-
Posts
13,179 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
FAQ: LODGen.exe runs a long time A: The selected configuration options require a lot of work. 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.
- 2,309 replies
-
If the check box "Generate DynDOLOD" is not check, no Dynamic LOD data is generated for any worldspace and it can not be Active in any worldspace. You can try unchecking "Generate static LOD" and "Generate tree LOD" and only check "Generate DynDOLOD" and merge the output to maybe save some time.
-
No error messages about missing textures or anything else? If you like you can send me the plugin and the landscape textures so I can test myself to fix the problem.
-
Can not find DynDOLOD Resources Core Files
sheson replied to Jurias's question in DynDOLOD & xLODGen Support
SKSE has nothing to do with running TexGen/DynDOLOD standalone. SKSE is required for the game. The message tells you to verify the game mode is started in the desired game mode and that it currently is started for TES5. Set the command line parameter -sse to start the tools in SSE mode as explained in the manual for SSE.- 9 replies
-
- 03-resources
- dyndolod
-
(and 1 more)
Tagged with:
-
The data is the same for everyone. What might be different are the LOD level distance settings in the INI. That has an affect which square patch is removed when.
-
CK is not able to edit the data, only to wrongly generate it. You can use the plugin from Nexus for a test, however it removes all data which is really bad for FPS. If anything the data should only be removed from the cells that are problematic. If the test revealed it is indeed the occlusion data, you can easily make a plugin yourself: You can use DynDOLODs SkyUI MCM page You Are Here to get the x, y of the current cell you are in. Or use console player.getpos x and player.getpos y and divide the result by 4096, round it down, so that -0.5, becomes -1 or 1.5 becomes 1 to get the cell coordinates. Load plugins in xEdit. Start the cell finder with CTRL+Shift+F, select Tamriel and enter the found cell coordinates. Once the CELL data is loaded, right click the entry in the left tree view. Select Copy as override into..., either select DynDOLOD.esp (in case the CELL is not in DynDOLOD.esp yet) or create a new plugin. In the right window, find the row FormID then go to last column that now should be either DynDOLOD.esp or the new plugin, press CTRL and hover the mouse of the entry (it should underline in case the highest override is not the active plugin in the tree view) and left click the mouse to switch the focus in the tree view to that plugin. Now find the row TVDT - Occlusion Data, again find the column in the highest override, DynDOLOD.esp or the new plugin, and right click and select Remove. Rinse an repeat. Save.
-
You should uncheck both Object and Tree LOD generation in xLODGen if you want to keep the drastically improved object and tree LOD from DynDOLOD.
-
Terrain LOD is seperate, there is no need to run DynDOLOD again.
-
Remove the TVDT data from the CELL you are standing in and you will see if it is pre-computed occlusion data or not. If you use tfc the far away LOD can flicker / rapidly switch LOD levels.
-
Looks like vanilla Skryim SE. The picture labeled "Fine" is not fine, as you can see darker patches of object LOD in the bright white terrain. The vanilla terrain LOD textures simply do not match the loaded terrain textures in all weather conditions, the "improved" snow shader makes it worse. So far my solution for this is to use use xLODGen terrain LOD texture generation without changing Brightness/Contrast/Gamma settings and then adjust the noise texture as explained in the first post, so it overall does not darken/brighten the terrain LOD.
-
That is pre-computed occlusion culling. It has been always like this in Skyrim and Skyrim SE. DynDOLOD does not change this either way.
-
I am just looking at the new version these days and will provide update rules soon. You can definitely do the renaming of esp to esm in the filename and in the file itself. Other than that I am not sure yet if new/updated rules are really required, but I want to update how the Gildhouse is done and make more things appear on the map, based on the feedback. That is how it goes. Just to be sure I understand it correctly, the nif was damaged somehow and reinstalling fixed it?
- 2,309 replies
-
Yes like that, the idea is to remove all data that is not causing a problem. So if it works after removing some data, go back one step and remove something else, so that in the end you hopefully have one single entry left that is still causing the crash.
- 2,309 replies
-
Typically the last line in the papyrus log would would say "Enable" if that nif somehow caused a crash. "Disable" should be fine, as that means the nif was enabled before. So if those checked do not reveal anything, you can try to remove references from DynDOLOD plugins while trying to only keep the data that causes the problem. (First run game without the esp - if possible - to see if its in ESM which is more likely) Then remove batches of worldspace data, like all temporary cells, only keeping the persistent cell 00000D74 or vice versa. Do not remove Tamriem_ShesonObject, Tamriel_Minion* or Tamriel_Firstborn, just the *_DynDOLOD_LOD/GLOWLOD/TOWN (TOWN is typically in temp cells only) Once you narrowed down a reference it should be clear which mod from its EditorID or from the base record / mesh it is using.
- 2,309 replies
-
I have no idea right now how the global alpha value especially could not ever work with the latest LODGen.exe as long as its defined in the INI. I will have it write the found value to the log with the other settings with the next version. I could see it not picking up source alpha in case the nif format is off, it should always work for the vanilla LOD models and BGSMs. You should try vanilla game only, with FO4LODGen.esp and FO4LODGen - Main.ba2
-
Start by checking the log for missing meshes. Then do the debug mode explained in the readme.txt.
- 2,309 replies
-
Thx, xLODGen beta 13 should fix that I hope.
-
Need help setting path for DynDOLOD
sheson replied to ShinyyHero's question in DynDOLOD & xLODGen Support
You need to add DynDOLOD/TexGen to the executable dropdown of MO and then start them from there. -
How to fix it? Distant trees lod
sheson replied to SeveN085's question in DynDOLOD & xLODGen Support
Good catch. I would recommend using the build-in zip of the OS via right click as I do in the simple videos as I show in the simple videos. Back when we did the GamerPoets video, that winrar version was fine with MO. -
Yes, but it is a really bad idea to remove all occlusion data from all cells. That will destroy FPS looking in specific directions easily. If anything just remove it from the cells from which those holes are really obvious. Also, changing the LOD distances can sometimes help in case other LOD Levels at the exact same location are not flagged for removal. I know how the data works, but I have yet to find the time and motivation to work on it and see if I can generate it. Maybe some day.
-
Nope. Those are caused by overzealous TVDT occlusion data of the CELL the player is in. The optional plugins adds data to make sure the BTR meshes for all LOD levels have height and texture data for all their cells. No more terrain LOD gabs at the outer the edges.
-
If you are following a third party guide and have problems with it I suggest to ask its author. It seems outdated and not cover the latest beta version. However, I would rather suggest to carefully read the included manuals instead, including DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html to make sure you fully understand the settings, especially treefullfallback=1 before mindlessly setting it. So the only checkbox that gets disabled when setting treelod=0 is the checkbox "Generate tree LOD" as that will disable traditional 2D tree LOD generation. If you wonder about other options, they are explained in DynDOLOD\Docs\DynDOLOD_Manual.html and DynDOLOD\Docs\DynDOLOD_Manual_SSE.html or you can hover the mouse pointer for hints.
- 2,309 replies
-
How to fix it? Distant trees lod
sheson replied to SeveN085's question in DynDOLOD & xLODGen Support
It seems rather obvious that the tree LOD atlas does not belong to the generated tree "meshes". How many trees have billboards dds matched in the log? -
How to fix it? Distant trees lod
sheson replied to SeveN085's question in DynDOLOD & xLODGen Support
Also check the *.lst file in meshes and maybe consider posting the log file if you believe something is wrong with the generated files. Edit: In addition check how many different trees/billboards are supposed to get LOD, if I remember right there is a limit of 256 for traditional tree LOD. -
Well, no need to generate meshes so you could just uncheck that. Here use this slower version based on beta 12.

