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Posted (edited)
  On 12/5/2020 at 4:01 PM, DarkladyLexy said:

hey sheson is there a way to limit how much RAM DynDOLOD is allowed to use. I have 32GB and DynDOLOD ends up using it all then failing to generate.

Is it DynDOLODx64.exe or rather LODGenx64.exe? The windows Task Manager should show which one uses more memory.

Edited by sheson
Posted
  On 12/5/2020 at 8:41 PM, sheson said:

Is it DynDOLODx64.exe or rather LODGenx64.exe? The windows Task Manager should show which one uses more memory.

think is actually LODGenx64.exe it ends up using all my RAM I do monitor and then it keeps fail cos i run out of memory. When i generate DynDOLOD is the only thing running

Posted
  On 12/5/2020 at 8:45 PM, DarkladyLexy said:

think is actually LODGenx64.exe it ends up using all my RAM I do monitor and then it keeps fail cos i run out of memory. When i generate DynDOLOD is the only thing running

Test what happens if you temporarily disable the xLODGen terrain LOD meshes, so it uses the vanilla terrain LOD meshes for optimization instead.

Posted (edited)

Hello sheson,

 

Thank you for creating this wonderful mod. Unfortunately I'm having some issues which quite honestly, you probably won't be able to help with as I must have messed up somewhere else, but I figure its worth a shot before I give up!

 

I have completed the Dyndolod installation process and it launches, and tells me it has activated when I load a game, and the draw distance is excellent. However a lot of my textures in the distance are completely messed up/not appearing. I was following this tutorial:

 

 

I note that he mentions using 256 texture size for the purposes of the tutorial, and medium preset - which I did...is this the reason it looks so bad? I know this probably seems obvious to most people but I assumed his suggestion would still look good.

 

In terms of graphics mods I had installed beforehand it was just Skyrim Flora Overhaul, Vivid Weathers, Majestic Mountains, Blended Roads so far - its fairly vanilla as I've only just installed Skyrim. If you have any ideas what the culprit is, or if you need a full modlist, I'm happy to provide. I'm loading through Vortex and ensuring DynDOLOD.esp is at the end of the load order. This is how it looks for me: https://ibb.co/ThLbWLs

 

Thanks in advance.

Edited by homogenic
Posted

Actually, scrap that - having read more of your posts I can see that the awful textures from far away is more of an engine limitation rather than anything to do with dyndolod.

 

I replaced vivid weathers with obsidian weathers and added enhanced landscapes and its looks much nicer now. Sorry to waste your time!

Posted
  On 12/7/2020 at 1:24 AM, homogenic said:

Hello sheson,

 

Thank you for creating this wonderful mod. Unfortunately I'm having some issues which quite honestly, you probably won't be able to help with as I must have messed up somewhere else, but I figure its worth a shot before I give up!

 

I have completed the Dyndolod installation process and it launches, and tells me it has activated when I load a game, and the draw distance is excellent. However a lot of my textures in the distance are completely messed up/not appearing. I was following this tutorial:

 

I note that he mentions using 256 texture size for the purposes of the tutorial, and medium preset - which I did...is this the reason it looks so bad? I know this probably seems obvious to most people but I assumed his suggestion would still look good.

 

In terms of graphics mods I had installed beforehand it was just Skyrim Flora Overhaul, Vivid Weathers, Majestic Mountains, Blended Roads so far - its fairly vanilla as I've only just installed Skyrim. If you have any ideas what the culprit is, or if you need a full modlist, I'm happy to provide. I'm loading through Vortex and ensuring DynDOLOD.esp is at the end of the load order. This is how it looks for me: https://ibb.co/ThLbWLs

 

Thanks in advance.

It is not clear what you mean by looking bad in the screenshot. What in particular is looking bad?

I do not really see any messed up textures. If something doesn't have LOD it is typically because no LOD assets exist for it.

 

If you want better tree LOD, find or create better billboards or use ultra tree LOD.

Posted
  On 12/7/2020 at 9:44 AM, sheson said:

It is not clear what you mean by looking bad in the screenshot. What in particular is looking bad?

I do not really see any messed up textures. If something doesn't have LOD it is typically because no LOD assets exist for it.

 

If you want better tree LOD, find or create better billboards or use ultra tree LOD.

Hi, I was referring mostly to the hideous clipping in the water and the distant land, moreso than the trees.

 

As I mentioned changing weather mod and adding additional graphics mods (including a LOD one) has improved the look (and removed the clipping too) :)

Posted
  On 12/7/2020 at 9:43 PM, homogenic said:

Hi, I was referring mostly to the hideous clipping in the water and the distant land, moreso than the trees.

 

As I mentioned changing weather mod and adding additional graphics mods (including a LOD one) has improved the look (and removed the clipping too) :)

DynDOLOD does tree and object LOD. Use xLODGen to generate improved terrain LOD.

Posted
  On 12/5/2020 at 8:54 PM, sheson said:

Test what happens if you temporarily disable the xLODGen terrain LOD meshes, so it uses the vanilla terrain LOD meshes for optimization instead.

sorry for only getting back to you now how do I preform this test?

Posted
  On 12/9/2020 at 5:05 PM, DarkladyLexy said:

sorry for only getting back to you now how do I preform this test?

Just temporarily disable any xLODGen output  in meshes/terrain/Tamriel/*.btr

 

You might also want to test DynDOLOD 3.00 Alpha, it should be faster either way.

 

If you do not want to test the alpha itself, you can also get the \Edit Scripts\LODGenx64.exe from it and replace the older version in DynDOLOD 2.87 with it. It should be a bit better, but it won't have all the other improvements.

  • 1 month later...
Posted (edited)

Hi Sheson, I was wondering what could be the issue here?

It seems that dyndolod esm and realistic water two are conflicting resulting in two different textures between active cells and lod

I think esm is in higher order and it changed realistic water two because i could not make patch manually

 

I understand it says dyndolod esm, but I heard dyndolod doesn't edit water lod in other comment section rather xlodgen

 

https://imgur.com/TTHkuJ5

Edited by Yugen
Posted (edited)

I think I fixed it. If you copy override every worldspace between dyndolod and rw2 just make a new empty patch. If you have similar situation that esm file is conflicting, but esp is alright just copy esm water info to new empty patch, but don't change others.


When i changed every water to be equal it didn't work.


Not really


Edited by Yugen
Posted (edited)
  On 1/24/2021 at 11:52 AM, Yugen said:

Hi Sheson, I was wondering what could be the issue here?

It seems that dyndolod esm and realistic water two are conflicting resulting in two different textures between active cells and lod

I think esm is in higher order and it changed realistic water two because i could not make patch manually

 

I understand it says dyndolod esm, but I heard dyndolod doesn't edit water lod in other comment section rather xlodgen

 

https://imgur.com/TTHkuJ5

The screenshot shows a CELL record.

 

The XCWT - Water record controls how cell water looks when the cell is attached, e.g. when the player is near. It does not affect LOD.

 

The winning plugin is the last one to the right.

 

The DynDOLOD plugins are build by copying the records from the winning plugin to the left before them.

 

That means, when the cell record was copied to DynDOLOD.esm, it was from an ESM that was loaded before it. That is where its linked water record comes from, probably Update.esm.

 

Doesn't matter, because the record from DynDOLOD.esp is used since it is the winning plugin.

 

LOD water is defined on the record for the worldspace.

 

There is nothing that needs to be done.

Edited by sheson
  • 2 weeks later...
Posted

So I followed Gamerpoets DynDOLOD video on Youtube and got it working on Skyrim SE. But when trying to get things working with Skyrim VR I get this error when running TexGen in MO2. What could be the problem?

  Quote

 

TexGenx64.exe 2.90.0.0 1/31/2021 (1379903488)
[00:00:04.873]    
[00:00:04.888]    Started by D:\Modding Apps\MO2\ModOrganizer.exe 2.3.2.0 8/17/2020
[00:00:04.910]    
[00:00:04.910]    TES5VR found, using SSE settings.
[00:00:04.942]    
[00:00:00.000]    Output path: D:\Modding Apps\DynDOLOD\TexGen_Output\
[00:00:00.022]    Texture size: 256
[00:00:00.038]    Diffuse Alpha format: Default (BC7 Quick)
[00:00:00.053]    Diffuse format: Default (BC7 Quick)
[00:00:00.085]    Normal Specular format: Default (BC7 Quick)
[00:00:00.100]    Normal format: Default (BC7 Quick)
[00:00:00.123]    
[00:00:00.154]    Creating mini atlas maps
[00:00:00.169]        D:\Modding Apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt 609
[00:00:00.323]        D:\Modding Apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_alpha_skyrimesm.txt 11
[00:00:00.339]        D:\Modding Apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_dawnguardesm.txt 79
[00:00:00.370]        D:\Modding Apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_dragonbornesm.txt 39
[00:00:00.386]    Creating some temporary files
[00:00:00.401]        Processing 1 D:\Modding Apps\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_copy_skyrimesm.txt
[00:00:00.408]    textures\architecture\windhelm\whruinstone_n.dds not found!
[00:00:00.423]    textures\architecture\windhelm\whruinstone_n.dds not found!  Check the top of the log that all required *.BSA files are loaded.  Make sure TexGen is started in the desired game mode. The current mode is: TES5VR  Turn off MO 1.x archive management. BSAs need to be loaded the normal way via matching plugin names.  Check that C:\Users\user name\Documents\My Games\Skyrim VR\Skyrim.ini (MO users check ..\ModOrganizer\profiles\[profile name]\Skyrim.ini) is contains the correct entries for [Archive] sResourceArchiveList and sResourceArchiveList2.  See ..Docs\DynDOLOD-README.txt for more.

 

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