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sheson

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Everything posted by sheson

  1. They should no be dealt with at all because they are not conflicts but deliberate changes, obviously.
  2. Great. So that will be fixed next version - so you don't have to patch a vanilla file. It's good that you looked into that part, as it helped fixing a couple issues there.
  3. That is only for 3D tree LOD as explained in the ultra tree LOD manuals.
  4. DynDOLOD does not burn saves. Statements like this are nonsense. Nothing happens to a load order or saves when modding properly with a mod manager. Tree and object LOD is just meshes and textures. Generating tree LOD is very simple and straight forward. For every full model tree that you want LOD for a matching tree LOD billboard needs to be installed. The log tells you for which tree a billboard was found. Grass has no LOD. HD LODs Textures SE is listed in the DynDOLOD manual. Just install it according to its instructions. Terrain LOD Redone does as its name suggest terrain LOD. DynDOLOD does object and tree LOD. RealisticWaterTwo LOD Fix has never been required. All that you need to do is make sure that the LOD water that RealisticWaterTwo defines on the world record is in the last plugin to overwrite the world record when generating LOD. DynDOLOD uses the data from the last plugin to define/overwrite records to build create the DynDOLOD plugins. I suggest to read the included manual and the descriptions of the mods you are using.
  5. Yes you are right, I can't even copy and paste the correct filename :) If either the tree vanilla LOD generation or the 3D tree LOD lists its using the billboards, then all should be fine. If the vanilla tree LOD generation lists the billboards as not found, then there is a naming problem. If the vanilla tree LOD generation does not list the trees at all despite having an overwrite with the HasTreeLOD flag, wait for the update or try actually setting the flag in Dawnguard.esm itself.
  6. No idea what the screenshot is supposed to show. You did not mention what the bug is supposed to be. Also not sure what DynDOLOD might have to do with it. DynDOLOD generates tree and object LOD. Typically water of lakes, rivers and the sea is cell water, which is part of terrain LOD. Cell water LOD can only have one type of water for the entire worldspace. Make sure the load order is final before generating the LOD mod with DynDOLOD. The last plugin to modify a worldspace defines the water LOD. That data is carried over into the DynDOLOD plugin. Making changes to it afterwards either means manually patching the last DynDOLOD plugin or generating LOD from scratch for the new load order. If you have issues with mods, ask the mod author.
  7. That's seems drastic. Not sure why you are not doing some basic troubleshooting first? I mean, obviously I would test without any mods, without high res texture pack and with default INIs. Check if here are any very large BTO. If it only happens in one specific area or not and how to replicate the problem with certainty / if quick save/reload "fixes" it. Any difference if the plugin addingthe new worldspace is flagged as ESM or not. Doubecheck wordspace settings in xEdit - like object bounds being extremely high due to wild edits. Check plugin for errors with xEdit. Double check lodsettings SW corner and stride are sane values. Then see what happens with LOD meshes/textures properly put into BSAs. Generate object LOD with the CK for comparision.
  8. The DynDOLOD Resources contain 3D LOD models for all 3 DLC1TreeWinterAspenSnow01, 03 and 05, however for 03 and 05 I messed up the files names really badly. I have them correct in DynDOLOD Resources SE. just rename dlc1treewinteraspensnow03.nifpassthru_lod.nif.nif to dlc1treewinteraspensnow03nifpassthru_lod.nif dlc1treewinteraspensnow05.nifpassthru_lod.nif.nif to dlc1treewinteraspensnow05nifpassthru_lod.nif Will be fixed next version of course. It also seems that traditional tree LOD generation might not always pick up the updated HasTreeLOD flag, that will be fixed as well.
  9. In that case, if a billboard texture has been listed as found and put onto the atlas, there is at least one reference with its tree LOD in the worldspace. It only adds billboard textures to the tree LOD atlas when placement data has been written to a *.btt file.
  10. DynDOLOD uses the tree LOD generation from xEdit/xLODGen. Setting the Has Tree LOD flag on a static base record is how CK does it and consequently xEdit/xLODGen do it as well. It is how vanilla does it for a couple Dragonborn trees. If the tree LOD generation reports that it found a billboard, then the reason for a tree not to have LOD is that it is too tilted, dynamic or - which is likely in this case - the tree with the STAT base record is also a large reference. Tree LOD does not support large references. For too tilted or dynamic trees DynDOLOD automatically substitutes them in object LOD. Next version of DynDOLOD will also do large references with Has Tree LOD flag properly in object LOD. This combination just never came up so far. If traditional tree LOD is disabled and all tree LOD is done in object LOD (e.g. ultra trees) then it already worked.
  11. I am not aware of any FO4 engine troubles that sometimes cause LOD to not load. However, I am not doing really doing anything with FO4 so I am not well versed in all its issues. If the *.BTO for the area works, then there is typically no reason for it to sometimes not work, meaning the trouble is most likely not caused by the *.BTO itself. Gaps in the terrain height data should not cause anything. The terrain LOD generation routine should close them in the *.BTR.
  12. Obviously - as the manual explains - you need to install or create matching tree LOD billboards for the full model trees. The manual even links a whole video how to create billboards The ultra tree LOD manual explains and links an included document and also a third party weblink how to create static 3D LOD models for trees.
  13. The LOD generated by DynDOLOD for the house XX01A429 added by Cutting Room floor looks correct for me. Next version of DynDOLOD will properly read the RNAM large reference data from ESM-flagged ESP which should then properly flag the model in the BTO.
  14. RWT uses an ESP that modifies large references and thus causes large reference bugs. So like many other mods it is per se incompatible with Skyrim Special Edition. So far there is nothing special about the mod that requires any special treatment from DynDOLOD AFAIK. Cell water is part of terrain LOD. If a plugin adds water planes as object references they get dynamic LOD - which is not limited to the single LOD water shader of cell water in the terrain LOD. If you have visual issues I suggest to read the manual and FAQ first and then make a post showing and explaining the problem in detail. Let me copy a FAQ answer that might be relevant: 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.
  15. Read the chapter How LOD works in Skyrim in the DynDOLOD manual. For example, it explains which INI setting affects which LOD level. If you set insane values for LOD level 4 then most likely LOD level 8/16/32 will not be visible. It goes without saying that higher LOD level should have higher values than lower LOD levels.
  16. This is the DynDOLOD/xLODGen support forum. If you require help with enabling ENB effects you should seek support in an appropriate forum that helps with ENB.
  17. The log tells you that the matching 3D tree LOD file name needs to be treepineforestash01_05AD7632. treepineforestash01_E31C92EA is not equal to treepineforestash01_05AD7632
  18. As explained many times before, DynDOLOD does not change how LOD / the engine works. LOD does not receive shadows. ENB can add shadows to LOD. If the transition is an issue, then maybe decrease shadow distance so it only fades into the full models when they have already been loaded.
  19. It will cause the fact that generating the LOD texture atlas takes longer. Generally there is no benefit using very large resolutions for object LOD textures. The LOD objects are typically far away and small and because of the mipmapping the higher resolutions are never used. It means higher VRAM usage which with modern graphics cards does not necessarily affect FPS noticeably. There will be more draw calls because the LOD textures need to be spread across more atlas textures than usual. DynDOLOD starts a new LODGen.exe - which generates the object LOD meshes - as a visible command prompt window for each worldspace .
  20. DynDOLOD does not change how LOD works or the engine works. Read the chapter How LOD works in Skyrim. For example, it tells you the max draw distance is about a 100 cells and that a cell is 4096 units. Maybe also have a look at https://wiki.step-project.com/Guide:SkyrimPrefs_INI or other resources that explain INI settings.
  21. It is a command line tool that needs to be started from a windows command prompt. It works perfectly fine here. If you have problems with a third party program I suggest to ask its author. Do not rename the lodsettings folder or the *.lod file CK created. The filename is the EditorID of the worldspace.
  22. x like 1, 2 or 3 means 1, 2 or 3 are examples for x. The error messages use the term special Windows folders like... Sigh If generating the texture atlas takes an hour it means something is wrong. Probably too many too large resolution LOD textures. Generating the LOD atlas / TexConv does not open any prompts. TexConv is executed as a background process. It can be briefly seen in the task manager. DynDOLOD does not freeze or throws a tantrum if you "touch" it. xEdit/DynDOLOD locks the program window while scripts are running. Check CPU usage of DynDOLOD in task manager to see if it is working. If DynDOLOD has no CPU usage, look for the TexConv background process in task manager.
  23. If you have 2 trees with each having 2 planes, then there are either 2 trees placed there or maybe traditional tree LOD is not disabled and shows on top of the billboard trees in object LOD.
  24. The requirement of a lodsettings file is printed at the bottom of the options window. It can be created with https://www.nexusmods.com/skyrim/mods/10896
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