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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.

 

Posted
14 minutes ago, sheson said:

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

 

i have a Occlusion.esp left from old mod build, i just activate dyn outcome and Occlusion.esp and re-run dyn and keep all setting like im just build dyn? 

Posted
12 minutes ago, reeee said:

i have a Occlusion.esp left from old mod build, i just activate dyn outcome and Occlusion.esp and re-run dyn and keep all setting like im just build dyn? 

I updated my post. Just start with the existing DynDOLOD ouput/plugin and without any Occlusion. That is supposed to work as well.

If not, use xLODgen.

Posted
1 hour ago, narphous said:

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

I used OcclusionMaxThreadsObjectLOD=1 and no errors showed in the debug. I'll play with it more later and try 2/3, but as long as 1 works I'm not going to worry about it. Or maybe I'll just upgrade to 64 gig.

Posted (edited)
1 hour ago, sheson said:

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.

 

like when i changed my tree mod, for update i just need keep current texgen output active and disable dyn, run tex only check tree option to update, and enable dyn and only select tree option, it will do and save time?

and do i need update occlusion if i change tree or grass or water mod?

Edited by reeee
Posted
14 minutes ago, reeee said:

like when i changed my tree mod, for update i just need keep current dyn active, run dyn and only select tree option, i can quickly update dyn right?

and do i need select occlusion to update if i change tree grass or water mod?

Trees might also have LOD in object or dynamic LOD.

Updating works well in case a new mod that adds a new house etc. while existing assets (models and textures) and everything else stays the same.

If models or textures are replaced, then TexGen needs to be run and object, tree and dynamic LOD needs to be generated from scratch. You can try updating to see if the visual result is OK but it is very likely there will be visual discrepancies.

Any changes made by plugins to worldspace, cell records after initial DynDOLOD plugin generation might not be carried forward if updating or generating Occlusion.esp with existing DynDOLOD.esp in the load order. Such conflicts might need to be fixed manually.

That is just how patching plugins work. When plugins are created, they copy the winning overwrite records from the plugin with the highest priority to contain a record.

Posted (edited)

Sorry about this question, but I don't have time to read through 125 pages to see if it has been answered yet since I have an appointment in an hour.

I thought I had read that with DynDOLOD 3 you no longer needed No Grass in Objects. Maybe I read it wrong or it changed. But right now I am still sorting through conflicts on my new load order in MO2 and don't want to be hassled with all of the Occlusion/grass precaching, etc. I was just running through DynDOLOD to make sure it worked like before. So how should I approach this?

Go back to the older version of DynDOLOD I still have inactive in MO2? Or just don't check the grass option in the first screens of DynDOLOD 3 or anything to do with Occlusion? Or go back to the older version of DynDOLOD and the older version of No Grass in Objects? Or something different?

I really just don't want to wait an hour or two generating the grass LOD's and Occlusion when I am enabling/disabling/updating mods right now as I sort through my list to see what works. At 1000+ mods I assume I'm going to be on the longer side of that task, even with a i9-10980XE, 2080ti, and 64gb of RAM. 

 

EDIT: I guess I should note this is the first time I've used MO2, so I've never used the No Grass in Objects precache plugin before.

Edited by skinjack
Posted
1 hour ago, skinjack said:

Sorry about this question, but I don't have time to read through 125 pages to see if it has been answered yet since I have an appointment in an hour.

I thought I had read that with DynDOLOD 3 you no longer needed No Grass in Objects. Maybe I read it wrong or it changed. But right now I am still sorting through conflicts on my new load order in MO2 and don't want to be hassled with all of the Occlusion/grass precaching, etc. I was just running through DynDOLOD to make sure it worked like before. So how should I approach this?

Go back to the older version of DynDOLOD I still have inactive in MO2? Or just don't check the grass option in the first screens of DynDOLOD 3 or anything to do with Occlusion? Or go back to the older version of DynDOLOD and the older version of No Grass in Objects? Or something different?

I really just don't want to wait an hour or two generating the grass LOD's and Occlusion when I am enabling/disabling/updating mods right now as I sort through my list to see what works. At 1000+ mods I assume I'm going to be on the longer side of that task, even with a i9-10980XE, 2080ti, and 64gb of RAM. 

 

EDIT: I guess I should note this is the first time I've used MO2, so I've never used the No Grass in Objects precache plugin before.

Read the first post. For everything about grass LOD, read the second post and/or ..\DynDOLOD\docs\help\GrassLOD.html.
Read the included documentation. Use forum search.

If a certain option is not desired for testing or for the real thing, do not enable it in the INI or the advanced mode options window.

Typically, finalize the load order. Then generate LOD with all options as desired.

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