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Posted

 

The "bottom" of MO is not the same as making sure nothing should overwrite the generated LOD files from the output folder. The sort order can be reversed or alphabetical etc, files can be in MOs Overwrite folder. Use the Conflicts tab from the mods Information.

 

I have my MO sorted by Priority so bottom of load order is what overwrites last. Plus, I also indicated I did the classic troubleshooting test of turning something on and then off to see what happened. When DynDOLOD was off, it worked fine.

 

 

 

 

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.

 

TreePineForest05 [TREE:00051126]

 

I loaded in SSEEdit USSEP, Enhanced Landscapes, and the DynDOLOD generated ESM and ESP. The record is found in Skyrim.esm and nothing else edits the record.

 

The DynDOLOD generated files do not have a Textures\Terrain\LODGen folder. Is that the issue?

Posted

Most lights and objects from Claralux can not have LOD because they are added as temporary objects at runtime when their cell attaches. One obstacle is that it is not possible to create temporary objects with the IsFullLOD flag set.

 

References using the IsFullLOD flag are not culled by the pre-computed occlusion. It also makes no sense to remove the culling data from any cells if they do not have visual problems caused by the pre-computed culling.

Ok, thanks for the clarification. Guess i turn the extra added lights off in this case.

Posted

 

 

I loaded in SSEEdit USSEP, Enhanced Landscapes, and the DynDOLOD generated ESM and ESP. The record is found in Skyrim.esm and nothing else edits the record.

 

The DynDOLOD generated files do not have a Textures\Terrain\LODGen folder. Is that the issue?

Nothing is generated into the Textures\Terrain\LODGen. It is the folder where billboard resources are expected.

 

The DynDOLOD log prints which billboard texture it is using to build the tree LOD. If a billboard does not match the full model tree, install the correct billboard for that full model. As explained in the FAQ use the form id of the base record to find the log entry and billboard file name that is used.

Posted (edited)

 

Nothing is generated into the Textures\Terrain\LODGen. It is the folder where billboard resources are expected.

 

The DynDOLOD log prints which billboard texture it is using to build the tree LOD. If a billboard does not match the full model tree, install the correct billboard for that full model. As explained in the FAQ use the form id of the base record to find the log entry and billboard file name that is used.

 

Looks like the billboard itself is the problem. I also tested in LE and saw that it had the same issue with the mismatch. Only difference is that in Skyrim LE, the pop-up is sudden In Skyrim SE, it's a gradual dithered fade-in.

 

Is that the only setting for SSE or is there a way to get the sudden pop-in back? I think the dithered fade-in makes the differences more apparent.

Edited by nanashi
Posted

 

Looks like the billboard itself is the problem. I also tested in LE and saw that it had the same issue with the mismatch. Only difference is that in Skyrim LE, the pop-up is sudden In Skyrim SE, it's a gradual dithered fade-in.

 

Is that the only setting for SSE or is there a way to get the sudden pop-in back? I think the dithered fade-in makes the differences more apparent.

Install a better matching billboard or create your own. The log will show the path and filename of the billboard texture.

 

The way LOD works and it transitions is hardcoded into the engine. AFAIK there are no INI settings that can change that.

Posted

Install a better matching billboard or create your own. The log will show the path and filename of the billboard texture.

 

The way LOD works and it transitions is hardcoded into the engine. AFAIK there are no INI settings that can change that.

I'm surprised Indistinguishable Billboards doesn't match. I'm using vanilla trees.

 

For now I'm making do with the LE version's premade billboards (the treelod dds file) and not having DynDOLOD generate tree lod. The LE version's premade billboards seem to match.

Posted

I'm surprised Indistinguishable Billboards doesn't match. I'm using vanilla trees.

 

For now I'm making do with the LE version's premade billboards (the treelod dds file) and not having DynDOLOD generate tree lod. The LE version's premade billboards seem to match.

If you like the vanilla tree LOD textures better, then install the Vanilla Skyrim LOD Billboards from TES5LODGen as mentioned in the install instructions.

 

There is no reason to ever use pre-made tree LODs. Existing tree LOD texture atlasses can be split into billboards as explained in the manual.

Posted
I would like to know more about the optional dynamic LOD using new DLL.

 

Are the install and generation processes the same as before with regular 2D tree LOD gen?

 

Indistinguishable VANILLA Medium-11446-1-0.zip

DynDOLOD-Resources-SE.2.38.7z   <---can we still select everything?

DynDOLOD-DLL-SE.1.5.62.7z

 

DynDOLOD_Textures.7z   <---anything different?

DynDOLOD_Output.7z   <---anything different?

 

Thank you! :)

Posted

 

I would like to know more about the optional dynamic LOD using new DLL.
 
Are the install and generation processes the same as before with regular 2D tree LOD gen?
 
Indistinguishable VANILLA Medium-11446-1-0.zip
DynDOLOD-Resources-SE.2.38.7z   
DynDOLOD-DLL-SE.1.5.62.7z
 
DynDOLOD_Textures.7z   
DynDOLOD_Output.7z   
 
Thank you! :)

 

Start by reading the DynDOLOD DLL post and the manuals and instructions included in the latest DynDOLOD Standalone archives. It should be clear that there is no difference in anything.

Posted

 

Looks like the billboard itself is the problem. I also tested in LE and saw that it had the same issue with the mismatch. Only difference is that in Skyrim LE, the pop-up is sudden In Skyrim SE, it's a gradual dithered fade-in.

 

Is that the only setting for SSE or is there a way to get the sudden pop-in back? I think the dithered fade-in makes the differences more apparent.

 

bEnableStippleFade=0 in [Display] in Skyrim.ini should do it. Pretty sure its Skyrim.ini instead of Prefs but maybe try both.

Posted

DynDOLOD seems to work fine and dandy- I am getting a lot of Papyrus Log spam regarding the Lanterns of Skyrim patch. Should this be of any concern? 

 

 

[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84

[01/03/2019 - 11:25:53PM] Error: Type mismatch for argument 2. Type mismatch for argument 3. 
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:25:59PM] Error: Mismatched types assigning to variable named "::temp3"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:25:59PM] Error: Mismatched types assigning to variable named "::temp2"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:25:59PM] Error: Type mismatch for argument 2. Type mismatch for argument 3. 
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:06PM] Error: Mismatched types assigning to variable named "::temp3"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:06PM] Error: Mismatched types assigning to variable named "::temp2"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:06PM] Error: Type mismatch for argument 2. Type mismatch for argument 3. 
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:12PM] Error: Mismatched types assigning to variable named "::temp3"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:12PM] Error: Mismatched types assigning to variable named "::temp2"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:12PM] Error: Type mismatch for argument 2. Type mismatch for argument 3. 
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:19PM] Error: Mismatched types assigning to variable named "::temp3"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:19PM] Error: Mismatched types assigning to variable named "::temp2"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:19PM] Error: Type mismatch for argument 2. Type mismatch for argument 3. 
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:25PM] Error: Mismatched types assigning to variable named "::temp3"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:25PM] Error: Mismatched types assigning to variable named "::temp2"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:25PM] Error: Type mismatch for argument 2. Type mismatch for argument 3. 
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:32PM] Error: Mismatched types assigning to variable named "::temp3"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:32PM] Error: Mismatched types assigning to variable named "::temp2"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:32PM] Error: Type mismatch for argument 2. Type mismatch for argument 3. 
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:38PM] Error: Mismatched types assigning to variable named "::temp3"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:38PM] Error: Mismatched types assigning to variable named "::temp2"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:38PM] Error: Type mismatch for argument 2. Type mismatch for argument 3. 
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:44PM] Error: Mismatched types assigning to variable named "::temp3"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:44PM] Error: Mismatched types assigning to variable named "::temp2"
stack:
[ (0501322E)].SF_mannyLoS_Quest_Scene2_0101322E.Fragment_0() - "sf_mannylos_quest_scene2_0101322e.psc" Line 84
[01/03/2019 - 11:26:44PM] Error: Type mismatch for argument 2. Type mismatch for argument 3. 
Posted

DynDOLOD seems to work fine and dandy- I am getting a lot of Papyrus Log spam regarding the Lanterns of Skyrim patch. Should this be of any concern? 

Yes

Posted

Trying 2.54 Beta with SkyrimVR, getting "Dyndolod requires plugins generated with version 2.45 or higher" in MCM. I've read everything 3 times, checked and double checked as well.

 

Confirmed using DynDOLOD-Resources-SE.2.45, Overwrote with DynDOLOD-Scripts (For VR), using DynDOLOD-DLL-VR.1.4.15

 

Only ESP Generated with DynDOLOD 2.54 Beta Standalone, no issues or errors.

 

DynDOLOD.log looks fine, correct plugin version loading, no issues.

 

DynDOLOD Plugin 2.45.0 for Skyrim Script Extender VR 2.0.10 for Skyrim VR 1.4.15.1
Reading file G:\Steam\steamapps\common\SkyrimVR\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_worlds.txt
Reading file G:\Steam\steamapps\common\SkyrimVR\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_Tamriel.txt
 
Anything else I should check?
Posted (edited)

 

Trying 2.54 Beta with SkyrimVR, getting "Dyndolod requires plugins generated with version 2.45 or higher" in MCM. I've read everything 3 times, checked and double checked as well.

 

Confirmed using DynDOLOD-Resources-SE.2.45, Overwrote with DynDOLOD-Scripts (For VR), using DynDOLOD-DLL-VR.1.4.15

 

Only ESP Generated with DynDOLOD 2.54 Beta Standalone, no issues or errors.

 

DynDOLOD.log looks fine, correct plugin version loading, no issues.

 

DynDOLOD Plugin 2.45.0 for Skyrim Script Extender VR 2.0.10 for Skyrim VR 1.4.15.1
Reading file G:\Steam\steamapps\common\SkyrimVR\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_worlds.txt
Reading file G:\Steam\steamapps\common\SkyrimVR\Data\SKSE\Plugins\DynDOLOD_Data\DynDOLOD_Tamriel.txt
 
Anything else I should check?

 

It means there is an old DynDOLOD ESP/ESM plugin in the load order that was generated with DynDOLOD Standalone

Edited by sheson

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