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Posted
18 minutes ago, sheson said:

The files you uploaded show that the Grass checkbox under Tree/grass LOD Billboard options was not checked when TexGen was run. Hence it creates no grass LOD billboards.

I stand corrected. I am very sorry for the inconvenience. Thank you for telling me.

Posted

So I'm using the latest Dyndolod 3 alpha and I've run into an issue (or simply something I don't understand).

It looks awesome, but when I try to adjust the tree render distance via ''ftreeloaddistance'' it doesn't do anything. Whether I set it to 75.000, 10.000 or just 0, the tree loading distance stays the same. The only way to change the tree loading distance seems to be via the Statis Object LOD sliders (but of course that adjusts any distant objects, not just trees).

This is with: Ultra trees, standard high settings, no manual changes. I have no billboards or any tree mods installed.

Is this intentional behaviour or am I missing something / did I do something wrong?

Posted
23 minutes ago, Tagek said:

So I'm using the latest Dyndolod 3 alpha and I've run into an issue (or simply something I don't understand).

It looks awesome, but when I try to adjust the tree render distance via ''ftreeloaddistance'' it doesn't do anything. Whether I set it to 75.000, 10.000 or just 0, the tree loading distance stays the same. The only way to change the tree loading distance seems to be via the Statis Object LOD sliders (but of course that adjusts any distant objects, not just trees).

This is with: Ultra trees, standard high settings, no manual changes. I have no billboards or any tree mods installed.

Is this intentional behaviour or am I missing something / did I do something wrong?

As explained in the manual or while hovering the mouse over the Ultra checkbox, ultra tree LOD means LOD for trees in done in object LOD.

Posted
18 minutes ago, sheson said:

As explained in the manual or while hovering the mouse over the Ultra checkbox, ultra tree LOD means LOD for trees in done in object LOD.

Ah, so I'm a complete idiot! Welp, sorry for wasting your time and thank you for the quick reply and awesome LOD tool! =)

Posted

Hey, when generating terrain underside, is that for the terrain DIRECTLY under the grass (literally the ground) or is it somethign else? I found that I was missing a patch of land when I tested it out, but wanna know if it's worth it.

If that's not it, what settings change the quality of the ground LODs? I just don't like the blurry quality that I'm receiving when I generate it. Would increasing Near or FarGridToLoad change this?

Posted
2 hours ago, mattski123 said:

Hey, when generating terrain underside, is that for the terrain DIRECTLY under the grass (literally the ground) or is it somethign else? I found that I was missing a patch of land when I tested it out, but wanna know if it's worth it.

If that's not it, what settings change the quality of the ground LODs? I just don't like the blurry quality that I'm receiving when I generate it. Would increasing Near or FarGridToLoad change this?

Read the included documentation:

..\DynDOLOD\docs\help\Underside.html
"placed slightly under the full terrain"

..\DynDOLOD\docs\help\Advanced.html
"The Height sets the negative distance to the actual terrain. Lower numbers mean better better blocking at a higher risk of the terrain underside mesh visually peaking through the actual terrain or terrain LOD."

As already explained, use xLODGen to generate terrain LOD. As you know form the DynDOLOD manual, terrain is the ground. You also already generated terrain LOD meshes with protect cell border to fix the weird drops in the terrain LOD meshes.

As already explained, Read the manual which explains what the Near and FarGrid is and that they are a concept of dynamic LOD.

Terrain underside, terrain LOD, Grass LOD etc. typically does not change anything in the loaded cells.

Posted (edited)

Would you suggest, or do you think that we need this mod Cathedral - Improved Mountain LOD and Z Fight Patch (WIP) all when generating LODs?

Or would it be unneeded from 3,0 onwards? Also, is there a way to always/automatically ignore the message that comes up when generatingLODs for Gray Cowl? Because its very annoying each time. Specifically without having to click "ignore" once the generation starts.

Edited by mattski123
Posted
5 hours ago, mattski123 said:

Would you suggest, or do you think that we need this mod Cathedral - Improved Mountain LOD and Z Fight Patch (WIP) all when generating LODs?

Or would it be unneeded from 3,0 onwards? Also, is there a way to always/automatically ignore the message that comes up when generatingLODs for Gray Cowl? Because its very annoying each time. Specifically without having to click "ignore" once the generation starts.

The requirements section of the first post/manual explains which mods are required. What mods you use beyond that depends on user preference. As always I suggest to make before/after screenshots to compare and to decide which options someone wants to use. No idea why you would believe that  DynDOLOD 3.x would make that particular mods obsolete.

I have no idea what message about Gray Cowl or mod you are referring to. Read the first post which log files to upload when making posts.
The only correct way to actually get rid of a problem is to fix their cause . Ignoring or silencing error message does not fix the problem.
Which is most likely explained in the message or the explanations that Help for this message opens.
I suggest to carefully read all of the message and the help and to address the issue properly.

Posts like this remind me, that I probably should remove every ignore option for good.

Posted (edited)
1 hour ago, sheson said:

The requirements section of the first post/manual explains which mods are required. What mods you use beyond that depends on user preference. As always I suggest to make before/after screenshots to compare and to decide which options someone wants to use. No idea why you would believe that  DynDOLOD 3.x would make that particular mods obsolete.

I have no idea what message about Gray Cowl or mod you are referring to. Read the first post which log files to upload when making posts.
The only correct way to actually get rid of a problem is to fix their cause . Ignoring or silencing error message does not fix the problem.
Which is most likely explained in the message or the explanations that Help for this message opens.
I suggest to carefully read all of the message and the help and to address the issue properly.

Posts like this remind me, that I probably should remove every ignore option for good.

My bad man, has been fixed... Sorry again. Also, which settings in what ini's will increase LOADED cell distance? Because I want to have higher quality from farther away.

Edited by mattski123
Posted
54 minutes ago, mattski123 said:

My bad man, has been fixed... Sorry again. Also, which settings in what ini's will increase LOADED cell distance? Because I want to have higher quality from farther away.

This is the DynDOLOD 3 Alpha test thread. Read the first post. This is not a substitute for reading manuals, guides and using google.

Read the DynDOLOD Manual:
Terminology - Attached cells
How LOD works in Skyrim
DynDOLOD Mod - The mod in game

DynDOLOD and its options are especially made so that users do not have to adversely affect the games stability or risk their save games by changing the well known uGridsToLoad INI setting.

Posted
29 minutes ago, sheson said:

This is the DynDOLOD 3 Alpha test thread. Read the first post. This is not a substitute for reading manuals, guides and using google.

Read the DynDOLOD Manual:
Terminology - Attached cells
How LOD works in Skyrim
DynDOLOD Mod - The mod in game

DynDOLOD and its options are especially made so that users do not have to adversely affect the games stability or risk their save games by changing the well known uGridsToLoad INI setting.

Sorry man, I trried googling and struggled to find the info I was looking for. Everybody goes on about "distance terrain" but I want to expand my loaded area. Where can I find resources for that?

Posted
19 minutes ago, mattski123 said:

Sorry man, I trried googling and struggled to find the info I was looking for. Everybody goes on about "distance terrain" but I want to expand my loaded area. Where can I find resources for that?

Read the entire post, not just the first paragraph.

Posted
1 hour ago, sheson said:

Read the entire post, not just the first paragraph.

I have tried hunting what I'm looking for, but didn't find it. Decided I'll make a different post to not bloat up this.

Posted
54 minutes ago, mattski123 said:

I have tried hunting what I'm looking for, but didn't find it. Decided I'll make a different post to not bloat up this.

"uGridsToLoad INI setting"

Read the mentioned sections in the manual.

Posted

This is driving me insane. I haven't been able to get DynDOLOD 3 to work at all thanks to this message i get whenever i run DynDOLODx64 through MO2. I have the text gen output installed and enable, i have the resource pack installed and enabled, i have the correct launch argument (-SSE), i have my skyrim folder outside a UAC folder and its not read only, i have no antivirus, i have double and triple checked the download was complete and it installed correctly. for all intents and purpose the resource are fully there and installed. i even pasted them directly into the skyrim folder just in case MO2 was acting weird. Here is the link i got all the stuff from, im using version 3 because EVT wants version 3. 

 oZuenaO.png

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