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Everything posted by sheson
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You are welcome.
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Can you go close to one of those trees and gets its form id (open console, click tree, that number). Take note of the first to digits, as they are the hex load order of the plugin adding the tree. Typically it would be 00 for Skyrim.esm for most trees, but in case it is not, compare that with the hex load order of the plugin list. Then load entire load order in xEdit. Enter form id top left into the form id field and press Enter to show the reference data in the right pane. It is possible that the load order of plugins is different. In that case you need to adjust the first two digits. In the right pane find the NAME - Base row and CTRL+left click onto onto the cell in the plugin column to switch the view to the base record. Find the row FormID and take note of the form ID [TREE:xxxxxxxx]. Then let me know both form ids you found, and in case a plugin overwrites either the reference or base record, the name of the plugin. Post/Upload to a service the last generation from ..DynDOLOD\Logs\DynDOLOD_SSE_log.txt, the export file ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt.
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Check the form id of that model and see if it belongs to DynDOLOD or if another plugin adds its.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
You forgot to add the -sse command line argument as explained in the manual.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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DynDOLOD does not generate LOD models. It uses the models it finds in the load order based on the rule settings for the LOD Levels. DynDOLOD may on occasion re-uv (typically full models) on the fly in case of tiled UV and the texture being available on the atlas. In that case it may slightly simplify the model (combines adjacent triangles that have the same normal - e.g. planes) - but there is no true decimation. If you wonder what tree uses which LOD asset for a LOD level, check the DynDOLOD log for the Static tree LOD used meshes and billboards report. You will notice in this case that the same 3D tree LOD model is used for all LOD levels. If you wonder how the LOD Level settings work, have a look at DynDOLOD_Mod_Authors.html The important piece of the puzzle is that 3D tree LOD models typically do not have a LOD level identifier _0/_1/_2 in their filename. Without that a LOD model applies to all LOD levels. So your rule is basically the same as setting Static LOD 4 for all LOD levels. I can only wonder at the size of LOD and how long it took to compute, the amount of data the game has to load and deal with. Does the map load with all those 3D LOD trees?
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We already can feed LODGen.exe with different versions of billboard meshes (your own NIF template) were it then sets the billboard texture. I "just" need to add multiple textures replacement and their atlas creation and a proper way to define all the resources so they are picked up automatically. No ETA, though. Can be still a while out. Adding normalmaps to billboards can improve them a lot (more) than just adding additional sides. Have a look at Simplygon. It can create multiple billboards for a tree but also impostors (new triangles with new textures faking small pieces of flora/leafs/branches - like a truer 3D LOD tree), which can be a solution to high-res trees. I am trying to establish how to create an automatic workflow since Simplygon does not know NIF so right now there is importing/exporting via 3DS Max or Blender involved. Simplygon is free for non commercial use and now can be installed as a local application (only Windows 10 though... but that is what we have virtual machines for). BTW, textures for the same object/tree should always be on the same atlas, otherwise you can not utilize batching. If there are more textures for other object they go on the next atlas.
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Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
Since reinstalling the Standalone does not change Resource Files and the archives on the server are fine, we can conclude that key files from DynDOLOD Resources files were corrupted or overwritten when unpacking the archive or afterwards. I will add that scenario to the messages. -
Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
Why not properly check the first thing I suggested to check? Let me explain how this check works again: DynDOLOD checks the load order for a couple of key files from DynDOLOD Resources. If key files are not found the message will be shown. If key files are overwritten by files from other mods, the message will be shown. Based on the message key files are not from DynDOLOD Resources SE or have been changed or can not be accessed properly. -
Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
I suggest to carefully read the entire error message and follow its suggestions what to verify. If that does not help search this forum and you will find that indeed the suggestions the message tells you to check are the one of the reasons: either the correct Resources were not installed completely (wrong archive, broken download, broken mod manager that fails to unpack the archive correctly) or that time and again the tools were not started in the correct game mode because the command line argument -sse was forgotten or not set correctly. -
The rock is added by the vanilla game to the inside of the city. So it needs to be on the outside as well and have LOD.
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If DynDOLOD runs in TES5 mode it was not started with the -sse command line argument. MO 2.14 has been out for a week now and it seems to works fine for everybody. This is probably an MO installation or setup error, maybe caused by game/MO being in Program Files x86 or DynDOLOD/MO installed into game folders.
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From the first post: The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations. Obviously, users of Skryim/Skyrim SE/Skyrim VR continue to use DynDOLOD for drastically improved object and tree LOD generation. Similar questions were asked and answered in this thread, right of start post #3. Also the last picture of my post #6 could be a clue. There is more useful discussions and info, which can be found searching this topic for DynDOLOD: https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr/page-3?do=findComment&comment=217055 https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr/page-8?do=findComment&comment=220696 https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr/page-13?do=findComment&comment=223804
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The INI configurator of MO has nothing to do with DynDOLOD and its command line parameters, or how MO starts executables and applies command line arguments.
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CTD issue with DynDOLOD active
sheson replied to TheOnceler's question in DynDOLOD & xLODGen Support
Great that you found out the problem and thanks for letting us know. -
FAQ: LODGen.exe runs a long time A: The selected configuration options require a lot of work. Do not manually close LODGen.exe. Wait for all processes to complete before closing DynDOLOD. A: If there are more objects with LOD, it takes longer and creates larger files. If there are more triangles in the models used for LOD, it takes longer and creates larger files. If there are more triangles in the terrain meshes, it takes longer. A: Do not use the experimental TreeFullFallBack=1 setting without understanding what it does and what it is for. Not a single useful information was given. No log was provided. The options and what they do are explained in the manual or in the hints that pop-up when hovering the mouse. I can not answer questions or support about third party guides. You will have to ask the author. The only thing that is borked is the exectuable setup in MOs drop down. See ..\DynDOLOD\Docs\DynDOLOD-Shortcut.txt For further help I suggest to see MO manual and guides in order to learn how this mod manager works.
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CTD issue with DynDOLOD active
sheson replied to TheOnceler's question in DynDOLOD & xLODGen Support
But why stop when you are so close? Only a few potential records left to eliminate. I don't get what you expect anyone else to do or suggest if you are that close to finish the trouble shooting? Make sure that removing base records does not result in "can not resolve errors". No log was posted. So I assume generation is free of messages about Root NiNodes, deleted references and missing models. -
By starting it in SSE mode with the command line parameter -sse as explained in the manual installation instructions.
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It is updated all the time. It is is currently only used to be able to load BC7 textures. Unless you notice broken textures with terrain LOD for Skyrim SE/VR or Fallout 4 for there would be really no need. Seems to me most updates are about creating BC7. In any case as long as its command line parameters do not change their meaning you should be able to replace it.
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You didn't give any useful information to enable anyone to provide any more help than the usual responses. No log. Nobody knows what plugin is at load order 0B. There was no mention of trying to generate without bashed patch in the load order or generating the bashed patch without the merge patches feature. Since you are following a 3rd party guide, it may help to look at the parts that your load order deviates from the guide.
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FAQ: Exception in unit xxx line xxx: FormID [xxx] references a master which is not available in file [xx] xxx.esp A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. If you would have search for this error you would have found the same answer already and maybe also the fact that a broken bashed patch is often the cause of the problem.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
The only reason I can imagine that the same base record could have different LOD models for different references would be that some of them were not done as tree LOD but object LOD and that when the object LOD was generated a wrong billboard was installed. Tree LOD is restricted to upright angles only or maybe there are "duplicate form IDs". Those references will have object LOD instead. Generating all LOD at the same time should always use the same LOD assets for the same base record. It typically does not randomly switch them out. Check the DynDOLOD log for the path/file of the billboard used for tree LOD to the ones used for the object LOD levels. No LOD asset for a base record at generation time means it will have not LOD generated, so removing a billboard means that tree/plant will not have tree LOD.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Sorry, but this is all just nonsense. There is no need to remove existing terrain, object or tree LOD files before generating them with xLODGen/DynDOLOD and then overwrite them. The loose files from output will always overwrite files in BSA. There is nothing in the existing BTR, BTO, BTT files or their textures which will be reused to generate LOD. The only exception is the terrain and water height in BTR that is used to remove unseen triangles from object LOD. That is why it is suggested to generate terrain LOD meshes for the load order before generating object LOD.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
FAQ: Tree LOD: LOD trees do not match close-up full model trees 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. If you add or change the load order after tree LOD generation, generate tree LOD again. Do not install billboard for trees (plants) that you do not want LOD for. If some trees have LOD and others don't, generate tree LOD again after changing the load order. Generate tree and object LOD together. Make sure all old LOD files are overwritten by the new ones. The log that was posted is incomplete. Nobody is looking at screenshots of a load order btw. All of that doesn't matter anyways. If LOD trees do not match the full models, the wrong billboard for that tree is installed.- 440 replies
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- SKYRIMLE
- DynDOLOD 2
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The plugin Book Covers Skyrim.esp defines AnotherSortingMod_2017-SSE.esp as a master. So AnotherSortingMod_2017-SSE.esp needs to be in the load order before Book Covers Skyrim.esp. I suppose it might be possible to screw up the load order of either ESP by setting ESM/ESL flags on them. The log will also tell you which plugins.txt is used. TexGen/DynDOLOD are a modified build of xEdit. It should report the same error in the load order.
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FAQ: Skyrim: ILS or CTD A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used to verify it doesn't cause CTD. Set ExpandSystemMemoryX64=false in enblocal.ini 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.
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