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Posted
  On 9/9/2020 at 1:43 PM, LordIceWolf said:

I saw that part and tried the fix but still got a CTD from a different Mesh. It seems there are several meshes to correct in the Beyond Skyrim - Bruma mod for this work. Again i am not sure why these meshes are loading in the Rigmor of Cyrodiil Worldspace. Might be some overlap between the 2 mods i guess. I will try to manually correct them at a later time if i can. Just dont have the time right now. At least i know the source of the issue and i was able to work around it and it looks great.

DynDOLOD LOD generation uses LOD models it finds in the load order to generate LOD for all selected worldspaces. The matching process is explained in the documentation.

 

It takes only a couple seconds to right click the NiNode and convert it to a BSFadeNode with NifSkope. The models are quickly opened from their BSA files with xEdit Asset Browser (CTRL+F3). Saving them to a new mod with the right path will probably consume the majority of the time.

Posted
  On 9/9/2020 at 2:33 PM, sheson said:

DynDOLOD LOD generation uses LOD models it finds in the load order to generate LOD for all selected worldspaces. The matching process is explained in the documentation.

 

It takes only a couple seconds to right click the NiNode and convert it to a BSFadeNode with NifSkope. The models are quickly opened from their BSA files with xEdit Asset Browser (CTRL+F3). Saving them to a new mod with the right path will probably consume the majority of the time.

Hi again. I basically checked all the meshes in the folder where the first offending mesh was located and found several of them that were NiNodes. I converted all of them to BSFadeNode and so far, everything seems stable. I will let you know if i encounter further problems. Here is the list of the meshes i converted in the Beyond Skyrim - Bruma Mod.

 

meshes\bstamriel\lod\ayleid set\ararchcolumn03_lod.nif
meshes\bstamriel\lod\ayleid set\ararchcolumn04_lod.nif
meshes\bstamriel\lod\ayleid set\ararchcolumn05_lod.nif
meshes\bstamriel\lod\ayleid set\arbridge01_lod.nif
meshes\bstamriel\lod\ayleid set\arbridge02_lod.nif
meshes\bstamriel\lod\ayleid set\arbridge03_lod.nif
meshes\bstamriel\lod\ayleid set\arwell01_lod.nif
 
Thanks
Posted
  On 9/10/2020 at 1:09 AM, LordIceWolf said:

 

Hi again. I basically checked all the meshes in the folder where the first offending mesh was located and found several of them that were NiNodes. I converted all of them to BSFadeNode and so far, everything seems stable. I will let you know if i encounter further problems. Here is the list of the meshes i converted in the Beyond Skyrim - Bruma Mod.

 

meshes\bstamriel\lod\ayleid set\ararchcolumn03_lod.nif
meshes\bstamriel\lod\ayleid set\ararchcolumn04_lod.nif
meshes\bstamriel\lod\ayleid set\ararchcolumn05_lod.nif
meshes\bstamriel\lod\ayleid set\arbridge01_lod.nif
meshes\bstamriel\lod\ayleid set\arbridge02_lod.nif
meshes\bstamriel\lod\ayleid set\arbridge03_lod.nif
meshes\bstamriel\lod\ayleid set\arwell01_lod.nif
 
Thanks

 

Good to know. Thanks.

Posted

Good evening

 

I have one last thing i would like to fix if it's possible. I have a mod that adds trees inside Whiterun but they are not visible when i step outside the city. Is that something that can be resolved with DynDOLOD? The mod is only an esp plugin with no meshes or textures so i assume it uses Vanilla assets. It's the one in the optional files of this mod.

https://www.nexusmods.com/skyrimspecialedition/mods/20396

 

I checked the documentation but i am not sure how to proceed for this or if it's even possible.

 

Thanks

Posted (edited)
  On 9/10/2020 at 9:51 PM, LordIceWolf said:

Good evening

 

I have one last thing i would like to fix if it's possible. I have a mod that adds trees inside Whiterun but they are not visible when i step outside the city. Is that something that can be resolved with DynDOLOD? The mod is only an esp plugin with no meshes or textures so i assume it uses Vanilla assets. It's the one in the optional files of this mod.

https://www.nexusmods.com/skyrimspecialedition/mods/20396

 

I checked the documentation but i am not sure how to proceed for this or if it's even possible.

 

Thanks

Trees in child worlds are always ignored for LOD by default. Typically mods are expected to place copies of trees in the parent world themselves.

 

Edit the DynDOLOD_SSE.ini, find the line 

Ignore=treereach, treepine, treeaspen, ...

Remove the tree names from the list that you want to to have automatic copies in the parent world.

 

https://forum.step-project.com/topic/14177-a-couple-of-issues-with-lod-with-the-new-mod-im-making/?p=236708

https://forum.step-project.com/topic/13861-is-there-a-way-to-generate-dawn-of-skyrim-lods-with-open-cities-skyrim-installed/?p=231610

Edited by sheson
Posted
  On 9/11/2020 at 9:57 AM, sheson said:

Trees in child worlds are always ignored for LOD by default. Typically mods are expected to place copies of trees in the parent world themselves.

 

Edit the DynDOLOD_SSE.ini, find the line 

Ignore=treereach, treepine, treeaspen, ...

Remove the tree names from the list that you want to to have automatic copies in the parent world.

 

https://forum.step-project.com/topic/14177-a-couple-of-issues-with-lod-with-the-new-mod-im-making/?p=236708

https://forum.step-project.com/topic/13861-is-there-a-way-to-generate-dawn-of-skyrim-lods-with-open-cities-skyrim-installed/?p=231610

Thank you very much. It worked flawlessly!!

Posted
  On 9/12/2020 at 9:03 PM, Feuerkl1nge said:

By the way, the nexus download of the new resources doesn't work.

I copy pasted the Nexus link again, clicking it still starts downloading in MO2 right away for me.

Posted
  On 9/12/2020 at 9:08 PM, sheson said:

I copy pasted the Nexus link again, clicking it still starts downloading in MO2 right away for me.

I've setted up MO2 to not handle nexus links. Thats the cause I guess.

It's not urgent because the browser download works with the second mirror, but maybe you enable browser download for it like the application download has. If both approaches are possible at the same time.

Posted
  On 9/12/2020 at 11:21 PM, Feuerkl1nge said:

I've setted up MO2 to not handle nexus links. Thats the cause I guess.

It's not urgent because the browser download works with the second mirror, but maybe you enable browser download for it like the application download has. If both approaches are possible at the same time.

The first link is the Nexus download with manager link. If you haven't set that up, use the second link.

  • 3 weeks later...
Posted (edited)
Hi! May I please beg some help?
 
I am building my next play-through, and I've hit a bit of an unusual brick wall with Wazalang's Ultra Trees approach. 
My previous build worked fine, and I have made no changes to it apart from swapping a couple of player houses.
But when I updated Dyndolod to the latest iteration, I cannot get the process to generate the tree LOD I had before.
 
I'm now getting this weird stretched texture for more distant trees in LOD: 
And further, some of the detail appears to be missing.
 
I use 1024 in Texgen and Dyndolod and the ultra trees setting in the Dyndolod ini. I make no other changes in the Advanced set up other than brightness adjustment. I've also tried rolling back to the previous version of Enhance Vanilla Trees, from 2.0 to 1.9.
 
It's like part of, or all of Dyndolod is not being applied in game, or something is lost in translation.
 
I'm happy to dig around and find out what is going wrong, but please can someone offer a direction for me to look in? Have I broken an INI file? Missed a setting?
I've previously run Dyndolod without a problem, and for several years.
 
Thank you.
 
My Trees set up in Mod Org 2 is thus:
 
[spoiler=Trees install order]HD Lods Textures
Terrain LOD Redone
Bent Pines
Enhanced Vanilla Trees SE 1.9
Enhanced Landscapes ELOS Oaks Mixed Greens
Reach Tree Replacer
Trees AddOn SE
Enhanced Landscapes SE
Green & Lush Aspen Trees SE
Majestic Mountains Darkside LOD Pack
Tree LOD Billboards for Beyond Skyrim Bruma (+hotfix)
Enhanced Vanilla Trees SE Billboards for Dyndolod
Reach Tree Replacer SSE Billboards
Reach Tree Replacer SSE Dyndolod Ultra
Trees Addon SE Billboards

Edited by Bluegunk
Posted
  On 10/2/2020 at 2:29 PM, Bluegunk said:

 

 
I'm now getting this weird stretched texture for more distant trees in LOD: 
 

 

 

The screesnhots seem to show billboards in object LOD.

 

If the billboard txt files are missing, then the object bounds from the tree base record are used to determine the dimensions. It sometimes happen that the bounds are wrong.

If the txt files exists and sets width= but does set a depth=, add a new line setting depth to same value as the width.

Posted (edited)
  On 10/2/2020 at 3:17 PM, sheson said:

The screesnhots seem to show billboards in object LOD.

 

If the billboard txt files are missing, then the object bounds from the tree base record are used to determine the dimensions. It sometimes happen that the bounds are wrong.

If the txt files exists and sets width= but does set a depth=, add a new line setting depth to same value as the width.

Thank you!  OK, I went through the billboards and all the text files have height and width (apart from one mod which adds a couple of tree models in the Reach).  But no Depth. I'll add those and see what happens.

(However, these are the same billboards and mods I used with success, previously.)

Edited by Bluegunk
Posted (edited)

If the billboard txt files are missing, then the object bounds from the tree base record are used to determine the dimensions. It sometimes happen that the bounds are wrong.

If the txt files exists and sets width= but does set a depth=, add a new line setting depth to same value as the width.

 

I'm pleased to say your advice did the trick! Many thanks for that. It was a bit of a plod through the billboard texts adding the extra line, but the results justified the efforts!

Thank you!

Edited by Bluegunk
Posted (edited)

PS - I'm just sorting out using xLodGen so I might be on the path to sorting this...

 

May I please ask for some 'good practice' advice? 

 

In the past I've happily generated LOD but vanilla issues such as distance seams in water have been an irritant.

Here's what I mean:   https://i.postimg.cc/hv4bg35L/Water-seams.jpg 

 

I use Real Water 2, and regardless of using vanilla water or this mod, these distant seams occur. The same in other large bodies of water and the sea.

 

I believe they are a vanilla issue, and mods like RW2 only serve to show it up more.  

 

How should I best go about blending or hiding these seams? Can I use INI file adjustments? Achieve it through Dyndolod, or other mods? I'd like to get this right before running Dyndolod.

 

I've searched for advice but I think here might be the best place for an answer.

 

To be clear: I'm not talking about local seams caused by mods (Like TAWOBA)! I'm pretty much on top of those and familiar with them. I've also checked this Lakeview area for water variances.

 

Any guidance would be most helpful. Many thanks!

Edited by Bluegunk

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