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Posted

Hello.

I've been using DynDOLOD without issue for ages, and I've really been enjoying it. I really appreciate the work that has, and continues to, go into it.

I've been experimenting with some new environment mods (such as trees and landscapes), so I decided last night to move to DynDOLOD 3. I watched and followed GamerPoets' helpful YouTube video guide and checked through the manual as I went. Everything seemed to be okay and working correctly. I have today noticed two issues however:

  1. The detail that I usually have on the in-game map (such as trees) has gone, leaving a very empty map.
  2. When using Simply Bigger Trees with DynDOLOD 3, distant trees now pop in as you approach, rather than appear bigger as before.

Now, I'm willing to try and fix things myself before asking for help, but this has been an ongoing issue for the past 13.5hrs and I'm at the point where I really need some help, if only for my sanity. If I spend anymore time at the PC, I'll make like the Dwemer and vanish into the void :biggrin:

For the first issue, I looked into the manual and read the section Trees on Map. Now, I'll admit I don't completely understand everything that is there, however I tried to adjust the settings as instructed to bring trees back but I still have an empty map. I'm assuming its fairly easy to do, however I'm stuck. Can anyone advise please? I looked on Google, at this post etc, but everything is pre-DynDOLOD 3 or is about removing trees - I want them back like I had before. I even tried to work that post backwards, but sadly it didn't help either. I'm not a smart man and this is defeating me.

For the second issue, kingbeneezer had posted previously on the SBT mod page stating:

Quote

I'm having an issue where distant tree LOD pops in, even after generating LOD with Dyndolod. I installed Indistinguishable Vanilla Trees medium, let it overwrite Dyndolod Resources, and let it in turn be overwritten by the vanilla billboard for SBT. Am I supposed to skip the Indistinguishable billboards, even though Dyndolod instructs otherwise? I thought for sure I'd solved it this time, but after another Lodgen- the distant pop in is still there. They are tall as theyre supposed to be, and they stay in existence upon approach- but theyre just not there from afar. Plzhalp

Edit: fTreeDrawDistance or whatever it's called wasn't set high enough apparently. Switched it to 100,000 and it seems to have fixed the pop in issue as many have suggested. Awesome work, many thanks! (Previously endorsed :D)

I tried fTreeLoadDistance (as I assume that's what was being referred to), however there was no change. I moved through Ivarstead towards the TotW bridge and instantly the aspen and pine trees by Pinepeak Cavern popped in larger, rather than appear full size (as intended with SBT). I never had this issue with DynDOLOD before moving to 3 and I don't seem to know how to fix it. Usually, the trees are full size, however now they only "grow" as I approach them. The only change was moving to DynDOLOD 3 and I've exhausted my options.

Can anyone help please? Thank you.

9 answers to this question

Recommended Posts

  • 1
Posted
1 hour ago, LostBoyLazarus said:

Hi sheson, and thanks for coming back to me.

I've got the screenshots and logs here, as per instruction: https://ufile.io/j9kv9ciz

I can't find either DynDOLOD_[GAME MODE]_Billboards_Used_[WORLDSPACE].txt and DynDOLOD_[GAME MODE]_Object_Report.txt in my DynDOLOD>Logs folder.

Makes sense, thank you.

The TexGen log is from version 2.x. That explains why you can not find certain log files. When using 2.x you need to download and install 3rd party billboards as explained in the documentation of DynDOLOD 2.x included in its download archive. There is no DynDOLOD log in the archive you uploaded.

You said you were using DynDOLOD 3. Also use TexGen 3 to generate the required billboard for DynDOLOD 3.

See https://dyndolod.info/Downloads were to download everything.

Then see https://dyndolod.info/Installation-Instructions and https://dyndolod.info/Generation-Instructions.

  • 0
Posted
47 minutes ago, LostBoyLazarus said:

Hello.

I've been using DynDOLOD without issue for ages, and I've really been enjoying it. I really appreciate the work that has, and continues to, go into it.

I've been experimenting with some new environment mods (such as trees and landscapes), so I decided last night to move to DynDOLOD 3. I watched and followed GamerPoets' helpful YouTube video guide and checked through the manual as I went. Everything seemed to be okay and working correctly. I have today noticed two issues however:

  1. The detail that I usually have on the in-game map (such as trees) has gone, leaving a very empty map.
  2. When using Simply Bigger Trees with DynDOLOD 3, distant trees now pop in as you approach, rather than appear bigger as before.

Now, I'm willing to try and fix things myself before asking for help, but this has been an ongoing issue for the past 13.5hrs and I'm at the point where I really need some help, if only for my sanity. If I spend anymore time at the PC, I'll make like the Dwemer and vanish into the void :biggrin:

For the first issue, I looked into the manual and read the section Trees on Map. Now, I'll admit I don't completely understand everything that is there, however I tried to adjust the settings as instructed to bring trees back but I still have an empty map. I'm assuming its fairly easy to do, however I'm stuck. Can anyone advise please? I looked on Google, at this post etc, but everything is pre-DynDOLOD 3 or is about removing trees - I want them back like I had before. I even tried to work that post backwards, but sadly it didn't help either. I'm not a smart man and this is defeating me.

For the second issue, kingbeneezer had posted previously on the SBT mod page stating:

I tried fTreeLoadDistance (as I assume that's what was being referred to), however there was no change. I moved through Ivarstead towards the TotW bridge and instantly the aspen and pine trees by Pinepeak Cavern popped in larger, rather than appear full size (as intended with SBT). I never had this issue with DynDOLOD before moving to 3 and I don't seem to know how to fix it. Usually, the trees are full size, however now they only "grow" as I approach them. The only change was moving to DynDOLOD 3 and I've exhausted my options.

Can anyone help please? Thank you.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum which logs and debug logs to upload when making posts. Also read how to make and provide useful screenshots.

2. See https://dyndolod.info/FAQ "Billboard tree LOD does not match close-up full model trees" and "Something does not have LOD".
If you post logs, also post the DynDOLOD_[GAME MODE]_Billboards_Used_[WORLDSPACE].txt and DynDOLOD_[GAME MODE]_Object_Report.txt  mentioned by those answers.

1. Without the aforementioned tree LOD assets there can be no trees on the map, no matter what. So resolve 2. first.

  • 0
Posted

Hi sheson, and thanks for coming back to me.

I've got the screenshots and logs here, as per instruction: https://ufile.io/j9kv9ciz

I can't find either DynDOLOD_[GAME MODE]_Billboards_Used_[WORLDSPACE].txt and DynDOLOD_[GAME MODE]_Object_Report.txt in my DynDOLOD>Logs folder.

Quote

1. Without the aforementioned tree LOD assets there can be no trees on the map, no matter what. So resolve 2. first.

Makes sense, thank you.

  • 0
Posted

Well, I'm not sure how or why that happened. I did a clean install using GamerPoets' video guide to the letter, so I should definitely had been using DynDOLOD 3. Anyway, I did a fresh install following your linked guide and it worked first time. Thank you so much! My map is full of trees again and the tree popping is barely noticeable now. There are defiantly some flickering textures (bleak falls barrow and water sources - as viewed from the TotW), however I can more than live with that. Thank you again sheson for your help today and your ongoing work with DynDOLOD.

(I have noticed that the video guide is now showing as: Archived. This video no longer represents GamerPoets channel quality & or is outdated).

  • 0
Posted
1 hour ago, LostBoyLazarus said:

Okay, I think I found using Billboards 4 across trees fixed the tree map issue, however the flickering is rather bad when walking across the map.

You can set LOD32 to Billboard6 for best performance on the map without any perceptible quality loss. Try the TexGen/DynDOLOD settings we suggest in our SSE guide ... which also uses EVT and Aspens Ablaze.

  • 0
Posted
7 hours ago, LostBoyLazarus said:

Thank you so much! My map is full of trees again and the tree popping is barely noticeable now. There are defiantly some flickering textures (bleak falls barrow and water sources - as viewed from the TotW), however I can more than live with that. Thank you again sheson for your help today and your ongoing work with DynDOLOD.

5 hours ago, LostBoyLazarus said:

Okay, I think I found using Billboards 4 across trees fixed the tree map issue, however the flickering is rather bad when walking across the map.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum how to provide logs and information when reporting problem or asking quesitons.

DynDOLOD does not change how LOD works https://dyndolod.info/How-LOD-Works, there will always be a visible switch between LOD and full model.
Consider using 3D tree LOD in the first LOD level as explained at https://dyndolod.info/Help/Ultra-Tree-LOD

https://dyndolod.info/FAQ "Object LOD model and full model show at the same time causing texture flicker"

DynDOLOD does not change cell sized water/LOD water. 

It is unclear what is flickering in the second post.

  • 0
Posted (edited)
On 6/9/2023 at 3:38 AM, z929669 said:

You can set LOD32 to Billboard6 for best performance on the map without any perceptible quality loss. Try the TexGen/DynDOLOD settings we suggest in our SSE guide ... which also uses EVT and Aspens Ablaze.

 

On 6/9/2023 at 7:45 AM, sheson said:

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum how to provide logs and information when reporting problem or asking quesitons.

DynDOLOD does not change how LOD works https://dyndolod.info/How-LOD-Works, there will always be a visible switch between LOD and full model.
Consider using 3D tree LOD in the first LOD level as explained at https://dyndolod.info/Help/Ultra-Tree-LOD

https://dyndolod.info/FAQ "Object LOD model and full model show at the same time causing texture flicker"

DynDOLOD does not change cell sized water/LOD water. 

It is unclear what is flickering in the second post.

Apologies for the delay in coming back to you both. I was enjoying an unusually hot British weekend. Thanks for the information. I've re-run DynDOLOD again as per instruction using the settings suggested in the SSE guide, and there is still no change in the flashing I'm experiencing in-game or when using the in-game map. Its everywhere and makes the game unplayable as it currently stands. Disabling DynDOLOD prevents the issue and it definitely wasn't there when using DynDOLOD 2.X. Screenshots won't show this issue, so I assume, as per "how to provide logs and information when reporting problem or asking quesitons", I could find a way to do a screen capture? I'm not sure what else I can provide.

EDIT: I've fixed it... I waited 24hrs in-game inside an inn and when venturing outside everything was working correctly. Strange, but I'll take it. Thank you again for your help.

Edited by LostBoyLazarus

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