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Posted (edited)

Hi sheson,

Water for ENB has been updated to v2.05 and the list of "LOD model contains Controller block" has grown. I'm not sure whether more LOD models require updating so if more info is required, please tell.

Logs

Edited by KRZ
Posted
1 hour ago, KRZ said:

Hi sheson,

Water for ENB has been updated to v2.05 and the list of "LOD model contains Controller block" has grown. I'm not sure whether more LOD models require updating so if more info is required, please tell.

Logs

I just finished making the updates for the former version. I will have an update with this version soonish...

Posted
6 minutes ago, sheson said:

I just finished making the updates for the former version. I will have an update with this version soonish...

Thank you very much!

Posted
43 minutes ago, maxis123 said:

Hello, is it possible to render dead tree LODs from HAG mods, for example this one? HAG - Occult Orphan Rock at Skyrim Special Edition Nexus - Mods and Community

For future reference, read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots to learn how to make a useful screenshot of full the model with more informative console to provide basic information about the full model in question. In addition to the base record type and form ID, it shows the filename of the model.

https://dyndolod.info/FAQ#Something-does-not-have-LOD
For something to have LOD, a LOD model or a LOD Billboard is required to be installed in the load order.
If a LOD model does not exist, mesh mask / reference rules can be used to use the full model for LOD.

https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Example
The first example applies for OrphanRockDeadTree.nif, since it is a STATic base record without the HasTreeLOD flag set.

Consider https://dyndolod.info/Mod-Authors#How-to-add-a-rule-file-for-a-plugin

Posted
2 hours ago, mostwanted11 said:

My glacier lods keep receiving an ugly snow shader even though I have disabled the snow shader on them with BDS 3

https://limewire.com/d/5FJbb#yfNtr8EwNx

SkyrimSE 2025-05-01 16-06-15.jpg

SkyrimSE 2025-05-01 16-10-26.jpg

SkyrimSE 2025-05-01 16-10-01.jpg

Post a screenshot of xEdit showing the winning overwrite (last plugin before DynDOLOD.esp) of base record 02015BC9 with everything unfolded.

If its DNAM element links to a MATO record with an EditorID containing the word 'snow', the object LOD will have the 'snow' identifier for the engine to apply the hard coded snow LOD shader.

That can be overwritten by adding or updating existing rules for the mesh mask "iceberg" and setting the NoMato flag. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#NoMato-No-Material-Object-Shader
In case of adding a new rule, set everything else like the last "\" rule.

Posted
8 hours ago, sheson said:

Post a screenshot of xEdit showing the winning overwrite (last plugin before DynDOLOD.esp) of base record 02015BC9 with everything unfolded.

If its DNAM element links to a MATO record with an EditorID containing the word 'snow', the object LOD will have the 'snow' identifier for the engine to apply the hard coded snow LOD shader.

That can be overwritten by adding or updating existing rules for the mesh mask "iceberg" and setting the NoMato flag. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#NoMato-No-Material-Object-Shader
In case of adding a new rule, set everything else like the last "\" rule.

Not sure how to proceed now. Do i remove the snow flag here in xedit or do a mask rule like you mentioned

xEdit64_KFtUSclkGB.png

xEdit64_GWX4bc4Q8k.png

Posted
5 hours ago, mostwanted11 said:

Not sure how to proceed now. Do i remove the snow flag here in xedit or do a mask rule like you mentioned

xEdit64_KFtUSclkGB.png

xEdit64_GWX4bc4Q8k.png

The considered snow flag was introduced with Special Edition. AFAK it instructs the engine the apply the "improved" snow shader if it is 'true'. It does not change if a shader is applied.

To actually remove shaders, a well made mod should actually remove the shader from the base records and not just let the engine apply a shader that is not visible.

The quickest solution would be to also change the EditorID of 0x0005E3F0 from 'SnowMaterialGlacier' to something like 'BlankMaterialGlacier' for example.

Posted
10 minutes ago, sheson said:

The considered snow flag was introduced with Special Edition. AFAK it instructs the engine the apply the "improved" snow shader if it is 'true'. It does not change if a shader is applied.

To actually remove shaders, a well made mod should actually remove the shader from the base records and not just let the engine apply a shader that is not visible.

The quickest solution would be to also change the EditorID of 0x0005E3F0 from 'SnowMaterialGlacier' to something like 'BlankMaterialGlacier' for example.

creating a bunch of rules in dyndolod using the nomat flag fixed the issue, thanks a lot

Posted
21 minutes ago, mostwanted11 said:

another issue though, TreePineForestSnow05 and TreePineForestSnowL05 seem to have very dark 3d lods while the others are fine. Using EVT Lush Custom.

https://limewire.com/d/7pHDM#K5E4n0W7dr

https://imgur.com/a/FLAJJN7

Where does the used texture textures\landscape\trees\treepineforestbranchcompsnow.dds come from?
Which mod version/option, selected install option etc.

Test if fixing the bad branch UV that is outside of 0.0 and 1.0 changes anything. Install attached model to overwrite existing one and Execute LODGen in expert mode for the worldspace to generated updated object LOD meshes.

SRG_treepineforestsnow05_1723F135passthru_lod.nif

Posted (edited)
30 minutes ago, sheson said:

Where does the used texture textures\landscape\trees\treepineforestbranchcompsnow.dds come from?
Which mod version/option, selected install option etc.

Test if fixing the bad branch UV that is outside of 0.0 and 1.0 changes anything. Install attached model to overwrite existing one and Execute LODGen in expert mode for the worldspace to generated updated object LOD meshes.

SRG_treepineforestsnow05_1723F135passthru_lod.nif 21.56 kB · 0 downloads

the provider for it is https://www.nexusmods.com/skyrimspecialedition/mods/134352?tab=files Vanilla (Remastered) Part 3

 

Enhanced Vanilla Trees SE-Custom Trees 2K (ver 2.2.2)

The options are

Default > Custom Trees Large > Vanilla ie None, Vanilla (enhanced), SFO Aspen unticked > Realistic aspen trees unticked, SFO Snowy Pine Trees unticked, Custom trees options unticked

Edited by mostwanted11
Posted (edited)

Tried with your file + the vanilla remastered snow branches - same issue

Tried with your file + vanilla snow branch - same issue

Edited by mostwanted11

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