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Posted
Recently came back to Skyrim (Oldrim) after a long hiatus.

Updated so many mods and so on and so forth that I needed new lod generating. So got the latest versions of Dyndolod and installed it all following the step guide (as I couldn't for the life of me remeber it all after 2 years or more).

So  - way back in the dim and distant I made myself a Whiterun mod. A couple of extra shops - various bits and pieces - and trees. Because I wanted to see them from the mountainside outside Whiterun I put the exact same trees into the exact same locations in the tamriel worldspace. 

However many years ago it was I got it working then by asking you - and you suggested to make the trees in the tamriel worldspace parent reffed 14. (I found our conversation and double checked). It worked beautifully then.

Now I get this

Tree%20Lod%20at%20Whiterun.jpg?dl=0


Shot taken by me coc'in from load screen in case it was an issue with any save due to me messing about for days rofl

And its the same mod as before, I hadn't changed anything in it, in fact before I started adding a few new mods I popped in game just to make sure I wasn't crashing and burning and the lod was working then on the old version of Dyndolod that I had generated it in. Main reason I updated dyndolod was because I removed Falskar to try out Bruma so not really added or removed anything which affects tamriel at all.

I have been troubleshooting it for 2 days now with no success at all. 

There are no trees in Whiterun which are any different to the trees outside the walls which work perfectly.

I'm afraid my brain shuts down when confronted with making rules or anything - plus not sure it would help unless I get to the underlying problem. Yes I could take the mod out when I generate the lod but then it makes Whiterun look very barren from even as close as the meadery.

The mods I was using for trees back then are the same mods I am using now

Vanilla billboards, then SFO Summer and the Summer billboards and as you can see in the shot the lods are working fine so its something to do with this parent/child thing in the worldspace but I have no idea what.

I have no report logs indicating a problem, lod generated without any hiccups at all, I went through and checked every mod in my load order for errors using latest tes5 (the 4 point something or another one) nothing wrong with any of them. So I'm stumped.

Any pointers would be really appreciated.

7 answers to this question

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Posted (edited)

Was this load order with the exact same mods working fine? So what exactly changed? New mod or  new DynDOLOD? If new DynDOLOD, which versions did you use before/after - also of DynDOLOD Resources?

 

Are you generating traditional tree LOD or ultra trees LOD?

Trees anywhere else are fine?

 

Low, high, Medium?

 

Use tfc or tcl to get a better picture of the problem. Do they change to correct trees when getting closer?

Edited by sheson
  • 0
Posted (edited)

Thanks for answering Sheson

Ok so i bit the bullet and set up a new MO profile with literally just my Whiterun mod and SFO Summer and Dyndolod, and it still did it - worked fine before the lod files went in and I only used the vanilla lod billboards and SFO summer billboards.

So its not load order related its something dumb I have done in the Whiterun mod.  

Now as its my mod I simply changed all the tamriel worldspace trees to being parent ref 14

But I think originally I did it as an override (this was way back when I first generated the lod which never had much reason to change until now).

Should I have done the change parent ref to 14 thing as an override again? 

 

Trees work fine everywhere else, this is original traditional tree lod nothing ultra and all settings on medium. Can't get a better pic as it goes normal the closer I get. Basically its like green tree lod exploding outwards in a starburst and from a distance (say the top of the waterfall towards Riverwood) it bllankets the entire city in a kind of green cloud. Can't remeber which version Dyndolod I was originally using but it was at least 2 years back. I downloaded the current one for this session and so everything is up to date including the resources files.

 

Really sorry to be a nuisance :(

Edited by Gentester
  • 0
Posted (edited)

Use tfc to get close to LOD models without cells/full models loading.

 

So before, those trees didn't have XESP Enable Parent, then would get normal tree LOD and that tree LOD would show when inside Whiterun.

 

Now with the XESP Enable Parent, those trees are done as object LOD and usually use the Internal billboard mesh based on the billboard texture.

 

What is the number of "current" version of DynDOLOD and DynDOLOD Resources?

 

Post the DynDOLOD log so we can see what it uses for the trees in object LOD Level 4.

 

Open meshes\terrain\tamriel\objects\tamriel.4.4.-4.bto in NifSkope and see if the odd shapes for the trees show.

Edited by sheson
  • 0
Posted
Hi Sheson

Ok

So on the off chance it was a borked download of dyndolod causing the issue I cleared out everything and redownloaded and installed so I am using v 2.56 for main files and resources (it was what I had already but just to eliminate stuff).

I pared everything down and running simply my own mod in a vanilla game + SkyUI and the vanilla trees load perfectly (So whew at least its nothing in my own mod thats causing my issue).

However putting just SFO Summer into the mix - problem returns. So I guess I've narrowed that bit down.

I've tried various combinations of load order just with my wee Whiterun mod, SkuUi, SFO Summer and SFO Summer lod billboards and makes no difference whatsoever. 

Re-downloaded the billboards from TES5LodGen - doesn't sort it out.

 


added some closer pics of the problem and a copy of my log file (I haven't generated Solstheim as I use a mod which has its own although its not loaded atm but I don't think that will make any difference).

 

I will download the latest nifskope tomorrow and have a look but I wouldn't really know good from bad unless its outstandingly obvious lol

  • 0
Posted

Use tcl to go close to such a tree and get its base record form ID. I believe it to be 00051126.

 

Look up that base record form id in xEdit and check the OBND - Object Bounds. The last plugin to overwrite the values wins. If it is SFO - Expanded Diversity.esp then Y2 is out of whack.

 

Best to load the plugin in Creation Kit, find the tree in the "Object Window" and right click to Recalc Bounds. Save plugin. Check bounds changed in xEdit (because CK does not show them AFAIK). Generate LOD.

 

Alternatively you could set a useful Depth= in the txt file accompanying the billboard dds. It would be TreePineForest05_00051126.txt in this case.

 

Depth should be somewhat close to the Width.

  • 0
Posted

Thank you so much. That totally sorted it out.

 

Perils of still using an old mod I have got attached to I suppose :(

 

You went above and beyond for me and it is really appreciated 

 

Thank you :)

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