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Everything posted by sheson
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From DynDOLOD_TexGen.html: 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. Mods modifying the full source textures of those building should ship with their own version of the LOD source textures or at least an updated version of the vanilla LOD atlas texture. In the last case split the atlas texture back to the distinct LOD textures manually. DynDOLOD creates object and tree LOD and uses whatever models and texturs are currently available. If a mod author does not care enough to also include updated pre-rendered object LOD textures, that means vanilla LOD textures for those buildings.
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Open Cities withOUT Dynamic LODs?
sheson replied to LeanWolf's question in DynDOLOD & xLODGen Support
Ops, sorry yes I did contradict the manual - as I keep saying ignore everything posting on the internet :) So, do first step without Open Cities as always, e.g. no changes. Second step with Open Cities, but also with "Generate DynDOLOD" unchecked. -
A set of powerful tools are not like a mod replacing a few textures or some quests made by a content creator. The processes are as streamlined and simple as is possible/feasible which such an organically grown non profit modding project that we maintain only in our free time. We share our labor because there are people who are willing to invest their own time. Nobody is paying us enough to care about demands and entitlement from users who are not. If you find unpacking DynDOLOD Standalone into a folder and installing DynDOLOD Resources through a mod manager is a painful process, then maybe you should wait with using these tools until you have more experience modding. You seem to believe the included manual contains so much information just to confuse you. On the contrary, all the questions and feedback over the past 5 years went into it to clear things up and to condense all the information discussed on these forum into a constantly updated easily accessible format. When I answer posts on these forums, they can be searched for, referenced and I can easily copy and paste the answer from the FAQ or manual, so I spend less of my free time answering the same questions over and over again. Lets face it, people ask the same questions over and over again no matter how easy they are to find online of offline. However, online posts get outdated quick, while the manual stays current and explaining something once is better than never explain it all. Because of this, my inboxes are empty. Here is an example how I do this. From the manual: DynDOLOD is meant for enthusiast modders [...]. Enthusiast modders can read manuals and FAQs, can post questions on a forum where they get qualified support from the creators of the tools[...] So, a part of my qualified answer to your concerns is: read the QuickStart.html. It is the shrunk version for all 4 supported games. Complete with a 6 minute video. The question about old LODs is answered directly and indirectly. Instructions only ever contain required steps and none of the million things that do need to be done, obviously. The instructions also say that the output needs to overwrite everything else. Check the manual included in the DynDOLOD Standalone archive and FAQ first, then go to the Official DynDOLOD Forum to discuss and for help or feedback. Everyone is asked to participate in the discussion, ask questions and provide feedback - invest themselves. That is the price I ask for these tools. I don't care about lazy users that think somebody else has to cater to their laziness. - for free no less. If you don't like to use these free tools for whatever reason, use CK to generate LOD. Without reading any of the lengthy and outdated official and unofficial documentation of course since you just want to play the game. I wish you good luck getting qualified answers from the devs from their official support forum.
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Yes, use xEdit to remove the overwrite record from the DynDOLOD plugin or just unset the Has Distant LOD flag. You get the base form id in the game from console while clicking the object (with More Informative Console). Enter it into the form id field top left of xEdit. In the right window where it shows the record and overwrite, you can right click on the column title where it shows [xx] DynDOLOD.esp to remove it. Never assume. Test anyways if not using the scripts stops it from happening. Then no LOD is added for the lanterns and consequently no overwrite with the Has Distant LOD flag. Which seems to indicate that for some reason the flag together with something else is trigger the issues. There also must something else at play, since we have not seen this issue in the past years before.
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Open Cities withOUT Dynamic LODs?
sheson replied to LeanWolf's question in DynDOLOD & xLODGen Support
Follow the steps for Open Cities in the manual for the two pass generation as usual. Do the first step as always with Open Cities in the load order. In the second pass also uncheck "Generate DynDOLOD". From the manual: In case the optional dynamic object LOD for animated and quest enabled objects is not desired, its data generation for the DynDOLOD Mod can be turned off by unchecking 'Generate DynDOLOD' (remember to refresh the mesh rules by clicking the 'Low', 'Medium' or 'High' button). -
Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
DynDOLOD can not find the textures to add them onto the object LOD texture atlas. If the texture would exist, but instead is corrupted/wrong format there would be a message. If a texture is not on the object LOD texture atlas, the LODGen process - which generates the object LOD meshes - leaves the texture paths as is, so the game might load them directly. The game also can not find the textures at their default location. If the texture file would exist, but somehow be corrupted the game typically crashes. -
Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
Use pastebin for large text files or zip them and upload them to a file service. Do not install DynDOLOD into any MO folders. Make sure all files from DynDOLOD Resource SE core files are installed. Compare number of files with right click on folders for example. Compare contents of textures\lod\*.dds specifically. TexGen will generate many of those files as well. -
Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
Can you please explain how DynDOLOD supposedly runs fine and completes successfully but at the same notifies you about the fact that DynDOLOD Resources SE core files are not installed correctly? Are you saying you can generate LOD despite that installation error? DynDOLOD checks if a few a key files exist in the load order. If the OS function returns a file not found message, then the error is triggered. FAQ: Game: Incomplete static object LOD / LODGen.exe crash A: Make sure DynDOLOD Resources Core Files have been installed completely. Sometimes mod managers fail to download or unpack archives correctly. Use a better mod manager. Add the missing files or otherwise assure the OS returns true for the file checks. UAC, Antivir, anything installed into special OS folders or DynDOLOD installed into MO or game folder etc. -
From scratch means to uninstall (disable the mod in MO) the installed DynDOLOD output including the clean save cycle as explained in the manual Updating section.
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Very strange bug (stutter every one second)
sheson replied to TioDrakul's question in DynDOLOD & xLODGen Support
I hoped they might work out for you. Either way, overwriting does not work that way. The engine only loads the last file to win. Remember, the empty files created by LODGen work fine since several years. Something else must be happening as well. BTW, there are also a few in Tamriel worldspace, way up north at the world edge of the sea. I would still like to know if you see the problem with a minimal load order, say just the DLC, unofficial path etc. If all else fails, you can just remove them. -
"It drastically increase quality while keeping artistic look of original textures." Also read the manual for TexGen to update some object LOD textures and install them before generating LOD with DynDOLOD.
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Very strange bug (stutter every one second)
sheson replied to TioDrakul's question in DynDOLOD & xLODGen Support
Those are just empty files because there are no objects with LOD in those areas. They exist so older LOD files are replaced and do not show outdated or unnecessary hidden LOD. It's a mystery what else is in your load order that you are the only one who seems to have issue with them in 5 years. I attached an alternative version of those files. Please test if the problem happens with them. test.7z -
Unable to run DynDOLOD Through MO2 Skyrim SE parameter -sse Shortcut
sheson replied to alex33x's question in DynDOLOD & xLODGen Support
It seems you have a problem with using MO2. Please read the included manual, especially docs/DynDOLOD-Shortcut.txt, which explains how to add command line arguments in MO by editing the 'Arguments' text field. If that does not help, refer to the MO documentation or support. -
xLODGen Beta 46 added support for FO4 GreyscaleToPalette_Color flag, 4th texture slot and Grayscale to Palette Scale value used by some full models to change texture coloring.
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Very strange bug (stutter every one second)
sheson replied to TioDrakul's question in DynDOLOD & xLODGen Support
If you don't know if you are using full models for 3D tree LOD, then you most most likely don't. 3D tree LOD requires changing settings in the DynDOLOD ini. >After all, the game's INI settings and ENB setting should be correct since by simply removing the BTOs the stutter disappears To test if INI settings are fine, use default INIs. To test if ENB settings are fine, disable ENB. After that it seems to make sense to make a new profile in MO, only with vanilla, unofficial patch, SkyUI and the show case - or generate with medium settings if you like - and then slowly enabling mods or change INI settings, ENB to see when the issue actually starts happening. -
Very strange bug (stutter every one second)
sheson replied to TioDrakul's question in DynDOLOD & xLODGen Support
I would not make any assumptions about BTO, ENB or anything else without any testing. Do you use full model trees for LOD? The vanilla BTO use a different object LOD texture. So removing BTO also means the generated object LOD texture(s) are not used. -
Very strange bug (stutter every one second)
sheson replied to TioDrakul's question in DynDOLOD & xLODGen Support
It doesn't matter if the issue is in a single BTO or in a dozen. We just need to have one BTO that causes the problem so we can actually look at it. You might want to check for similar issues with ENB regardless of LOD. It sounds a bit like it is running out of memory and needs to make room regardless of the 11GB VRAM. Come to think of it, I don't even know what game version you are using. There is no such thing as a "DynDOLOD generated object". Object LOD BTOs is build by LODGen.exe from combining models found in the load order. DynDOLOD does nothing to any models in this process. It just creates a list of those objects for LODGen.exe. In your troubleshooting you should consider one simple fact: Nobody else has reported any such problem in several years. So this might be something new in ENB or another mod. -
Very strange bug (stutter every one second)
sheson replied to TioDrakul's question in DynDOLOD & xLODGen Support
You should try to narrow it down to see if it is caused by a single file. -
It doesn't matter.
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Error loading textures: Not a valid DDS texture
sheson replied to Chef's question in DynDOLOD & xLODGen Support
There is no such thing as "heap memory mods". 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. There are probably more corrupt NIF or DDS in the load order- 25 replies
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This is what is asked and answered in the linked thread https://forum.step-project.com/topic/13217-bruma-lods-very-quick-question/
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If a vanilla file is replaced by a mod, then everything using that vanilla file is equally affected. If a mod changes landscape textures, then any every terrain in every world using that texture will be equally affected. Missing data will cause gabs in the LOD. This obviously applies to all 3 LOD types, which are terrain, object and tree LOD. Missing terrain LOD will be very double extra obvious.
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The current available download of Beyond Skyrim - Bruma does not contains all data and assets that were used to generate the vanilla LOD. If generating object LOD, the map and the larger lod levels will miss some objects to the south which are part of the included object LOD. Unfortunately the missing cell data does not cut off at a 32 cell group, so there is an obvious gab when it is known what to look for. This obviously applies to all LOD types. Missing terrain LOD will be very double extra obvious. DynDOLOD does not generate terrain LOD. If you want LOD for a tree it needs a matching billboard. Bruma adds its own type of trees, so they need billboards. They are supplied by the listed Beyond Skyrim - Bruma Tree LOD billboards by mobiusbelmont
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The current available download of Beyond Skyrim - Bruma does not contains all data and assets that were used to generate the vanilla LOD. xLODGen/DynDOLOD can only generate LOD for data that exists in the plugins and only with assets available in the load order. Realistically only the Beyond Skyrim mod team can do anything about it. xLODGen/DynDOLOD will generate LOD for the data and with the assets that do exist just fine. Tree LOD in the unreachable south will use wrong trees. Object LOD will have less objects, especially in the south.

