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DynDOLOD 3.00 Alpha 182


sheson

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Why would I want the DynDOLOD plugins and outputs enabled when I'm trying to disable DynDOLOD?

Number 5 of the Clean Save guide;

5. Remove or disable the current DynDOLOD output, including the DynDOLOD plugins and Occlusion.esp. Consider keeping a backup.

THANKS

P.S. I even went back to an earlier Save in the game, still no trees. I also temporarily moved the files out of; C:\Users\USER\AppData\Local\Skyrim Special Edition, because it had DynDOLOD files, but this also didn't work.

Edited by mooit
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Ok, I decided to get on the horse and go over to the mountain, and the trees popped into view.

Hmm, now there appears to be a distance rendering issue, and I never changed the default settings for this, so not sure why I'm not seeing the trees when standing at Whiterun.

Trees.thumb.jpg.a5050bceda2d56f1643bb746258ec05e.jpg

Before I could stand outside Whiterun and see these trees, of course they didn't look 3d nice.

P.S. Unless the rending options in the MOD Guide for SSE is setup like this. I personally used Ultra settings in the past, and I've changed so many options, maybe that's all this is.

Edited by mooit
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I now increased the View Distance, but I'm still not seeing the trees while standing outside Whiterun, I don't know what I'm missing, why they still won't appear with it set now at maximum view. hmm

ViewDistance.thumb.jpg.d00acf53c21fa8d7741813e13720989a.jpg

Just so I'm clear in explaining all of this, I've followed the Clean Save guide before in the past, and then disabled all of DynDOLOD and I could then stand outside Whiterun and see the trees, that I'm not seeing now, that I'm only seeing now when I get close, like the screen shot above sitting on the horse.

Edited by mooit
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4 hours ago, mooit said:

Why would I want the DynDOLOD plugins and outputs enabled when I'm trying to disable DynDOLOD?

Number 5 of the Clean Save guide;

5. Remove or disable the current DynDOLOD output, including the DynDOLOD plugins and Occlusion.esp. Consider keeping a backup.

THANKS

P.S. I even went back to an earlier Save in the game, still no trees. I also temporarily moved the files out of; C:\Users\USER\AppData\Local\Skyrim Special Edition, because it had DynDOLOD files, but this also didn't work.

Your words:

Quote

5. Then I loaded the game up again, when it started back inside Warmaidens I waited another 24 hours and saved again, then quit the game.

6. I started SSE up, loaded the last save, and when I walked outside Warmaidens and stood outside Whiterun, like the screen shot above, the tress for the EVT mod didn't appear.

There should be NO LOD if you don't have DynDOLOD enabled. If you want LOD, you must enable DynDOLOD again. The clean save is when you are changing your object LOD with the same character.

  1. Disable DynDOLOD
  2. Clean save.
  3. Rebuild DynDOLOD
  4. Enable DynDOLOD
  5. Load save.

I have never needed to do the whole business of waiting 24 hours, so that's just not true. Maybe necessary for other mods in your save, but not rebuilding object LOD

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2 hours ago, mooit said:

I now increased the View Distance, but I'm still not seeing the trees while standing outside Whiterun, I don't know what I'm missing, why they still won't appear with it set now at maximum view. hmm

ViewDistance.thumb.jpg.d00acf53c21fa8d7741813e13720989a.jpg

Just so I'm clear in explaining all of this, I've followed the Clean Save guide before in the past, and then disabled all of DynDOLOD and I could then stand outside Whiterun and see the trees, that I'm not seeing now, that I'm only seeing now when I get close, like the screen shot above sitting on the horse.

Your trees are only showing up in Loaded cells. Your INI settings are set for rendering NO distant trees with DynDOLOD, because DynDOLOD is rendering them in object LOD. If you want traditional LOD trees, you would enable them in your game INI again, but that's not what you want. Rebuild DynDOLOD or convert your setup back to traditional LOD.

fTreeLoadDistance
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8 hours ago, mooit said:

Hi,

I'm using Alpha95, and I followed the guide for making a Clean Save, but it's not working.

I followed the guide here;

Clean Save | DynDOLOD

I'm using for my trees Enhanced Vanilla Trees SE-Lush Trees, and after doing the Clean Save steps, when I load back into the game at Whiterun and walk outside the trees aren't appearing.

NoTrees.thumb.jpg.6c82e986392566055834feb7fb87f5e3.jpg

So here's what I did.

1. I went right outside Warmaidens, then went into MCM and clicked to remove the mark for DynDOLOD.

2. Next the DynDOLOD deactivated message appeared.

3. I walked back inside Warmaidens and waited 24 hours, then I saved the game and quit.

4. Back on the desktop I unchecked everything, including my Grass Cache, here's a screen shot of everything disabled.

DynDOLOD.thumb.jpg.4a01e156fdd2be2c8021c36afd72763e.jpg

5. Then I loaded the game up again, when it started back inside Warmaidens I waited another 24 hours and saved again, then quit the game.

6. I started SSE up, loaded the last save, and when I walked outside Warmaidens and stood outside Whiterun, like the screen shot above, the tress for the EVT mod didn't appear.

THANKS

Moved the post to the DynDOLOD 3 Alpha thread. 

Tree, object and terrain LOD are meshes and texture loaded by the game and not the same as dynamic LOD, which is what requires the clean save.

It trees have no LOD, then either billboards were missing at tree LOD generation time or the tree LOD distance is too short.
https://dyndolod.info/Help/Tree-LOD
https://dyndolod.info/Help/Mod-Configuration-Menu#Tree-LOD

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2 hours ago, demonplays said:

i get this error while trying to generate lod with dyndolod 3alpha 95 what can be the issueDynDOLOD_SSE_log.txt

Read the first post which debug log to also upload when making posts.

As explained in the first post, click the "Click on this link for additional explanations and help for this message" of the error prompt, which should open https://dyndolod.info/Help/LODGen
Read the explanations for the reported error code E0434352. Check the reported LODGen logfiles for additional hints as suggested.

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Good afternoon

I recently updated DynDOLOD to the latest version and ran it without issues. The only thing that appears to be missing are the tree lods inside Whiterun when i am outside. It was working fine before the update so i am not sure what went wrong. I made sure the following entries were deleted from the section
; ignore the references linking to this (partial) EditorID base element
Ignore=the treereach, treepine, treeaspen
Is there an extra step i need to take that i am forgetting about?

Here are my logs
https://ufile.io/zaiekhio
https://ufile.io/157v45lu

Thanks

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1 hour ago, LordIceWolf said:

Good afternoon

I recently updated DynDOLOD to the latest version and ran it without issues. The only thing that appears to be missing are the tree lods inside Whiterun when i am outside. It was working fine before the update so i am not sure what went wrong. I made sure the following entries were deleted from the section
; ignore the references linking to this (partial) EditorID base element
Ignore=the treereach, treepine, treeaspen
Is there an extra step i need to take that i am forgetting about?

Here are my logs
https://ufile.io/zaiekhio
https://ufile.io/157v45lu

Thanks

There is no extra step.

Anything that would have object LOD in Tamriel (e.g. LOD assets or mesh mask match) and does not match the ignore lists and does seem to exist already in the parent world near the same position gets a facsimile copy.

Check ..\Logs\DynDOLOD_SSE_ChildworldCopies_Tamriel.txt for the list of objects that made the cut.

Make sure to edit the right INI.

The better method would be that whatever mods adds trees to the child world, should also add them to the parent world.

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3 hours ago, DoubleYou said:

If I were to setup the config files for TexGen to add for Fallout 4, would I be able to add the -FO4 argument for it and it use those? Only for TexGen just to update LOD textures.

I will need to generally enable the game mode FO4 and do some other updates in the code.

Send me one FO4 config file that contains at least one LOD texture, then I could see about implementing that.

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