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Posted

Checked stone tower (one that remains visible at full mesh) and two wooden structures (ones that disappear), and there is nothing overriding them at all. Just vanilla Skyrim.esm records.

Posted

Checked stone tower (one that remains visible at full mesh) and two wooden structures (ones that disappear), and there is nothing overriding them at all. Just vanilla Skyrim.esm records.

I think I found the problem. I will have a new beta version for you to test some time later today.

Posted (edited)

Quick test of the save that i used to reproduce the issue is looking good. All meshes seem to showing fine now, thank you very much. I will do a more thorough testing later on and report any issues.

 

Few questions;

1. What's the difference between generate texture atlas in dyndolod vs texgen output? If both are needed, do they have to have matching resolutions?

2. What large ref settings do you recommend?

3. What was the issue, was it the mesh with windows?

Edited by sm0kem
Posted (edited)

Quick test of the save that i used to reproduce the issue is looking good. All meshes seem to showing fine now, thank you very much. I will do a more thorough testing later on and report any issues.

 

Few questions;

1. What's the difference between generate texture atlas in dyndolod vs texgen output? If both are needed, do they have to have matching resolutions?

2. What large ref settings do you recommend?

3. What was the issue, was it the mesh with windows?

1. TexGen generates single LOD textures. The texture atlas is one big texture with all the single texture combined. The TexGen size sets the size of a single LOD texture. The Max Tile drop down is a filter setting, any texture larger than that will not be used on the atlas, it will be used directly.

 

2. Depends on the used plugins and how much they edit existing large references and how much the visual problems bother you. Obviously, dynamic LOD already somewhat covers what large references tries to accomplish, without the bugs and with less performance impact for many more objects and more importantly also for new objects and worlds added by mods. Like most new "improved" features of Skyrim SE it's probably best to be disabled.

 

3. Large reference data in DynDOLOD.esm was not generated correctly in case generating DynDOLOD is not checked

Edited by sheson
  • +1 1
Posted

I installed all the most current prerequisites, however, I keep getting the following errors:

 

"Dyndolod requires dyndolod plugins version 2.30"

 

"Requires Papyrus Util64 3.3"

Posted

I installed all the most current prerequisites, however, I keep getting the following errors:

 

"Dyndolod requires dyndolod plugins version 2.30"

 

"Requires Papyrus Util64 3.3"

Update papyrus, I had the same today, papyrusutils got updated
Posted

Update papyrus, I had the same today, papyrusutils got updated

I wish it was just that... unfortunately, I have 3.4b the newest version installed (and ran dyndolod after installing) and still get this error :(

Posted

I wish it was just that... unfortunately, I have 3.4b the newest version installed (and ran dyndolod after installing) and still get this error :(

The error message indicates that either the PapyrusUtil SE DLL is not updated or loading or because the PapyrusUtil SE scripts are not updated.

 

There is also a chance that not all SKSE scripts exist in the load order or are outdated.

Posted (edited)

I am trying to get ultra trees to work. I read a few different guides and they all say the same things. So I did them:

changed dyndolod_sse.ini treelod=0 treefullfallback=1, installed my mods in correct order, ran tex gen with the -sse argument, installed texgenoutput, ran dyndolod with -sse argument hit advanced and here is the issue: The bottom right area is not grayed out. Every guide I go read on how to do this says this area needs to be grayed out for ultra trees to be properly setup. Is the newest version of Dyndolod not graying that section out anymore? I did a 100% fresh install "formatted my hdd, installed windows etc etc..." just 3 hours ago. Papyrus is the new one, MO2 is fresh install, all my mods are the newest cuz fresh install. Not sure why the area is not gray =( 

 

ps. using ver 2.36 resources and standalone

 

edit: also if I just leave that area unchecked, select all top left, hit high top right, leave 512 bottom left and hit start....the "save and exit" option pops up when there is still a command promt type window open doing stuff. It was doing some sort of "finished LOD level 4 coord....." stuff. Should I just let that cmd window keep doing its thing BEFORE clicking save and exit? or is it ok to just hit save and exit?

Edited by rogueangel
Posted

I am trying to get ultra trees to work. I read a few different guides and they all say the same things. So I did them:

changed dyndolod_sse.ini treelod=0 treefullfallback=1, installed my mods in correct order, ran tex gen with the -sse argument, installed texgenoutput, ran dyndolod with -sse argument hit advanced and here is the issue: The bottom right area is not grayed out. Every guide I go read on how to do this says this area needs to be grayed out for ultra trees to be properly setup. Is the newest version of Dyndolod not graying that section out anymore? I did a 100% fresh install "formatted my hdd, installed windows etc etc..." just 3 hours ago. Papyrus is the new one, MO2 is fresh install, all my mods are the newest cuz fresh install. Not sure why the area is not gray =( 

 

ps. using ver 2.36 resources and standalone

 

edit: also if I just leave that area unchecked, select all top left, hit high top right, leave 512 bottom left and hit start....the "save and exit" option pops up when there is still a command promt type window open doing stuff. It was doing some sort of "finished LOD level 4 coord....." stuff. Should I just let that cmd window keep doing its thing BEFORE clicking save and exit? or is it ok to just hit save and exit?

If you are following a third party guide and have problems with it I suggest to ask its author. It seems outdated and not cover the latest beta version.

 

However, I would rather suggest to carefully read the included manuals instead, including DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html to make sure you fully understand the settings, especially treefullfallback=1 before mindlessly setting it.

 

2. Open '..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[GAMEMODE].ini' in notepad and set TreeLOD=0

This will turn off traditional tree LOD generation in DynDOLOD.exe

So the only checkbox that gets disabled when setting treelod=0 is the checkbox "Generate tree LOD" as that will disable traditional 2D tree LOD generation.

 

If you wonder about other options, they are explained in DynDOLOD\Docs\DynDOLOD_Manual.html and DynDOLOD\Docs\DynDOLOD_Manual_SSE.html or you can hover the mouse pointer for hints.

Posted

I wish it was just that... unfortunately, I have 3.4b the newest version installed (and ran dyndolod after installing) and still get this error :(

Are you launching the game via the SKSE64 executable? And not Skyrim.exe? Trivial mistake, but can sometimes happen inadvertently.

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