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A couple of issues with LOD with the new mod I'm making


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Posted

Hi Sheson, I'm having a couple of problems with the new mod I'm creating. The mod adds a few trees in a couple of cities and outside in various locations. Following your guides I succeeded in creating rules to avoid seeing the 2D lod inside Whiterun, I have only two problems, the first is that some trees on various exterior cells have the 2D lod visible even close up, the second is that some trees have no lod at all. I was wondering if it could depend on a size problem, I slightly enlarged some of them in CK. This second issue apparently happens randomly and only for some trees, not always the same ones, for example, some aspen is correct and some other not, same model. Thanks in advance for the reply :)

 

13 answers to this question

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Posted

Tree LOD only works for the load order it is generated for. If the order of plugins changes (or if you edit trees or add new trees) generate tree LOD for the current load order.

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Posted

first of all thanks for the reply, yes I know, I'm using the same load order for every attemp but the result is always the same, there are some trees without LOD and others with 2D lod in close distance

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Posted (edited)

Not all trees can have the usual tree LOD and are done by DynDOLOD in object LOD - like trees with enable parents for example.  Also check the log for message about duplicate form id when generating tree LOD. The duplicates will also be done in object with DynDOLOD.

 

Tree references which are added to child worlds (WhiterunWorld for example) are ignored for LOD by default. Edit the DynDOLOD ini Ignore=treereach, treepine, treeaspen, ... near the bottom. Remove all or just the tree tyoe yuo want to have LOD for.

 

Beyond that, if a tree has neither tree LOD or object LOD it is because no billboards exist for that tree type or a rule prevents LOD for the tree.

Edited by sheson
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Posted

no tree has the "enable parent" flagged, all have a billboard dds and TXT, checked avery possible error, wrong path, misspelling, all ok, if there had been errors, all types of trees would have had the same problem, the same model can be found with and without lod, or with or without lod visible from close distance, I don't really know what else I could try to do

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Posted

If you want and you can, I can send you my wip, ini included. I'm in no hurry, you can check it out whenever you can

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Posted (edited)

Sure, send me link to whereever  I can download.

 

Also provide a couple reference form ids of trees to check.

Edited by sheson
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Posted

yes, I can give you the exact form ID, the "not working trees" are alwayes the same, just give me a few minutes to write them down

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Posted

Sorry for the delay, I had a setback called little daughter :)

Here are some of the trees

 

Lod in close distance

0000FC86

0000FC63

0000FC6B

 

No Lod

0000FC11

0000FC10

0000FD2D

0000FD19

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Posted (edited)

I was able to reproduce the missing LOD. It happens because the high reference rules to "Enable" the trees define Static LOD 4, while for some no 3D LOD models exist. It does not know to automatically fall back to the billboard like usual. This will be fixed in the next version. So, no need to change the rules.

 

I can not reproduce the LOD in loaded cells. This usually only happens because of "duplicate" form ids (two plugins use the same form id minus the first two digits for the plugin load order).

 

Check the log for duplicate form id messages. Typically the second tree to use the same form id does not get tree LOD and is done as object LOD to work around the problem. If the plugin order changes, it might change the correlation which tree is the first and which the second. Ergo the suggestion to generate tree LOD for the changed load order.

 

Test if the stuck LOD model goes away when setting a tree LOD distance of zero in the DynDOLOD SkyUI MCM. Any tree LOD remaining are in object LOD then.

If the LOD went away and that were duplicate form id messages, consider changing the form id of the tree in your plugin to avoid the issue altogether.

 

if LOD trees stick around despite tree LOD distance being 0, it is something else we need to troubleshoot.

Edited by sheson
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Posted (edited)

Thanks alot Sheson, I'll check the log and eventually I'll change the formID

 

Edit: is this the file to search for? "DynDOLOD_SSE_log.txt"

Exactly what should I look for?

Edited by WiZkiD
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Posted

That file or similar (including the worldspace name depending on expert mode) in the DynDOLOD/logs folder. The messages printed to the screen while DynDOLOD runs are saved to those files.

 

The message looks like ''

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