
Make sure to check the highlighted FAQ answers. Use tll to determine if the object is part of static object LOD. If it is, it means there was a reference for that object at generation time. DynDOLOD generates tree and object LOD. If you want to terrain LOD and occlusion to look and work correctly for a new worldspace, use xLODGen to generate those as well.
- 2,309 replies
-
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 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://forum.step-project.com/forum/101-shesons-dyndolod-support 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 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. If the object can be clicked on while console is open and it has a form ID, then it is easy to find its source plugin. Simply remove it from the plugin with xEdit. If it has no form id and goes away with tll in console, then the object is part of static object LOD and can only be removed if the source of the issue has been fixed and by generating LOD again.
- 2,309 replies
-
Converting Tree Mods to DynDOLOD's 3D Tree LOD system
sheson replied to FiftyTifty's question in DynDOLOD & xLODGen Support
Just tested them, they look and work great with the larger vanilla trees. They will be included in the next version. -
SkyrimSE.exe+1353771 Crashes whenever i Load something or save
sheson replied to Atoro10's question in DynDOLOD & xLODGen Support
The compression buffer bug has nothing to do with DynDOLOD, so removing it does not affect the problem - other than the save data might fit into the smaller buffer. If you change the INI setting to not compress the save game, the file will be much larger. AFAIK the zlip compression has no issues, so that should probably be the preferred setting. -
Converting Tree Mods to DynDOLOD's 3D Tree LOD system
sheson replied to FiftyTifty's question in DynDOLOD & xLODGen Support
The point is that there is already no extra data (no collision or switch nodes) that could/should be removed. It is the required minimum already. -
Converting Tree Mods to DynDOLOD's 3D Tree LOD system
sheson replied to FiftyTifty's question in DynDOLOD & xLODGen Support
Code: 0 means there were no errors. There is nothing to merge. treeaspen04.nif contains two shapes with different shaders/textures that can not be merged. If I wanted to make a 3D tree LOD model for it, I would just remove the trunk and convert the BSLeafAnimNode to NiNode and then a BSFadeNode. There isn't any animation in the NIF anyways. It is already static. -
Ah good. No worries.
-
Track its memory usage. Try to close some (hidden) processes/programs. If object LOD meshes are huge because of ultra tree LOD DynDOLOD settings, see if it works by temporarily disabling them so it uses vanilla LOD. Open a couple of the mentioned *.BTO files in NifSkope to make sure they load and are not somehow corrupted.
-
Use the x64 version so it can use more memory. If this happens with the x64 version, make sure Windows page file settings are default.
-
Converting Tree Mods to DynDOLOD's 3D Tree LOD system
sheson replied to FiftyTifty's question in DynDOLOD & xLODGen Support
Yes, the root node (block number = 0) is typically a BSFadeNode here. I happily include the LOD assets in DynDOLOD Resources, no problem. -
Converting Tree Mods to DynDOLOD's 3D Tree LOD system
sheson replied to FiftyTifty's question in DynDOLOD & xLODGen Support
You might be able to use the vanilla hybrids as a source then. Rename them to match the CRC32s of the scaled full models and apply the same scale to their Shapes. Avoid setting any transformation/scale on the root node, as the game ignores it. -
Converting Tree Mods to DynDOLOD's 3D Tree LOD system
sheson replied to FiftyTifty's question in DynDOLOD & xLODGen Support
Read Docs\trees.ultra\DynDOLOD-Trees.html Then read Docs\trees.ultra\tools\DynDOLOD_CreateStaticTree.html If no specific 3D LOD model exists in the load order, it automatically uses the billboard texture by default. BTW, the ultra tree LOD exists since over 5 years ;) -
Overlapping LOD Help - Skyrim
sheson replied to CrashMan054's question in DynDOLOD & xLODGen Support
Remove uLockedObjectMapLOD=32 to fix the LOD not unloading or set it to the default 16. Or generate LOD level 32 object LOD as explained in the trees.ultra\DynDOLOD-Trees.html and see if it works better. uStaticNeverFade is a made up INI setting. I suggest to ignore everything from guides/posts that include made up INI settings. iPreloadSizeLimit is for loading BIK videos. Despite that this has been known for decades, people set it to nonsense values. bUseBackgroundFileLoader is not a [General] setting, but belongs in [backgroundLoad] and is believed to not be used by the game. See https://wiki.step-project.com/Guide:Skyrim_INI/BackgroundLoad bSelectivePurgeUnusedOnFastTravel is not a [General] setting, but belongs in [backgroundLoad]. See https://wiki.step-project.com/Guide:Skyrim_INI/BackgroundLoad#bSelectivePurgeUnusedOnFastTravel iPostProcessMillisecondsLoadingQueuedPriority is not a [General] setting, but belongs in [backgroundLoad]. See https://wiki.step-project.com/Guide:Skyrim_INI/BackgroundLoad#iPostProcessMillisecondsLoadingQueuedPriority Do not change uGridsToLoad. Use a real mod manager like MO2. The manual explains both scenarios in the Updating section: Updating existing DynDOLOD plugin(s) does not require a clean save. Generating from scratch does. Starting a new game or using a save that never saw a DynDOLOD plugin is equivalent to a clean save. -
Great that you solved whatever problem there was. Generally it is better to post about the real issue instead of asking about things you assume might cause them.
- 2,309 replies
-
No of course not. See "Updating" in the DynDOLOD_Manual.html when to generate LOD. LOD distances can be change in game via the DynDOLOD SkyUI MCM Settings page. See "Mod Configuration Menu (SkyUI MCM)" in the DynDOLOD_Manual.html
- 2,309 replies
-
Having trouble getting correct textures in LOD...
sheson replied to VanGohman's question in DynDOLOD & xLODGen Support
It probably is because Bethesda did not add certain feature to the LOD models or textures to begin with. LOD models and textures are as detailed as the artist who created them wanted them to be. HD LOD textures updates existing vanilla LOD textures. It does not add new details AFAIK. Has nothing to do with LOD. That a side effect how the engine works with decals. Glowing windows are decals or they would start to z-flicker at a distance. Notice the moss at the western watch tower, the corner stones of the Whiterun walls, vanilla glow LOD Windows of Whiterun etc. I did not make the textures. I have no idea what they are supposed to look like or if the parts you mention are covered by it or something else. Follow the instructions correctly, the ones of the DynDOLOD manual (Load/Overwrite Orders) and the ones of the mods you are using. TexGen should always overwrite everything. I explained how to identify if a LOD model uses pre-rendered LOD textures in the already mentioned thread. If a LOD models uses pre-rendered LOD textures, you can check what textures the full model uses and which mod(s)modifies them. That might help with determining if updated object LOD textures exists / match. -
Having trouble getting correct textures in LOD...
sheson replied to VanGohman's question in DynDOLOD & xLODGen Support
Don't be worried about asking. I only mention/copy relevant existing documentation so I do not have to type everything out all the time. As is mentioned in DynDOLOD_TexGen.html, not all object LOD texture can be automatically updated. This is a bit experimental and doesn't work for pre-rendered textures like the town LOD textures, distant mountain peaks or glaciers for example. Having a look at the object LOD source textures like textures\lod\wrbuildingslod01.dds for town buildings and comparing them to tileable landscape textures makes it clear. The town LOD textures are rendered from the full models and not a simple derivative of a full texture. They were then processed with an image program to create the final LOD textures. If a mod changes the full textures it should also update the pre-rendered object LOD textures. See this thread for more discussion about the topic. HD LODs Textures SE has updated pre-rendered object LOD for Noble Skyrim. I am not aware about specific updated object LOD textures for Skyrim Realistic Overhaul. If you mix mods changing different parts of a building then manually updating pre-rendered object LOD textures because a real pain, since a render of a side view of a building might contain many different textures from many different mods. There is terrain, the ground that is walked on. It is based on a height map. Terrain LOD meshes are generated from the heightmaps found on LAND records. Then there are objects, which use NIF models. DynDOLOD does not create LOD models from full models. The DynDOLOD patcher uses the models and textures it finds in the load order to generate object and tree LOD with them. Object LOD is just supermeshes. Lots of different models are combined into one large mesh using one texture. DynDOLOD Resources contains updated/new LOD models (and textures). They are created by making low poly versions of full models with tools like 3DS Max etc. In case a LOD models does not exist, DynDOLOD can use full models for LOD - as you did with the Azura's statue probably. Immersive Fallen Trees places new objects, including trees. It does not change terrain. It does not contain any new assets. It only uses vanilla assets. Some of these vanilla objects have LOD models and some don't. So some of the newly added objects will have LOD and some don't. LOD for objects is generated according to the mesh rules, which also define which LOD levels use which LOD model - if any at all. It does not make a difference if the references using the same objects (base records) are placed by Skyrim.esm or mod. They all receive the same LOD. -
To avoid confusion in the future, terrain is the ground that is walked on. See answers for FAQ: Game: Out of place objects / floating objects / flickering full models. Especially answer #2 (test with new game) and #8 (stuck LOD after fast travel)
- 2,309 replies
-
DynDOLOD does tree and object LOD only. DynDOLOD does not affect terrain or terrain LOD. No idea what "bugged terrain" is supposed to mean. No idea what to look at in the screenshot.
- 2,309 replies
-
For testing LOD distances in Tamriel with colorful textures, you can get Test-Terrain-Tamriel.7z from the first post.
-
DynDOLOD_Manual_SSE.html contains images that show coarse vanilla terrain LOD 16 or 32 meshes making it look like trees float. The solutions is to show terrain meshes LOD 4/8 further by fSplitDistanceMult or to use higher resolution meshes generated by xLODGen. The DynDOLOD FAQ contains an answer for Game: Out of place objects / floating objects / flickering full models 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. It can happen that a tree is placed on a rock that doesn't have LOD with low or medium settings. If this happens with vanilla a specific best to tell me, so I can add a rule to future versions.
- 2,309 replies
-
It is just darker than you are used to. As mentioned in the first post: I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably. That means, I am only able to give generic guidelines and hints to sent you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now. There are no single "correct" settings that apply for all games, load orders and personal preferences. Lots of people use the map textures with roads painted onto them, which replace vanilla/generated LOD textures anyways. The last section in the Terrain-LOD-Readme.txt explains how to use Specific Chunk. Check it and change the drop down to LOD level 32. If you also set W to 0 and S to -32 it will only generate the texture that covers the throat of the world. You can generate "wrong" LOD 32 textures only by changing the brightness/contrast/gamma for LOD level 32 only.
-
Typically, any LOD texture that is not part of TexGen output. It is trivial to look up which LOD textures are used by the LOD models for Castle Volkihar. Get the Form ID of the base record used by one of the castle buildings. For example 0200DD58 for CasExtFrontLeftTower01. Looking up the base record in xEdit shows it uses DLC01\Lod\Castle\DLC01CasExtFrontLeftTower01_LOD_0.nif for all 3 LOD levels. Checking the NIF file with xEdit Asset Browser shows it uses textures\dlc01\lod\DLC01_CastleExtLod01.dds Looking at the texture it looks pre-rendered. It is not part of TexGen output, which means it is not automatically generated for the load order. In case a base record has no LOD models assigned, look up the zeroed (first two digests for plugin order 00) Form ID of the base record in DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_lodgen.txt
-
Just to be clear, LOD level 32 terrain textures are also used normally for the very far distant LOD in the game and not only on the map. Of course it is possible to use high settings that it is pushed beyond the max render distance of about a 100 cells. Comparing vanilla tamriel.16.0.0.dds with tamriel.32.0.0.dds for example does not show any differences in brightness or snow. The map view also uses the noise.dss applied to terrain LOD textures, but also has these INI settings to further mess it up. fMapMenuOverlaySnowScale=0.0000fMapMenuOverlayScale=0.0000fMapMenuOverlayNormalSnowStrength=0.4000fMapMenuOverlayNormalStrength=1.1000sWorldMapOverlayNormalSnowTexture=Data\Textures\Terrain\WorldMapOverlaySnow_n.ddssWorldMapOverlayNormalTexture=Data\Textures\Terrain\WorldMapOverlay_n.dds Since there is no specific indication what is "snow" in a texture, there must be some kind of brightness threshold that determines when it uses the sWorldMapOverlayNormalSnowTexture. The object LOD covered in snow uses the material object snow LOD shader. I am pretty sure the sWorldMapOverlayNormalTexture is also applied to object LOD. Though I am not sure if either map overlay texture is applied when object LOD has a snow shader. Never cared enough to check in detail.

