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sheson

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Everything posted by sheson

  1. FAQ: Tree LOD: LOD trees show in loaded cells A: Make sure all plugins with ITM or deleted references are cleaned. See https://ck.uesp.net/wiki/TES5Edit_Cleaning_Guide_-_TES5Edit A: If the load order / priority of mods adding or changing tree references was changed, generate tree LOD again so it matches the new load order.
  2. I already gave the path and filename. It really is Data\textures\terrain\noise.dds If you can not find it as a loose file, it means it is a BSA. You can use xEdit Asset Browser that is started with CTRL+F3 to find all sources and unpack it from any BSA that has it. Terrain Lod Redone has a BSA. Loose files always overwrite all BSA. Obviously there is little use using pre-made terrain LOD meshes/textures if you generate them yourself for your load order.
  3. So all that is left from Terrain LOD Redone is the noise texture then, because the terrain LOD meshes and textures will be generated and overwritten by xLODGen. To edit the Data\textures\terrain\noise.dds texture you need to use a program like Photoshop or Gimp.
  4. The error message from the log also tells you what to do: Trees LOD generation error: Not enough space to fit all billboards into a 8192 x 8192 atlas. Resize some billboards. You have too many large billboards so that not all of them can be fitted onto the tree LOD atlas texture. Remove or lower the resolution of some billboards textures until they fit. It helps if all billboards heights are a multiple of 128/256/512/1024 so they can be packed onto the tree LOD atlas without gaps.
  5. If you didn't change any brightness/contrast/gamma setting you need to adjust the noise.dds texture so the terrain LOD textures are not too darkened to much. Or maybe the landscape snow textures were changed by a mod after LOD generation. The game does not cull LOD when TVDT for the cell the player is currently in has no data. So either the cell the player is in still has (incorrect) TVDT data, or the LOD actually is missing from the BTR that should be loaded in distance.
  6. The higher the number, the more the distance of terrain under water, the less z-fighting, the more detailed the coastline, the larger the file. If something flickers it might be a single odd large triangle as a result from the combining. You should look at the BTR mesh in nifskope and compare with other numbers. It is tamriel.32.-32.0.btr Since the vanilla LOD 32 meshes that are used for the map are hand edited, you might also consider using them instead, as they are much smaller in file size.
  7. This is not making sense. What is flickering on the world map if not water/terrain LOD in BTR meshes - which DynDOLOD does not generate or change. I am testing different baking techniques of grass. It is complicated.
  8. It should not really matter for the windmill or other dynamic LOD objects if DynDOLOD is before or after FNIS unless something odd is going on with FNIS. You should check plugins in xEdit if they modify the same records with different data/settings e.g. conflict. Typically that should not be the case. Make sure all other plugins are in their final state and load order position when generating the DynDOLOD plugin, then the DynDOLOD.esp will always contain the data/settings from the last overwrite before it and there will never be a conflict.
  9. I can not begin to imagine how limiting FPS would change VRAM usage or that limiting FPS causes stutter while old style vsync that fixes to 60 Hz is disabled, in Skyrim SE no less that limits itself quite well. These are general hardware / setup question though. Whenever the game reaches its max VRAM available it (which is not exactly the physical number) it needs to unload / load new textures which will slow things down. That is expected when having a load order that requires lots of VRAM. Carefully adjusting texture sizes of mod helps obviously.
  10. DynDOLOD does not change or create terrain LOD textures. Plugins can not directly change pre-made LOD meshes/textures of any kind. You are using a terrain LOD mod to make it green, it is either has low res textures or there may be an INI setting causing this (the mipmap I quoted is just a hunch, I am not sure if it can actually cause this) Obviously the first step is to check the terrain LOD textures (Data\textures\terrain\tamriel\tamriel.*.*.*.dds) to verify their resolution. Vanilla terrain LOD textures are 256x256, so it should not be less. Then check the noise texture (Data\textures\terrain\noise.dds) which is a type of overlay over all terrain LOD. Use xLODGen to generate higher resolution terrain LOD textures (and meshes) yourself.
  11. I do not know what "this" means. But I can see in the screenshot that the green terrain seems very low res. DynDOLOD does not change/create terrain LOD textures, so if they are blurry the cause is something unrelated. DynDOLOD does also not change INI settings that can change the resolution of all textures like maybe https://wiki.step-project.com/Guide:Skyrim_INI/Display#fMipBias
  12. Please, do not make up recommendations for DynDOLOD out of context. Refer to the included manual. The default settings exist for a reason. The max tile settings is a filter. It does not change texture resolution. (Full) textures that have higher resolution (and are used by full models that have UV that typically exceed 0, 1 limits) will not be added to the atlas, which is generally the desired effect. The "recommendation" for the max tile setting is to at least match the typical LOD texture resolution. The LOD texture resolution is typically 256x256, some are 512x256. The default 512 is sufficient to ensure all LOD textures make it onto the atlas. A user was asking what settings to use when a 3rd party mod with 1k HD LOD textures is used. In order for the higher resolution LOD textures to make it onto the atlas textures, the max tiles size should at least match the LOD texture resolution, obviously, which is also mentioned in the instructions for the mod. Consequently, the text under the texture size drop down in TexGen / manual also mentions to adjust the max tile size in case the default TexGen LOD texture size is changed.
  13. Instead of disabling broken plugins errors like "FormID [0500A92D] references a master which is not available" should be fixed as described in the DynDLOD FAQ. Missing DATA - Flags 0x4 Sneak Tools is part of the large reference report and it means that this plugin causes texture flicker because of large reference bugs. The plugin in question may not be converted to Skyrim SE properly or just missing a flag. Do you mean the low-res terrain textures when you say "those low res textures are still showing up"? Those are not handled by DynDOLOD, but you can generate hi-res ones with xLODGen.
  14. More objects have LOD now, so there is less pop-in of objects out of thin air. Not sure what this question has to do with LOD / DynDOLOD. Skyrim (physics) does not really support FPS over 60 though. The game runs perfectly well with FPS limited to 60 or less if setup correctly.
  15. If you want 1k source LOD textures to be added to the texture atlas for best performance, then the max tile size in DynDOLOD should be 1k or higher. Any source LOD texture that has a resolution higher than the max tile size will not be put on the atlas and used directly instead. The setting is to make sure that large full texture do end up on the atlas causing multiple atlas textures.
  16. Make sure to restore the entire DynDOLOD INI when generating the first pass, especially the settings at the end about [skyrim Tamriel] ChildWorlds= and Ignore= that need to be commented for the second pass.
  17. Not never, but if you want to use 1k LOD textures from HD LODs or generated 1k LODs with TexGen the max tile size should also be 1k so they can make it onto the texture atlas. Using 1k LOD textures will most likely use a bit more VRAM than using 512 LODs. I can not answer questions specific to third party mods, you should read its description or ask the author or check the contents of the download to make a decision.
  18. You install it as you always do with the mod manager you are using or extract the file from the archive ..\04 Lanterns of Skyrim\scripts\sf_mannylos_quest_scene2_0101322e.pex and overwrite ..\Data\scripts\sf_mannylos_quest_scene2_0101322e.pex from the Lantern mods (or whatever the equivalent for the path is for the mod manager you are using). You can set whatever sizes in the drop downs of TexGen you like as they will mix without problem. That would be personal preference between quality and VRAM usage. In DynDOLOD the max tile size should be at least 1k or higher so that as many LOD textures as possible make it onto the atlas texture for best performance.
  19. From DynDOLOD_Manual_SSE.html: HD LODs Textures SE - Overwrite any textures from DynDOLOD Resources SE but not textures generated by TexGen.exe. Adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. From Overwrite Orders: DynDOLOD Resources LOD source meshes need to overwrite any vanilla LOD source meshes. [...] DynDOLOD Resources LOD source textures need to overwrite any vanilla LOD source textures [...] HOWEVER, any texture replacer mod that ships with its own LOD source textures most likely should overwrite DynDOLOD Resources LOD source textures, even if the mod makes no mention of it. [...] LOD source textures created by TexGen.exe for the current load order need to overwrite DynDOLOD Resources LOD source textures and also any LOD source textures from mods. Not sure what part of this is not clear? It says textures generated by TexGen always overwrite DynDOLOD Resources and textures from mods. TexGen generates textures from the current full textures in the load order, they will always match best. Update sf_mannylos_quest_scene2_0101322e.pex with the one from the DynDOLOD Patches archive. Then the 7z archive may be broken because of incomplete download or you need to update MO. It should be no problem unpacking a file from an archive with different tools if required. The DynDOLOD-Patches.2.33.7z available on Nexus is over a year old and nobody else reported problems in all that time. Use the mirror download if Nexus has problems.
  20. First I would generate LOD in one session, just to verify that the two pass generation is not introducing any problems. For that test, it should be enough just to to select the two worldspaces that have problems to save time, as LOD and data in other worldspaces should to be the problem. Then check this recent discussion I had with uncleseano how to narrow down such problems.
  21. Read the section Overwrite Orders in the manual. Files from DynDOLOD Resources and updated textures from TexGen overwriting Resources or vanilla textures are also used directly, so they should not be deleted.
  22. Not sure what you are doing with your setup, but for my Windows 7 it is enough and works perfectly with a VCRedist 2017 and no 2015.
  23. You can use/import that data in your mod. However, note that I did not properly connect the new landscape height recovered from LOD with the existing one, so there can be small gaps with the existing terrain. And you probably need to smooth it here and there to undo the optimization that was done for LOD.
  24. Why do you believe this has something to do with Open Cities? Does it work when you generate completely without Open Cities ever?
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