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Everything posted by sheson
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Fixed. Thanks.- 440 replies
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Problems with generating 3D LODS for Realistic Aspen Trees
sheson replied to Eruntinco's question in DynDOLOD & xLODGen Support
The updated 3D tree LOD assets for Realistic Aspen Trees SE are now included in DynDOLOD Resources SE 2.43 beta. -
Issue with replacement model "ShipwreckLargeXX_LOD.nif"
sheson replied to soupdragon's question in DynDOLOD & xLODGen Support
Get the latest 2.43 version. It should generate LOD without problems with the models. -
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Good to hear you were able to solve all of the problems. No need to worry about anything. Enjoy the game.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Maybe the download was incomplete. Maybe the mod manager you are using has issues that are fixed by a newer version. Whatever the reasons, all of the DynDOLOD Resources should be installed to the games data folder one way or another. Once all the Core Files are installed, its best to generate LOD again to make sure it is complete.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
I am giving you lists of things to check. I repeated the things you have not sufficiently verified as far as I can tell from your explanations or screenshots. The screenshots are not really showing anything useful as none of them show anything from the list directly. They don't have to anyways. Check that DynDOLOD.esp is in the games data folder, check that DynDOLOD.esp is listed as active in plugins.txt, and that DynDOLOD Resources Core Files completely installed to the data folder, especially, were the scripts like data\Scripts\SHESON_DynDOLOD_*.pex installed. At the very minimum an active DynDOLOD.esp with dynamic LOD that was generated without errors together with the scripts from DynDOLOD Resources Core Files has an active SkyUI MCM. You do not need to do any quests. The SkyUI MCM should always register.- 440 replies
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
Doing the same thing rarely has a different result. DynDOLOD.esp and all the other folders and files from the output directory need to be installed to the game folder and the plugin needs to be activated. Dynamic LOD requires DynDOLOD Resource Core Files to be installed correctly, especially the scripts. The SkyUI MCM obviously requires SkyUI to be installed correctly. DynDOLOD will initialize only if in a world space that has dynamic LOD.- 440 replies
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I will always answer this question the same: Create LOD with different resolutions and then compare visuals and resource usage for yourself. Use the specific chunk option to only generate a small area you are currently testing. See below image which shows how much area a terrain LOD textures covers at different LOD levels. I believe I took it with ultra settings, so lower distances will bring them closer to the player.
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There is no PapyrusUtil for Skyrim VR. From first post: "This beta version of DynDOLOD standalone generates static object, tree and dynamic LOD for Skyrim SE. It generates static object and tree LOD for Skyrim VR." "Everything from Skyrim SE applies to Skyrim VR, but no dynamic LOD, obviously." From DynDOLOD_Manual_TES5VR.html: "Because there is no PapyrusUtil for Skyrim VR at the moment, dynamic LOD is not generated and as a result there won't be a SKSE folder and no *.json files in the output path."
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The meshes in DynDOLOD Resources are used without problems since a long time by thousands of people. If a mesh causes CTD, it is a rather easy to find, since it is 100% reproducible error. Such cases in the past were usually 3rd party meshes used for dynamic LOD. There is a FAQ entry and the readme has instructions how to narrow such cases down.
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Judging by the screenshot there is neither terrain or water beyond a certain distance. Check the dimensions xLODGen discovered for the worldspace, which are based on the defined cells. Is there even any LOD, kinda hard to tell? Toggle with console tll. xLODGen should pad cells that are not defined for the different LOD levels (to fill the areas of the 4/8/16/32) with the default land and water heights defined on the worldrecord. If you set the data flag "No LOD water" on a world record then of course no LOD water is generated at all. Maybe post the top of LOD generation log that looks like this [Tamriel] Generating LOD[Tamriel] Gathering CELL and LAND records.[Tamriel] Land height: -27000, Water height: -14000, Scanned: 11188 CELL records, Found: 11186 LAND records for area [-57,-43] to [61,50][Tamriel] LODsettings: Level 4 to 32 stride 256 from -96,-96 to 0,0[Tamriel] Exporting terrain mesh data for LODGen to C:\Skyrim\xLODGen\Edit Scripts\LODGen_Terrain_Tamriel.bin[Tamriel] No options file found: C:\Skyrim\xLODGen\Edit Scripts\SSELODGen_Skyrim_Tamriel_Options.txt[Tamriel] Saving LODGen data: C:\Skyrim\xLODGen\Edit Scripts\LODGen_Terrain_Tamriel.txt[Tamriel] Running "C:\Skyrim\xLODGen\Edit Scripts\LODGenx64.exe" "C:\Skyrim\xLODGen\Edit Scripts\LODGen_Terrain_Tamriel.txt"
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DynDOLOD generates LOD files into the selected output folder, which should not be anywhere near the games data folder or any folder under the control of MO. So if you followed instruction correctly the Tamriel.4.-44.28.btt in the MO overwrite folder has nothing to do with the LOD generation you did with DynDOLOD. It seems you are using a third party tree mod and its billboard tree LOD resources to generate tree LOD. If you do not like how the billboards look in the game, find better ones or create your own. Alternatively use better tree mods that come with better billboards or use tree mods that support 3D tree LOD support.
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
DynDOLOD will only initialize and have the DynDOLOD SkyUI MCM when "Generate DynDOLOD" to generated dynamic LOD was activated at generation time. Dynamic LOD requires SKSE, PapayrusUtil, DynDOLOD Resource Core Files to be installed correctly. The SkyUI MCM obviously requires SkyUI to installed correctly. DynDOLOD will initialize only if in a world space that has dynamic LOD.- 440 replies
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Can not find DynDOLOD Resources SE Core Files
sheson replied to jcamp's question in DynDOLOD & xLODGen Support
We already knew. That is why the installation instruction says to add -sse and links to a a simple step-by-step guide in the included documentation. -
Looks great. If I ever complete the grass baking, a strong noise texture to fake detail/grass won't be needed anymore, hopefully.
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Unless someone looks at the source code of the game/CK we will not know what exactly was done to mess up the vanilla terrain LOD textures. It may help to compare this to any of the Fallout engines, which do not have this problem. I am assuming the noise texture is just making pixels darker or brighter, but I might be wrong. xLODGen has brightness, contrast and gamma modifiers for the diffuse terrain LOD texture generation so it can create terrain LOD textures that exhibit the same behavior/problems like the vanilla/CK textures. I have not tested which exact settings to use to achieve that, but you may want to start with a high contrast of 50 or 75 for tests.
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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: 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.- 440 replies
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Can not find DynDOLOD Resources Core Files
sheson replied to Jurias's question in DynDOLOD & xLODGen Support
From the DynDOLOD_Manual_SSE.html Installation Skyrim SE "Add -sse as a command line parameter to DynDOLOD.exe/DynDOLODx64.exe or TexGen.exe/TexGenx64.exe to start the tools in Skyrim SE mode. See DynDOLOD-Shortcut.txt for help." Adding command line parameter is a basic OS function. However, the included DynDOLOD-Shortcut.txt contains specific instructions how to create a windows shortcut or how to set up an executable in MO.- 9 replies
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As explained before, xLODGen does not make the terrain textures darker or brighter than the textures in the loaded cells unless brightness, contrast or gamma are set. The Skyrim game engine does.
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We found out it was the same problem you and Zanderat had. So just using the latest version fixed it ;)
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2.41 beta is the most recent version of DynDOLOD Resources SE . That is why it is linked everywhere and that is why the last time DynDOLOD Resources SE was mentioned in the change log.
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DynDOLOD can not read data from DynDOLOD_World.json
sheson replied to RedPassenger's question in DynDOLOD & xLODGen Support
Nothing changed in years how the json files are created. I assume it might be possible some underlying OS function/setting could be doing something, but technically the files should be created as 8 bit ANSI, though I suppose PapyrusUtil should consume any valid text windows format. -
DynDOLOD can not read data from DynDOLOD_World.json
sheson replied to RedPassenger's question in DynDOLOD & xLODGen Support
Most likely caused by an incomplete SKSE or PapyrusUtil installation. My guess would be either the SKSE or PapyrusUtil papyrus scripts are not installed correctly. Small chance of data in DynDOLOD_Worlds.json being corrupt/incomplete for some reason. -
MSTT (Movable Static) is a type of base record like STAT (Static). A REFR (Reference) is a record that is placed into a CELL which "references" a base record. If an ESP overwrites a REFR which happens to be large references, it will trigger the large references bugs. An ESM/ESL overwriting such a large reference will not trigger the large reference bugs. Certain settings on the REFR can trigger the large reference bugs regardless of ESM/ESL/ESP. Any large reference using a MSTT base record without the flag set will trigger the large references bugs. It does not matter if the base record is defined or overwritten by an ESM/ESL/ESP. Those are two different issues. The plugin type (ESM/ESL/ESP) only matter for REFRs.
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