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Posted (edited)
16 hours ago, sheson said:

As explained at https://dyndolod.info/Help/Ultra-Tree-LOD, ultra tree LOD means that LOD for trees is done is done in object LOD with billboards and optional 3D tree LOD models. HD billboards with Billboard4 are visually the best LOD billboard option. Always generate HD billboard if using ultra tree LOD. Obviously 3D tree LOD requires more resources than billboards. Billboard4 requires a bit more resources than Billboard1/2 but it is nothing compared to 3D tree LOD or especially grass LOD. 

Oh damn. That might be a major reason im facing a bunch of stutter as well, I selected ultra trees without generating hd billboard. Thanks for letting me know. I also generate grass lod at mode 2 which only increases the drain on my computers resources. I should have known lol. Do you think if i get more memory, I could remedy a major stuttering issue I've been getting with ngio and dyndolod grass lod, etc? I only have 8 gbs ram, gtx 1050ti, but would love to play my skyrim at 1920x1080p with ngio dyndolod grass lod mode 2, regular dyndolod trees, and the various city overhaul mods I have like Redbags solitude. I notice my game won't really drop my frames but just stutter a bunch. I mean i can maintain 40-60 fps outside but it stutters like crazy when it loads new cells for grass, etc to load in I think.

Thank you for your continued responses. 

Edited by NBBEAST
Posted
6 hours ago, NBBEAST said:

Oh damn. That might be a major reason im facing a bunch of stutter as well, I selected ultra trees without generating hd billboard. Thanks for letting me know. I also generate grass lod at mode 2 which only increases the drain on my computers resources. I should have known lol. Do you think if i get more memory, I could remedy a major stuttering issue I've been getting with ngio and dyndolod grass lod, etc? I only have 8 gbs ram, gtx 1050ti, but would love to play my skyrim at 1920x1080p with ngio dyndolod grass lod mode 2, regular dyndolod trees, and the various city overhaul mods I have like Redbags solitude. I notice my game won't really drop my frames but just stutter a bunch. I mean i can maintain 40-60 fps outside but it stutters like crazy when it loads new cells for grass, etc to load in I think.

Thank you for your continued responses. 

See https://dyndolod.info/Help/Grass-LOD#Performance
Use Skyrim Performance Monitor and/or the task manager to track usage of memory. 

Posted (edited)

Hello,

So I am trying to run texgen, but it keeps giving me this error saying

invalid resolution 
Create mipmaps. while processing textures\landscape\mountains\MountainSlab02_N.dds.

I am using majestic mountains and dyndolod 3 by the way, I really dont know what I can do and i hope people can help me with this, thanks in advance

Edited by GameWolfShow
Posted
1 hour ago, GameWolfShow said:

Hello,

So I am trying to run texgen, but it keeps giving me this error saying

invalid resolution 
Create mipmaps. while processing textures\landscape\mountains\MountainSlab02_N.dds.

I am using majestic mountains and dyndolod 3 by the way, I really dont know what I can do and i hope people can help me with this, thanks in advance

Read the first post of the DynDOLOD 3 Alpha thread where to make posts. I moved your post to the thread.

Upload the log, debug log and bugreport.txt if it exists as explained on the first post of the DynDOLOD 3 alpha thread.

The message you pasted seems to tell  you what to do: The texture textures\landscape\mountains\MountainSlab02_N.dds should have mipmaps.

Posted (edited)

Alpha 88 is consistently making all of my LOD files purple. Alpha 87 worked like a charm. I have generated it with the same settings as alpha 87 as well. Here is my log and INI's. (I also cleared my cache when re-generating to be safe).

EDIT: Apon further inspection, it seems Textgen is the culprit.. Not sure what changed in-between 87 and 88 to cause it.

ScreenShot0.png

DynDOLOD_SSE_log.txt DynDOLOD.ini DynDOLOD_SSE.ini TexGen_SSE.INI

Edited by Zhunter5000
Clarified post (Again)
Posted (edited)
On 4/16/2022 at 6:08 AM, sheson said:

Oooh Alpha 89, how's this one working for everyone?

I'm just getting back into modding after a long lay off from 2019 LOL...

Only 2 weeks back at it, bloody took me the better part of 2 weeks to get my mods all sorted out in MO2, and now I come back and see we have DynDOLOD 3... NICE!

This is awesome to see, thanks for all the hard work, greatly appreciated, can't wait to give it a go, I feel like a kid in a candy shop! :)

P.S. Sheesh, I joined Stepmodifications back in 2019, I see this is now my first post, hmm never posted back then...

Edited by mooit
Posted
1 hour ago, mooit said:

Terrain LOD Redone is deprecated. See the xLODGen OP for generating terrain LOD. This is the DynDOLOD alpha topic (object LOD).

 

Posted
5 hours ago, mooit said:

https://dyndolod.info/Generation-Instructions#Prerequisites
"Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD. Any other existing generated LOD meshes or textures do not affect LOD generation and will typically be overwritten by the generated outputs."

When reading the DynDOLOD documentation and when paying attention to the DynDOLOD interface options it is explained and clear that DynDOLOD does not generate terrain LOD meshes or terrain LOD textures. The instructions say to generate terrain LOD with xLODGen before generating tree and object LOD etc. with DynDOLOD.

LOD only looks and works correctly for the load order it was generated for. Any pre-made mods are "wrong" (as in visually not matching your specific load order or in case they were done with CK/Oscape having very obvious visual bugs) and are not needed.

As explained at the first post  https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-93-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ and the description of xLODGen Resource - SSE Terrain Tamriel, install one of the options when generating terrain LOD for Tamriel "so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim."

Posted
7 hours ago, Zhunter5000 said:

Alpha 88 is consistently making all of my LOD files purple. Alpha 87 worked like a charm. I have generated it with the same settings as alpha 87 as well. Here is my log and INI's. (I also cleared my cache when re-generating to be safe).

EDIT: Apon further inspection, it seems Textgen is the culprit.. Not sure what changed in-between 87 and 88 to cause it.

ScreenShot0.png

DynDOLOD_SSE_log.txt 1.23 MB · 0 downloads DynDOLOD.ini DynDOLOD_SSE.ini 18.75 kB · 0 downloads TexGen_SSE.INI 2.52 kB · 0 downloads

Read the first post which log and debug log from TexGen/DynDOLOD to upload when making posts.

Do not install the game or DynDOLOD into special Windows folders like Program Files to avoid file access issues with UAC or antivir.

Pay attention to the log message and the summary. Especially to file not found errors.

As you can see from https://dyndolod.info/Changelog, nothing changed in TexGen between Alpha-87 and Alpha-88. In fact, for object LOD textures it typically updates textures to replace their vanilla version shipping with the game or DynDOLOD Resources.

The screenshot looks like the object texture atlas was not installed. Install the output from the dedicated output folder as a mod and make sure none of its file missing or overwritten by other mods.

Posted

Is there anyway to have specific brightness for tree LODs? For example, I want my Tree Mod A to have 5 brightness but then have Tree Mod B to have 10 brightness? Thanks in advance for the help.

Posted
26 minutes ago, Jakolanten said:

Is there anyway to have specific brightness for tree LODs? For example, I want my Tree Mod A to have 5 brightness but then have Tree Mod B to have 10 brightness? Thanks in advance for the help.

No. It also doesn't seem to make sense. TexGen generates all tree LOD billboards textures from the full models and textures with the same direct and ambient settings.

If those same full models and textures are used in the game, then they are all affected by the same lightning conditions. Thus all tree LOD billboards should all be matching (or being off for that matter) the same way since they all receive the same lighting conditions in the game as well.

If there is a problem with TexGen generating matching billboards for specific full models / textures because of non common shader settings for example, then that needs to be reported and addressed.

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