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sheson

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Everything posted by sheson

  1. Yes, you understand correctly. The map typically uses static object LOD Level 16 to for the map. The Add-On - New World Map Objects is simply a few old style vanilla LOD Level 16 bto files with a couple additions. Existing static object LOD *.bto files do not matter for LOD generation. Generated LOD meshes and generated LOD atlas textures should always load after any other mod and not be overwritten by anything else. This will ensure the improved object LOD from DynDOLOD will also show on the map (and the far distance).
  2. See the manual Load/Overwrite Orders section The data in the DynDOLOD plugin can only "conflict" if the load order changed after generating. The patcher uses the highest overwrites to create records.
  3. 1) DynDOLOD adds LOD for objects past the loaded cells. DynDOLOD does not change any trees in the loaded cells, their animation and everything else should stay intact. 2) From the manual: There is no need to generate LOD just because a new mod was added. New objects may be missing LOD, but that is only a visual problem. Obviously it makes more sense to first install mods and then generate LOD for them. 3) If a setup can run Skyrim and its vanilla LOD it can also handle updated LOD. The first concern of drastically improved LODs is more system memory usage. From the description: DynDOLOD offers a plethora of settings and options, the visual result and performance impact is fully at the hands of the enthusiast modder. From the FAQ: Performance: Low - almost none. Medium - like SkyFalls + SDO but 1000x better visuals. High - certainly yes. RTFM to adjust every detail yourself. See the Performance section in the manual for pointers.
  4. DynDOLOD offers a workaround for traditional tree LOD. It can use static object LOD for trees instead. See DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html If 3D (hybrid) tree LOD models are too taxing, just set LOD 4 to Billboard instead of Static LOD4, as mentioned in the Generate 3D Tree Static Object LOD section.
  5. LIGHts without a model are hardcoded to use Meshes\DynDOLOD\lod\effects\fxglowdefaultX_dyndolod_lod.nif where X is the number set in DynDOLOD INI for FakeLightsIntensity There will be a new STAT record in the DynDOLOD plugin for each different LIGH base record for which dynamic LOD is added. So for now you would have to manually change the used nif. Just look for the original EditorID of the base record with _DynDOLOD_LOD appended, e.g. SLightStreetStreet01_DynDOLOD_LOD A form id rule could look like this Mesh mask / FID = skryim.esm;000F1E56 LOD4/8/16 = empty VWD = unchecked Grid = Far LOD Reference = Unchanged This will only work properly with DynDOLOD 2.36 beta 9 or newer.
  6. Read the manual section about Glow LOD and Fake Lights in particular. Either change the brightness as explained or o not select the Fake lights selected world checkbox.
  7. If there are LIGHts in that area that are large enough (> 256 units, otherwise edit DynDOLOD INI FakeLightsMinScale) and select the Fake lights selected world checkbox, they should show up there (and everywhere else) automatically. If you have a specific LIGHt reference in mind you can add a rule for its reference form id.
  8. See if you get a more descriptive message with this version, just replace LODGenx64.exe in Edit Scripts and then Execute LODGen for the worldspace in expert mode again. Also do a couple more tries to check if the nif is changing or not.
  9. Looks like terrain LOD to me. Terrain LOD meshes do not really unload, they are just moved down a bit for the area of the load cells. You can see it when using TFC and looking under the terrain of the loaded cells. You could check if any of the plugins changes the VHGT height map in the LAND record of that cell. Use xLODGen beta to update the terrain LOD meshes.
  10. They are not really meshes, but data file. The data files do not contain the full load order form ID of trees, so matching the data back to the current load order and the tree references correctly is impossible. This means that it is unclear which trees already have LOD generated just by looking at the existing tree LOD. Then there would need to be quite some trickery to update the texture atlas. How would the software know it has the correct textures for the trees anyways. Just generating tree LOD takes seconds without any such errors or uncertainties.
  11. You might have old DynDOLOD Resources SE installed. There should be no Solitude and Whiterun Exterior plugins in the load order, as they have been replaced by a patching function that adds their functionality into the DynDOLOD plugins. This could mean old papyrus scripts. Remove the current DynDOLOD Resources SE installation completely and install DynDOLOD Resources SE 2.36 beta 1 from https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/ This might work already with a new game without having to generate again. In case the problem still happens, generate LOD from scratch. If it still happens then, we will look at the plugins and JSON files.
  12. There is no such thing as wrong masters, only confusion or not understanding why a plugin is a master. To quote your extreme example of an combat AI mod, that plugin also adds or changes something in a worldspace, cell, reference or base record or it changes a record that is linked by worldspace, cell, reference or base records. In early versions many years ago, DynDOLOD also added masters in case the master changed key values to keep load order consistency. Now it only keeps linked masters (a record referencing another) at the risk of having data in overwrites from plugins long gone from the load order. DynDOLOD is a modified version of xEdit, so DynDOLOD runs the exact same xEdit Clean and Sort Master functions on the plugins before saving. Nothing should change in case someone runs the same functions with xEdit on the plugins again. If it does, I am interested in the plugins names that were removed or their order changed so we can troubleshoot the issue. Gaps do not matter for the DynDOLOD plugins - after all they are very basic and simple. However, changing the plugin load order can cause stuck tree LOD issues - in case a mod adding tree references is added/removed or the order of plugins that are adding tree references changes.
  13. There are no unnecessary masters in the DynDOLOD plugins. The xEdit Clean and Sort Masters functions are run on them before saving. Are you saying loading a DynDOLOD plugin in xEdit and doing Clean Master from the right click menu removes any additional masters from the DynDOLOD plugins? If that is the case I would like to know the plugin / mod.
  14. Generally speaking for the main population, it is best to have all plugins active when generating LOD, because then there is no need to worry about overwrite orders for plugins / records. However, for the enthusiast modders I wrote this tip in the manual: If the load order changes often, consider generating LOD only for the base install of Skyrim Legendary and only the mods which are considered essential. LOOT should hopefully be sorting the DynDOLOD plugin to load as early as possible, making sure DynDOLOD is not overwriting records in plugins that were absent with "wrong" data. Enthusiast modders typically double check the result and plugins in xEdit to make the correct decision on a case per case basis. All plugins should be cleaned and free of errors. If a plugin causes errors when generating LOD, it means the plugin needs to be fixed as explained in the FAQ.
  15. DynDOLOD disables (that means to set them to initially disabled, move them to -30000 etc) the original windmill fans and then adds new ones with the Is Full LOD (neverfade) flag, which is used for for close up and for LOD. It does the same to waterwheels. The mesh rules that do this: Mesh = farmhousewindmillfan / sfarmhousewindmellfan, LOD4/8/16 = empty, VWD = empty, Grid = Far LOD, Reference = Replace I also explained this here https://forum.step-project.com/topic/13029-dyndolod-236-skyrim-se-beta-with-dynamic-lod/page-11?do=findComment&comment=213690 In your case something happens to the new ones that are added to replace the original ones. They are either not added or not activated. There is no need for LAL for such troubleshooting. Just use coc whiterun from main menu to jump right into the world for testing. You could also use an interior save that has not seen a DynDOLOD plugin yet. xEdit can can show a list of references that use a base record to easily find all occurrences. When starting xEdit let it do the building reference info. In addition right click anywhere in the left tree view, Select Other / Build Reference Info to build the data for any plugin that was automatically skipped (like Skyrim.esm) So when you look up the original base record for windmill fans 000FC611, at the bottom click on the tab Referenced By to see the list of plugins and references using this base record. Now to troubleshoot the problem, we should look at the DynDOLOD log first for clues. Then try to find out if the replacement base record and references for LOD have been added correctly to the DynDOLOD plugin. Just unfold DynDOLOD.esp in xEdit, then unfold Moveable Static and find the base record which EditorID is FarmhouseWindMillFan_DynDOLOD_LOD. Then use its Reference By tab at the bottom to look up the 8 new references with the Is Full LOD. If all that is in place then problem must be with the JSON data for the papyrus scripts.
  16. The plugins are not compressed on mega. The browser should just save it as SSE-Terrain-Tamriel.esm which you just to put into the games data folder as is. For MO you could manually create a new mod folder and move the file there. Or create an archive of the file yourself and then use the install from archive button.
  17. Does that happen with a new game, like coc whiterun from main menu? If yes, then a mod might be interfering.
  18. You could even do object LOD with Bruma if you like. It is just that the included LOD was generated with more data and LOD assets than are available to use in the public download, so the included LOD covers a few more key objects than is possible for us. There is https://www.nexusmods.com/skyrimspecialedition/mods/11010/, though I do not know if it still works OK. You could always do object LOD for testing and see how it compares. In case you don't like it, you can just remove/hide ../meshes/terrain/BSHeartland/Objects/*.bto from the output without consequence to the save. Currently DynDOLOD has no resources for any new assets from Bruma either, e.g. there are no glow LOD windows for the new buildings for example.
  19. You only need to run TexGen once before everything.
  20. There is no need to do anything to the BSA. The loose tree LOD from DynDOLOD output will overwrite whatever is in there. Do not forget to install the Bruma billboards from mobiusbelmont before generating,
  21. First run of DynDOLOD, select options as usual, but make sure not to select BSHeartland. Save and install. Second run, with DynDOLOD plugins in the load order, on the advanced options select BSHeartland only and do not select the Generate static LOD checkbox. Afterwards save and merge output with already installed one, overwrite any older existing file. You could also just generate everything as usual, and then just manually delete all *.bto meshes from output in ../meshes/terrain/BSHeartland/Objects/*.*
  22. The obvious answer is that if you kill a process prematurely, it can not complete its task. You should not kill the LODGen.exe process that generates the object LOD if you want complete LODs. You will just have to let the processes finish on their own. If DynDOLOD gives up waiting for LODGen it should print a message similar to Gave up waiting for LODgen to become available. Wait for LODGen to finish before closing DynDOLOD.exe. DynDOLOD.exe should stay open in case MO is used, so that the virtual file system stays active. Make sure the CPU (overclocking) setup is stable and cooling is in order. The tools use multi-threading to make use of all cores.
  23. What makes you think they are stalled? Do they have 0% CPU? It seems likely you selected configuration options that require a lot of work. https://forum.step-project.com/topic/13121-lodgen-running-for-25-hours-after-dyndolod-finishes/ If Falskaar turns out to be a (different) problem, switch to expert mode and execute LODGen.exe just for that worldspace as the log suggests. Bring up the spawn LODGen.exe command prompt to the front and see if there is an error message. ArnimaDuplicate is a worldspace in Beyond Reach.
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