Jump to content

Recommended Posts

Posted

Since alpha 41, the LOD generation process I think now is: Generate terrain with xlodgen→Generate grass LOD with Grass Precache→Generate LOD with XLODGEN→Generate LOD with DYNDOLOD→? Do I still need to use XLODGEN to generate Occlusion.esp?

Posted
19 minutes ago, reeee said:

Since alpha 41, the LOD generation process I think now is: Generate terrain with xlodgen→Generate grass LOD with Grass Precache→Generate LOD with XLODGEN→Generate LOD with DYNDOLOD→? Do I still need to use XLODGEN to generate Occlusion.esp?

I think you meant to sat "Generate object LOD textures  and billboards with TexGen" after the pre-cache and before DynDOLOD...

First post under Major feature changes: "Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen"

From ..\DynDOLOD\docs\help\Advanced.html which opens when clicking the Help button on the advanced options:
"Check Plugin to generate a dedicated Occlusion.esp, which is equivalent to using xLODGen."

Also read ..\DynDOLOD\docs\help\OcclusionCulling.html

So yeah. The idea is to save the extra step.

Posted (edited)
50 minutes ago, sheson said:

I think you meant to sat "Generate object LOD textures  and billboards with TexGen" after the pre-cache and before DynDOLOD...

First post under Major feature changes: "Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen"

From ..\DynDOLOD\docs\help\Advanced.html which opens when clicking the Help button on the advanced options:
"Check Plugin to generate a dedicated Occlusion.esp, which is equivalent to using xLODGen."

Also read ..\DynDOLOD\docs\help\OcclusionCulling.html

So yeah. The idea is to save the extra step.

I quick browsed the docs

Underside Terrain Mesh

Obviously disable any mods like DVLaSS Skyrim Underside, which was made by extracting this automatic generation from DynDOLOD into a mod.

So dvlass is an outdated mod and doesn't need to be used anymore, it can be completely replaced by the terrian underside option?

Or just no need of DVLaSS Skyrim Underside optional files, dvlass actually has its irreplaceable effect

TVDT - Occlusion Data

Generation

To enable generation of occlusion data, check the Occlusion data checkbox in the advanced options.

Plugin- check to generate a dedicated Occlusion.esp, which is equivalent to using xLODGen.

I actually checked the Occlusion Data and plugin options in the advanced options, but when the dyndolod finish generation, I did not get Occlusion.esp

Edited by reeee
Posted
24 minutes ago, reeee said:

So dvlass is an outdated mod and doesn't need to be used anymore, it can be completely replaced by the terrian underside option?

I actually checked the Occlusion Data and plugin options in the advanced options, but when the dyndolod finish generation, I did not get Occlusion.esp

These meshes are placed slighty under the full terrain and aid mods like Dynamic Volumetric Lighting and Sun Shadows ...

"Dynamic Volumetric Lighting and Sun Shadows" is not the same as "DVLaSS Skyrim Underside".

If you check [x] Occlusion data and [x] Plugin and no Occlusion.esp was generated (no "Occlusion.esp  generated successfully" in the log) , I suggest to pay attention to the log messages and look for errors etc.

Read the first post which log file to upload in case of problems.

Posted (edited)

I got error when running TexGen, it said 

Quote

Can not find file textures\arnimatextures\farmhouse\cyrodiilfarmstucco02.dds

Here is the last Debug log for Texgen, the rest of the Debug log seems fine.

https://paste.ee/p/YNeDC

 

P/s: I installed the DyndoLOD Resource SE 3 as in the first post mentioned, running TexGenx64.exe

Edited by Tung
Update information
Posted
41 minutes ago, Tung said:

I got error when running TexGen, it said 

Here is the last Debug log for Texgen, the rest of the Debug log seems fine.

https://paste.ee/p/YNeDC

 

P/s: I installed the DyndoLOD Resource SE 3 as in the first post mentioned, running TexGenx64.exe

cyrodiilfarmstucco02.dds is part of Beyond Reach and the texture is required because arnima.esm is in the load order.

Posted
13 minutes ago, sheson said:

cyrodiilfarmstucco02.dds is part of Beyond Reach and the texture is required because arnima.esm is in the load order.

Thank you, I just went to the folder and see that the file is missing, and also I'm using old version, not the latest Beyond Reach. I'll try updating to the latest Beyond Reach to see.

One more question please. If I update, and the error is still there, what can I do? Should I disable the arnima.esm and run TexGen again?

Posted
13 minutes ago, Tung said:

Thank you, I just went to the folder and see that the file is missing, and also I'm using old version, not the latest Beyond Reach. I'll try updating to the latest Beyond Reach to see.

One more question please. If I update, and the error is still there, what can I do? Should I disable the arnima.esm and run TexGen again?

If you want to continue an existing save game, make sure the update is possible.

In any case, if the texture exists at the path it will be found. So i an update is not possible, you can copy any other texture to that path/filename. It won't be really used for LOD since the older version do have the new farmhouses that require that texture.

Posted
12 minutes ago, sheson said:

If you want to continue an existing save game, make sure the update is possible.

In any case, if the texture exists at the path it will be found.

Yeah, looks like I'll need a new save, that's fine for me. I also check the preview content, and I saw the files in there. Time to upgrade some big mods and start new game for me anyway.

Posted
11 hours ago, sheson said:

You are doing grass LOD, so the BTO are considerable larger than normal and by default it tries to read 4 at the same time. It works for me with vanilla grass LOD. DynDOLOD peaks at 8 or 9 GB in task manager for me then.

Edit ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and set OcclusionMaxThreadsObjectLOD=3, 2 or 1 and keep an eye on peak working set in task manager if you can.

 

OK, I'll test that tonight and report back.

Posted
11 minutes ago, sheson said:

Yes, it forgets to zip Occlusion.esp. Just use save & exit for now.

Will be fixed next version.

damn what now. i had to completely abandon generated dyndolod file and re-run again? no easy way to update?

Posted
18 minutes ago, reeee said:

damn what now. i had to completely abandon generated dyndolod file and re-run again? no easy way to update?

You are participating  in an alpha test...

From ..\DynDOLOD\docs\help\OcclusionCulling.html:
In case of updating an existing DynDOLOD installation with a dedicated Occlusion.esp, also keep Occlusion.esp activated and make sure it loads last right after DynDOLOD.esp. The Occlsusion data and Plugin checkboxes will be enabled automatically.

This also means you should be able to start the entire load order with the DynDOLOD output/plugins with DynDOLOD, only select Occlusion data and unselect Object LOD, Tree LOD, Dynamic LOD etc. to only generate Occlusion. It should just create it.

In case generating Occlusion.esp only with DynDOLOD does not work out yet:

It also possible to update or generate a new Occlusion.esp with xLODGen at any time.

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.