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Posted
  On 3/12/2019 at 6:55 PM, sheson said:

Those are completely different things.

Culling data tells the game whento cull LOD quads.

SSE-Terrain-Tamriel.esm adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.

 

DynDOLOD builds on top of xLODGen to generate a comprehensive LOD patch for the load order with drastically improved tree and object LOD. TexGen generates some object LOD textures from full textures.

 

DynDOLOD does not generate terrain LOD meshes/textures.

 

As asked, answered and discussed before: use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD.

"SSE-Terrain-Tamriel.esm adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim."

 

This is an engine, vanilla game bug, issue? or what?

Missing terrain meshes/textures?! I believe it, but that's very odd and strange. 

This is just for SSE?

 

I didn't remember some kind of things about Oldrim Skyrim.

We(I) just used DynDOLOD, and nothing else. (also I so not remember there was culling data issue, but that was years before)

 

Sheson!

 

"outer edges"

 

What if I "skip" xLODGEN and just use DynDOLOD?

Is it mandatory to use both of them?

 

"DynDOLOD does not generate terrain LOD meshes/textures."

 

I thought DynDOLOD every type of LOD stuff. Or this is also an SSE specific thing?

 

So, what am I loose, lost, will be miss, (etc...) from my game if I use just DynDOLOD?

Major issue(s)? or minor, maybe something I didn't notice, at all?

 

Till. now I just used DynDOLOD, just now started to use xLODGEN after found it in Guides.

 

"Very interesting story!"

 

Sry, but I still have some question, I am misunderstood, or(and) I think different:

 

1.) How much the different between DynDOLOD Medium and High presets? (I mean FPS mostly)

 

2.) I use Enhanced Vanilla Trees RC4, and I thought the 1st step is DynDOLOD Recourses, and everything else come after DynDOLOD, but at EVT description page the recommanded order  are:

 

3D Tree LOD Generation with DynDOLOD (for advanced users)

 

  1. Unpack DynDOLOD somewhere
  2. Edit 'DynDOLOD\EditScripts\DynDOLOD\DynDOLOD_SSE.ini' and set 'TreeLODs=0'
  3. Delete the contents of the 'DynDOLOD\EditScripts\DynDOLOD\cache\' folder
  4. Install Indistinguisable Vanilla Tree Billboards
  5. Install DynDOLOD Resources (let it overwrite files)
  6. Install Enhanced Vanilla Trees (let it overwrite files)
  7. Install Enhanced Vanilla Trees - Billboards (let it overwrite files)
  8. Start DynDOLOD with "DynDOLOD.exe -SSE' to start it in SSE mode

 

I asked about it at the mod topic, but didin't get answer yet.

 

Angel told, that "3D Tree LOD" is "broken"; wrong so no sense.

 

TechAngel85

 
"TreeLODs=0 will get you full or hybrid 3D trees, so for the main file you'd want to keep it at "1", yes."

 

In my opinion with this info I will run out of my questions..., but:

  1. Install Indistinguisable Vanilla Tree Billboards
  2. Install DynDOLOD Resources (let it overwrite files)
  3. Install Enhanced Vanilla Trees (let it overwrite files)

That one I found new. I am not sure, whether you know the right answer about EVT, but maybe...

 

Thank You!

Posted (edited)
  On 3/14/2019 at 8:32 PM, kranazoli said:

"SSE-Terrain-Tamriel.esm adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim."

 

This is an engine, vanilla game bug, issue? or what?

Missing terrain meshes/textures?! I believe it, but that's very odd and strange. 

This is just for SSE?

 

I didn't remember some kind of things about Oldrim Skyrim.

We(I) just used DynDOLOD, and nothing else. (also I so not remember there was culling data issue, but that was years before)

 

Sheson!

 

"outer edges"

 

What if I "skip" xLODGEN and just use DynDOLOD?

Is it mandatory to use both of them?

 

"DynDOLOD does not generate terrain LOD meshes/textures."

 

I thought DynDOLOD every type of LOD stuff. Or this is also an SSE specific thing?

 

So, what am I loose, lost, will be miss, (etc...) from my game if I use just DynDOLOD?

Major issue(s)? or minor, maybe something I didn't notice, at all?

 

Till. now I just used DynDOLOD, just now started to use xLODGEN after found it in Guides.

 

"Very interesting story!"

 

Sry, but I still have some question, I am misunderstood, or(and) I think different:

 

1.) How much the different between DynDOLOD Medium and High presets? (I mean FPS mostly)

 

2.) I use Enhanced Vanilla Trees RC4, and I thought the 1st step is DynDOLOD Recourses, and everything else come after DynDOLOD, but at EVT description page the recommanded order  are:

 

3D Tree LOD Generation with DynDOLOD (for advanced users)

 

  1. Unpack DynDOLOD somewhere
  2. Edit 'DynDOLOD\EditScripts\DynDOLOD\DynDOLOD_SSE.ini' and set 'TreeLODs=0'
  3. Delete the contents of the 'DynDOLOD\EditScripts\DynDOLOD\cache\' folder
  4. Install Indistinguisable Vanilla Tree Billboards
  5. Install DynDOLOD Resources (let it overwrite files)
  6. Install Enhanced Vanilla Trees (let it overwrite files)
  7. Install Enhanced Vanilla Trees - Billboards (let it overwrite files)
  8. Start DynDOLOD with "DynDOLOD.exe -SSE' to start it in SSE mode

 

I asked about it at the mod topic, but didin't get answer yet.

 

Angel told, that "3D Tree LOD" is "broken"; wrong so no sense.

 

TechAngel85

 
"TreeLODs=0 will get you full or hybrid 3D trees, so for the main file you'd want to keep it at "1", yes."

 

In my opinion with this info I will run out of my questions..., but:

  1. Install Indistinguisable Vanilla Tree Billboards
  2. Install DynDOLOD Resources (let it overwrite files)
  3. Install Enhanced Vanilla Trees (let it overwrite files)

That one I found new. I am not sure, whether you know the right answer about EVT, but maybe...

 

Thank You!

I can only repeat my answers to the same questions.

 

Skyrim.esm does not contain the data for the entire Tamriel landmass, but the vanilla game ships with LOD meshes and textures that cover more area.

So TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
A common problem with old terrain LOD replacer mods made with OSCAPE back in the day.
 
As asked, answered and discussed before: use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD.
DynDOLOD never generated terrain LOD meshes/textures.
 
Not generating a type of LOD means that type of LOD will not match the load order.
 
 
FAQ: Game: Performance
A: DynDOLOD is a set of tools that generates a LOD mod based on the load order and options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. The resource requirements can be less, same or more than the vanilla game while the visual result is always vastly superior. 
A: There are 3 presets: Low - almost none. Medium - like SkyFalls + SDO but 1000x better visuals. High - certainly yes. RTFM to adjust every detail yourself. 
 
You can not honestly expect anyone to tell you how much FPS or resources something is going to require in any specific case.
Nobody knows your hardware, nobody knows your load order or settings... and nobody can actually test it for you.
Simply generate with a set of setting/options and install as a mod. If not satisfied generate with other settings and install as another mod. Then compare.
 
If in doubt follow the included DynDOLOD instructions. Read the manual "Load/Overwrite Orders" in Docs\DynDOLOD_Manual.html
It makes no real difference if Indistinguishable Vanilla tree billboards are installed before or after DynDOLOD Resources, but technically it should be after DynDOLOD Resources.
There might be a couple billboards that that overwrite each other. It could be that the ones in DynDOLOD Resources look better, but probably not.
 
If you want to use the 3D tree LOD, option use EVT Skyrim version as explained in Docs\trees.ultra\DynDOLOD-Trees.html
 
 
 
 
Edited by sheson
Posted
  On 3/14/2019 at 10:23 PM, sheson said:

 

I can only repeat my answers to the same questions.

 

Skyrim.esm does not contain the data for the entire Tamriel landmass, but the vanilla game ships with LOD meshes and textures that cover more area.

So TES5-Terrain-Tamriel.esm, SSE-Terrain-Tamriel.esm adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
A common problem with old terrain LOD replacer mods made with OSCAPE back in the day.
 
As asked, answered and discussed before: use xLODGen to generate terrain LOD first and then TexGen and DynDOLOD for object and tree LOD.
DynDOLOD never generated terrain LOD meshes/textures.
 
Not generating a type of LOD means that type of LOD will not match the load order.
 
 
FAQ: Game: Performance
A: DynDOLOD is a set of tools that generates a LOD mod based on the load order and options/settings made by the user. The visual results and the performance impact are what the user chooses it to be. The resource requirements can be less, same or more than the vanilla game while the visual result is always vastly superior. 
A: There are 3 presets: Low - almost none. Medium - like SkyFalls + SDO but 1000x better visuals. High - certainly yes. RTFM to adjust every detail yourself. 
 
You can not honestly expect anyone to tell you how much FPS or resources something is going to require in any specific case.
Nobody knows your hardware, nobody knows your load order or settings... and nobody can actually test it for you.
Simply generate with a set of setting/options and install as a mod. If not satisfied generate with other settings and install as another mod. Then compare.
 
If in doubt follow the included DynDOLOD instructions. Read the manual "Load/Overwrite Orders" in Docs\DynDOLOD_Manual.html
It makes no real difference if Indistinguishable Vanilla tree billboards are installed before or after DynDOLOD Resources, but technically it should be after DynDOLOD Resources.
There might be a couple billboards that that overwrite each other. It could be that the ones in DynDOLOD Resources look better, but probably not.
 
If you want to use the 3D tree LOD, option use EVT Skyrim version as explained in Docs\trees.ultra\DynDOLOD-Trees.html
 
 
 
 

 

Ok, Thank You Sheson!

 

Thank you for your patience!

Posted (edited)
  On 3/15/2019 at 11:06 AM, kranazoli said:

Ok, Thank You Sheson!

 

Thank you for your patience!

Sry-Sry-Sry!

 

 

"It makes no real difference if Indistinguishable Vanilla tree billboards are installed before or after DynDOLOD Resources, but technically it should be after DynDOLOD Resources."

 

Yes, that's how I thought. Definetly seems more logic to put it after DynDOLOD Resources, than before. OK!

 

"Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas, so it is rather useless."

 

1.) No harm to keep at my plugin list

2.) Rather useless

 

Why rather useless?!

 

Why I ask?

 

1.) Becuase if I let it at myplugin list, later I do not have to care about always activate and deactivaed that plugin.

2.) I couldn't run a new xLODGEN generator, without missing the ESM file. (for instance I forgot to check it, and took about 40 minutes to generate Terrain LOD, which is rather usless!)

3.) Why shouldn't I have keep it as my load order? What's wrong with it?

 

Honestly, I do not see any reason to remove it.

 

"but typically the player can not get close to these areas"

 

Got it. And maybe I do? :)

 

Are there any issue if I let it at my active plugin list? (SSE-Terrain-Tamriel.esm)

 

I guess that's the finish.

 

Sorry, nd Thank You!

Edited by kranazoli
Posted
  On 3/15/2019 at 12:09 PM, kranazoli said:

Sry-Sry-Sry!

 

 

"It makes no real difference if Indistinguishable Vanilla tree billboards are installed before or after DynDOLOD Resources, but technically it should be after DynDOLOD Resources."

 

Yes, that's how I thought. Definetly seems more logic to put it after DynDOLOD Resources, than before. OK!

 

"Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas, so it is rather useless."

 

1.) No harm to keep at my plugin list

2.) Rather useless

 

Why rather useless?!

 

Why I ask?

 

1.) Becuase if I let it at myplugin list, later I do not have to care about always activate and deactivaed that plugin.

2.) I couldn't run a new xLODGEN generator, without missing the ESM file. (for instance I forgot to check it, and took about 40 minutes to generate Terrain LOD, which is rather usless!)

3.) Why shouldn't I have keep it as my load order? What's wrong with it?

 

Honestly, I do not see any reason to remove it.

 

"but typically the player can not get close to these areas"

 

Got it. And maybe I do? :)

 

Are there any issue if I let it at my active plugin list? (SSE-Terrain-Tamriel.esm)

 

I guess that's the finish.

 

Sorry, nd Thank You!

Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas, so it is rather useless.

 

The statements already answer both your questions.

 

It is clear and precise and it tells people exactly that they need to know.

Posted
  On 3/15/2019 at 1:23 PM, sheson said:

Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas, so it is rather useless.

 

The statements already answer both your questions.

 

It is clear and precise and it tells people exactly that they need to know.

At this point I do not agree with you.

Why useless to keep that plugin?

 

It's rather more useful. Whenever, later anybody wants to create xLODGEN just unable to forgive select that ESM file. I think it is useful. More safer.

 

But useless is misstatement and exaggeration.

(do not ask for food, I guess.)

Posted
  On 3/15/2019 at 4:08 PM, kranazoli said:

At this point I do not agree with you.

Why useless to keep that plugin?

 

It's rather more useful. Whenever, later anybody wants to create xLODGEN just unable to forgive select that ESM file. I think it is useful. More safer.

 

But useless is misstatement and exaggeration.

(do not ask for food, I guess.)

 

The statement says that it is rather useless in the game because typically the player can not get close to these areas.

 

The important information is that it is not required to be loaded in the game and there is no need to waste a valuable full plugin slots and potentially have it undo WLRD record changes from plugins loaded before it. It is only required to be loaded to generate terrain LOD.

 

The statements are just stating facts so users do not need to speculate if the plugin might be required for terrain LOD to work in the game.

 

Each users makes their own decision based on the facts.

Posted

Hello!

i'm having problems with generating dyn for sse with skyrim 3d trees ultra 3d trees.The lodgen64 was still going at it after 20 hours of generating and making abysmal progress so i closed it,also while generating it fills up my C drive to full.

 

I know 3d ultra trees are taxing more so with the with s3d trees because the meshes are so big but i think my pc should be able to handle it but i dont know if the game is,also how do i change the lodgen writing to another drive so it wont destroy my os drive anymore?

 

thanks and sorry,english is not my prim. language.

Posted (edited)
  On 3/15/2019 at 7:06 PM, draugr said:

Hello!

i'm having problems with generating dyn for sse with skyrim 3d trees ultra 3d trees.The lodgen64 was still going at it after 20 hours of generating and making abysmal progress so i closed it,also while generating it fills up my C drive to full.

 

I know 3d ultra trees are taxing more so with the with s3d trees because the meshes are so big but i think my pc should be able to handle it but i dont know if the game is,also how do i change the lodgen writing to another drive so it wont destroy my os drive anymore?

 

thanks and sorry,english is not my prim. language.

Sounds like you enabled full model fall back because most of the trees do not have dedicated 3D LOD models.

 

~40,000 trees x ~25,000 triangles means 1.000.000.000 triangles for trees. It just doesn't work like that.

 

Use vanilla trees or tree mods that have dedicated 3D LOD models. Do not enable full model fallback.

Edited by sheson
Posted
  On 3/15/2019 at 4:33 PM, sheson said:

The statement says that it is rather useless in the game because typically the player can not get close to these areas.

 

The important information is that it is not required to be loaded in the game and there is no need to waste a valuable full plugin slots and potentially have it undo WLRD record changes from plugins loaded before it. It is only required to be loaded to generate terrain LOD.

 

The statements are just stating facts so users do not need to speculate if the plugin might be required for terrain LOD to work in the game.

 

Each users makes their own decision based on the facts.

Hi,

 

I can beleive and think how tiring I am. In the meantime I had another question about xLODGEN, but this is DynDOLOD topic. 

So, I stop it.

 

And I'll ask myquestion at the xLODGEN topic.

 

I understand you says!

 

Thank You!

Posted

Hi Sheson,

 

I don't know, whether you use ENB Light mod, or not?

 

ENB Light

https://www.nexusmods.com/skyrimspecialedition/mods/22574?tab=posts&BH=8

 

It seems to me, ENB Light and DynDOLOD maybe not really works well together, IF: ...

 

 

ENB Lgiht vs. DynDOLOD

I found a very frustrating, strange, odd effect when both
modsis used, enabled.

For instance:

1.) When it is dark: Lantern of Skyrim mod, lanterns from far away has a "very huge"; "huge"
bulb effect. A globe, a lightning globe effect, which does not look nice, at all.

2.) Also the same situation (dark night, or rainy weather, ...) I also noticed that
bulb effect for instance at a windmill interior (far away), or around whiterun, at Dragonsreach towers. Outside the walls, far away, not too far away, but far.

I think (I guess, in my opinion) this effect may be because, when I was generating DynDOLOD, there are just 2 settings which are very interesting:

 

qrqhAas.jpg

I do have an idea those kinds of issues are related to these settings.
Or, these ones:


VGGMJHA.jpg

ATM, I am generating a new DynDOLOD without:

1.) Candles, and
2.) FXGlow

 

Is it possible I think it right?

Thanks!
 

Posted
  On 3/21/2019 at 11:15 PM, kranazoli said:

Hi Sheson,

 

I don't know, whether you use ENB Light mod, or not?

 

ENB Light

https://www.nexusmods.com/skyrimspecialedition/mods/22574?tab=posts&BH=8

 

It seems to me, ENB Light and DynDOLOD maybe not really works well together, IF: ...

 

 

ENB Lgiht vs. DynDOLOD

 

I found a very frustrating, strange, odd effect when bothmodsis used, enabled.

 

For instance:

 

1.) When it is dark: Lantern of Skyrim mod, lanterns from far away has a "very huge"; "huge" bulb effect. A globe, a lightning globe effect, which does not look nice, at all.

 

2.) Also the same situation (dark night, or rainy weather, ...) I also noticed that bulb effect for instance at a windmill interior (far away), or around whiterun, at Dragonsreach towers. Outside the walls, far away, not too far away, but far.

 

I think (I guess, in my opinion) this effect may be because, when I was generating DynDOLOD, there are just 2 settings which are very interesting:

 

qrqhAas.jpg

I do have an idea those kinds of issues are related to these settings.

Or, these ones:

 

VGGMJHA.jpg

 

ATM, I am generating a new DynDOLOD without:

 

1.) Candles, and

2.) FXGlow

 

Is it possible I think it right?

Thanks!

 

Read the manual to learn what the different options and settings do. The Glow LOD chapter explains all those settings. If you do not like the result of specific settings then do not use them.

Posted (edited)
  On 3/22/2019 at 7:01 AM, sheson said:

Read the manual to learn what the different options and settings do. The Glow LOD chapter explains all those settings. If you do not like the result of specific settings then do not use them.

Ehhh! I found those, but a newer Manual with Search function at 2019 wolud be great.

Static HTML file... BUT! Not hard to put a search function from that kind if Manual. Just a little work to put a Google search box, and it is very useful.

 

I am not sure whether those 2 check box cause that or not. From the manual it is nor clear, cause that manual was written way before ENB Light mod or ENB Light kind of mod.

This is different I like or don't like. ATM I search what cause something like that. But I guess they will be...

 

ENB Light author do not use DynDOLOD.

 

Thanks!

Edited by kranazoli
Posted (edited)
  On 3/22/2019 at 3:11 PM, kranazoli said:

Ehhh! I found those, but a newer Manual with Search function at 2019 wolud be great.

Static HTML file... BUT! Not hard to put a search function from that kind if Manual. Just a little work to put a Google search box, and it is very useful.

 

I am not sure whether those 2 check box cause that or not. From the manual it is nor clear, cause that manual was written way before ENB Light mod or ENB Light kind of mod.

This is different I like or don't like. ATM I search what cause something like that. But I guess they will be...

 

ENB Light author do not use DynDOLOD.

 

Thanks!

Every browser has a search function for the current document build in - since several decades. Typically it is started with CTRL+F.

 

The manual explains what each feature is and how it works. If an explanation is unclear you can ask specific questions.

 

So, if the full model uses a NIF that contain candle flames, it is a Candle rules.

If the full model uses FXGlow NIF, then it is FXGlow rules.

If the full models uses a LIGH base record, then it is the Fake Lights checkboxes, which seems most likely.

Edited by sheson
Posted
  On 3/22/2019 at 3:56 PM, sheson said:

Every browser has a search function for the current document build in - since several decades. Typically it is started with CTRL+F.

 

The manual explains what each feature is and how it works. If an explanation is unclear you can ask specific questions.

 

So, if the full model uses a NIF that contain candle flames, it is a Candle rules.

If the full model uses FXGlow NIF, then it is FXGlow rules.

If the full models uses a LIGH base record, then it is the Fake Lights checkboxes, which seems most likely.

FYI!

 

CTRL+F search the actual page. For instance, at a HTML page.

A Google look like search, search the entire content.

 

For instance, look at that Guide:

 

THE PHOENIX FLAVOUR

https://thephoenixflavour.com/getting-started/

 

This is at 2019 a Guide should be look like. and work. Just try the search field at the buttom of the page. The a really good search box, works like Google and serach for  the first button.

This is plugin, which can be implementat every HTML content very easy, and user friendly.

 

I am do not know, you use, or not ENB Light mod. It has lots of feature, one is especially for candle light. And yes, looks like if somebody use that mod, better to disable those two checkbox, at DynDOLOD.

 

RTFM is not new to me, cause my main work is Linux admin, from the 90's...

 

Thank You for the info!

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