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Posted (edited)

While I sincerely appreciate the hard work that goes into these programs, sometimes I'd love to kick somebodys ass. My recommendation is NOT to use this or DynDOLOD if you have really modded your SSE with even the best extra textures and/or added new lands. Almost 4 ******* hours later only to sit there blinking using 1.6GB of RAM still. But doing nothing for another 30 minutes till I said **** this. In over 3 years of modding LE and SE I've only had either of these programs work correctly a few times. And it looked nice but not worth the ********. My MO2 mod folder is only 78Gb. Small beans!

 

It was stuck on arnima.esp Goddamn ******* Bruma **** *******

Edited by sheson
Profanity
Posted (edited)
  On 9/23/2020 at 2:17 AM, krossbonzz said:

While I sincerely appreciate the hard work that goes into these programs, sometimes I'd love to kick somebodys ass. My recommendation is NOT to use this or DynDOLOD if you have really modded your SSE with even the best extra textures and/or added new lands. Almost 4 ******* hours later only to sit there blinking using 1.6GB of RAM still. But doing nothing for another 30 minutes till I said **** this. In over 3 years of modding LE and SE I've only had either of these programs work correctly a few times. And it looked nice but not worth the ********. My MO2 mod folder is only 78Gb. Small beans!

 

It was stuck on arnima.esp Goddamn ******* Bruma **** *******

The only one you need to kick is yourself. You only vented with unneeded swearing. You did not not provide any information or provided any useful feedback. Consequently you disqualified yourself from giving recommendations.

 

That way nobody can help with troubleshooting to find out why your setup is this messed up or if there is a problem or bug with the tools that require fixing.

 

These tools exist since 6 years and are constantly updated and maintained also largely based on constructive user feedback. The tools are part of every modding guide and mod list for a reason. They typically work perfectly fine for correctly setup systems and games and when using sensible settings.

Edited by sheson
Posted

Hello. Can someone help with settings for high-end pc?

Also im a little bit confused what's a difference between LOD4\8\16\32? I only find info that LOD32 is world map.

 

x5yNPhp.png

Posted (edited)
  On 9/25/2020 at 5:58 AM, awiib said:

Hello. Can someone help with settings for high-end pc?

Also im a little bit confused what's a difference between LOD4\8\16\32? I only find info that LOD32 is world map.

 

 

Check the DynDOLOD manual for "How LOD works". It includes that picture of different colored terrain LOD textures I keep posting.

 

See https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/?view=findpost&p=242727

and https://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal/?view=findpost&p=226539

which also includes my standard answer: you should test different settings yourself so you generate LOD that looks just the way you want with exactly the resource requirements you want it to have. It highly depends on the hardware and mod setup.

 

There are many modding guides that include instruction for xLODGen (and DynDOLOD) with settings catered to these guides.

Edited by sheson
Posted (edited)

Hi there! I just encountered a small problem while generating water and distant terrain using xlodgen..This is what I'm getting, a square horizon instead of a smooth line.

What could be the reason for this?

https://ibb.co/Hdkjm5V

Edited by Patrick
Posted
  On 9/26/2020 at 2:00 PM, Patrick said:

Hi there! I just encountered a small problem while generating water and distant terrain using xlodgen..This is what I'm getting, a square horizon instead of a smooth line.

What could be the reason for this?

https://ibb.co/Hdkjm5V

The LOD water type has nothing to do with LOD generation itself, it is applied live in the game.

 

If the edge matches the border of the active cells (the uGridsToLoad), then it is probably because the LOD water type defined on the worldspace record is different to the water type used in the cells.

Posted

Thank you for this but what should I do to get the ocean line to match the horizon?It is the same water type in both Water LOD and Water Data under Worldspace settings...?

Posted
  On 9/26/2020 at 5:17 PM, Patrick said:

Thank you for this but what should I do to get the ocean line to match the horizon?It is the same water type in both Water LOD and Water Data under Worldspace settings...?

Cells can overwrite the default water type from the worldspace record. Also make sure the [Water] INI settings are set to reflect all LOD types and sky.

Other than that you might want to check or ask someone that has more expertise about WATR records, reflections, influence of weather settings etc. Like a water mod forum/author.

  • 3 weeks later...
Posted (edited)

After mustering myself to post here, while there are not stupid questions.. its more of a shame to be under the judging eyes of the cowgod who takes sacrificial babies. ( also probably its gonna be a stupid question )

 

So I have gotten to the point in testing that the lod just works and starting to look very good from a gameplay perspective. But there is probably one minor issue that is kinda an eyesore and its the z-fighting edges of these iceflows ( I think they are called that  :confusion:  ), now the question is could the problem be eliminated by disabling their lod creation or reduced by any means ? While I realise it might not be possible, atleast ill know some answer from now.

 

Screenshot is from Shrine of Boethiah.

 

Have a nice weekend!

 

 

post-8534-0-27402900-1602968037_thumb.jpg

Edited by Kossu
Posted
  On 10/17/2020 at 8:51 PM, Kossu said:

After mustering myself to post here, while there are not stupid questions.. its more of a shame to be under the judging eyes of the cowgod who takes sacrificial babies. ( also probably its gonna be a stupid question )

 

So I have gotten to the point in testing that the lod just works and starting to look very good from a gameplay perspective. But there is probably one minor issue that is kinda an eyesore and its the z-fighting edges of these iceflows ( I think they are called that  :confusion:  ), now the question is could the problem be eliminated by disabling their lod creation or reduced by any means ? While I realise it might not be possible, atleast ill know some answer from now.

 

Screenshot is from Shrine of Boethiah.

 

Have a nice weekend!

I always try to not judge in my answers and be just factual so nobody should be afraid to ask questions. I might secretly mutilate a firstborn or two (of any age) at times.

 

If you used xLODGen to generate LOD, then those icefloes do not have LOD, but are full models in the large reference grid. Type tll in console to toggle LOD off. If they stay, they large references. Lower or disable them.

 

If you used DynDOLOD to generate LOD, then add a mesh rule in the advanced option:

 

Mesh mask: frozenmarshicefloe

LOD 4, 8, 16, Grid all empty

Visible When Distant: Checked

Reference: Unchanged

 

Then generate LOD again.

  • +1 1
Posted
  On 10/18/2020 at 6:57 AM, sheson said:

I always try to not judge in my answers and be just factual so nobody should be afraid to ask questions. I might secretly mutilate a firstborn or two (of any age) at times.

 

If you used xLODGen to generate LOD, then those icefloes do not have LOD, but are full models in the large reference grid. Type tll in console to toggle LOD off. If they stay, they large references. Lower or disable them.

 

If you used DynDOLOD to generate LOD, then add a mesh rule in the advanced option:

 

Mesh mask: frozenmarshicefloe

LOD 4, 8, 16, Grid all empty

Visible When Distant: Checked

Reference: Unchanged

 

Then generate LOD again.

Thanks for the answer!

 

They were large references indeed, never knew that kind of consolecommand existed.. fml I need some sort of ingame book to keep these all in my mind and with description what they do  :wacko: .

 

For the comical relief of the thread, I first tried to do a small mod that would move them above the water lod to remove flickering, naturally that somehow backfired and made the icefloe largereference completely disapper until in range of the ugrids 5 loading of them, dunno how I managed to do that but thats what happened  :cool: 

 

But did find few options to remove them:

So your Dyndolod mesh rule should be able to eliminate them easily, aswell as:

Using Remove Icefloes mod or Skyrim 3d Icefloes mod, All should effectively remove the icefloe z-fighting.

 

Thanks for the help firstborn eater once again!  ^_^ I learned little again.

Posted
  On 10/20/2020 at 6:08 PM, Kossu said:

Thanks for the answer!

 

They were large references indeed, never knew that kind of consolecommand existed.. fml I need some sort of ingame book to keep these all in my mind and with description what they do  :wacko: .

 

For the comical relief of the thread, I first tried to do a small mod that would move them above the water lod to remove flickering, naturally that somehow backfired and made the icefloe largereference completely disapper until in range of the ugrids 5 loading of them, dunno how I managed to do that but thats what happened  :cool: 

 

But did find few options to remove them:

So your Dyndolod mesh rule should be able to eliminate them easily, aswell as:

Using Remove Icefloes mod or Skyrim 3d Icefloes mod, All should effectively remove the icefloe z-fighting.

 

Thanks for the help firstborn eater once again!  ^_^ I learned little again.

Any plugin overwriting the large references records to should be flagged ESM, because of the large references bugs. In this case changing the models too make them a bit thicker works probably the best.

  • 2 weeks later...
Posted

First post here, hopefully not wasting anyone's time!

 

I generated LOD for Skyrim SE with DynDOLOD and it worked great but I'm having an issue generating LOD for FO4 with xLODGen. This is how distant objects look :

 

https://i.imgur.com/vDCzSGb.jpg

 

And here are the settings used and my load order:

https://i.imgur.com/HMionsB.png

https://i.imgur.com/ETyV9lU.png

 

I regenerated for a second time with the same result.

 

I used this guide but it was pretty straight forward:

https://steamcommunity.com/sharedfiles/filedetails/?id=2011382865

 

Posted
  On 10/31/2020 at 5:12 AM, Geralt said:

First post here, hopefully not wasting anyone's time!

 

I generated LOD for Skyrim SE with DynDOLOD and it worked great but I'm having an issue generating LOD for FO4 with xLODGen. This is how distant objects look :

 

https://i.imgur.com/vDCzSGb.jpg

 

And here are the settings used and my load order:

https://i.imgur.com/HMionsB.png

https://i.imgur.com/ETyV9lU.png

 

I regenerated for a second time with the same result.

 

I used this guide but it was pretty straight forward:

https://steamcommunity.com/sharedfiles/filedetails/?id=2011382865

This looks like the alpha is missing from the LOD textures.

 

Check if textures\terrain\Commonwealth\Objects\Commonwealth.Objects.dds has an alpha channel and if trees or power pylons etc. have transparency.

If that is not the case, make sure the atlas LOD texture uses a compression format that supports alpha.

 

Check if the source LOD textures still have the alpha. Open the load order in xEdit and check its log to make sure it loads all the BSA. Start the Asset Browser (with CTRL+F3) and enter ElectricalTowerLOD_d.DDS for example. Typically its only container should be "Fallout4 - Textures6.ba2" and unless you modified vanilla files it should be fine. If other containers are listed, the first one is the one that wins. You can open the texture in the default application (e.g. image editing program that support dds) with double click or extract it with right click / save as.

 

If the textures are fine, check Data\meshes\terrain\Commonwealth\Objects\Commonwealth.4.-20.12.bto in NifSkope. If you setup the resources properly in NifSkope it will load the textures, too.

Either way, you should be able to see a power pylon. If you click it, NifSkope should automatically select its BSSubIndexTriShape in the Block List. It 's Value should say obj-at. If you unfold it it should have a BSLightingShaderProperty and more importantly a NiAlphaProperty.

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