Hi Sheson, I started using DynDOLOD a few days ago and I love this mod and your great work for the modding community (memory patch, etc.). I have recently run into a few issues though. Let me go through it step by step.
1. I have RTFM and watched GamerPoets (Michael's) tutorial DynDOLOD from start to finish. I'm still having the general problem, that I don't fully understand some things from a technical side, so my issue probably originates there. Nevertheless I am posting some screenshots of the problem itself instead of writing a n00b's wall of text of questions related to DynDOLOD in general^^
2. What I have done so far
I have installed the tree billboard and the DynDOLOD ressources after installing the scripting dependencies (SKSE+Papyrus Utils). After that I have installed SMIM, ELFX and my retexture (Skyrim Realistic Overhaul) mods and overwrote everything.
After that I ran TexGen and DynDOLOD /w @high, using the default mesh rules and all extra shinies (lights, windows, glow, etc.)
3. The issue I am having
There is a mountain with some snowy rubble outside of Whiterun (circled red in the screenshot), and a mountain rock (circled blue in the screenshot), that will make a great example. The game switching from LOD to the full model makes an extremely visual difference and thus kills the immersion heaviliy. I have screenshoted both variants and wrote the refId next to the objects:
___LOD___
___FULL MODEL___
4. There is still one general question about LOD I have to ask, because I find it very confusing:
The rubble part (refId=0004d6ff) only has 4LOD assigned to it - 8LOD+ is blank. Nevertheless I see the LOD model from high distances, shouldn't it fade out as soon I leave the 4LOD distance?
Is DynDOLOD assigning wrong textures to the LOD mesh? I know this happens to windmills and farmhouses as well, but they are - if I understood Michael correctly - stored in a prerendered texture-Atlas and hence uneditable for DynDOLOD. How could i "fix" my problem? I tried using LOD4/8/16 FULL models for the backslash-rule but DynDOLOD froze after 2,5hours after having created 80k of 257k references for DynDOLOD in the log.
Thanks for this forum and for still supporting DynDOLOD!
Question
Letho
Hi Sheson, I started using DynDOLOD a few days ago and I love this mod and your great work for the modding community (memory patch, etc.). I have recently run into a few issues though. Let me go through it step by step.
1. I have RTFM and watched GamerPoets (Michael's) tutorial DynDOLOD from start to finish. I'm still having the general problem, that I don't fully understand some things from a technical side, so my issue probably originates there. Nevertheless I am posting some screenshots of the problem itself instead of writing a n00b's wall of text of questions related to DynDOLOD in general^^
2. What I have done so far
I have installed the tree billboard and the DynDOLOD ressources after installing the scripting dependencies (SKSE+Papyrus Utils). After that I have installed SMIM, ELFX and my retexture (Skyrim Realistic Overhaul) mods and overwrote everything.
After that I ran TexGen and DynDOLOD /w @high, using the default mesh rules and all extra shinies (lights, windows, glow, etc.)
3. The issue I am having
There is a mountain with some snowy rubble outside of Whiterun (circled red in the screenshot), and a mountain rock (circled blue in the screenshot), that will make a great example. The game switching from LOD to the full model makes an extremely visual difference and thus kills the immersion heaviliy. I have screenshoted both variants and wrote the refId next to the objects:
___LOD___
___FULL MODEL___
4. There is still one general question about LOD I have to ask, because I find it very confusing:
The rubble part (refId=0004d6ff) only has 4LOD assigned to it - 8LOD+ is blank. Nevertheless I see the LOD model from high distances, shouldn't it fade out as soon I leave the 4LOD distance?
Is DynDOLOD assigning wrong textures to the LOD mesh? I know this happens to windmills and farmhouses as well, but they are - if I understood Michael correctly - stored in a prerendered texture-Atlas and hence uneditable for DynDOLOD. How could i "fix" my problem? I tried using LOD4/8/16 FULL models for the backslash-rule but DynDOLOD froze after 2,5hours after having created 80k of 257k references for DynDOLOD in the log.
Thanks for this forum and for still supporting DynDOLOD!
Cheers,
Letho
Edited by Letho10 answers to this question
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