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Not getting correct LODs for Trees and Noble Skyrim


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Posted (edited)

Hi everyone, I hope it's ok to ask this here instead of the massive Dyndolod thread. I've run the scripts multiple times lately trying various things to fix these issues, but I can't get the trees to stop popping in with a different model than the LOD. And Noble Skyrim buildings aren't getting LOD'd either. I'm so ready to play finally, just have to get this right.... I've updated Dyndolod to 1.49 and TES5Edit is 3.1.3. I've uploaded my modlist, I'm not sure how to correct the plugins to list individually instead of a giant mashed up mess, but I'll get those posted too if I need to.

 

I'm about to go through the tedious process of getting the tree IDs in game then finding out which LOD is loading through TES5Edit, I'll report back what I find. But I'm still curious about why the proper ones aren't getting used, perhaps based on issues with my modlist. And I have no idea where to start with Noble Skyrim...

 

Thanks in advance :D

 

https://www.modwat.ch/u/philtro9

 

Here's a couple screenshots, you can see the tree models over the far buildings change and you can see the nearer buildings switching to Noble Skyrim textures while the further ones are totally different...

 

https://imgur.com/a/hvQsl

 

Update: Browsing data/textures/terrain/LODGen/skyrim.esm is showing all SFO 2.5 billboards being used, I wonder if Unique Grasses and Groundcovers is affecting what Dyndolod sees. Its plugin is loading after SFO's... (extra update: I just reran the scripts with unique grasses esp deactivated and it seems a little more accurate, but there are still certain trees that are using the wrong LOD). Here are a couple more screenshots from the latest scripts, this time in Riverwood. Also notice the snow covered tree on the top right change. I really hope I don't need to run around skyrim trying to figure out which trees have incorrect LODs, get their formids, then manually find the correct one and rename it in xedit to get this to work...(if that's how I'm understanding it in the Dyndolod FAQ)

 

https://imgur.com/a/Ifyf7

Edited by philtro9
Posted

I suppose I should have asked in the Dyndolod thread, If you guys can move this over there.

 

I thought others who installed SRLE Extened might have encountered the same issues with Noble Skyrim, and SFO Trees issues with SRLE. With all of the gurus around here, I expected I was doing something wrong that would be easily pointed out lol...

Posted (edited)

I don't see anything wrong with LODs on your screenshots. Flat images aka billboards which Skyrim uses for trees LOD will never exactly match full 3D meshes. Your ENB and/or weather mods make it even worse by having a different colors for LOD (ambient and sunlight color) not matching the vanilla ones since billboards are usually made for vanilla lighting. You are expecting too much from a 2011 game made for consoles developed in 2005 iirc.

Edited by zilav
  • 2 weeks later...
Posted (edited)

I wanted to update this thread, I learned a couple things along the way and someone else might have similar questions.

 

I learned that buildings in Skyrim need billboards, which Noble Skyrim doesn't have, hence the wrong LODs for buildings. (I thought Dyndolod created the LOD of buildings which isn't the case).

 

For the trees, I had the LOD problem down to two, the Scots Pine and some of the Snowypines (the ones in the hills around Riverwood). After posting on the SFO page, Vurt admitted that he hadn't looked into the pine billboard (it's not a true match, so the pop in is very noticeable). And for the Scots, the billboard is correct, it's just that LODs are created with one viewing angle, so a tree with a varied branch setup will make the pop more noticeable when you're looking at it from any other angle than the LOD's (as with the Scots Pine). This is what Zilav was saying above, I just didnt' know why the Scots were so poppy. 

Edited by philtro9
Posted

Buildings need matching LOD textures, they are not billboards. DynDoLOD comes with TexGen script that generates LOD textures out of the full ones, you can try it.

Posted (edited)

That's what I thought it was supposed to do, you mean the textgen script that you run before the worldgen script? If that's the one you mean then it's not creating them.

 

 

This is from the author of noble skyrim, in response to my question on his mod's page:

I had a discussion with the author of LODGen-mods (TES5LODGen etc.) some time ago and he explained me some useful things. I did not find the time to test what I learned from him so far, and a lot of stuff needs to be done by hand so it will be a major task.

Edited by philtro9
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