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Posted
  On 9/29/2021 at 7:28 PM, matashina said:

Yeah, I was unable to complete a run with a SuperDenseGrass-enabled grass cache. I made a new grass cache with that setting turned off and reran DynDOLOD. It completed in a normal amount of time and none of those "pos x outside cell y center z" messages showed up in the logs. 

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I assume with SuperDenseMode = 8?

I will have to test that to see what's up.

Posted
  On 9/30/2021 at 3:10 PM, DarkladyLexy said:

I have been trying out Grass LOD everything built OK but when i get into game I am have werid meshes issues. not sure where to start on this

Sep 30 2021 15_44_18.jpg

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Read the first post what log files to upload when making posts.

To see if this is LOD, open console and toggle LOD on/off. If it stays it is not LOD. If it goes away it is static object or terrain LOD.

If this is LOD related, read the DynDOLOD FAQ: Game: Out of place objects / floating objects / flickering full models 

Especially this answer:  If the problems is stuck object LOD in Whiterun after fast travel, change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000.

If this is LOD related, but not stuck object LOD, it has to be terrain LOD, as it is the only LOD type that is not disabled in the load cells.

If it doesn't go away, you should be able to get a form id by clicking it with console open.

Could be terrain underside for example. In that case it has too low quality or the height distance to 0 is to low.

Posted

I have a question about sharing Presets. I looked through the manual and searched this thread, but I couldn't find an exact answer to this. My apologies if it is indeed covered.

Say I download a Preset .ini and put it in DynDOLOD/Edit Scripts/DynDOLOD/Presets. I load DynDOLOD through MO2, and load the Preset in the GUI. My filepatlh is different from the person who uploaded the preset, so I change the output file path in the GUI. I save the preset.

Looking at the preset I have saved, it has a valid filepath to my chosen output directory. However, the mesh rules under [Skyrim LODGen] all contain invalid filepaths that do not point to the included DynDOLOD rules (they have the filepaths of the person who uploaded the original preset).

Is this an issue? I think that .ini might be how the rules load, so it seems like it might be an issue to me. Or do the rules dynamically change when starting to reflect the proper filepath of wherever DynDOLOD is installed? Or am I totally misunderstanding?

For example, see the attached .ini of me trying the STEP 2.0 Optimal Preset on a different mod setup.

Thanks in advance for your time. I appreciate any clarity you can offer.

DynDOLOD_SSE_Optimal1.iniFetching info...

Posted
  On 9/30/2021 at 11:13 PM, Nebulous112 said:

I have a question about sharing Presets. I looked through the manual and searched this thread, but I couldn't find an exact answer to this. My apologies if it is indeed covered.

Say I download a Preset .ini and put it in DynDOLOD/Edit Scripts/DynDOLOD/Presets. I load DynDOLOD through MO2, and load the Preset in the GUI. My filepatlh is different from the person who uploaded the preset, so I change the output file path in the GUI. I save the preset.

Looking at the preset I have saved, it has a valid filepath to my chosen output directory. However, the mesh rules under [Skyrim LODGen] all contain invalid filepaths that do not point to the included DynDOLOD rules (they have the filepaths of the person who uploaded the original preset).

Is this an issue? I think that .ini might be how the rules load, so it seems like it might be an issue to me. Or do the rules dynamically change when starting to reflect the proper filepath of wherever DynDOLOD is installed? Or am I totally misunderstanding?

For example, see the attached .ini of me trying the STEP 2.0 Optimal Preset on a different mod setup.

Thanks in advance for your time. I appreciate any clarity you can offer.

DynDOLOD_SSE_Optimal1.ini 51.75 kB · 0 downloads

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Presets like this are sub-optimal, as any mod-added rules are ignored, and any updated rules by Sheson would also be ignored. It is better to share individual rules or include them as mod-added rules. STEP 2.0 is incomplete, and we have chosen to use mod-added rules to make it far easier to apply.

Posted
  On 9/30/2021 at 8:50 AM, sheson said:

I assume with SuperDenseMode = 8?

I will have to test that to see what's up.

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Yes, with 8. :yes:

 

  On 9/29/2021 at 7:56 PM, z929669 said:

We have tested with larger/taller grass in NGIO, and this produces a similar effect without the performance hit. DynDOLOD runs fine. Give that a try. DynDOLOD grass density can be as low as 35% and still look 'full' under these conditions. i forget the grass size scale we used, but I would go with something like 125%-150%

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This is good to know, thank you. I'll try it out the next time I run DynDOLOD.

Posted
  On 9/30/2021 at 11:13 PM, Nebulous112 said:

I have a question about sharing Presets. I looked through the manual and searched this thread, but I couldn't find an exact answer to this. My apologies if it is indeed covered.

Say I download a Preset .ini and put it in DynDOLOD/Edit Scripts/DynDOLOD/Presets. I load DynDOLOD through MO2, and load the Preset in the GUI. My filepatlh is different from the person who uploaded the preset, so I change the output file path in the GUI. I save the preset.

Looking at the preset I have saved, it has a valid filepath to my chosen output directory. However, the mesh rules under [Skyrim LODGen] all contain invalid filepaths that do not point to the included DynDOLOD rules (they have the filepaths of the person who uploaded the original preset).

Is this an issue? I think that .ini might be how the rules load, so it seems like it might be an issue to me. Or do the rules dynamically change when starting to reflect the proper filepath of wherever DynDOLOD is installed? Or am I totally misunderstanding?

For example, see the attached .ini of me trying the STEP 2.0 Optimal Preset on a different mod setup.

Thanks in advance for your time. I appreciate any clarity you can offer.

DynDOLOD_SSE_Optimal1.ini 51.75 kB · 1 download

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The path to the INI files in the mesh mask rule is for information only. It does not need to exist.

Anybody uploading presets for guides should  remove the outputpath line, so the default will be used.

Posted
  On 9/30/2021 at 3:10 PM, DarkladyLexy said:

I have been trying out Grass LOD everything built OK but when i get into game I am have werid meshes issues. not sure where to start on this

Sep 30 2021 15_44_18.jpg

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Thought i solved this issue but i appears i havn't. I clicked on the mesh thing and the letad me to DynDOLOD.esp \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \ D5323690 <Tamriel_Underside_DynDOLOD_NOLOD> 🤔. So it an issue with underside generation on the preset I am using.

Posted
  On 10/1/2021 at 11:48 AM, DarkladyLexy said:

Thought i solved this issue but i appears i havn't. I clicked on the mesh thing and the letad me to DynDOLOD.esp \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \ D5323690 <Tamriel_Underside_DynDOLOD_NOLOD> 🤔. So it an issue with underside generation on the preset I am using.

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Could be terrain underside for example. In that case it has too low quality or the height distance to 0 is to low.

Use the defaults 10 for quality and 500 for the height. You can edit the z position of the reference in the DynDOLOD.esp with xEdit. E.g. 500 in the drop down is -500.

Posted
  On 10/1/2021 at 11:52 AM, sheson said:

Could be terrain underside for example. In that case it has too low quality or the height distance to 0 is to low.

Use the defaults 10 for quality and 500 for the height. You can edit the z position of the reference in the DynDOLOD.esp with xEdit. E.g. 500 in the drop down is -500.

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that might be my issue I have been playing around with Grass LOd Generation and for some reason i chamge the height from 500 to 100. I will swap it back and rebuild Thanks Sheson

 

Edit: yep swapping the height from 100 to 500 fixed it.

Posted

Hey folks, I was made aware HD LOD covers a few things TexGen alone doesn’t at this point. Looks like I would load this after DynDOLOD resources but before all my other fancy textures.

Is the plugin also needed? I noticed a few meshes in HD LOD have HD in the name (in the plugin) and wasn’t sure if this would cause issues pointing to a mesh that only Noble textures use and possibly overwrite something further down in my load order

 

thanks!

Posted
  On 10/1/2021 at 1:19 PM, EazyH said:

Hey folks, I was made aware HD LOD covers a few things TexGen alone doesn’t at this point. Looks like I would load this after DynDOLOD resources but before all my other fancy textures.

Is the plugin also needed? I noticed a few meshes in HD LOD have HD in the name (in the plugin) and wasn’t sure if this would cause issues pointing to a mesh that only Noble textures use and possibly overwrite something further down in my load order

thanks!

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The Requirements for DynDOLOD are listed on the first post and the included manual.

Read the manual Overwrite/Load orders. As it explains, refer to the install instructions of  the mod.

Posted

Currently using Ft Dawnguard HD & Chantry College. The college causes fancy glass doors which *would* normally conflict with Dawnguard. Ft Dawnguard HD Comes with a door plug-in that changes there texture path and everything so this shouldn’t be a problem.

But TexGen created LOD textures showing the glass door. I made sure no other records were overwriting the new door paths, so I am at a bit of a loss

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