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Posted

Hello there,

 

somehow DynDOLOD doesn't feel like spicing up my distant objects:

 

Before running DynDOLODhttps://puu.sh/Cbisn/44e01cc9cc.jpg

After running DynDOLODhttps://puu.sh/Cbion/f0f925a86a.jpg

 

These are my settings:

https://puu.sh/CbmeG/c596568e43.png

https://puu.sh/CbmdC/fac3869829.png

 

My setup is Lexy's famous LOTD running Enhanced Landscapes, Enhanced Vanilla Trees (classic version converted via CK).

Early on I'm having "Indistinguishable Billboards for Skyrim SE" with Enhanced Landscapes, EVT and their appropriate Billboards coming right after in my load order.

 

Is there a problem related to my Billboards used or does the problem lie somewhere else? I even tried a step-by-step guide for creating LODs with Enhanced Landscapes and EVT:

https://www.nexusmods.com/skyrimspecialedition/articles/570

 

Unfortunately it didn't change anything.

 

Thanks in advance!

well, I could be wrong here but to me, it looks the texture isn't being applied to the billboards. It also looks like form the screenshot you chose the Medium Preset I advise trying the High Preset.

Posted (edited)

You probably modified the DynDOLOD INI for a second run for Open Cities but did not revert the changes when doing another 1st/single run. Another reason could be that DynDOLOD Resources Core Files are not fully installed  - incomplete archive download or unzipping silently failed.

 

If is none of that, go close once the full model loaded, get its reference form id and check via xEdit if a plugin overwrites it or the base record.

Just checked the form ids in xedit and found a difference: https://imgur.com/a/6Y8ny2p . After giving id 0f005dca the same record flags as id c003317f, it worked just fine and was static. I am unsure what could have caused this, since i didnt alter the dyndolod ini at all, nor did i modify any rules. I also reinstalled the core files before generating new lod. Never had this problem before. Never had open cities installed.

Edited by Tacocat
Posted (edited)

Just checked the form ids in xedit and found a difference: https://imgur.com/a/6Y8ny2p . After giving id 0f005dca the same record flags as id c003317f, it worked just fine and was static. I am unsure what could have caused this, since i didnt alter the dyndolod ini at all, nor did i modify any rules. I also reinstalled the core files before generating new lod. Never had this problem before. Never had open cities installed.

The top should have static LOD and then does not require the Is Full LOD flag. The Is Full LOD flag makes it so that the full models shows all the time. It will now conflict with the Glow LOD windows. Is Full LOD flagged object do not show on the map.

 

Objects not getting object LOD usually means the LOD model for is not installed or there was some problem generating object LOD.

Just reinstalling DynDOLOD Resources is not the same as making sure they are fully installed. Compare folders. Verify if Meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif exists.

 

Check if DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_meshes.txt contains a line meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif

 

Check if DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt contains a line like 

0F005DCA 00000000 29218.218750 2639.484131 -167.527588 0.0000 0.0000 45.0000 1.0 WRCastleStoneTowerTop01 00000000 -LargeRef meshes\architecture\whiterun\wrbuildings\wrcastlestonetowertop01.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif

Open meshes\terrain\Tamriel\Objects\Tamriel.4.4.0.bto in nifksope and check if you can see the top part of the castle together with all the other object LOD.

 

Check if the last line in DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt is Code: 0

Edited by sheson
Posted

The top should have static LOD and then does not require the Is Full LOD flag. The Is Full LOD flag makes it so that the full models shows all the time. It will now conflict with the Glow LOD windows. Is Full LOD flagged object do not show on the map.

 

Objects not getting object LOD usually means the LOD model for is not installed or there was some problem generating object LOD.

Just reinstalling DynDOLOD Resources is not the same as making sure they are fully installed. Compare folders. Verify if Meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif exists.

 

Check if DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_meshes.txt contains a line meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif

 

Check if DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt contains a line like 

0F005DCA 00000000 29218.218750 2639.484131 -167.527588 0.0000 0.0000 45.0000 1.0 WRCastleStoneTowerTop01 00000000 -LargeRef meshes\architecture\whiterun\wrbuildings\wrcastlestonetowertop01.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif

Open meshes\terrain\Tamriel\Objects\Tamriel.4.4.0.bto in nifksope and check if you can see the top part of the castle together with all the other object LOD.

 

Check if the last line in DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt is Code: 0

Ok, i made sure dyndolod is fully installed and checked if Meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif exists and it did. 

 

DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_meshes.txt contains the line meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif.

 

Check if DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt - it does not contain the formid 0F005DCA but it does contain the mesh lines.

 

Open meshes\terrain\Tamriel\Objects\Tamriel.4.4.0.bto in nifksope and check if you can see the top part of the castle together with all the other object LOD. - oh noes, i got no objects folder ._. Can u tell me whats actually the best way to create those needed files? Can i use xlodgen?

Posted

Ok, i made sure dyndolod is fully installed and checked if Meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif exists and it did. 

 

DynDOLOD\Edit Scripts\DynDOLOD\cache\DynDOLOD_SSE_meshes.txt contains the line meshes\lod\whiterun\wrcastlestonetowertop01_lod_2.nif.

 

Check if DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt - it does not contain the formid 0F005DCA but it does contain the mesh lines.

 

oh noes, i got no objects folder ._. Can u tell me whats actually the best way to create those needed files? Can i use xlodgen?

DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt it is possible the first two digists ofthe form id is different when the load order of the DynDOLOD plugin was different. The entire form id will be different for each new LOD generation. But as long as the line is there with the same position numbers 29218.218750 2639.484131 -167.527588 it is fine.

 

The best way is to use DynDOLOD to create drastically improved static object LOD... it does so by default unless it is unchecked on the advanced options.

 

When DynDOLOD generates static object LOD it creates meshes\terrain\[worldspace]\objects to the output folder with all the *.bto static object LOD files.

 

Check the end of the DynDOLOD log DynDOLOD\Logs\DynDOLOD_SSE_log.txt for errors when generating LOD for Tamriel and for LODGen errors. Then check DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt for errors.

Posted

DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt it is possible the first two digists ofthe form id is different when the load order of the DynDOLOD plugin was different. The entire form id will be different for each new LOD generation. But as long as the line is there with the same position numbers 29218.218750 2639.484131 -167.527588 it is fine.

 

The best way is to use DynDOLOD to create drastically improved static object LOD... it does so by default unless it is unchecked on the advanced options.

 

When DynDOLOD generates static object LOD it creates meshes\terrain\[worldspace]\objects to the output folder with all the *.bto static object LOD files.

 

Check the end of the DynDOLOD log DynDOLOD\Logs\DynDOLOD_SSE_log.txt for errors when generating LOD for Tamriel and for LODGen errors. Then check DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt for errors.

Hmm, ok. Does dyndolod place those generated meshes into its own folder or directly into meshes\terrain\[worldspace]\objects? Cause after generating meshes with xlodgen and placing them into meshes\terrain\[worldspace] i didnt get any prompt to overwrite any files (i ran dyndolod before). I also didnt uncheck the generation in the advanced options. Weird. I will download dyndolod again, in case something messed with my existing folder.

Posted (edited)

Hmm, ok. Does dyndolod place those generated meshes into its own folder or directly into meshes\terrain\[worldspace]\objects? Cause after generating meshes with xlodgen and placing them into meshes\terrain\[worldspace] i didnt get any prompt to overwrite any files (i ran dyndolod before). I also didnt uncheck the generation in the advanced options. Weird. I will download dyndolod again, in case something messed with my existing folder.

DynDOLOD generates all files into the output folder that the user defines in the options window. This includes the plugins, the tree and object LOD in meshes and textures folders and the data files in the SKSE folder. That output then needs to be installed into the games data folder - the how depends on the used mod manager.

 

I suggest to read the DynDOLOD documentation and watch the included videos if any of that is unclear.

 

Just to make sure, the term [worldspace] is a placeholder and in this case is Tamriel.

Edited by sheson
Posted

Hello sheson, i seem to be having a problem with the recent dyndolod and realistic waters two. everywhere in skyrim works but one area. and thats the college of winterhold. im using Lexy's LOTD Se build with the only deviation being open cities. I made sure to RTFM and followed the gamerpoets guide for open cities generation. and im 100% sure its these two mods as when i disable dyndolod and go to the college, no CTD. and if i disable RWT but keep dyndolod, same thing no CTD's. ive tried reinstalling RWT, i tried remaking dyndolod, making sure to replace my ini with the default one, and doing the same process for open cities. still CTD anytime i get near to the college.i also made sure to do the proper uninstall process from the mcm menu. any help would be greatly appreciated :(

Posted

 

Well it seems i was wrong before, when i disable RWT, and rerun dyndolod i still get the CTD around the college. so its not RWT and dyndolod. i feel like fool now for saying i was 100% sure, but i still have no idea why im getting a CTD around that area.

Posted

 

 

Well it seems i was wrong before, when i disable RWT, and rerun dyndolod i still get the CTD around the college. so its not RWT and dyndolod. i feel like fool now for saying i was 100% sure, but i still have no idea why im getting a CTD around that area.

 

To troubleshoot find a 100% reproducible way. LOD is always the same and DynDOLOD usually operates same way every time. 

 

FAQ: Game: ILS or CTD
 
A: More LOD uses more memory and this can cause infinite loading screen (ILS) or crash to desktop (CTD) if the game is not setup correctly. This should generally not be a problem with Skyrim Special Edition or Skyrim VR, but for Skyrim double check heap memory usage (block 1) with Memory Blocks Log from https://www.nexusmods.com/skyrim/mods/50471/ and adjust SKSE or SSME memory settings. Or use the alternative OSAllocator from crash fixes with pre-loader. Remove satefy-load if it is used to verify it doesn't cause CTD. Set ExpandSystemMemoryX64=false in enblocal.ini 
 
A: Do not use the experimental TreeFullFallBack setting without understanding what it does and what it is for. 
 
A: If heap memory is not the cause of CTD see ..DynDOLOD\Docs\DynDOLOD-README.txt for checking if a missing or invalid nif model used for dynamic LOD is the cause. 
Posted

 

FAQ: Game: Tree LOD: LOD trees do not match close-up full model trees 
 
A: Doublecheck billboards and billboard load order. Open console, click on full model tree to get form id like 000185C7. Lookup this FormID top left in xEdit, bringing up the tree reference in the right pane. Find the form id of the 'NAME - Base', like TreeAspen01 [TREE:0006A9E6]. Search in Textures\Terrain\LODGen\ subfolders for files with that number, like TreeAspen01_0006A9E6.dds and TreeAspen01_0006A9E6.txt. Replace files with correct versions. 
 
A: The DynDOLOD log will print a detailed list for each tree which billboard (and 3D LOD model if applicable) it is using. Use the base form id like 0006A9E6 to easily find the entries in the log.

 

Thanks for the quick reply, I appreciate it.

Sorry that I was unclear: I was just concerned about my absurdly bright tree LODs. The everything else (landscape, rocks, everything else) worked perfectly fine. I checked everything again (remade merged esps, checked Billboards load order, etc.) and also made sure that no unwanted esps are changing anything to tree records via SSEEdit.

 

So afterwards I ran TexGen again, placed that output right at the bottom of my loadorder and then ran DynDOLOD. At this point nothing is overwriting my Billboards for EVT. After its finished I placed the DynDOLOD.esp at the very bottom and the .esm is the last masterfile loaded.

The result looks very good so far: https://puu.sh/CckEn/9bbf09a238.jpg

 

Then I ran near Riften to see the aspen trees aaand: https://puu.sh/CbSR5/9f295f4fa9.jpg

They do not show any leafs. What I did then was finding out any ref ID from an Aspen Tree and looked it up in SSEEdit:

 

It's a tree (AspenTree02, 0006c9d5) coming from enhanced landscapes.

https://puu.sh/CbT0d/2b658a1e45.png

 

Does anything overwrite something coming from the tree?

https://puu.sh/CbT13/db50dbc6d7.png

Nope, only my merged esp (Enhanced Vanilla Trees and Fallen Tree Bridges) and DynDOLOD are overwriting any data.

 

So I took a look in my Billboards used:

https://puu.sh/CbT3D/6d8f09b538.png

The billboards for my aspen trees exist (with the right ID) and I can open them in GIMP:

https://puu.sh/CbT6O/fa303b6f8f.png

 

Renunning DynDOLOD didn't help but I came across something interesting. After using the tfc command I flew my camera to the distant tree and see this:

https://puu.sh/CbTBC/25c62811c2.jpg

If I am close enough, they show their leafs. But as soon as I take some "steps" back:

https://puu.sh/CbTCl/25128b43b3.jpg , they are gone.

 

The DynDOLOD log shows me this:

https://puu.sh/CckJL/2597e1d171.png

 

I do not know what I am going to do with this information now. Am I missing or misunderstanding something?

 

Thanks!

Posted (edited)

Thanks for the quick reply, I appreciate it.

Sorry that I was unclear: I was just concerned about my absurdly bright tree LODs. The everything else (landscape, rocks, everything else) worked perfectly fine. I checked everything again (remade merged esps, checked Billboards load order, etc.) and also made sure that no unwanted esps are changing anything to tree records via SSEEdit.

 

So afterwards I ran TexGen again, placed that output right at the bottom of my loadorder and then ran DynDOLOD. At this point nothing is overwriting my Billboards for EVT. After its finished I placed the DynDOLOD.esp at the very bottom and the .esm is the last masterfile loaded.

The result looks very good so far: https://puu.sh/CckEn/9bbf09a238.jpg

 

Then I ran near Riften to see the aspen trees aaand: https://puu.sh/CbSR5/9f295f4fa9.jpg

They do not show any leafs. What I did then was finding out any ref ID from an Aspen Tree and looked it up in SSEEdit:

 

It's a tree (AspenTree02, 0006c9d5) coming from enhanced landscapes.

https://puu.sh/CbT0d/2b658a1e45.png

 

Does anything overwrite something coming from the tree?

https://puu.sh/CbT13/db50dbc6d7.png

Nope, only my merged esp (Enhanced Vanilla Trees and Fallen Tree Bridges) and DynDOLOD are overwriting any data.

 

So I took a look in my Billboards used:

https://puu.sh/CbT3D/6d8f09b538.png

The billboards for my aspen trees exist (with the right ID) and I can open them in GIMP:

https://puu.sh/CbT6O/fa303b6f8f.png

 

Renunning DynDOLOD didn't help but I came across something interesting. After using the tfc command I flew my camera to the distant tree and see this:

https://puu.sh/CbTBC/25c62811c2.jpg

If I am close enough, they show their leafs. But as soon as I take some "steps" back:

https://puu.sh/CbTCl/25128b43b3.jpg , they are gone.

 

The DynDOLOD log shows me this:

https://puu.sh/CckJL/2597e1d171.png

 

I do not know what I am going to do with this information now. Am I missing or misunderstanding something?

 

Thanks!

So you are generating 3D tree LOD. Then the nearest LOD trees use 3D LOD models and usually not billboards but the 3D tree LOD nif as can be seen from the DynDOLOD log.

The brightness setting for tree LOD only applies to billboards. The 3D LOD models usually do not need a brightness adjustment, because their 3D leafs have shaders and normalmaps and should react similar to lighting like the full model trees.

 

With a recent update some of the leafs LOD textures are not being put on the texture atlas (will be fixed again with next DynDOLOD version). Instead the LOD textures are used directly as is.

It turns out the LOD textures for the Apsen 3D LOD trees in EVT have really bad mipmaps. Either remove or regenerate the mipmaps (with gimp) on the Textures\lod\treeaspenbranchcomplod0*.dds or replace the textures with the ones from Textures\lod\rat\treeaspenbranchcomp0*lod.dds in case they match the color tone (depends on which Aspen trees version you installed)

 

TexGen has no effect on the tree LOD leafs or the billboard trunks used by the hybrid 3D LOD trees.

Edited by sheson
Posted

So you are generating 3D tree LOD. Then the nearest LOD trees use 3D LOD models and usually not billboards but the 3D tree LOD nif as can be seen from the DynDOLOD log.

The brightness setting for tree LOD only applies to billboards. The 3D LOD models usually do not need a brightness adjustment, because their 3D leafs have shaders and normalmaps and should react similar to lighting like the full model trees.

 

With a recent update some of the leafs LOD textures are not being put on the texture atlas (will be fixed again with next DynDOLOD version). Instead the LOD textures are used directly as is.

It turns out the LOD textures for the Apsen 3D LOD trees in EVT have really bad mipmaps. Either remove the mipmaps (with gimp) from the Textures\lod\treeaspenbranchcomplod0*.dds or replace them with the ones from Textures\lod\rat\treeaspenbranchcomp0*lod.dds in case the match the color tone (depends on which Aspen trees version you installed)

 

TexGen has no effect on the tree LOD leafs or the billboard trunks used by the hybrid 3D LOD trees.

I hear you. Both methods you described worked perfectly. Replacing the textures makes the colors of the LODs not 100% right and removing the mipmaps is obviously causing flickering once I am approaching the trees. I removed the mipmaps and recreated them by myself:

https://puu.sh/CcqDj/099e272b88.jpg

 

Works like a charm. The flickering turned down significantly and some LODs are a little too bright in my taste but this is just very nitpicky and when I am running around and focusing on other things, I will probably never notice it.

 

I can not thank you enough for your help. You were doing me a huge favour and I really appreciate that you took your free time to solve my problem. 

Posted

I hear you. Both methods you described worked perfectly. Replacing the textures makes the colors of the LODs not 100% right and removing the mipmaps is obviously causing flickering once I am approaching the trees. I removed the mipmaps and recreated them by myself:

https://puu.sh/CcqDj/099e272b88.jpg

 

Works like a charm. The flickering turned down significantly and some LODs are a little too bright in my taste but this is just very nitpicky and when I am running around and focusing on other things, I will probably never notice it.

 

I can not thank you enough for your help. You were doing me a huge favour and I really appreciate that you took your free time to solve my problem. 

 

Great that it worked out. Of course re-creating mipmaps with better alpha coverage is the best way to go.

If the leafs of 3D LOD trees seem too bright you can try darkening their LOD textures a bit. Should be simple enough since you know how to use gimp.

 

For other trees, use the DynDOLOD log, find the mentioned NIF file used for LOD level 4, look up with textures are used with nifskope, edit those. On the other hand I guess most of them are in the same folder already mentioned.

Posted (edited)

So disclaimer: although i'm 99.9% sure of this Potential incompatibility as of version 2.5.4. I'm also aware computers can be inconsistent sometimes even with similar specs and would need a second user to repeat the same issue to be sure.

There appears to be a incompatibility between the most recent dyndolod build "unless your hiding a newer one from me :P" (SE 2.5.4) I found a repeatable CTD with both unique border gates and dyndolod between the Weynon Stones and duskglow crevice it goes a bit farther but I'm drawing a blank on the name of the nearby giant camp frost something; individualy, Unique borders or dyndoloid everything works great I just thought it important to mention just in-case someone has a solution.

What iv'e done to test compatibility (reapeatable crash every time)

 

Done Within M02 (keep in mind im using the seutp instructions from lexys lotd) so small DynDOLOD_SSE.ini change. treelods=0 and deleting the line BSHeartland (Tamriel) - bsheartland.esm in DynDOLOD_SSE_worldspace_ignore.txt

 

-tested them separately (no crash individually of course)
-prior to running dyndolod tried changing all texgen texture settings from BC7 quick (default) to dxt5 also tried max BC7 I tried a few others but don't remember which dxt3 maybe
-tested just dyndolod and unique border gates together reran dyndolod generation of course
-re-ran dyndolod without border gates checked in left plane of M02 than checked border gates. The dyndolod esm was moved to the proper place.

 

Thanks for the lods it was totally worth my first born ;P

Edited by buddahobo

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