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sheson

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Everything posted by sheson

  1. The steps in options\trees.ultra\DynDOLOD-Trees.txt are exactly the steps that you need to do to replace the existing flat tree LOD with static 3D model trees object LOD. It also mentions the current limitation that this can only be used with vanilla trees. If these steps are followed no tree LOD billboards are used, only the 3D LOD tree models found in Data\Meshes\DynDOLOD\lod\trees\*.nif. At the moment this folder only contains trees for vanilla and 3 juniper trees from 3am. There is usually 2 files for each supported tree in that folder. The first version ending in *_lod.nif is for Static LOD4 and the second version ending in *_lod_flat_2.nif for Static LOD8 Which of the 2 versions is used for which LOD level is defined by the mesh rule as explained in the instruction. Mesh mask LOD 4 LOD 8 LOD 16 VWD Grid Reference tree Static LOD4 Static LOD8 Static LOD8 Checked Far LOD UnchangedIf you do not want any trees in LOD 16 set the column to empty instead of Static LOD8 You need to run DynDOLOD TexGen again if you deleted the updated textures it generated. However, TexGen does not generate any textures for trees. 3D hybrid trees can not be generated from billboards or by splitting existing tree LOD. Creating 3D static versions of trees requires manual work, which I discussed with Dammal19 in December. As instructed in the manual, nolodtreees.lst needs to copied to the correct locations before generating LOD with DynDOLOD Worlds.pas
  2. Does this happen with using the latest papyrus scripts? Does this happen with a new game (just use coc whiterun for a quick test)?
  3. Screens looking great :) You could actually set Has Distant LOD flag on the tree baseelements so the full models take a second to fade in. It is the same method used for object LOD. However that means both LOD and full model will be active for a second. You cant make LOD fade out. In order to work around my programming trying to be smart you need to edit ..\TES5Edit\Edit Scripts\DynDOLOD\lib\process.pas line #442 from if (Result <> '') and ((not bFlagTree and bDoTreeLOD and (Signature(Element) <> 'TREE')) or ((bFlagTree and not bDoTreeLOD))) and (Pos('effects\', sMODLPath) = 0) and (Pos('water\', sMODLPath) = 0) then beginto if (Result <> '') and (Pos('effects\', sMODLPath) = 0) and (Pos('water\', sMODLPath) = 0) then beginThen generate LOD form scratch, do not use cache. Creating more 3D static trees for a couple mods is on my list. We recently discussed this, so if you search backwards to December you find some pointers and a download archive for a template.
  4. Make sure to use the latest papyrus scripts from the update post. Check the MCM Information if there still is a message about files not belonging to each other. But Edit3 said all is OK? Sorry I have no idea about PDT Wrapper and if it even needs Java or what version. Remember how SkyProc was confused once USKP had more records of a certain type than anticipated? Since DynDOLOD is just simple objects and straight script data, the only way I could imagine problems if there is more items/data than current memory limits (heap memory for example) can handle. AFAIK all numbers in TESV.exe are 32 bit, thus allowing millions of items - only memory limits should be the defining factor. If there is any weirdness apart from heap memory I would look at dll plugins as they handle data and/or memory directly. Dangerous plugins like Stable UgridsToLoad or SafetyLoad. Also keep PapyrusUtil or NetImmerse Override updated as older version had data troubles as you can read in the changelogs.
  5. See my post on Microstuttering in 3rd person running/horseback riding on good rig See the FAQ Q: Tree LOD / TES5Edit\TES5Edit_log.txt: and similar
  6. DynDOLOD adds LOD for objects that didn't have LOD before, it is not changing existing LOD or how the engine works. Generally speaking anyways. Technically LOD models are shown outside the loaded cells, while full models are shown in the loaded cells, in general. Check the folder options/trees.ultra in the DynDOLOD archive, Also search back in this thread for using full models instead of LOD models in Static LOD4 area for selected objects like certain mountain meshes.
  7. From the DynDOLOD Manual "Basically, the glow shader in Skyrim allows two types of glow: own emit or external emittance. While own emit never changes strength or color of the glow, external emittance glow is controlled via CK settings that can change over time and on other parameters. This can be used to make windows only glow at night and react to sunlight. This behavior is controlled per reference, which means the same mesh can be used for either type, because external emittance takes precedence over the own emit color settings. Static object LOD generated by LODGen.exe 'only' supports own emit. Neverfades and thus the dynamic object LOD of DynDOLOD supports external emittance as well. [...] If the [_] High option is not checked the glowing windows are added as static object LOD. Check the [x] High option to add glowing windows as dynamic object LOD if applicable. As explained above, dynamic object LOD windows react to external lighting." Static LOD glow has no external emittance, which makes them use the own emit color set in the mesh. It is usually white. You can try setting a different color in the mesh, but it will always be off at some point depending on day time or weather from the color of external emitance. The mountain LOD will most likely be just the same LOD as before. Take comparison screenshots. Mods like ETAC add a lot of new objects into certain cell and loading all objects can take longer than the engine anticipates before unloading LOD, See about tree LOD below. Terrain LOD meshes/textures are not changed by DynDOLOD. Tree LOD is done by the built-in TES5LODGen. Check discussion over there about tree mods/billboards. If there is a strong visible difference between LOD trees and the full model trees you could do these things: - use the tree LOD brightness setting in the advanced options - verify the correct billboards for full model trees are used, depending on mods and load order - ask tree mod creator to supply LOD billboards - create your own LOD billboards by splitting existing tree LOD for a mod or use a tool like Tree LOD billboard creator for xLODGen
  8. Have you read "Uninstallation / Updating" in the manual? It also has a link to a video section.
  9. So a mod added new models and forgot to copy the meshes for them? I will add an extra check if the nif file for a base element exists in the load order I guess.
  10. No. But you may notice texture fighting between new LOD objects and full models when they sit on cell borders and missing new structures in attached cells in towns child worlds which have LOD now. Remove the fxwaterfallbody mesh rule if you do not intend to use SkyFalls.
  11. Using the billboards automatically for 2D object LOD will happen for sure. No idea why your save would have problems. DynDOLOD is just objects and data. Make sure to use latest PapyrusUtil and NetImmerse Override (optional) and that heap memory is not filling up. I will check the worldspace for oddities. Regarding the message, use the papyrus scripts from the update post. If it still shows then check MCM information page.
  12. Command line parameters are separated by a space, not comma. You probably should ask this in an official xEdit thread.
  13. Currently the 3D static tress are really only perfectly working for vanilla tree LOD. I may finish a 3D set of SFO static trees I got from user Dammal19 after discussion a bit about this thread end of last year. Maybe looking those posts up can help you in the meantime. RL has me more busy atm than I like... :(
  14. The name is confusing, as the problem is because of the engines occlusion culling and not LOD, and the mod does not really fix it. There are dozen of locations where occlusion culling is overzealous. I think it is exaggerated when using anti z-fighting values in the ini - but have not tested much. Static and terrain LOD can be made to extend past its current "cells". Theoretically this could be used to cover the worst spots, but may create new other problems and would require a lot of testing.
  15. ops that should read CTRL+mouse click LODGen.exe (started by DynDOLOD Worlds.pas) which generates the static object LOD is a fully multithreaded application and uses all CPU cycles it can get.
  16. Open console, click the windmill fan. Note the form id. Load the load order in TES5Edit. Type in the form id in the field FormID top left. In the right window find the row called NAME - Base. CTRL + mouse click the data entry to open the base record. In the right window find the row MODL - Model Filename and take note of the nif filename. Open the nif in nifksope. Click the windmill fan model in the 3D view. Unfold the NiTriShape in the Block List window it marked. Unfold the BSLightingShaderProperty Click the BSShaderTextureSet so it lists the used textures in the Block Details window. Take note of the texture filenames. Make sure these textures exists. Looks like you had SMIM larger windmail fan with sails options installed, but removed the textures but kept the model.
  17. Remove Claralux from load order while generating LOD.
  18. Do not include the old .esp files that were merged. Also read "Dealing with merged Mods" in the manual.
  19. This includes using the latest version of the papyrus scripts from the update info post, which add the new MCM page that shows the numbers used to sign the different files?
  20. I see 18 files, is that what you mean by a ton? Overwrite any files with the DynDOLOD version that has in "lod" in its name. The ones to "worry" about are the full model buildings in Riften. DynDOLOD contains updated version of the full model Riften buildings so the glow windows of the full versions look and work properly with ENB and match the Glow LOD windows when switching from LOD with glowing windows to full model or vice versa. If you do not use Glow LOD windows use the Riften buildings from the parallax mod. If you do use Glow LOD windows test with the parallax version Riften buildings, check if the windows keep brightness and color tone when switching from LOD to full model - if not let me know and I can make a compatibility patch so that the stone base has the parallax and the windows use my special version. What Zilav said, you could find the billboard you downloaded from TES5LODGen nexux page (tree mod?) for that tree and maybe shift it a few pixels to the left or right so it may be less obvious. You can quickly update tree LOD directly with the TES5Edit tree LOD generator function. No need to run the full DynDOLOD Worlds.pas process. If you remove the billboard dds/txt file for that tree completely it won't generate the 2D tree LOD for this tree and then DynDOLOD Worlds.pas will generate this tree as static object LOD. By default with the 2D nif found in Meshes\DynDOLOD\lod\trees\*_lod_flat_2.nif Those nifs need to be updated to have no normals though or they may look too dark close up depending on rotation (next update). You could edit such a nif to use 2 different textures or even all 4 sides if you update the model/textures yourself. Like a poor men version of the 3D ultra static trees. At the moment the only real other alternative would be to use the ultra.trees option to replace the 2d billboard by 3D static trees. Oh, and, static or tree LOD meshes/textures are not baked into saves. It is loaded fresh each time from the btt/bto files and can be updated without worries.
  21. There is no LOD for weather. DynDOLOD creates LOD for objects and trees. You may want to update or generate LOD again if you installed a mod that adds objects that LOD exists for or that adds trees. Only if you actually want the LOD for it. You do not have to. If a mod changes the full textures which are used as source for the LOD textures you can rerun TexGen (if applicable for those LOD textures - not all can be generated programmatically) and update the LOD texture atlas - you will actually "see" if the LOD textures do not match the full textures. If the color/tone is close enough then do not bother. Nothing bad happens if you chose not to update LOD only because you added a mod. There will simply be no LOD for new objects or trees which is only a visual preference not a technical problem.
  22. Thanks. Could you please upload the files of the tree LOD folder Meshes\Terrain\DLC2SolstheimWorld\Trees\*.* it generated In the meantime, could you try to generate LOD for DLC2SolstheimWorld only without "Bashed Patch, 0.esp" loaded? I don't think it be the cause but lets rule it out.
  23. Sort load order with LOOT, then put DynDOLOD.esp last. If error continues, post TES5Edit_log.txt
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