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sheson

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Everything posted by sheson

  1. You will have to test yourself to know for sure... Just by quickly looking at the mods, Books of Skyrim should be OK because it seems to use a standard building - but It will be more or less hidden from view behind the walls anyways, so no loss if something goes wrong. If I remember Jaggersfeld correctly it has its own little worldspace that does not require LOD. The cave entrance it adds to Tamriel should be added without problem. I think I did look at Lakeview Manor Elvolved once and it is mostly OK, but may need a couple rules for some objects I think to be "complete". Just looking at Druids Den screenshots most of it should be fine, but I am not sure about the stone eagle LOD from the Skyforge, so it probably could use some custom rules too. I've added all mods to my long list of mods to check so they may show up in the next update.
  2. Overwrite the existing scripts ../data/scripts/SHESON_DynDOLOD_*.pex with the ones from the new archive. If you use MO the existing scripts to overwrite should be in the mod where you installed the Data folder from the complete DynDOLOD download archive.
  3. As I thought the log shows missing files like [00:00:02.102] textures\dlc01\architecture\dawnguard\dfloor01.dds not found! [00:00:02.107] textures\dlc01\architecture\dawnguard\dfloor01_n.dds not found! [00:00:02.113] textures\dlc01\architecture\dawnguard\dfloor01.dds not found! [00:00:02.118] textures\dlc01\architecture\dawnguard\dfloor01_n.dds not found! [00:00:02.124] textures\dlc01\architecture\dawnguard\dfloor01.dds not found! Those file are in Dawnguard.bsa, but the BSA is not loaded by TES5Edit when it starts. This could be due to MO managed archive feature. Just turn it off and see when starting TES5Edit if it loads all *.bsa. It will tell you in the log as well: [00:00] Background Loader: starting... [00:00] Background Loader: [skyrim - Misc.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Shaders.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Textures.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Interface.bsa] Loading Resources. etc. SSD will help A LOT with loading data quicker when moving around in the world. In the meantime you could see if lowering tree LOD distance helps. If you use the latest papyrus scripts you can change such LOD ini settings from DynDOLODs MCM "Settings" page.
  4. I couldn't find any logs at fileweed, the folders appear empty... "exception message : Source tile not found DynDOLOD-temp\textures\dlc01\architecture\dawnguard\dfloor01.dds" Do you have Dawnguard DLC?This probably happened while you ran DynDOLOD TexGen.pas and it probably wrote file copy errors to the TES5Edit message window that you need to fix. If that didn't help upload ..\TES5Edit\TES5Edit_log.txt If the GPU is 100% already there is nothing else left to do for the CPU. You could try uGrids 5... instead generate LODs with high setting, see if you can get used to those visuals as it should have better performance overall.
  5. The instructions how to create static 3D trees for the optional ultra trees setting were for another user. You sure you need them? They will be included in the next version. Screenshot looks OK to me. You probably should compare it to one from the setup and location without DynDOLOD. Mine may include 3rd party terrain LOD, not sure. 1) it should be minimal with an otherwise vanilla game. 2) It is not required, but you should update the LOD textures so they match Skyrim HD better 3) GPU with 100%, are you using an ENB? If you use mods that add lots of objects in the loaded cells (JKs Skyrim, ETAC) go easy on shadow resolution / distance. Lots of new objects means many more draw calls (ENB overlay can show). Static and tree LOD are merged so they add few draw calls. Dynamic LOD is not for technical reasons. LOD typically will be the least of the problems. Use tll from console to turn of static and tree LOD. Use MCM to turn of dynamic LOD and compare.
  6. Check "TES5LODGen for trees LOD" in DynDOLOD_Manual.html. It explains with text/video how to split an existing tree LOD atlas texture into billboards. Best to create a new profile in MO that only has the tree mod active so no other mods/textures interfere. EDIT: just checked the 2.3b update, it doesn't ship with a new tree LOD atlas texture, which is the reason there are no newer billboards. You need to create new billboards with something like Tree LOD billboard creator for xLODGen or edit the existing ones with Photoshop for example.
  7. Looks like an interior which can not have LOD, Go outside to a worldspace that LOD was generated for, then the empty data should fill with values.
  8. LOD textures generated by DynDOLOD TexGen should overwrite the ones from the DynDOLOD archive. Check the MO overwrite folder for stray files overwriting things. If the tree LOD looks weird make sure that the tree LOD texture the game loads from Data\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds is the correct one created at the same time with the tree LOD meshes the game loads from Data\Meshes\Terrain\Tamriel\Trees\*.btt you can double check the source for these folders/files in the right window "Data" tab of MO. The latest DynDOLOD papyrus scripts have an MCM page called "Information" that shows a bunch of numbers for each of the esp/json files currently in use. The same number is written to the esp/json files when they are generated by DynDOLOD Worlds.pas and they need to match. If they do not match, it is because a file is from another generation and outdated.
  9. just to make sure, also get the updated papyrus scripts Since DynDOLOD has no billboards included, nothing should overwrite them. Make sure you have billboards installed in this order Vanilla Skyrim LOD Billboards Vurts SFO 2.3 LOD Billboards Once LOD is generated move files in the folders meshes/textures/skse from output folder to a mod that is last in the load order and nothing gets overwritten by anything.
  10. When you start TES5Edit it will list every bsa it loads. [00:00] Background Loader: starting... [00:00] Background Loader: [skyrim - Misc.bsa] Loading Resources. [00:00] Background Loader: [skyrim - Shaders.bsa] Loading Resources. etc... Most likely it is not the cause of your tree LOD troubles, as the LOD tree billboards you download are all loose files. Is the tree LOD looking like just wrong trees or are the LOD trees really weird, like shifted or cut-off? The first means the billboards are not in the right overwrite order or just wrong for the mods/trees in question. The second usually means that the tree LOD texture the game loads from Data\Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds is not the one created with the tree LOD meshes the game loads from Data\Meshes\Terrain\Tamriel\Trees\*.btt When you say latest script from FAQ did you mean the scripts from the update post?
  11. Just use the traditional dictionary explanation: "object" - a material thing that can be seen and touched An object with LOD means a full hi-res 3D model for close-up like rocks, trees, houses, wooden structures or whatever that a LOD low-res 3D model exists for. An object without LOD means a full hi-res 3D model for close-up like small structures, books, baskets, weapons or sweetrolls or whatever that a LOD low-res 3D model does not exist for. To know which mod adds what object in the game, go close to the object, open console, click with the mouse on the object and note the first two hex digits of the form id number that shows up (see). That number is the load order ID of the esm/esp, with is the same number as in the "Mod Index" column in MO plugins window to the right. AFAIK my memory patch that is build into SKSE is part of the STEP installation. Together with my Memory Blocks Log SKSE plugin it is basically in every guide how to setup a stable Skyrim, typically in the SKSE section or about memory related ILS and CTD. The second screenshot shows all LOD working as it should, so I am not sure what the problem is? Roads in the distance are the easiest way to tell the static LOD is updated and working. The windmill fans and the Gildergeen tree in Whiterun are the easiest way to tell the dynamic LOD is working. I am also sure I see the giant campfire in Bleakwind Basin, which is also dynamic LOD. I can also tell you are using a mod (JK's?) that adds additional objects to Whiterun Yes, you need to convert full meshes trees into static trees by removing any extraneous data from the nif. See if these instruction help. I quickly threw it together, so if something seems unclear let me know so i can refine before adding it to the next version.
  12. I can only answer questions related directly to DynDOLOD DynDOLOD FAQ: Skyrim: ILS or CTD More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini If heap memory is not the cause of CTD see Docs\ DynDOLOD-README.txt for checking if a nif model used for dynamic LOD is the cause. QuickStart: Select all mods that potentially add objects to the worldspace you want to create LOD for. If in doubt check all. Checked mods that add objects without LOD may still end up as masters in DynDOLOD if they are the last overwrite for a worldspace or cell, which can be a hassle if load order changes a lot. Bashed patch is usually not adding objects - remove if DynDOLOD Worlds.pas doesn't complete successfully. SUM/Merged mods depends on what mods were used - but see "Dealing with merged Mods" in the manual. FNIS is about animations so it shouldn't matter. RealShelter doesn't change objects so it doesn't need to be checked. Manual: Put DynDOLOD.esp last in the load order, or specifically it needs to load after the last mod that contains objects in the world for which LOD is going to be created. Once DynDOLOD.esp contains data from other mods LOOT sorts it properly based on its masters. Check the worldspaces you want to create LOD for. Do not check the worldspace you do not want to create LOD for.
  13. No need to change the order of rules, in fact the / rule alwats needs to be last. The mesh rule matches the path / filenames of the full model meshes ... so the / rule always matches every mesh, but since the VWD checkbox is checked it only matches meshes for which a _lod.nif exists. (if you happen to forget the VWD checkbox on the / rule everything will be added to static/dynamic LOD ... and the process will run for days :) So, if you add the mesh rule "tree" it will match every mesh that has the letters "tree" in the path or filename. The full model trees are usually in Data\meshes\landscape\trees\*.nif, so the path already matches regardless of nif filename. I suggest to go with the folders names in the DynDOLOD archive Data\meshes\lod\ for the grouping. If you need to fine tune for performance use TES5Edit\Edit Scripts\DynDOLOD\cache\DynDOLOD_tamriel_mesh_count.txt to see which LOD meshes are used a lot. Typically rocks are on top of the list, but the smaller ones for example like meshes\lod\rocks\rockl01_lod_0.nif may not be needed in LOD8. Address them with a mesh rule "rockl0" and only assigning them to LOD4 will match meshes\lod\rocks\rockl01_lod_0.nif meshes\lod\rocks\rockl02_lod_0.nif meshes\lod\rocks\rockl03_lod_0.nif etc
  14. Ah I see. You can not separate objects within static object LOD of the same level. Dynamic LOD objects should stay as low as possible. Tamriel has over 40,000 trees with LOD. While adding them all into dynamic LOD does work actually, things really get wonky :) The major problem is, that those objects can not be merged into single big meshes like static LOD to reduce draw calls. I think the solution is to assign the hybrid trees "Static LOD4" to "LOD4", "Static LOD8" to "LOD8", "Static LOD16" to "LOD16" as already done. Then decrease fBlockLevel0Distance Update the mesh rules of (all or select) other landscape/structure objects to use "Static LOD4" in both "LOD4" and "LOD8" to compensate and adjust fBlockLevel1Distance as well. I probably would leave LOD16 alone, since it is also used for the map, but if fBlockLevel1Distance was decreased maybe add a couple more objects that are only in 4/8 to 16 as well. A first quick proof of concept would be to change last slash "/" rule. But most likely you need to create new mesh rules for certain model groups / folders for a good balance between static LOD overall file size and triangle count. The Unofficial High Resolution Patch is just textures and dummy esp. It doesn't matter if they are there or not when generating LOD.
  15. 1. The terrain LOD distance is decoupled from the object LOD distance by fSplitDistanceMult. If you lower fBlockLevel0Distance increase fSplitDistanceMult or vice versa. Get these updated scripts from the update post, then you can change the LOD ini values from DynDOLOD MCM "live" 2. Yes there are not optimal because they are 2D flat surface almost like tree LOD, but have normals (data how to react to light) which tthe good old tree LOD doesn't have. They are premade nifs you can find in Data\Meshes\DynDOLOD\lod\trees\*_lod_flat_2.nif the _lod_flat_2.nif are the billboard versions for far distance, while the _lod.nif are the hybrid trees. I am working on an update to DynDOLOD Worlds.pas and LODGen.exe that will create the 2D flat version from the tree LOD billboards dds on the fly when generating static object LOD in LODGen. They will have better lighting options (for 2D flat and hybrid) and no-normals/other normals for 2D flat that match the traditional tree LOD better. No eta though. 3. Each object you see in game has a so called reference entry (that you can look up with its form id). A reference has data like x, y, z position and scale among other things. SBT updates the scale setting on tree references and DynDOLOD Worlds.pas will read the last overwrite data from the SBT esp and use the bigger scale. It should work without a problem, no matter what type of LOD trees are used. 4. Yes, just start looking at nifs in nifksope to get a feal how they work in general and then maybe change shapes in blender or 3dsmax. There certainly are some good posts scattered here and there how to do things in those programs. LOD meshes are pretty easy in fact, since they are simple static models with no collision. The hybrid trees could be created with nifskope only. They are just a 2D flat X mesh for the trunk with the original leafs copy pasted (any animation info removed), though I did work on the texture in Photoshop because of alpha and also pre-atlassed them (which may change in the upcoming update I mentioned above). LOD can only have on/off alpha and because of this work may be needed on the alpha channel of textures, or things may appear too thin in the distance. Download latest nifskope and just look at the files. Data branches in the nif can be removed or added with copy paste (right click "block"). Nifskope is the xEdit for nifs and I can not praise it / niftools and the work everyone did/does on them enough. While I rendered the trunks in 3dsmax they could just be screenshot in nifksope with Tree LOD billboard creator for xLODGen I may write down the steps or other things I picked up on in the past couple years - but no promises :)
  16. Do not have claralux esp enabled in the load order for generating LOD. The next update will deal with it properly.
  17. Honestly, I have no clue what values to use for brightness :) However, you can quickly update tree LOD by using the built-in function of xEdit directly. Make sure to start xEdit with the -o output parameter set, so it doesn't override existing files. Otherwise keep load order and things as you did for generating LOD with DynDOLOD Worlds.pas. Right click Skyrim.esm (or mod that adds worldspace), select Other, select Generate LOD, select worldspace, uncheck Objects LOD, check Trees LOD and select brightness, click Generate. Then copy/move/overwrite the tree LOD files meshes btt / textures dds from output folder as before. Tree LOD is flat surfaces with no normals, which is why they react so weird to lighting and ENB settings. AFAIK most mods that change trees / tree LOD billboards were made for vanilla lighting. Unless you create/update your custom set of billboards dds, no mod is going make to tree LOD look OK for your current ENB settings. That is why the brightness drop down exits. AFAIK Enhanced Landscapes updates some trees and ships with matching tree LOD billboards, though I assume the files were created with vanilla lighting in mind and may need adjustment for your ENB just as well. It may not change the type of trees you find problematic at all, though.
  18. I assume this message shows when running DynDOLOD Worlds.pas in TEX5Edit? Do you know what worldspace this happens in and what mod adds that worldspace? Best to upload TES5Edit\TES5Edit_log.txt somewhere. Only the lines from the last process are needed. Truncate it from the last "Applying script..." to the end. The second sentence of the first paragraph of DynDOLODs description. By default DynDOLOD uses tree LOD billboards resources provided by 3rd parties and tree LOD generation function of TES5LODGen. The advanced options of DynDOLOD have a brightness modifier for tree LOD. In general, DynDOLOD TexGen.pas generates LOD textures for static LOD and the static LOD texture atlas, while tree LOD uses tree LOD billboards textures that are combined into the tree LOD texture atlas. Typically, for this case it should be enough to only generate tree LOD again. However, a few trees end up as static or dynamic LOD for technical reasons. So if you notice single LOD trees still too large you may want to generate all again.
  19. You do not have to run DynDOLOD TextGen.pas if texture more or less look like vanilla textures, the default LOD textures should be fine. Consider running DynDOLOD TexGen.pas when using texture replacers and LOD textures do not match. If you follow STEP and use the STEP texture pack there should be no need either as everything should be included.
  20. DynDOLOD goes far beyond standard LOD because DynDOLOD Worlds.pas also scans and matches for additional landscape texture variations and then some. It also properly deals with base elements that use a texture replacement function built into the game. If textures are updated/replaced just run DynDOLOD TexGen.pas again, and then only create the texture atlas again. Check DynDOLOD_TexGen.html and "Update Texture Atlas" in particular. If LOD is generated without the dynamic LOD option you only need to use the esp if you notice static LOD object texture fighting with full models at the outside cells until a cellborder is crossed. Without the flag "Has Distant LOD" full models "bleed" into the LOD area outside of uGrids. Some of those now have LOD and the the flag is set in the esp. The dynamic LOD also covers waterfalls effects/small water bodies/creeks/fires/glow and HearthFires houses and any object from vanilla/mods that have matching mesh rules with settings in the Grid column. Dynamic LOD is also used for quest enabled/disabled objects, for example some ships/wrecks or intact/damaged Helgen etc. If the load order changes a lot I suggest to generate LOD (including dynamic or not) for a specific load order with only the base mods that are never removed. Then you can add/remove other mods as you please without worrying about LOD at all. You do not have to generate mod again just because a mod was added. Things will just work without a problem. Update LOD texture/atlas as explained above when landscape texture change. Only update LOD (including dynamic or not) when you actually notice missing LOD from a new mod and you intent to keep it. The save game update procedure is only needed if dynamic LOD is generated from scratch and an entirely new esp is introduced to the game. It is needed so the save game "forgets" about the old dynamic data. For example, this is required if a mod that was added as master into the esp is removed. If a mod is added, the existing esp can be just updated. Static / tree LOD - those files have no impact on scripts/save game and can be overwritten/removed at any time without worry. Just make sure the static/tree LOD files in meshes match their files in textures from the same generation.
  21. If close to a full model object, open console, type tfc and fly away to the same distance the object would be LOD. Check brightness should be about the same. Test default weather, type sw 15e in console for brighter lights over long distances. Updating weather settings and ENB is outside the scope of DynDOLOD :) If you have NetImmerse Override installed, LOD canl have its brightness multiplier raised over distance. Can be adjusted in MCM. Works so so. FAQ: Skyrim: ILS or CTD More LOD uses more memory and this can cause ILS or CTD. Double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Remove satefy-load if it is used. Set ExpandSystemMemoryX64=false in enblocal.ini Fix will be included in next version.
  22. Yes this was discussed before and a search should show those posts. You can try cleaning masters - though odd things may happen because overwrite records created in DynDOLOD.esp may still contain values/data from now removed mods. Whatever LOD is baked into static/tree LOD *.bto/*.btt will still show regardless if a mod is loaded or not. If static LOD uses single textures *.dds instead of texture atlas, the LOD will be missing those textures if the files are removed or it will fall back to the vanilla textures. Usually, if the source reference for a dynamic LOD object does not exist anymore, the dynamic LOD for it should not show anymore. This may require to visit the cell the original object was in once, so the new status of the source reference can be acquired.
  23. There is no need to do a video. Similar LOD objects with different textures are a simple affair. If a mod replaces certain landscape textures, the LOD versions of those single landscape textures need to be updated as well before they are combined into the texture atlas. LOD textures either come with the mod and need to overwrite the LOD textures of DynDOLOD or they can be generated for the current load order with DynDOLOD TexGen.pas. Not sure what the 2 attached images are supposed to show? Having a quick look at the green grass option of enhanced landscapes it may need a compatibility patch to work properly. Edit: Replace TES5Edit\Edit Scripts\DynDOLOD\DynDOLOD_textures_names.txt with this version and then generate static LOD and atlas again.
  24. The screenshot is really very confusing. Did you follow the mods instructions in regards to the LOD textures that come with the mod and their overwrite order? Alternatively, was DynDOLOD TexGen.pas run before DynDOLOD Worlds.pas? Check TES5Edit\TES5Edit_log.txt for lines that look like XXXXXX DirtCliffs01 looking for ...
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