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lucidstorm1

double lods in memory

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Hi one thing needs to me made clear Sheson spoke about double lods loading into memory if you let Dyndolod output left along with lod.dds either in your lod folder or texture folder, is that correct, do you need to remove all lods not made by dyndo,

 

for example you download a texture pack (not dyndolod related) with nifs (like lod.nif) and textures (lod.dds), you should remove them asap?

 

btw. I did correct installation, run TEXgen then installed output of texgen then installed dyndo resources then dyndo output:)

 

best

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See 'Overwrite Orders' in the ..\Docs\DynDOLOD_Manual.html. 

 

If you followed the installation instructions DynDOLOD Resources overwrites all other mods. For some mods there are specific overwrite instructions in the 'Compatibility' part of the the manual.

The TexGen and DynDOLOD output always overwrites everything.

 

There is always the chance that a mod is not yet compatible and needs custom rules. This is usually to data on the plugin. Then I just create INI settings and rules and include them in the next update.

Edited by sheson

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hej yes I have overwritten all with dyndolod and texgen

 

the question is a texture/mesh can pack his own lods in addition to Dyndolod, thus double loading the memory

 

say you already have dyndolod installed in your system, you start adding textures and meshes that come with its own lods (xxxlod.nif, xxxlod.dds) but without overwrighting dyndolod and texgen, they go into memory I guess or how does it work?

 

I don't want the newly added textures/nifs to be manned by dyndolod either, I just don't want new lods at all but the old ones made originally by dyndolod (not sure you understand me)

 

so in order to make it work I should remove all xxxlod.nif, xxxlod.dds (not pertaining to Dyndolod) from the newly installed mods in order to make it run as I want to (or not necessary since dyndolod will always have priority and override new lods placed in same position)?

Edited by lucidstorm1

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hej yes I have overwritten all with dyndolod and texgen

 

the question is a texture/mesh can pack his own lods in addition to Dyndolod, thus double loading the memory

 

say you already have dyndolod installed in your system, you start adding textures and meshes that come with its own lods (xxxlod.nif, xxxlod.dds) but without overwrighting dyndolod and texgen, they go into memory I guess or how does it work?

 

I don't want the newly added textures/nifs to be manned by dyndolod either, I just don't want new lods at all but the old ones made originally by dyndolod (not sure you understand me)

 

so in order to make it work I should remove all xxxlod.nif, xxxlod.dds (not pertaining to Dyndolod) from the newly installed mods in order to make it run as I want to (or not necessary since dyndolod will always have priority and override new lods placed in same position)?

If a mod ships with its own unique LOD models/textures, you typically want to keep them in the load order, because DynDOLOD makes use of them. This is explained in the manual as well and compatibility list in the manual denotes such mods with "2 Contains new/updated LOD assets or defines full models as static object LOD. New/updated LOD assets or full models defined as static object LOD are used automatically."

 

If you want DynDOLOD to completely ignore all of the unique LOD models/textures, either delete (or hide them in MO) or add a unique part of the the path\to\lod.nif to IgnoreLODMesh= in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_TES5.ini. You only really want to "ignore" LOD assets if they disrupt the process or are incompatibly for whatever reason.

 

If you do not want DynDOLOD to use specific LOD models for performance reasons, add mesh rules in the advanced interface. See 'Configuration' in the manual which also links to a section in Gamerpoets step by step video.

 

Check the existing different rules for Low, Medium and High presets. The Low rules in for example have a good number of mesh rules that set all 3 LOD Levels to empty, so that the matching LOD models are not used. Like small/medium rocks for example.

Edited by sheson

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Hi thx, that makes sense and adds some clarity

 

I think it would be great feature for high, to have more options too from the low settings like for instance the small rocks removal/hiding (as additiona check-box or something in-between ultra-medium), but keeping everything else at full level of detail for such lods

 

ty and goodbye

Edited by lucidstorm1

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