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Everything posted by sheson
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There is no "quad" (BTR file) with the coordinates -35, -44. You need to enter SW cell coordinates that matches the "stride" (steps) of the LOD level based on its origin -96,-96 for Tamriel as defined by the lodsettings file. LOD 4 would be -36, -44 LOD 8 would be -40, -40 LOD 16 would be -48, -48 LOD 32 would be -64, -64 Just check the existing files for the coordinates that can be used.
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The new versions are bugfixes based on feedback or updates carried forwarded from xEdit - VR support for example. Unless you notice errors with LOD - like missing pieces etc - there is nothing you need to do. If there are new features that change how LOD looks to the better I make posts about them and add the info to the first post.
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TexGen updates LOD textures for object LOD. So you run it and install its generated textures before running DynDOLOD to generate object (and tree LOD). Generate terrain with xLODGen before or after as it is independent from object and tree LOD. However, if there are mods that make a lot of terrain elevation changes (like some house mods do when they flatten a corner in the mountains) it is better to generate terrain meshes (and textures) before generating object LOD, because object LOD generation uses the terrain LOD meshes to remove unseen triangles from object LOD for optimization.
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xLODGen and SSELODGen are the same thing but depending on what you downloaded you may have different versions. The object LOD meshes that are generated should be the same for the same load order and settings as it didn't change in a long time.
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Yes. the cells that are covered by each file are always the same regardless of the tool used to generate LOD. The map uses LOD level 32, so it is not too many files that need to be worked on. Making layers for reuse would be the way to go. Maybe the original author has those already.
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Not automatically with xLODGen. You would have to hand paint them onto the textures just like it was done in the mod with the vanilla LOD textures. You could try using DynDOLODs road object LOD and changing the mesh rule to add them to LOD 16 as well, but it most likely will not work well because the coarse terrain LOD meshes will swallow them up most of the time.
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Whiterun windmills randomly disappearing
sheson replied to jmeyer73's question in DynDOLOD & xLODGen Support
It is recommended to disable SkyMills. FAQ: Skyrim: Out of place objects / floating objects / flickering full models A: Test with new game, wait exterior for the DynDOLOD initialized message. If successful the updating of existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see Performance section in the manual. If problem also happens with a new game check if papyrus log has error messages. -
There is no need to spread lies and make up nonsense. It is clear now that the requirements to use the modding tools in the DynDOLOD package are not met. I am not going to argue with a child. Edit: Since all these posts are off topic to xLODGen beta I have moved to them to their own thread and closed it, since the conversation ended.
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This is simply not true. DynDOLOD is a set of tools that demand nothing from Skyrim. The tools can be used to generate a mod with improved LODs that demands less, same or more from Skyrim than vanilla. It is possible to have stunning and drastically better visuals and good performance at the same time. If you insist on overloading the 32 bit game beyond its capabilities and decide to use non optimal settings that is your problem. However, that is not the problem of the DynDOLOD tools. It seems the requirements for DynDOLOD are not met. You can start by reading the included manual and maybe not use fTreeLoadDistance=1000000 with traditional tree LOD.
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You need to adjust the setup of the game, like adjust ENBoost and maybe use crash fixes alternative memory managment. Use BethINIs with sane settings etc. The manual has a Performance section with pointers. Make sure the VRAM usage does not go over 3.5 GB because of the memory slow down. I suggest to read up on setting up Skyrim generally and then performance guides for Skyrim that go through these things in detail.
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There is only one person to blame if your game is not performing well with LODs generated by DynDOLOD. If the game can use vanilla LODs it can also use improved LODs generated by DynDOLOD. DynDOLOD can even generate better matching and looking LODs that require less resources than vanilla. You just have to be smart about the settings and options and maybe not use the high preset if your setup does not support it. And no, it does not require recent expensive hardware either. My Skyrim runs perfectly fine at 60 FPS with DynDOLOD high on my i7 3770 that is 5 years old with a 980ti that is about 3 years old and lightweight ENB. The error already starts when users confuse DynDOLOD with a mod. DynDOLOD is a set of tools to create a LOD mod. There is a reason DynDOLOD is included in every modding guide. Based on preferences and settings the LOD mod the user generates can have less, same or more resource/performance requirements for drastically improved visuals. If the result is not working for you, you are simply not doing it right.
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The BSA version implies the compression format. The BSA version 0x69 for Skyrim SE always uses LZ4. For Skyrim it is 0x68 always uses zlib. (Unless the flag for XMem for XBOX 360 is set, which nobody cares about) So LZ4 is used for SKyrim SE.
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Read the section "Other new stuff" in first post.
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Read BSAs and You Loose files always overwrite files in BSAs, so packing LODs into BSA will require some work to make sure the LOD meshes/textures are not overwritten by loose files. LOD meshes and textures are always contained in meshes/terrain/[worldspace] and textures/terrain/[worldspace], however object LOD also uses textures from other paths - for example textures\landscape\mountains\MountainSlab02.dds The best tool to create BSAs for any game is the command line tool BSArch from Zilav. If you require a GUI, use Archive.exe that comes with CK. I do not recommend packing the generated LOD into BSAs to avoid overwrite issues and use a mod manager to properly deal with loose files and load orders.
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Great. That needs drastically improved object LOD from DynDOLOD though :) I can never believe how bleak vanilla looks and how so many important objects are missing from LOD.
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If no mod changed LOD assets, then it is most likely that the LOD texture atlas in textures\terrain\Tamriel\Objects\TamrielObjectsLOD.dds is wrong / from an older generation. xLODGen beta object/tree LOD generation did not really change since its older version SSELODGen in regards to object and tree LOD. In any case, it makes more sense to use the DynDOLOD version for the additional and better matching object LODs.
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Yes, that will be added. Just do not select "Generate DynDOLOD" for now and hide the "scripts" folder from Resources.
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xLODGen generates CK like vanilla object LOD. If things looks that buggy it is probably because of mods changing vanilla LOD assets or parts of the generated LOD is overwritten. Just use DynDOLOD to generate drastically improved tree and object LOD. It comes with thousands of updated and fixed LOD models and can update some LOD textures to match the load order. Most of the artefacts look like the object LOD texture atlas might not be from the same LOD generation as the object LOD meshes or maybe some single vanilla LOD textures are replaced by damaged version from a mod. MissingWindmillAndHouse.jpg, looks like the area where the silo is missing is still loaded cells. The object LOD super meshes are only loaded past the loaded cells and they can not change data in plugins / objects in loaded cells. Water.jpg, that green reflection has nothing to with LOD, but is just one of may bugs Bethesdas added when they made Skyrim SE. I do not remember if there was a decent fix or not. I would think it would be part of unofficial patches by now if possible.
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Test with xLODGen beta 14 and look for Default Alpha Threshold: in the log. It should match the number set in the options.
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Error: Invalid installation path
sheson replied to SaintTeso's question in DynDOLOD & xLODGen Support
Do not install DynDOLOD into Mod Organizer. Do not install DynDOLOD into game paths. -
xLODGen will not overwrite existing terrain textures in the output path, may it be dedicated or the default data folder. If MO virtual fs is running and has control over data all kind of things can happen when trying to write to folders/files in its active paths. The noise.dds is applied equally to all terrain LOD textures in the game, as you found out. Using full models works fine in small worldspaces. Especially for things that use a couple textures for large surfaces, like roofs, walls. You can't use it well for models that depend on alpha channel in textures, windows typically go invisible. Everything below 128 threshold is transparent and everything above is opaque. In that case you could prepare a "special" LOD model from the full model, even without decimating vertices/triangles, but with adjusted LOD textures that have proper transparency. Check DynDOLOD Resources if a LOD model for something vanilla and acouple 3rd party assets already exists. The LOD filename will be always similar to the full model filename. That sounds weird, no idea how that could happen with terrain LOD.
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Since you mentioned MO, always make sure to set a dedicated output folder with the -o:"c:\output" command line. The default Skyrim/Skyim SE noise.dds texture darkens the terrain LOD textures overall. You can either try to use the brightness/contrast/gamma setting to offset or adjust the noise.dds texture (which affects all worldspaces though). For my screenshots I used a single color texture with #C0C0C0 for noise.dds, hence the good color tone match but also the zero noise effect.
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The format settings are for the textures that TexGen creates, regardless of the format of the source textures. You just have to make sure the full textures that are used in the game are the same when running TexGen.
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From DynDOLOD_TexGen.html: Typically there is no need to change the default formats. These options are for advanced users / mod authors. From the DynDOLOD_TexGen.html: Check the log that all BSAs are loaded. If MO 1.x is used, turn off archive management and ensure BSAs are loaded through the normal method. No, that is why they are the defaults. Textures do not have effects and LOD textures even less so. TexGen creates single LOD textures from the current full textures in the load order, so LOD textures match the full textures as well as possible.
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Looks like something stops updating the cubemap reflections. This is an engine function and I don't see how LOD would be able to change it. The vanilla game already has LOD, too. Typically the cubemap is updated all the time since the INI setting sets it to 0 [Water] fCubeMapRefreshRate=0.0000 There are a few more settings related to the cubemap reflections, https://wiki.step-project.com/Guide:Skyrim_INI/Water.
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