sheson Posted April 10, 2022 Author Posted April 10, 2022 2 hours ago, NBBEAST said: I can't upload my dyndolod debug log as its 120 mb, but heres the texgen log. TexGen_SSE_log.txt 1.68 MB · 0 downloads Do you think it's because of my ini settings within ngio or bethini? I do have extend grass count= true Extend grass distance= true Use grass cache= true Overwrite grass distance= 12,000 Overwrite grass fade range= 8,000 Only load from cache=true. Dyndolod grass mode=2 Bethini settings are under detail, grass fade range, slider is set to 14,128. I can't find an app to open the grass lod files within my texgen output folder. As explained on the first post, zip and upload large files to a file service. We can see from the TexGen log, that in the last session a good number of grass LOD billboards have been generated. Read the already mentioned https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List, which explains what other things to check. The NGIO or BethINI setting are irrelevant to grass LOD generation. As explained at https://dyndolod.info/Help/Grass-LOD, grass LOD is generated in object LOD Level 4. The only SkyrimPrefs.INI setting that affects that is the object LOD Level 4 (fBlockLevel0Distance) distance setting https://dyndolod.info/Help/Object-LOD#Settings, which can by changed in the game with the DynDOLOD SkyUI MCM Settings https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List#Settings
NBBEAST Posted April 12, 2022 Posted April 12, 2022 On 4/10/2022 at 5:14 PM, sheson said: As explained on the first post, zip and upload large files to a file service. We can see from the TexGen log, that in the last session a good number of grass LOD billboards have been generated. Read the already mentioned https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List, which explains what other things to check. The NGIO or BethINI setting are irrelevant to grass LOD generation. As explained at https://dyndolod.info/Help/Grass-LOD, grass LOD is generated in object LOD Level 4. The only SkyrimPrefs.INI setting that affects that is the object LOD Level 4 (fBlockLevel0Distance) distance setting https://dyndolod.info/Help/Object-LOD#Settings, which can by changed in the game with the DynDOLOD SkyUI MCM Settings https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List#Settings Thank you for the response. I'm sorry if i''m being tiresome, still getting used to the navigation of the forums. So I uploaded my debug log to Mega. https://mega.nz/file/4ctmEY4D#rUAzTI-LBlEHlqDgXrMG0fHTCpBHyp91_mW6FeD-P1c I saw things like "processing grass lod" in there. I also ran texgen and saw that it had grass textures and lod present for the grass within the preview screen. I did change the fblocklevel0distance in game using skyui from 15,000 to 90,000 and i didnt notice any difference.
sheson Posted April 12, 2022 Author Posted April 12, 2022 4 hours ago, NBBEAST said: Thank you for the response. I'm sorry if i''m being tiresome, still getting used to the navigation of the forums. So I uploaded my debug log to Mega. https://mega.nz/file/4ctmEY4D#rUAzTI-LBlEHlqDgXrMG0fHTCpBHyp91_mW6FeD-P1c I saw things like "processing grass lod" in there. I also ran texgen and saw that it had grass textures and lod present for the grass within the preview screen. I did change the fblocklevel0distance in game using skyui from 15,000 to 90,000 and i didnt notice any difference. It looks like the grass LOD billboards that TexGen generated are not installed in the load order or they are not being found. Make sure the TexGen output contains textures like textures\terrain\lodgen\tamrielicgrass.esp\tg_pineforest_mixedplants_00000800_1.dds and they are accessible in the game data folder (e.g. MO2 right window data tab). https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List
Gonzeh Posted April 14, 2022 Posted April 14, 2022 Hello everyone. I've read the FAQs, etc. Recently upgraded to Dyndolod 3.0 which is fantastic but I just want a little clarification. I understand billboards are no longer needed but do I still need these LOD packs below for generation?
sheson Posted April 14, 2022 Author Posted April 14, 2022 1 hour ago, Gonzeh said: Hello everyone. I've read the FAQs, etc. Recently upgraded to Dyndolod 3.0 which is fantastic but I just want a little clarification. I understand billboards are no longer needed but do I still need these LOD packs below for generation? https://dyndolod.info/Help/Tree-Grass-LOD-Billboards "All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*." "Use TexGen to generate all required LOD billboards for the current load order automatically." ""Do not install 3rd party LOD billboards. Use TexGen to generate them."" Check what LOD assets any 3rd party LOD pack contains. Do not install or remove the billboards if necessary, keep other LOD assets. https://dyndolod.info/Mods/Useful-3rd-Party-Mods "HD LODs Textures SE - install the DynDOLOD version. Overwrite any textures from DynDOLOD Resources SE but not the textures generated by TexGen. Adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. Do not install tree LOD billboards. Use TexGen to generate all desired billboards" https://dyndolod.info/Mods/Majestic-Mountains "Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE." It does not contain any billboards. Remove Mehrunes Dagon Distant Lod. Despite its name, it does not contain any distant LOD. It is a plugin that sets the IsFullLOD flag which means the full model is always shows. This will get replaced by the LOD model (for the vanilla statue) that ships with DynDOLOD Resources SE automatically. Instead add a rule to use the full model for static object LOD as explained at https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue The TexGen and DynDOLOD output need to overwrite any other mod.
Gonzeh Posted April 14, 2022 Posted April 14, 2022 29 minutes ago, sheson said: https://dyndolod.info/Help/Tree-Grass-LOD-Billboards "All LOD billboards files are in ..\Textures\Terrain\LODGen\*.*." "Use TexGen to generate all required LOD billboards for the current load order automatically." ""Do not install 3rd party LOD billboards. Use TexGen to generate them."" Check what LOD assets any 3rd party LOD pack contains. Do not install or remove the billboards if necessary, keep other LOD assets. https://dyndolod.info/Mods/Useful-3rd-Party-Mods "HD LODs Textures SE - install the DynDOLOD version. Overwrite any textures from DynDOLOD Resources SE but not the textures generated by TexGen. Adjust Max tile size on advanced options to match the downloaded resolution or use it to shrink higher resolution back down to lower resolution automatically while the atlas is created. Do not install tree LOD billboards. Use TexGen to generate all desired billboards" https://dyndolod.info/Mods/Majestic-Mountains "Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE." It does not contain any billboards. Remove Mehrunes Dagon Distant Lod. Despite its name, it does not contain any distant LOD. It is a plugin that sets the IsFullLOD flag which means the full model is always shows. This will get replaced by the LOD model (for the vanilla statue) that ships with DynDOLOD Resources SE automatically. Instead add a rule to use the full model for static object LOD as explained at https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue The TexGen and DynDOLOD output need to overwrite any other mod. Thank you so much for clearing all of this up for me! Next up i'm gonna learn how to xlodgen my terrain as i've never tried that before. I have MM overwriting resources as stated, TexGen overwrites everything that isn't covered by HD LOD Textures SE as well and Dyndolod is overwriting all the relevant files. Thanks to your help I think I have it setup perfectly. Much appreciated!
Youss123123 Posted April 14, 2022 Posted April 14, 2022 (edited) This might seem stupid and I am probably doing something wrong but my tree billboards and/or LODs look way uglier than they do in screenshots posted by the mod author, I use Dyndolod 3 and keep ultra checked, I always run Texgen and activate it before Dyndolod, Increasing the resolution doesn't seem to really help, I use happy little trees and its Dyndolod 3 quality addon, I also use Reach Tree Replacer but reach trees are not what I really care about right now How they look like in screenshots posted by mod author: https://imgur.com/a/qmLI0hc How they look like in my game: https://imgur.com/a/Pj4escW Compare this to the last screenshots in the ones taken by the HLT mod author, He is probably using Level0, 1 and 2 for his LODs but should my billboards really look THAT bad? Dyndolod 3 TexGen and Dyndolod's settings: https://imgur.com/a/mIKlL16 Plugins and Modlist: https://modwat.ch/u/Youss Any way to make those look better? I even compared my screenshots to other user's screenshots that use billboards instead of level 1 and 2 for LOD8 and 16, Mine are still terrible compared to them Edited April 14, 2022 by Youss123123
sheson Posted April 14, 2022 Author Posted April 14, 2022 (edited) 59 minutes ago, Youss123123 said: This might seem stupid and I am probably doing something wrong but my tree billboards and/or LODs look way uglier than they do in screenshots posted by the mod author, I use Dyndolod 3 and keep ultra checked, I always run Texgen and activate it before Dyndolod, Increasing the resolution doesn't seem to really help, I use happy little trees and its Dyndolod 3 quality addon, I also use Reach Tree Replacer but reach trees are not what I really care about right now How they look like in screenshots posted by mod author: https://imgur.com/a/qmLI0hc How they look like in my game: https://imgur.com/a/Pj4escW Compare this to the last screenshots in the ones taken by the HLT mod author, He is probably using Level0, 1 and 2 for his LODs but should my billboards really look THAT bad? Dyndolod 3 TexGen and Dyndolod's settings: https://imgur.com/a/mIKlL16 Plugins and Modlist: https://modwat.ch/u/Youss Any way to make those look better? I even compared my screenshots to other user's screenshots that use billboards instead of level 1 and 2 for LOD8 and 16, Mine are still terrible compared to them See the first post of the DynDOLOD 3 Alpha thread where to make posts.I moved your post. See the first which TexGen/DynDOLOD log and debug to upload when making posts. If you have issues with the quality of 3rd party LOD assets provided by third party mods, you need to check with the mods description, comments and ask their author. Do not install an 3rd party billboards, remove them if there are any. Use TexGen to generate all desired billboards. Check its log that that it did that there are no errors or warnings. See https://dyndolod.info/Help/Ultra-Tree-LOD Generate HD billboards and use Billboard4 with ultra tree LOD for best possible billboard visuals. Also set the TreeFullFallBack=4 in the DynDOLOD INI in case 3D tree LOD models do not exist. Billboards can not reach the same quality as 3D tree LODs. Check the DynDOLOD_SSE_Tree_Report.txt as explained to verify which LOD assets were found and used. Install or create 3D tree LOD assets as needed. Edited April 14, 2022 by sheson
Youss123123 Posted April 14, 2022 Posted April 14, 2022 1 hour ago, sheson said: See the first post of the DynDOLOD 3 Alpha thread where to make posts.I moved your post. See the first which TexGen/DynDOLOD log and debug to upload when making posts. If you have issues with the quality of 3rd party LOD assets provided by third party mods, you need to check with the mods description, comments and ask their author. Do not install an 3rd party billboards, remove them if there are any. Use TexGen to generate all desired billboards. Check its log that that it did that there are no errors or warnings. See https://dyndolod.info/Help/Ultra-Tree-LOD Generate HD billboards and use Billboard4 with ultra tree LOD for best possible billboard visuals. Also set the TreeFullFallBack=4 in the DynDOLOD INI in case 3D tree LOD models do not exist. Billboards can not reach the same quality as 3D tree LODs. Check the DynDOLOD_SSE_Tree_Report.txt as explained to verify which LOD assets were found and used. Install or create 3D tree LOD assets as needed. Should I still use Level0 for LOD4 or Should I use Billboard 4 for everything?
sheson Posted April 14, 2022 Author Posted April 14, 2022 1 hour ago, Youss123123 said: Should I still use Level0 for LOD4 or Should I use Billboard 4 for everything? That depends if you want to use 3D tree LOD (best visuals) for the first LOD Level 4 or not.
Youss123123 Posted April 14, 2022 Posted April 14, 2022 17 minutes ago, sheson said: That depends if you want to use 3D tree LOD (best visuals) for the first LOD Level 4 or not. I know it moslty depends on hardware, But would it be noticeable in the looks if I use level0 for LOD4 and LOD8 but keep it Billboard4 for LOD16 so its hard to notice while far away? and would that affect my performance much? Because using level0, 1 and 2 for LOD4, LOD8 and LOD16 brought me from 70 to 30 fps
sheson Posted April 14, 2022 Author Posted April 14, 2022 20 minutes ago, Youss123123 said: I know it moslty depends on hardware, But would it be noticeable in the looks if I use level0 for LOD4 and LOD8 but keep it Billboard4 for LOD16 so its hard to notice while far away? and would that affect my performance much? Because using level0, 1 and 2 for LOD4, LOD8 and LOD16 brought me from 70 to 30 fps 3D tree LOD typically looks better than billboards. Only you can judge the visual and performance impact that different options have for your load order and setup. As always, generate the different options, install output into different mods, make screenshots, track FPS compare.
DarthVitrial Posted April 14, 2022 Posted April 14, 2022 (edited) After updating to alpha 88 I'm getting an error when generating Winter LOD for the Tundra Homestead CC (tamriel worldspace): Error processing meshes\creationclub\eejsse001\architecture\eej_towerroof.nif Object reference not set to an instance of an object. Other than reinstalling dyndolod resources, I haven't made any changes between this run and the prior (successful) run,only change was going to alpha 88. Logs are too big to upload here so here's a mega link (there might be remnants from a prior run in the start of the logs though - I think I cleared out the older stuff but I might have missed one): https://mega.nz/file/ss1SDLQS#SpluHqI8fKtTDdZTUwWEhg7fHmhAR0Ub9NX4NMFumwc (Edit - it seems to be random where that "object reference not set" error happens, rerunning it it happened on Autumn one time and Winter twice, and on different nifs/different worldspaces each time. The common thread seems to be that it's always on a season other than default.) EDIT 2: definitely seasons specific, turning off season LOD it works just fine. EDIT 3: Seems specifically caused by the SeasonsCombineAtlas ini setting, when I change that to 0 the seasons lod works too. Edited April 15, 2022 by DarthVitrial
Youss123123 Posted April 14, 2022 Posted April 14, 2022 Most of my tree LODs have no leaves but just particles floating around the tree instead of leaves, But the leaves load after I get closer to them, What is the cause for this? I did generate Texgen and Dyndolod, I did download the Hybrid LODs from the mod author's page, I did everything I could possibly think of
NBBEAST Posted April 14, 2022 Posted April 14, 2022 (edited) On 4/12/2022 at 4:38 AM, sheson said: It looks like the grass LOD billboards that TexGen generated are not installed in the load order or they are not being found. Make sure the TexGen output contains textures like textures\terrain\lodgen\tamrielicgrass.esp\tg_pineforest_mixedplants_00000800_1.dds and they are accessible in the game data folder (e.g. MO2 right window data tab). https://dyndolod.info/Help/Grass-LOD#No-Grass-LOD-Check-List Awesome. Thank you for the response. So I opened the texgen output and I do have the tamrielicgrass.esp folder, and the various .dds files for each grass type within tamrielic grass. So i went to the data tab within mo2 and scrolled to "textures", and then opened up "lod" folder and saw a bunch of files from texgen output. Included in these files were some .dds lod files for the grass. So I have to think it did load the grass in actually, because its all there. To be honest with you, I'm pretty sure the grass lod is working for me now. I don't know what happened exactly but a few nights ago as I was playing, the grass lod seemingly loaded in for me. I think If i remember correctly, I deleted the old xlodgen output within mo2. I think that may have been overwriting any grass lod, I also didn't have xlod installed correctly. Either way, Whiterun looks ridiculously beautiful now, with seemingly endless grass. I can attach a couple photos and perhaps you could assure me that the lod is working as intended? I have noticed that I have alot more stuttering now, I think thats because I generated grass lod in mode 2 (and changed the adjacent ini within ngio) right? From what I hear grass lod mode 1 is alot more performance friendly. Also thank you Sheson. For being so gracious and helping me out here with my questions. Also great job on dyndolod 3.0, my game has been aggressively astonishing lately thanks to you and hlt, tamrielic grass and ngio. You've really brought Skyrim to a new level. Edit: Another question. Sorry. Should I disable "happy little trees addon- dyndolod 3" if i choose to generate hd trees within texgen for ultra trees in dyndolod 3.0? I ask this because I was trying to do just that and it failed on me when It was generating lod for Arnima (Worldspace within Beyond reach mod). Also what is the performance impact of hd trees with ultra trees? Is it much higher than just ultra trees? I imagine I probably shouldn't since my specs are 1050 gtx 1050ti with 4gb ram. I have ultra trees right now and it feels great. Thank you. Edited April 14, 2022 by NBBEAST
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