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Billboard tree LOD shows in active exterior cells


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Posted

This is my first time installing a more sophisticated mod like dynDOLOD so i may have done something wrong, but i cant get these trees to disappear at close range. it looks like theyre the billboards that should show from far away, but that would transition to normal trees or something up close? im just seeing a ton of these massive low poly trees running around

Photos for reference: https://imgur.com/a/gVreGzt

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Posted
30 minutes ago, Eldritch said:

This is my first time installing a more sophisticated mod like dynDOLOD so i may have done something wrong, but i cant get these trees to disappear at close range. it looks like theyre the billboards that should show from far away, but that would transition to normal trees or something up close? im just seeing a ton of these massive low poly trees running around

Photos for reference: https://imgur.com/a/gVreGzt

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to uplod when mkaing posts.

See answers for https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells, in particular:
If the load order of plugins adding or changing tree references was changed, generate billboard tree LOD again so it matches the new load order. Consider using ultra tree LOD (also possible with only tree LOD billboards) to avoid such game engine limitations.

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Posted
3 hours ago, sheson said:

See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to uplod when mkaing posts.

See answers for https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells, in particular:
If the load order of plugins adding or changing tree references was changed, generate billboard tree LOD again so it matches the new load order. Consider using ultra tree LOD (also possible with only tree LOD billboards) to avoid such game engine limitations.

my bad, files are uploaded: https://ufile.io/f/6xfwv

as far as i can tell, the fact that im using vortex is not helping with fixing load order. thats the one part of this process that ive struggled with, as i cant really tell how to change the order (at least in vortex). do i need to rerun texgen etc to reload the order? 

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Posted
3 hours ago, Eldritch said:

my bad, files are uploaded: https://ufile.io/f/6xfwv

as far as i can tell, the fact that im using vortex is not helping with fixing load order. thats the one part of this process that ive struggled with, as i cant really tell how to change the order (at least in vortex). do i need to rerun texgen etc to reload the order? 

You seem to have a question how to use Vortex. I do not and can not provide support for Vortex. I suggest to refer to the documentation of Vortex, the Vortex support forum or moddng guides etc. where people with actual expertise on it can better explain and help with it.

If you also need to rerun TexGen after the load order of plugins changed depends if the changes affect the overwrite order of tree base records changing the used full models. Since it is pretty quick to run TexGen, I suggest to just do it. In case the Billboards are outdated, DynDOLOD will print a warning to the messages log. See https://dyndolod.info/Messages/Billboard-For-Model-Has-Different-CRC32 and https://dyndolod.info/Messages/Billboard-For-Model-Does-Not-Contain-Texture.

After running TexGen make sure its output overwrite everything. Same then for the DynDOLOD output.

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Posted (edited)

Hi,
I've been busy modding Skyrim and am very pleased with the way it looks now, except for some trees, that look very pixelated and flat. It almost seems is if these are trees that should be placed way in the background (Billboards, LOD's?) but instead show up nearby.

This is how it looks. As visible, soom look great, and others don't:
https://imgur.com/QqJwuW7
https://imgur.com/3x1Ngb4
https://imgur.com/elQtSmM

This happened straight after leaving the first dungeon after Helgen, I didnt fast travel or anything.

 

I use these tree mods:
Fabled Forest https://www.nexusmods.com/skyrimspecialedition/mods/94462
Traverse The Ulvenwald https://www.nexusmods.com/skyrimspecialedition/mods/57874
Fabled - Traverse patch https://www.nexusmods.com/skyrimspecialedition/mods/134501
I did select the "3D LODS for Dyndolod" option on install of Fabled Forest

I also installed all the mods that are required by these.

I followed the instructions from the patch: Ulvenwald.esp after Fabled Forests.esp but Fabled assets after Ulvenwald assets.

I have a lot of other mods, but I think the only other one impacting trees is Skyrim 3d landscapes https://www.nexusmods.com/skyrimspecialedition/mods/18247

After the mods I reran Texgen and Dyndolod and started a new game.

I disabled the 4 above mentioned mods one by one, but that didnt change anything.

loading order and rules in Vortex with these mods:
https://imgur.com/f6Ca2xk

https://imgur.com/3vps5CX

https://imgur.com/429O1nh

And these are all my mods
https://imgur.com/obr5Aat

https://imgur.com/PVO6Cxa

https://imgur.com/XOHddx5

https://imgur.com/bzcNQ8b

https://imgur.com/ni8TUFI

https://imgur.com/4Z8nljY

https://imgur.com/jCr6SJj

I followed these steps for Texgen and Dyndolod:
https://www.youtube.com/watch?v=encZYHEeQrQ&list=WL&index=2

I do have the texgen and dyndolod outputs selected as loading after any mods they come in conflict with:
https://imgur.com/GEUO6kM

https://imgur.com/ZaIP0GH

But if I look at the plugins, I see that it puts 2 plugins as last on the load order:
https://imgur.com/lXlErHk

But the .esm is very early, place 11 on the load order. I don't know if that gives any of the problems?
https://imgur.com/b9yM4FF

I also don't see any plugins from texgen, only on the mods tab in Vortex.

What can I do to get these trees the same as the rest? Might it have something to do with the .ini files? I didnt adjust any of those

Edited by Theovv
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Posted
1 hour ago, Theovv said:

Hi,
I've been busy modding Skyrim and am very pleased with the way it looks now, except for some trees, that look very pixelated and flat. It almost seems is if these are trees that should be placed way in the background (Billboards, LOD's?) but instead show up nearby.

This is how it looks. As visible, soom look great, and others don't:
https://imgur.com/QqJwuW7
https://imgur.com/3x1Ngb4
https://imgur.com/elQtSmM

This happened straight after leaving the first dungeon after Helgen, I didnt fast travel or anything.

 

I use these tree mods:
Fabled Forest https://www.nexusmods.com/skyrimspecialedition/mods/94462
Traverse The Ulvenwald https://www.nexusmods.com/skyrimspecialedition/mods/57874
Fabled - Traverse patch https://www.nexusmods.com/skyrimspecialedition/mods/134501
I did select the "3D LODS for Dyndolod" option on install of Fabled Forest

I also installed all the mods that are required by these.

I followed the instructions from the patch: Ulvenwald.esp after Fabled Forests.esp but Fabled assets after Ulvenwald assets.

I have a lot of other mods, but I think the only other one impacting trees is Skyrim 3d landscapes https://www.nexusmods.com/skyrimspecialedition/mods/18247

After the mods I reran Texgen and Dyndolod and started a new game.

I disabled the 4 above mentioned mods one by one, but that didnt change anything.

loading order and rules in Vortex with these mods:
https://imgur.com/f6Ca2xk

https://imgur.com/3vps5CX

https://imgur.com/429O1nh

And these are all my mods
https://imgur.com/obr5Aat

https://imgur.com/PVO6Cxa

https://imgur.com/XOHddx5

https://imgur.com/bzcNQ8b

https://imgur.com/ni8TUFI

https://imgur.com/4Z8nljY

https://imgur.com/jCr6SJj

I followed these steps for Texgen and Dyndolod:
https://www.youtube.com/watch?v=encZYHEeQrQ&list=WL&index=2

I do have the texgen and dyndolod outputs selected as loading after any mods they come in conflict with:
https://imgur.com/GEUO6kM

https://imgur.com/ZaIP0GH

But if I look at the plugins, I see that it puts 2 plugins as last on the load order:
https://imgur.com/lXlErHk

But the .esm is very early, place 11 on the load order. I don't know if that gives any of the problems?
https://imgur.com/b9yM4FF

I also don't see any plugins from texgen, only on the mods tab in Vortex.

What can I do to get these trees the same as the rest? Might it have something to do with the .ini files? I didnt adjust any of those

Moved to an appropriate thread for the reported issue.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. It also explains:
The log and the debug log are often sufficient regarding information about the load order, used mods and plugins. Consider uploading load order information to modwat.ch or loadorderlibrary.com and link it to provide additional information.
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots in the game with more informative console.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM.
ESM can not load after non ESMs.

See https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells

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Posted

Thank you, I will try your suggestions.

I was experimenting some more and found out that the trees look normal again if I disable Dyndolod_Output.Zip on Vortex (with all other mods still enabled). I don't know why the Dyndolod output creates those billboard trees closeby though. 

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Posted
4 minutes ago, Theovv said:

Thank you, I will try your suggestions.

I was experimenting some more and found out that the trees look normal again if I disable Dyndolod_Output.Zip on Vortex (with all other mods still enabled). I don't know why the Dyndolod output creates those billboard trees closeby though. 

Requested logs and useful screenshots were not provided.

DynDOLOD does not really create those billboards close-by. This is a game engine issue with LOD not unloading.

https://dyndolod.info/How-LOD-Works

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Posted (edited)
23 minutes ago, sheson said:

Moved to an appropriate thread for the reported issue.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. It also explains:
The log and the debug log are often sufficient regarding information about the load order, used mods and plugins. Consider uploading load order information to modwat.ch or loadorderlibrary.com and link it to provide additional information.
See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text.

Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make useful screenshots in the game with more informative console.

https://dyndolod.info/Generation-Instructions
Activate the plugins(s). In case Occlusion.esp was generated, it should be the last plugin to load right after DynDOLOD.esp. If a DynDOLOD.esm was generated it should be the ESM with the highest priority possible or just before the first non-ESM.
ESM can not load after non ESMs.

See https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells

Thanks you!

Here are the Log and Debug Log files: https://we.tl/t-KKuxIYPN8J Ufile and Past.ee didnt work. 

The problem is gone when the dyndolod_output.zip is disabled in vortex. 

Do you need any other info from me to find out what the problem and resolution is?

Edited by Theovv
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Posted (edited)
56 minutes ago, Theovv said:

Thanks you!

Here are the Log and Debug Log files: https://we.tl/t-KKuxIYPN8J Ufile and Past.ee didnt work. 

The problem is gone when the dyndolod_output.zip is disabled in vortex. 

Do you need any other info from me to find out what the problem and resolution is?

This are the load order rules (plugins) and file conflict decisions (mods) specific to Dyndolod that I made in Vortex

https://imgur.com/aqlS1bm

https://imgur.com/JjK0qnm
https://imgur.com/W7YrTlo

Maybe loading Dyndolod Resources after some mods is the problem? I did change this, but it didn't solve the problem. But maybe I need to rerun dyndolod and start a new game to test this. 

I also have 3D lods activated in the installation of Fabled Forests:

https://imgur.com/CeS1QD1
But even after reinstalling this without that option and rerunning texgen and dyndolod the problem still persists.

Edited by Theovv
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Posted
1 hour ago, Theovv said:

Thanks you!

Here are the Log and Debug Log files: https://we.tl/t-KKuxIYPN8J Ufile and Past.ee didnt work.

The problem is gone when the dyndolod_output.zip is disabled in vortex.

Do you need any other info from me to find out what the problem and resolution is?

As explained in https://dyndolod.info/Generation-Instructions pay attention to log messages, in particular these ones:
<Error: Game runtime version 1.6.659 does not support plugin Resources - The Great Cities.esp version 1.71 with form ID < 0x800. Install Backported Extended ESL Support>
<Error: Game runtime version 1.6.659 does not support plugin The Great City of Winterhold v4.esp version 1.71 with form ID < 0x800. Install Backported Extended ESL Support>
<Error: Game runtime version 1.6.659 does not support plugin The Great Town of Ivarstead.esp version 1.71 with form ID < 0x800. Install Backported Extended ESL Support>

Make sure Backported Extended ESL Support is installed, activated and works.

The logs verify that you generated standard tree LOD. If just installing Backported Extended ESL Support does not fix the tree LOD not unloading because the game didn't load any plugins with version 1.71 without it, see answers for the already linked https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells and make sure to generate LOD for the current load order of plugins.

This is not caused by DynDOLOD or the order of its Resources. See https://dyndolod.info/Help/Load-Overwrite-Orders.

Also see https://dyndolod.info/Messages/Max-Tree-LOD-Billboard-Count-Of-256-On-Atlas-Exceeded

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Posted
32 minutes ago, sheson said:

As explained in https://dyndolod.info/Generation-Instructions pay attention to log messages, in particular these ones:
<Error: Game runtime version 1.6.659 does not support plugin Resources - The Great Cities.esp version 1.71 with form ID < 0x800. Install Backported Extended ESL Support>
<Error: Game runtime version 1.6.659 does not support plugin The Great City of Winterhold v4.esp version 1.71 with form ID < 0x800. Install Backported Extended ESL Support>
<Error: Game runtime version 1.6.659 does not support plugin The Great Town of Ivarstead.esp version 1.71 with form ID < 0x800. Install Backported Extended ESL Support>

Make sure Backported Extended ESL Support is installed, activated and works.

The logs verify that you generated standard tree LOD. If installing Backported Extended ESL Support does not fix the tree LOD not unloading because the game didn't load any plugins with version 1.71 without it, see answers for the already linked https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells and make sure to generate LOD for the current load order of plugins.

This is not caused by DynDOLOD or the order of its Resources. See https://dyndolod.info/Help/Load-Overwrite-Orders.

Also see https://dyndolod.info/Messages/Max-Tree-LOD-Billboard-Count-Of-256-On-Atlas-Exceeded

Thank you for taking a look at my logs. 

I did install the backported extended ESL Support. I reran Texgen and Dyndolod and started a new game. But the problem still persists. Even when I delete Fabled Forests and Traverse the Ulvenwald and install Nature of the Wild lands as a tree mod instead, it works fine without the dyndolod_output.zip installed, but the LOD trees are back nearby after installing dyndolod_output.zip. 

I am a bit of a noob on this. I don't understand what other steps I need to take now to try and solve this problem or to find out where the problem lies. Could you please elaborate on this? 
 

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Posted
34 minutes ago, Theovv said:

Thank you for taking a look at my logs. 

I did install the backported extended ESL Support. I reran Texgen and Dyndolod and started a new game. But the problem still persists. Even when I delete Fabled Forests and Traverse the Ulvenwald and install Nature of the Wild lands as a tree mod instead, it works fine without the dyndolod_output.zip installed, but the LOD trees are back nearby after installing dyndolod_output.zip. 

I am a bit of a noob on this. I don't understand what other steps I need to take now to try and solve this problem or to find out where the problem lies. Could you please elaborate on this? 
 

You didn't provide the new logs or any useful screenshots.

The game not unloading standard tree LOD happens because the load order of plugins that add new tree references is not the same as it was when tree LOD was generated. Make sure the game loads all the same plugins in the exact same order as DynDOLOD did. You can check that by clicking tree references and make sure the load order ID (first two digits of the form ID) is the same as reported in the log. 0E for Ulvenwald.esp in the logs you uploaded.
Make sure there is no outdated tree LOD installed.
Do not forget to deploy after installing or changing anything in Vortex. BTW, MO2 is a much easier to use mod manager.

As explained the FAQ answers, consider generating ultra tree LOD to avoid this engine issue altogether.
It will also address the problem with having much more different trees than the standard tree LOD supports and thus many trees not having tree LOD.

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Posted (edited)
18 hours ago, sheson said:

The game not unloading standard tree LOD happens because the load order of plugins that add new tree references is not the same as it was when tree LOD was generated. Make sure the game loads all the same plugins in the exact same order as DynDOLOD did. You can check that by clicking tree references and make sure the load order ID (first two digits of the form ID) is the same as reported in the log. 0E for Ulvenwald.esp in the logs you uploaded.

But if I do nut interfere with my mods or the load order anymore, and then rerun texgen and dyndolod, and then load a new game, how is it possible that the load order of plugins that add new tree references is not the same as it was when tree LOD was generated? I can imagine this happens if I alter mods or load order after I ran texgen and dyndolod, but that isnt the case. So thats where I am confused.

The option to generate ultra tree LODs to totally avoid this issue sounds very interesting. I don't understand it completely though. How do I get ultra tree LOD's, is it a setting in Dyndolod or in Lods? Or is it a specific mod I need to use? SO do I need to find 3D lods for the tree mods I use? Im sorry for my noobness. 

I did try to use 3d Lod option on Fabled Forest, but that didnt help:
https://imgur.com/CeS1QD1

Edited by Theovv
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Posted
36 minutes ago, Theovv said:

But if I do nut interfere with my mods or the load order anymore, and then rerun texgen and dyndolod, and then load a new game, how is it possible that the load order of plugins that add new tree references is not the same as it was when tree LOD was generated? I can imagine this happens if I alter mods or load order after I ran texgen and dyndolod, but that isnt the case. So thats where I am confused.

The option to generate ultra tree LODs to totally avoid this issue sounds very interesting. I don't understand it completely though. How do I get ultra tree LOD's, is it a setting in Dyndolod or in Lods? Or is it a specific mod I need to use? SO do I need to find 3D lods for the tree mods I use? Im sorry for my noobness. 

I did try to use 3d Lod option on Fabled Forest, but that didnt help:
https://imgur.com/CeS1QD1

No logs or useful screenshots were provided.

Until you have verified that the load order of those plugins does not change, it is a waste of time to speculate how it might have changed. It is not the only reason I gave why there may be outdated tree LOD in the load order.

The FAQ answers for this issue and the explanations for the too many billboards on the tree LOD atlas link to https://dyndolod.info/Help/Ultra-Tree-LOD:
Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models.
You only need to install 3D tree LOD assets if you actually want to generate 3D tree LODs instead of just billboard tree LOD. Make sure the read the page, especially the Generating part.

Also see https://dyndolod.info/Help/Advanced-Mode and https://dyndolod.info/Generation-Instructions.

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Posted
14 minutes ago, sheson said:

No logs or useful screenshots were provided.

Until you have verified that the load order of those plugins does not change, it is a waste of time to speculate how it might have changed. It is not the only reason I gave why there may be outdated tree LOD in the load order.

The FAQ answers for this issue and the explanations for the too many billboards on the tree LOD atlas link to https://dyndolod.info/Help/Ultra-Tree-LOD:
Ultra tree LOD or LOD trees in object LOD are the terms used for when LOD for trees is done in object LOD instead of the standard tree LOD system. The LOD for the trees can be 3D tree LOD models, tree LOD billboards or a mixture of both - hybrid tree LOD models.
You only need to install 3D tree LOD assets if you actually want to generate 3D tree LODs instead of just billboard tree LOD. Make sure the read the page, especially the Generating part.

Also see https://dyndolod.info/Help/Advanced-Mode and https://dyndolod.info/Generation-Instructions.

Thank you. 

I am trying to test this out now. I used only Fabled Forest as a tree mod, and in the Fabled Forest FOMOD I selected the 3D LOD for Dyndolod. I changed the standard tree lod system to Ultra tree lod in Dyndolod. I will report back with logs if its done to show how it worked out. 

I didnt quite understand this part though:
https://imgur.com/a/7qScUZL
Am I correct that I don't have to do anything with this because I use the 3D LOD from Fabled Forest? I've selected "high" on Dyndolod as well. 
https://imgur.com/a/IruO9nu

Otherwise, I don't understand how I can put "Lod level 4 to Level0" and how I can "use Billboard4". Im not concerned about performance, my pc can run it. 

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