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Posted

I got an issue when creating LOD for JK's Skyrim. Some LOD references are placed outside of the city walls for Riften and Windhelm. https://imgur.com/a/94PaUM4 (exemplery screenshot)

 

I'm unsure wether or not it's caused by DynDOLOD or by JK's Skyrim itself. Affected are the following references from JK's Skyrim: 000d3b, 023951, 023952 (Riften); 0084d8 (Windhelm). https://imgur.com/a/00QhK7i (a screenshot highlighting the affected references by DynDOLOD).

 

You can disable these references in the plugin, which fixes the issue but doesn't actually solve the underlying problem.

 

 

Another thing I noticed is that the Windhelm braziers are floating, because there is no LOD object for the stone piles they are placed on. https://imgur.com/a/51kuvjt

Posted

On another note: I have trouble finding information what the flags "Is Full LoD" and "Visible when distant" actually do. I'd like to make the custom ship (which is missing a low poly LOD model) located in Dawnstar from JK's Skyrim visible from far away. Thus I gave it the "Is Full LoD" flag, expecting it to be integrated into the object LOD, but that wasn't the case.

 

FormIDs of the ship's parts are 001c14 and 001c15, model names are ImperialShip01Base.nif and ImperialShip01Masts.nif.

Posted (edited)

I got an issue when creating LOD for JK's Skyrim. Some LOD references are placed outside of the city walls for Riften and Windhelm. https://imgur.com/a/94PaUM4 (exemplery screenshot)

 

I'm unsure wether or not it's caused by DynDOLOD or by JK's Skyrim itself. Affected are the following references from JK's Skyrim: 000d3b, 023951, 023952 (Riften); 0084d8 (Windhelm). https://imgur.com/a/00QhK7i (a screenshot highlighting the affected references by DynDOLOD).

 

You can disable these references in the plugin, which fixes the issue but doesn't actually solve the underlying problem.

 

 

Another thing I noticed is that the Windhelm braziers are floating, because there is no LOD object for the stone piles they are placed on. https://imgur.com/a/51kuvjt

Was there an update to the plugins or did their names change (from the SKyrim version even, as that is the last I looked at a good while a ago)?

 

It is likely that this is LOD for objects that are added by th eplugn to the inside of the cities. You can add them to the list of such references to ignore by editing DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_childworldlod_Tamriel.txt in a text editor.

 

The format should be clear just from looking at existing ones:

 

[Plugin Name.esp];[00FormID];[base Record EditorID] e.g. JKs Skyrim.esp;00000D3B;Whatever

 

Then generate again. I would appreciate if you could send the updated lines for me to include int the next update once you confirmed they worked.

 

On another note: I have trouble finding information what the flags "Is Full LoD" and "Visible when distant" actually do. I'd like to make the custom ship (which is missing a low poly LOD model) located in Dawnstar from JK's Skyrim visible from far away. Thus I gave it the "Is Full LoD" flag, expecting it to be integrated into the object LOD, but that wasn't the case.

 

FormIDs of the ship's parts are 001c14 and 001c15, model names are ImperialShip01Base.nif and ImperialShip01Masts.nif.

Is Full LOD on a persistent reference places it in the "SkyCell" which means the reference is always loaded and is always visible regardless of its position.

The render distance is defined by fSkyCellRefFadeDistance * fLODFadeOutMultSkyCell, UNLESS the base record has IsFullLOD set as well, then the render distance is always max ~ 100 cells.

For references that use LIGH base records it means the light is visible as long as the cell is attached, no fading.

 

In the game, the Visible When Distant flag on a reference or on its Base Record means, the object can not "bleed" into adjacent unloaded cells. Without that flag, references that cross cell borders can load early outside the uGrids.

In addition, object LOD for a cell is only unloaded once all objects with that flag have been rendered.

 

In order for an object to actually have object LOD when generating LOD with CK/xLODGen there must be models defined on the base record. This should still be fairly accurate: https://forum.step-project.com/topic/12446-building-custom-lods-exterior-structuresobjects

 

For just DynDOLOD read DynDOLOD\Docs\DynDOLOD_Mod_Authors.html

Edited by sheson
Posted (edited)

Sorry, I completely forgot to mention that this is regarding Skyrim SE, but the same issue could be present in Oldrim. I'll send you the lines as soon as I'll do it.

 

Thanks for the clarification on the second part.

 

Is there something that can be done about the Windhelm braziers? It's not to bad if not, since your never really close to them anyway (I just noticed it while tfcing to find more LOD objects outside the city walls). 

Edited by LoD7995
Posted

I misunderstood you. No, the plugin name wasn't changed, but there were quite a few updates recently.

 

JKs Skyrim.esp;00023952;RTSouthGate01
JKs Skyrim.esp;00023951;RTWall03Outer
JKs Skyrim.esp;00000DB3;RTWall05Inner
JKs Skyrim.esp;000084D8;WHMarket01
 
These are the lines that were previously missed.
Posted (edited)

Sorry, I completely forgot to mention that this is regarding Skyrim SE, but the same issue could be present in Oldrim. I'll send you the lines as soon as I'll do it.

 

Thanks for the clarification on the second part.

 

Is there something that can be done about the Windhelm braziers? It's not to bad if not, since your never really close to them anyway (I just noticed it while tfcing to find more LOD objects outside the city walls). 

The floating fires are kind of intentional, since you ever only can see from far away and being elevated. Their purpose is to have tiny islands of light and you won't really notice. You can always add a rule for the braziers to use the full model for LOD. I made a LOD model for the Whiterun braziers because they are used outside the city as well and some can be seen close up near the Dragonstone. Maybe one day I do a LOD model for the Windhelm ones, if I feel they are needed, but by all means anyone could make one :)

Edited by sheson
Posted

Sheson, I hope you don't mind a smart-arsed question. I'm playing with BSArch to archive as many of my mods as possible. Only beginning, though, I don't have any experience at all and all I know is the trivial, that archived assets are loaded first in the order of the plugins that load those archives, and loose files are loaded later and override archived ones if conflicting. Assuming I can figure out and resolve any conflicts with loose files, if I archived DynDOLOD's output in .bsa format, which file would determine its priority regarding other archived assets - the master, DynDOLOD.esm which loads close to first in my load order, or DynDOLOD.esp, which loads last?

Posted (edited)

Sheson, I hope you don't mind a smart-arsed question. I'm playing with BSArch to archive as many of my mods as possible. Only beginning, though, I don't have any experience at all and all I know is the trivial, that archived assets are loaded first in the order of the plugins that load those archives, and loose files are loaded later and override archived ones if conflicting. Assuming I can figure out and resolve any conflicts with loose files, if I archived DynDOLOD's output in .bsa format, which file would determine its priority regarding other archived assets - the master, DynDOLOD.esm which loads close to first in my load order, or DynDOLOD.esp, which loads last?

Without having tested this and knowing how we guys at Bethesda typically program, there is a chance such a BSA might be actually loaded twice for both plugins. However, you need to test to be sure. It should be as simple as putting a manually edited colorful LOD atlas texture into a BSA that loads with a plugin after DynDOLOD.esm.

 

Disclaimer: Obviously, I do not recommend putting generated LOD files into BSA files because for correct operation all files need to overwrite everything else and only people who really know what they are doing and are willing to test the result should do it. If there is any weirdness with LOD, you know what you have to check first...

 

Personally, with an SSD I find the file and folder compression of the OS sufficient to save some space and not have performance issues, it may a bit faster even, but I never really thoroughly tested that either. Mainly because loading for me is fast either way while I have almost no BSAs as I unpack them to analyze and dissect mods all the time. But such development is of course different to just playing.

Edited by sheson
Posted

Disclaimer: Obviously, I do not recommend putting generated LOD files into BSA files because for correct operation all files need to overwrite everything else and only people who really know what they are doing and are willing to test the result should do it. If there is any weirdness with LOD, you know what you have to check first...

Thank you! I think I'll try this and troubleshoot as you suggest. I've checked for file conflicts in MO2 and there's surprisingly few of them, considering only loose files. In my load order (and I'm using Lexy's LOTD behemoth guide, plus a few extras) only three mods have conflicting loose files: Qarxe's Questorium and The Grey Cowl of Nocturnal - HD Texture pack both have object .bto meshes that are overridden by DynDOLOD and Skyrim Bigger Trees has one single file, Tamriel.LST. So either I hide those files in their mods or leave DynDOLOD's loose, along with the .bsa, so that they override what needs to be overridden. Now it seems the difficult part will be to figure out conflicts with other archives. Of course, if doing the test you suggest proves that DynDOLOD.esp calls the .bsa, it will automatically win all conflicts with prior archives.

 

I do use an SSD but a low-end Crucial MX. I read somewhere, maybe at afkmods but maybe elsewhere, that seeking times are also improved when using archived assets. I absolutely can't confirm that but my anecdotal experience is that my current build, the first one where I'm trying to preserve archives as much as I can (I do extract and fiddle with some, hence my interest in BSArch to repack), is performing better than any of the previous ones with the same general load order and yet it's, arguably, the heavier build.

Posted (edited)

Without having tested this and knowing how we guys at Bethesda typically program, there is a chance such a BSA might be actually loaded twice for both plugins. However, you need to test to be sure. It should be as simple as putting a manually edited colorful LOD atlas texture into a BSA that loads with a plugin after DynDOLOD.esm.

Still testing, but MO2's archives list has DynDOLOD.bsa paired with DynDOLOD.esp and not with DynDOLOD.esm. I've hidden the conflicting loose files in their mods filetrees, not that much of a hassle considering it's only three mods and the whole ..\meshes\terrain\#worldname#\Objects folders, plus #WORLDNAME#.LST - now, to run the game and check if it crashes.

 

Edit: it crashed on main menu. Trying other option, leave folders intact and conflicted loose files as loose files in DynDOLOD's mod folder...

Edited by godescalcus
Posted (edited)

Edit 2: crashed as well, now on savegame load. So, maybe the whole thing isn't such a good idea... I could patiently check if BSArch left any files out of the .bsa...

Edited by godescalcus
Posted

Edit 2: crashed as well, now on savegame load. So, maybe the whole thing isn't such a good idea... I could patiently check if BSArch left any files out of the .bsa...

Since you seem to be using MO anyways it seems like a superfluous exercise.

Posted

Since you seem to be using MO anyways it seems like a superfluous exercise.

Does the vfs do more than just point to the archive? I asked about bsa management in MO2's forum at nexus and al12rs told me that it was never a feature of MO2, Tannin decided from the beginning to avoid the confusion of having a different archive management system than the game's. Either way, if I could get this to work it would still be useful in that I usually play SSE with Wrye Bash, once I have a stable build I'll probably build it there.

 

One thing I didn't do was use the DynDOLOD update procedure of disable-save in interior cell-exit-load etc... Don't know if it would make a difference since the plugins are the same. Crashing on load sounds like the game was looking for assets and couldn't find them.

Posted (edited)

Does the vfs do more than just point to the archive? I asked about bsa management in MO2's forum at nexus and al12rs told me that it was never a feature of MO2, Tannin decided from the beginning to avoid the confusion of having a different archive management system than the game's. Either way, if I could get this to work it would still be useful in that I usually play SSE with Wrye Bash, once I have a stable build I'll probably build it there.

 

One thing I didn't do was use the DynDOLOD update procedure of disable-save in interior cell-exit-load etc... Don't know if it would make a difference since the plugins are the same. Crashing on load sounds like the game was looking for assets and couldn't find them.

I am not aware of the vfs doing anything else than redirecting any OS API calls to the file, but I only look at things when something doesn't work.

 

You only need to do a clean save if after generating from scratch (or in the rare case that compiled scripts changed properties between major versions, which implies changed plugins).

Edited by sheson
Posted

 

I misunderstood you. No, the plugin name wasn't changed, but there were quite a few updates recently.

 

JKs Skyrim.esp;00023952;RTSouthGate01
JKs Skyrim.esp;00023951;RTWall03Outer
JKs Skyrim.esp;00000DB3;RTWall05Inner
JKs Skyrim.esp;000084D8;WHMarket01
 
These are the lines that were previously missed.

 

Thanks I will add these to be included in the next version.

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