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Everything posted by sheson
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This is a beta of a never version of FNVLODGen (and the other listed games) and eventually this update will make it to the official Nexus pages of FNVLODGen (and the others). Instead of using pre-made LOD mods, you can use this to create (hi-res) terrain meshes/textures for the current load order yourself. xLODGen is generally easier to use and much quicker than GECK/CK/Oscape and can produce much, (even way too much) higher quality results.
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The log file name is hardcoded like this into xEdit and xLODGen is just a renamed xEdit (instead of using -lodgen command line parameter). There maybe a reason the tool mode is not used for the log filename. That is a question for Zilav.
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xLODGen beta 4 will still print a message about the missing texture, but instead of ignoring the layer, use the default texture.
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Ultra trees, uses full mesh instead of passthrough
sheson replied to CyanBC's question in DynDOLOD & xLODGen Support
Thanks, I will see if I can find out anything. -
This is an update for xLODgen.exe, including FO4LODGen.exe from the other thread. So all instructions, resources etc. for object LOD (and tree LOD if game has it) still apply. If you want to update an existing FO4LODGen installation for example, just copy all files and overwrite anything older, then rename xLODGen.exe and xLODGenx64.exe to FO4LODGen.exe and FO4LODGenx64.exe. Fallout 4 Commonwealth data seemed to match the required areas in order to generate terrain LOD meshes and textures without gaps. It is OK if terrain data is cut from the master files, as long as the existing cells cover the stepping of the highest LOD levels (In case of Skryim vanilla terrain LOD for Tamriel was generated from -96,-96 to 96,96, but data in the master file only exists for -57,-43 to 61,51. In order to have no gabs, I restored data to nearest multiple of 32, e.g -64,-64 to 64,64. The terrain LOD past that area will always use vanilla files.) There is probably no use to generate terrain LOD for SanctuaryHillsWorld unless your name is Ryan Salvatore and you are using CK64 for Fallout 4. You can generate terrain LOD at any time independently of object and tree LOD, they have no connection to each whatsoever. Just make sure to not check the object and tree LOD generation in xLODGen if you use DynDOLOD.
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Ultra trees, uses full mesh instead of passthrough
sheson replied to CyanBC's question in DynDOLOD & xLODGen Support
Thanks for the detailed answer. I am trying to replicate the issue so I can find out what is happening and fix the bug if there is one. It would be helpful if you could upload/post ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_staticlodfiles.txt, then I can check that last detail myself. Enjoy the game and the baby. -
If anyone encounters an error like Error creating textures for quad [X,Y] One or more errors occurred delete the mentioned texture file (and its normal *_n.dds/*_msn.dds sibling). Restart xLODGen turn off meshes and then generate textures with the same settings again. xLODGen will skip already existing files if possible and just generate the ones it has to do in order to create the LOD levels that include the missing texture files from the output path. If the error seems reproducible, replace xLODGen.exe and xLODGenx64.exe with this slower version and see if the error message is more detailed. If the error is reproducable, test if turning off mipmaps, steepnees, baking normal-maps clears it up.
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This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen with terrain LOD meshes and textures generation. This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already. Installation and Setup Download xLODGen beta 132 - based on xEdit 4.1.6. See the xEdit Discord #xlodgen-builds channel for changelog. Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files, Users, Desktop, Documents, Downloads etc. Do not mix with xEdit installations. Rename xLODGenx64.exe to [game mode]LODGenx64.exe (TES5LODGenx64.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod. Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86, Users, Desktop, Documents, Downloads etc. If a mod manager is used, refer to its manual how to add tools and their command line arguments. Otherwise use a windows shortcut. If required, use command line arguments to set the paths to certain directories and files. For example: -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" or -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition MS\" -p:"%localappdata%\Packages\BethesdaSoftworks.SkyrimSE-PC_3275kfvn8vcwc\LocalCache\Local\Skyrim Special Edition MS\Plugins.txt" -d:"c:\Program Files\ModifiableWindowsApps\Skyrim Special Edition (PC)\Data\" Requirements Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used. RTFM and Share Results See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread. See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems. These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited). However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options. I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably. That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now. This beta is about testing and reporting problems. Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order. The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations. Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation. See https://dyndolod.info/Help/xLODGen for terrain LOD generation instructions. First Time Here are suggestion to start without going crazy and that should be quick enough to generate: Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10. Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4). Use the max vertices setting only if you want to hard limit max file size. In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings. To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc. Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work. Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition and VRAM is not of concern use BC7. Uncheck mipmaps, raise steepness and Bake normal maps. For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. If using PBR textures use a gamma of 0.6 ~ 0.7 to account for the sRGB to linear conversion. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really) - Fallout does not do any of this. If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates. Questions and Feedback Obliviously anything related to xLODGen terrain LOD beta should be posted in this thread. Upload the [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen_log.txt that is saved in the same folder were xLODGenx64.exe is after the tool is closed. Also upload bugreport.txt in case it exists. Posts related to Occlusion should be made here. Recommended Optionals TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega) TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots) SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors. Only use one at a time. Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence. Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells. Noise Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE 1.0 Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation. Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on. Test-Terrain-Tamriel.7z For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
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Ultra trees, uses full mesh instead of passthrough
sheson replied to CyanBC's question in DynDOLOD & xLODGen Support
Thanks, you are welcome. -
OK, installation paths etc all seems in order. Fix or undo whatever it is that happened between last time xEdit worked and now. Could be 3rd party stuff, like antivirus. Also reboot to clear up any hung file processes or other background things that can prevent access. Check manually if the registry entry actually exists and is correct. Should be HKLM\Software\WOW6432Node\Bethseda Softworks\Skyrim Special Edition\Installed Path
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What is the version of MO2? What is the installation path of MO2? What is the installation path of DynDOLOD? Test if DynDOLOD 2.36 beta is any different. What happens when xEdit is started from MO2?
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Without the full log it is rather hard to guess all the other possible things that could go wrong. It seems the requirements to use DynDOLOD are not met. There really should be no confusion whatsoever about the plugins that are part of a bug report in the docs folder. I suggest to carefully read and follow the install instruction in the included manual and watch the embed/linked videos.
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Ultra trees, uses full mesh instead of passthrough
sheson replied to CyanBC's question in DynDOLOD & xLODGen Support
You can only have one full model at a time. So what do you mean with "It is both"? Since the log says "replaced tree" it can not be the vanilla tree. DynDOLOD Resources only has 3D tree LOD model for vanilla trees. Each full model tree can have only one CRC32 matching LOD tree. I have no idea how manage to produce the log lines and I can not replicate what ever it is you doing. The folder where LOD models are, usually does not matter. All meshes folders are scanned in a specific order. Do you have a meshes\dyndolod\lod\trees\tundradriftwood01passthru_lod.nif from any other mods? Instead of making things more complex by adding countless random files, make things more simple: There is only one tundradriftwood01.nif in Enhanced Vanilla Trees-76086-1-6-9.7z for Skyrim. Make sure that one is the one in the load order for meshes\landscape\trees\tundradriftwood01.nif There are two identical tundradriftwood01_557B4799passthru_lod.nif in BillBoards Generator for Enhanced Vanilla Trees-76086-1-3-9BG.7z for Skyim. Make sure this one exists in the load order. Then there should be no problem that it is found, works for me here no problem. Usinf large/default install options no difference, as there is only one version of tundradriftwood01.nif in EVT that only gets installed when using the clutter option. What is the "default preset". You mean the second to last mesh rule for "tree"? What does "it worked" mean? Dod the log show it uses tundradriftwood01_557B4799passthru_lod.nif? Static LOD8 usually means it looking to use LOD nifs ending with *_lod_1.nif. It will automatically fall back to use *_lod.nif (or *_0_lod.nif) in case a *_lod_1.nif is not found. What does "It did not work" mean? Did the log show it did not use tundradriftwood01_557B4799passthru_lod.nif but something else again? The LOD model assignment happens before any worldspaces are scanned and is independent of the selected worldspaces. The problem might be because there are files with the same filename in different folders. It is not how Bethesda keeps their file and folder structure - each file has a unique name - but it happens with mods. You could check ..DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_staticlodfiles.txt for the LOD level assignments: For the EVT tree it should look like this tundradriftwood01_557b4799passthru=meshes\dyndolod\lod\trees\tundradriftwood01_557b4799passthru_lod.nif;meshes\dyndolod\lod\trees\tundradriftwood01_557b4799passthru_lod.nif;meshes\dyndolod\lod\trees\tundradriftwood01_557b4799passthru_lod.nifIf the tree is the vanilla full model it looks like this tundradriftwood01passthru=meshes\dyndolod\lod\trees\tundradriftwood01passthru_lod.nif;meshes\dyndolod\lod\trees\tundradriftwood01passthru_lod.nif;meshes\dyndolod\lod\trees\tundradriftwood01passthru_lod.nifI wonder if you have more lines for tundradriftwood01* or what they look like when it "does not work" in order to replicate the problem. -
Ultra trees, uses full mesh instead of passthrough
sheson replied to CyanBC's question in DynDOLOD & xLODGen Support
Is that meshes\landscape\trees\tundradriftwood01.nif from the clutter option of EVT? Is the tundradriftwood01_557B4799passthru_lod.nif from EVT billoard Generator installed in the load order? What happens when you set TreeFullFallBack=0? -
Summerset Isle LOD still kinda bad
sheson replied to Argonil's question in DynDOLOD & xLODGen Support
There is no specific support by DynDOLOD for that mod. My post from over two years ago seems still valid and the link to the billboards still works, they are listed on file section of TES5LODGen. In general, as the manual explains, check TES5LODGen file section for billboards if a mod itself does not include any. A google search for modname billboards might work too. If billboards for a mod can not be found, split the tree LOD atlas as explained in the manual (useless in case of this mod) or create them from scratch as explained in the video Tree LOD Billboard Creation : Start to Finish from Gamerpoets. -
Recommended SkyrimPrfes.ini settings for DynDOLOD 2160p
sheson replied to ShmooZ's question in DynDOLOD & xLODGen Support
Only these setting have anything to do with the types of LOD that DynDOLOD handles fLODFadeOutMultSkyCell fBlockLevel0DistancefBlockLevel1DistancefBlockMaximumDistancefSplitDistanceMultfTreeLoadDistance They are explained in the manual and the useful ones can be changed in the DynDOLOD SkyUI MCM Settings pages for immediate testing in-game so you can find values that are best for the current hardware and load order. The 2160p resolution is only a small factor of many, so there is no simple answer other then start from the defaults and test things yourself. >I had to put uGrids at 9 and cap frames at 30 in order to stop stuttering and lag. I suggest to to leave it at the recommended and default 5 for no stuttering, higher frames and stable game, especially when already using proper 3D tree LODs. I suggest to use defaults/BethINIs with a properly installed game with ENBoost, SKSE, maybe crash fixes before starting to modify INI settings. -
These settings still have nothing to do with LOD beyond the loaded cells / DynDOLOD (this is the DynDOLOD support forum after all) You might find guide helpful https://wiki.step-project.com/Guide:SkyrimPrefs_INI/Display#fMeshLODFadePercentDefault Check https://forum.step-project.com/forum/26-ini-tweaking/
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If you have the time, what is the timestamp and exact size in bytes of your Fallout4 - Voices.ba2? You need to use a windows command prompt and the "dir" command or 3rd party file managers to get the exact bytes. Windows Explorer will always simplify the number. Not that important, a next version of LODGen will just skip the file, since nothing useful for LOD is in there anyways.
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The GIMP save dialog for DDS should have an option to generate/not generate Mipmaps. So load texture in GIMP and then save with the Mipmap option disabled.
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Legacy of the Dragonborn DynDoLod files
sheson replied to croc's question in DynDOLOD & xLODGen Support
> Is this correct? Yes How to add rules for your own mod in ..\DynDOLOD\Docs\DynDOLOD_Mod_Authors.html -
See ..\DynDOLOD\Docs\DynDOLOD-Shortcut.txt how to create a Windows shortcut to add command line parameters or how to add command line parameters MO executable drop downs. Start the games launcher once, so the registry settings for the game are set or updated. In addition pay attention to the installation instructions: From the DynDOLOD Standalone archive copy the content of the 'DynDOLOD' folder which contains the files DynDOLOD.exe, TexGen.exe, DynDOLOD_QuickStart.html and the sub folders 'Docs' and 'Edit Scripts' with all their content into a new 'DynDOLOD' folder outside of special OS folders like 'Programs Files' or 'Program Files (x86)', the SteamApps or game folders and Mod Organizers virtual file structure.
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The error message "DynDOLOD.esp not found" is shown when the SKSE papyrus function Game.GetModByName reports load order of DynDOLOD.esp as 255 - which usually means "not found". It could also mean you have too many plugins (the highest load order of a plugin should not exceed 253 AFAIK. 254 is for ESLs and 255 for temporary forms. If the load order of DynDOLOD.esp is 253 or less, it could mean the updated game.pex papyrus script from SKSE is missing or overwritten. The message is also shown in case a keyword record is not found in the DynDOLOD.esp, which could only happen if generation went really wrong with all kinds of errors or the DynDOLOD.esp was manually edited. Both seems unlikely in this case. The error message "DynDOLOD Can not find master data in none.json" happens when certain things for a worldspace worked as they should in DynDOLOD.esm, but then failed to read additional data for the worldspace from DynDOLOD_Worlds.json or things went horrible wrong afterwards. This can happen when - JsonUtil.pex papyrus scripts from PapyrusUtil are missing or do not work as expected. - the json file can not be read (not found, access denied) or its content is malformed. - the default Game.GetFormFromFile function in Game.pex does not work as expected. - the Math.LogicalAnd function in updated Math.pex papyrus script from SKSE is missing or does not work as expected.
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Dyndolod.esp asking for a not installed mod
sheson replied to JettoDz's question in DynDOLOD & xLODGen Support
The DynDOLOD log should tell you which other plugin requires the missing plugin as a master. Remove that plugin or install all its required masters.- 1 reply
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The downside of more than one atlas are additional draw calls. It is usually negligible in this context. The BA2 you are creating may have the wrong settings or options. It needs to be "DDS" format and only contain Textures. Maybe compression plays a role. Find and follow a guide how to pack textures. Maybe not adding Textures\ to sResourceDataDirsFinal helps. The texture format should not matter. The vanilla game use DXT1 or DXT5 for diffuse and ATI2 for normal/specular. You could also try if BC7 makes a difference, but would have to use an external tool to convert. Removing the mipmaps from the atlas texture should work in any case and is probably the best option at this point.

