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Current DynDOLOD Tools?


Parl

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I am currently using TexGen and Dyndolod to generate occlusion.esp, Dyndolod.esm, Dyndolod.esp and texgen output.zip with DynDOLOD 3.0.

Actually, I am dragging and dropping Texgen output.zip in to Vortex, then dropping Dyndolod output zip in to Vortex, then sorting the load order

for the above plugins. So, is XLodGen just used in some previous version and now with Dyndolod v3 obsolete?

I assumed XLodGen was a tool with v2.85 and we have moved on to TexGen and Dyndolod (Output.zips)

I am also plagued with the famous curse of Bleakwind Basin floaters at 0,0 so for now need to know if I have overlooked the use of XLodGen.(?)

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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

https://dyndolod.info/Generation-Instructions#Prerequisites
Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD

https://dyndolod.info/Help/xLODGen

https://dyndolod.info/FAQ#Out-of-place-or-floating-objects
Wild edit added by a plugin. Get the plugin and reference form ID via the console in the game (use tfc to get close to object). If the object can not be clicked in console, it may be a deleted reference or a wild edit added in the child world, so for example try again while being in Whiterun). Check the DynDOLOD log messages for Potentially wild edit reference with z = 0.0. Look up the form id in xEdit and remove the reference, clean the plugin afterwards. Notify mod author. If the reference is added by a DynDOLOD plugin, follow the "pluginname_formid" information found in the Editor ID of the reference to find the plugin from which this reference originates.

https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference

https://dyndolod.info/Messages and https://dyndolod.info/Help/Summary-Of-Messages

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OK so xLODGen does not zip the output to drop in to my manager

nor does it neatly quit with a zip option but simply says "LOD generation complete".

Just tells me to install the output as a mod.

I have loose files to install in the xLODGen output, is it intended I zip this myself?

 

 

 

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2 hours ago, Parl said:

OK so xLODGen does not zip the output to drop in to my manager

nor does it neatly quit with a zip option but simply says "LOD generation complete".

Just tells me to install the output as a mod.

I have loose files to install in the xLODGen output, is it intended I zip this myself?

I personally never archive any of my mods (I use MO). I just install the files into an empty mod "as is". You can certainly zip them though as long as you don't include the root folder in the archive (just the files folders in the root of the source location).

Either way, simply place the output files into a new 'mod' and treat it like a mod, archived or not.

DynDOLOD tools provide the zip feature as a convenience, but xLODGen doesn't. Generate your terrain LOD with xLODGen, add the output as a mod of highest priority, enable that mod, run TexGen/DynDOLOD, install that output as a mod at highest priority, sort plugins with LOOT, enjoy LOD specific to your mod list and plugins..

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8 hours ago, Parl said:

OK so xLODGen does not zip the output to drop in to my manager

nor does it neatly quit with a zip option but simply says "LOD generation complete".

Just tells me to install the output as a mod.

I have loose files to install in the xLODGen output, is it intended I zip this myself?

You do whatever you need to do with the output.

If you want to install it as a mod, what you do depends on the mod manager you are using. One option is to zip the output. Another to copy or move files into an existing mod folder.

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Vortex makes mods with zips and that is convenient for me.

I will just zip the immediate meshes and texture folders with their content.

So, I am going to do xLODGen output over again after settling on the mods I want.

Will the xLODGen, texGen and Dyndolod outputs be best if I eliminate all mods with LOD packs and billboards

like the Majestic Mountains LOD pack for Dyndolod(all versions) and Seamless Billboards.esp or would these be of use to leave in?

A youtuber said I did not have to supply any other billboards in reference to using Dyndolod v3. Dyndolod would make them all...

but he did not cover starting with xLODGen, he started with TexGen.

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19 minutes ago, Parl said:

Vortex makes mods with zips and that is convenient for me.

I will just zip the immediate meshes and texture folders with their content.

So, I am going to do xLODGen output over again after settling on the mods I want.

Will the xLODGen, texGen and Dyndolod outputs be best if I eliminate all mods with LOD packs and billboards

like the Majestic Mountains LOD pack for Dyndolod(all versions) and Seamless Billboards.esp or would these be of use to leave in?

A youtuber said I did not have to supply any other billboards in reference to using Dyndolod v3. Dyndolod would make them all...

but he did not cover starting with xLODGen, he started with TexGen.

You are using xLODGen to generate terrain LOD, so you will find relevant information in its download archive in the files Readme.txt and Terrain-LOD-Readme.txt and https://dyndolod.info/Help/xLODGen.
Terrain LOD textures are generated from full landscape textures.
Make sure the output folder does not contain old terrain LOD textures, so nothing is skipped.

For DynDOLOD see
https://dyndolod.info/Installation-Instructionshttps://dyndolod.info/Help/Load-Overwrite-Orders

https://dyndolod.info/Mods/Majestic-Mountains
Download and install the DynDOLOD V3.0 LOD Pack (all versions) from the mods file section.

https://dyndolod.info/Generation-Instructions.
Do not install any 3rd party tree LOD billboards. Use TexGen to generate all desired LOD billboards.

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