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sheson

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Everything posted by sheson

  1. You start by reading the Quickstart.html in the DynDOLOD Standalone archive.
  2. Added DynDOLOD.DLL for Skyrim Special Edition 1.5.73
  3. We just discussed a bit about this a few days earlier https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/page-34?p=233697&do=findComment&comment=233697
  4. That means that there most likely is a problem in the patch. What tool was used to create the patch?
  5. As I keep saying: use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD. The exact options and settings to use depend on your load order, system, setup and personal preferences. For terrain LOD check this thread for discussions or discuss with the authors of the guides. For TexGen I usually see no reason to change the defaults.
  6. LOD only matches the load order it was generated for, so LOD should be generated for every load order, just like plugins are cleaned and patched. If you find a terrain LOD mod with good terrain LOD textures that match your load order use it. Otherwise generate terrain LOD textures - it is a long process that might require some retries/time to have satisfactory results. Generate terrain LOD meshes for the load order at least for LOD Level 4 with protect cell border checked.
  7. Why ask the same question again? As asked, answered and discussed before: use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD. Skyrim.esm does not contain the entire Tamriel landmass, but the vanilla game ships with LOD meshes and textures that cover more area. So TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. A common problem with old terrain LOD replacer mods made with OSCAPE back in the day.
  8. Those are completely different things. Culling data tells the game whento cull LOD quads. SSE-Terrain-Tamriel.esm adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. DynDOLOD builds on top of xLODGen to generate a comprehensive LOD patch for the load order with drastically improved tree and object LOD. TexGen generates some object LOD textures from full textures. DynDOLOD does not generate terrain LOD meshes/textures. As asked, answered and discussed before: use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD.
  9. if you have questions about guides you need to ask their author. As asked, answered and discussed before: use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD. Whenever someone says DynDOLOD is not performance friendly, they haven't really understood what it is and how it works. From first post of xLODGen: Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation. TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas, so it is rather useless.
  10. You could try the discord https://discord.gg/YhWStd
  11. 1. Nope. Trees are generated as static object LOD in the first step. 2. The 2 step generation is required every time you generate LOD for Open Cities.
  12. Recent versions do more work with textures before they are added to the atlas, improving alpha and mipmaps. That requires a bit more memory. You could just install MO2 and copy over the settings/profiles from MO1. Point MO2 to use the same mod folder as MO1, thus have a shared installation in case there is a reason not to fully use MO2 (archive management being the only feature I could think of)
  13. Most likely DynDOLOD is running out of memory. Try generating with the x64 version. If a similar error happens then, there might be an issue with a texture.
  14. This error is caused by a broken bashed patch. No ifs or buts. Use a recent version of Wrye Bash like https://github.com/Wrye-Code-Collection/wrye-bash/releases/tag/307.201901211926
  15. Disabling plugins is a troubleshooting step. If something works without plugin it is means there is either a problem with the plugin or the patcher. The problem should be identified and fixed.
  16. H, BC7 should have the least amount of artifacts and color banding. The thing is, those compression differences you are able to spot when directly comparing textures in an image viewer most likely do not play such a big role in game with lighting and the noise texture are applied. DXT1 should be the smallest files for the same resolution, thus potentially allowing to increase the resolution by one step if hardware resource allow it. That will improve the quality more than anything. (565 is out of the question since it does not work with SSE on running on Windows 7)
  17. Please read carefully what I wrote: Install a legal copy of the game, start it once through the launcher, then start the tools in the correct game mode. In other words, the problem is either a messed up game installation or you are not starting the tools in the correct game mode. Starting the legal game from the launcher once will set the windows registry settings to point the the game installation path. xEdit/DynDOLOD, like every other tool, looks up the installation path of the game in the windows registry. The log tell us the game data folder is supposedly installed to D:\The.Elder.Scrolls.V\[2017-12-22]\TESVLECHS\data. This is not a normal installation path of any Bethesda game. The log also tells us there are no modules (ESM, ESP, ESL plugins) at that path. Either the path is that wrong because the game is not a legal copy, or the launcher has not been started yet to set things to the path of the legal copy, or DynDOLOD was not started in the desired game mode - it defaults to Skyrim, set the appropriate command line parameter to start it in other game mode. Do not install DynDOLOD into Mod Organizer folders. I suggest to carefully read the included manual after fixing the game installation issue.
  18. No, legal copy does not mean SkyrimSE.exe. No, the version of the supported games does not matter. Yes, everything needs to be started from within MO if you want it to be able to use the mods managed by MO, obviously .
  19. Install a legal copy of the game, start it once through the launcher, then start the tools in the correct game mode.
  20. http://www.reedbeta.com/blog/understanding-bcn-texture-compression-formats/ https://github.com/Microsoft/DirectXTex/wiki/Texconv -bcmax Uses maximum compression (BC7: enables mode 0 & 2 usage)-bcquick Uses minimal compression (BC7: uses just mode 6) The technical aspect however are just theoretical.What counts is how things look in the game and how much video memory the textures are going to use. For that I suggest to generate some terrain textures in the different formats and then compare the result in the game. Without having done any such tests, let me just assume (prove me right/wrong with some actual tests screenshots): With the latest update, BC1 (DXT1) will probably have sufficient quality for both terrain diffuse and normal textures while using the least amount of video memory.
  21. Only disable plugins that would change LOD, but that you do not want to generate LOD for. Otherwise disabling plugins always has been only a troubleshooting step to see if a plugin causes a problem that either needs to be fixed in the plugin or the patcher. Older versions of Wrye Bash can generate broken plugins. DynDOLOD SE/VR is beta because of unfixed game engine bugs that make testing mods pointless. DynDOLOD does not do anything with CELL water. DynDOLOD copies the WRLD and CELL data from the last plugin that modifies these records to the DynDOLOD plugins. If you have problems with CELL water, they existed in the load order at generation time. If you add a mod afterwards which makes important changes to these records, let it load after the DynDOLOD plugins or generate the LOD mod from scratch. Terrain LOD Redone is a mod that includes pre-made terrain LOD and updates the vanilla object LOD texture atlas. Pre-made LOD only ever matches the load order it was generated for. If the terrain textures match your load order then it is great. If not use xLODGgen to generate terrain LOD textures for your load order. Install the LOD resources for DynDOLOD. I suggest to at least always generate terrain LOD 4 meshes with the protect cell border setting checked for the current load order with xLODGen. Then use DynDOLOD to generate object and tree LOD for the current load order.
  22. beta 41 adds BC7 support for SSE, TES5VR and FO4 and uses a better algorithm for BC1/BC2/BC3 to reduce artifacts. Left old method, right new method
  23. The INI settings under [TerrainManager] change LOD distances, as explained in the manual "How LOD works in Skyrim". They can also be changed in game via the DynDOLOD SkyUI MCM - Settings page. >creating lod for every flower and shrub DynDOLOD is creating LOD, so I suppose this means the mod contains billboards for small flora, which DynDOLOD uses. That is what is most doesn't help FPS. By default those billboards are used for all LOD levels. It would be better to add mesh rules for them so these Billboards are only used for LOD Level 4 but not to 8/16. Or hide the billboards entirely.
  24. Did you enable full model fall back for trees for which no dedicated 3D LOD model exists? It will tell you in the log if it found a 3D LOD model or what it falls back to. See trees.ultra\DynDOLOD-Trees.html for more.
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