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sheson

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Everything posted by sheson

  1. Read DynDOLOD\Docs\DynDOLOD_Manual.html which explains how LOD works in Skyrim and how there are different LOD levels, typically with less detail for the higher levels. Read DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html which explains to set different tree LOD assets (e.g. 3D tree LOD/full models or billboards) for the different LOD levels when doing trees in object LOD. By setting the usual Static LOD4, Billboard, Billboard for the "tree" mesh rule it is self explanatory that only the nearest LOD level 4 has 3D tree LOD models, while the further away LOD levels have billboard tree LOD. The different object LOD levels switch instantly without flickering. Flickering happens briefly while the engine attaches new cells and first loads all full models before unloading LOD. FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees A: If the tree LOD seems overly dark or bright, use the tree LOD brightness setting on the advanced options to account for lighting changes made by ENBs or weather mods. A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log. A: Find better matching billboards for the tree mods or create them. See this video
  2. A billboards is required for each tree that you want to have LOD. The log shows for which tree a billboard was found and for which it wasn't. The answer if billboards are installed for all the desired trees and mods and if they match visually can only be answered by yourself really. If you have questions about a third party mod you need to ask its author.
  3. Thanks that helped to reproduce and fix the issue. Since those references are pointless/dead weight you could just remove them from the plugin anyhow.
  4. Where did you get that plugin? The current version I found here https://www.nexusmods.com/fallout4/mods/12570 has no references in that cell. Maybe you could upload the plugin you have to a file service.
  5. Does the hang go away when disabling only the DynDOLOD.esp but leave the DynDOLOD.esm active?
  6. Usually no plugin should contain errors. They are reported by xEdit because they should be fixed for a stable load order. In regards to LOD the interest is in WRLD, CELL and REFR and the used base records.
  7. Check all non vanilla plugins for errors with xEdit and fix them or test if removing non vanilla plugins makes the error go away to find the problematic plugin. Post entire log to pastebin/upload service if problem persists.
  8. Error messages mean that there are errors that need to be fixed. Errors happen because something is wrong. The cause of the error should be fixed. The most likely cause of this error is unresolved errors in the load order or maybe a broken patch. They are not normal. I suggest to ask for help with the third party guide at their forum/discord.
  9. It seems you have a problem with a 3rd party mod and its LOD assets. Maybe use a different mod or edit the LOD assets if they do no match your load order/settings. By default shadows in the loaded cells are only applied to a certain distance that does not always reaches LOD, in that case the LOD would be too dark at times. ENB has a feature to add distant shadows. Just to be clear, 3D tree LOD models are just object LOD models. There is currently no specific distinction that they are trees.
  10. There is no need to change the brightness of the textures used by 3D tree LOD models as they typically use the same textures, normals and lighting settings as the full models for the leafs. They do not suffer from the lighting issues of flat billboards.
  11. The screenshot does not seem to reflect the entire load order. Load the entire load order into xEdit and check all but the vanilla+DLC plugins for errors. Fix all unresolved errors.
  12. You need to do these workarounds to the plugin so that it does not trigger any of the large reference bugs: Set the ESM flag by editing the flags on the File Header. Find all overwritten references that set a smaller scale than the original record (no number in the field means 1.0). Copy the record as new into PWwaterfall.esp so there is a new reference with the desired scale. Change the overwrite of the original record to have the original scale again. Set the IsInitiallyDisabled flag, set XESP Enable Parent to Player (0x14) with Flag Opposite to parent. Set z to -30000. Those are the typical settings when undeleting UDRs. You "only" need to do this for all overwritten references in a cell that has the flicker. Next version of DynDOLOD will list the overwritten references causing large reference bugs in ESL plugins that do not have an ESM flag. Edit: Next DynDOLOD version will do something so that large references with an overwritten smaller scale are taken care of automatically. Then just setting the ESM flag should be good enough for the majority of cases.
  13. Verify if the problem goes away by setting uLargeRefLODGridSize=5 in SkyrimPrefs.ini. Without an answer to the first troubleshoot step it makes no sense to check anything else. Already asked and already answered: xLODGen does not do dynamic/animated LOD. xLODGen does not have thousands of new LOD models.
  14. That is not from the official DynDOLOD or the xLODGen instructions. If there are questions about third party mods/instructions which are not part of the official DynDOLOD/xLODGen docs, you need to ask their author. The answer seems obvious: Cathedral Landscapes has specially prepared landscape textures with baked-in grass for terrain LOD generation only. It is mentioned in its description.
  15. I did not post the answer for Skyrim and the SKSE memory patch / Crash Fixes / Enboost as it obviously does not apply for Skyrim Special Edition. The reference cap applies to all Skyrim versions and it has nothing to do with memory or number of plugins. Read the linked post for its explanation and how to troubleshoot or it. Yes, obviously "Skryim" is not the same as "Skyrim Special Edition". I simply copy and pasted a line from the readme that you have overlooked. Read and follow the second sentence that applies to Skyrim Special Edition. Install .NET Script Framework for Skyrim Special Edition and check its crash log for clues about NIFs or other causes. Check its comments for newer versions if needed
  16. Make sure OS, UAC, antivir etc. are not blocking DynDOLOD from accessing/writing files. Make sure nothing, not the the game, none of the tools, anything at all is installed to Program Files x86 or similar special windows folders. Try x64 version or vice versa the x86 version. Try without MO just to see if it works for the vanilla setup.
  17. Nothing should be disabled. Previously made / 3rd party LODs should be overwritten. If there are inconsistencies in the included instructions let me know. Keep in mind that the instructions do not list the millions of things that should not be done.
  18. FAQ: Game: ILS or CTD A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. A: Large load orders with many plugins might surpass the reference handle cap. SSE Engine fixes prints a warning. See https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/ Setting Temporary=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GameMode].ini may help in these situations, however converting large new land plugins to ESM is the preferred solution. DynDOLOD-README.txt Install crash fixes for Skyrim as it will report missing or invalid nifs. Install .NET Script Framework for Skyrim Special Edition and check its crash log for clues about NIFs or other causes. There are many posts about troubleshooting beyond that: The obvious first step is the hiding of output textures, then meshes, then disabling the plugins one by one as a first step to determine the source of the CTD. If it turns out to be any of the loose files in textures/meshes they can be hidden in groups in a binary search to narrow it down to a single file. If it turns out to be a plugin, then data can be removed from them in a binary search as well. We will discuss that in more detail once the source has been determined.
  19. 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 large reference bugs are the cause, check the log for the list of plugins/references causing them. Either leave large references turned off or remove the overwrites from the plugins or convert the plugins to ESMs.
  20. You have not provided any information about the issue, so nobody actually knows what it is that is flickering or why. xLODGen does not do dynamic/animated LOD. xLODGen does not have thousands of new LOD models.
  21. FAQ: Game: Out of place objects / floating objects / flickering full models 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.
  22. Either one will work. Check the log for errors/warnings, though it's possible there aren't any about this particular NIF or any at all. Something was wrong with the NIF when DynDOLOD was generated. The 3D Index of 98 doesn't really make much sense. There should 4 entries with 3D Index 7, 8, 9, 10 for the vanilla NIF or 11, 12, 13, 14 for the NIF from the unofficial patch. Try generating again from scratch.
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