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Posted
  On 11/9/2021 at 3:50 PM, sheson said:

You have to find the mod overwriting dlc2treepineshortheavysnow01.nif and the other NIFs from the log. Typically I would assume that mod to also include the required textures or list a required for the mod that has them.

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Thank you for clarifying.

Posted

Hey sheson, quick question.

What exactly does dyndolod do with the grass cache?

Or more specifically, if I switch grass mods can I use the same grass cache for generation or do I have to regenerate it?

 

Posted
  On 11/13/2021 at 5:36 AM, RulerOfWorlds said:

Hey sheson, quick question.

What exactly does dyndolod do with the grass cache?

Or more specifically, if I switch grass mods can I use the same grass cache for generation or do I have to regenerate it?

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The grass cache contains the positions of grass models for each grass model.

If the grass cache needs updating is a question to ask on NGIO. Changing grass mods typically means it is outdated.

Posted

I'm currently getting a weird empty spot on my grass right before the last loaded cells, and after the real grass ends. What have I done wrong? I've tried disabling grass fade, have tried adjusted fade range, fade start min and max, I'm out of ideas of what to try. Did the pre cash, texgen and dyndolod. Didn't enable override grass distance option in NGIO config, thought that'd be unnecessary with grass lod. Did I miss something on the main page? I've read it 5 times already, can't find a solution on it or online. 

Posted
  On 11/13/2021 at 12:24 PM, KatCut said:

I'm currently getting a weird empty spot on my grass right before the last loaded cells, and after the real grass ends. What have I done wrong? I've tried disabling grass fade, have tried adjusted fade range, fade start min and max, I'm out of ideas of what to try. Did the pre cash, texgen and dyndolod. Didn't enable override grass distance option in NGIO config, thought that'd be unnecessary with grass lod. Did I miss something on the main page? I've read it 5 times already, can't find a solution on it or online. 

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Ensure you are using the corresponding DynDOLOD grass mode in both the NGIO config and in the DynDOLOD gui when you generate.

Posted
  On 11/13/2021 at 12:24 PM, KatCut said:

I'm currently getting a weird empty spot on my grass right before the last loaded cells, and after the real grass ends. What have I done wrong? I've tried disabling grass fade, have tried adjusted fade range, fade start min and max, I'm out of ideas of what to try. Did the pre cash, texgen and dyndolod. Didn't enable override grass distance option in NGIO config, thought that'd be unnecessary with grass lod. Did I miss something on the main page? I've read it 5 times already, can't find a solution on it or online. 

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Read the second post.

Grass LOD either starts right beyond the loaded cells (mode 1) order beyond the large reference grid (mode 2) set in the advanced options.

As explained in the second post set the desired DynDOLODGrassMode in NGIO INI so full grass renders to the correcting distance.

Posted
  On 11/13/2021 at 2:34 PM, sheson said:

Read the second post.

Grass LOD either starts right beyond the loaded cells (mode 1) order beyond the large reference grid (mode 2) set in the advanced options.

As explained in the second post set the desired DynDOLODGrassMode in NGIO INI so full grass renders to the correcting distance.

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I'm sorry I missed that. I probably miss understood the explanation u gave on the main page. I thought the options were to start after the last loaded cells mode 1 and much further away in mode 2. I now see that makes no sense, as that would require extended grass from NGIO. I'm kinda new to this stuff, so sorry for the misunderstanding. Just to clarify, does large reference mode mean closer to the player than the furthest loaded cells or not? Cause If it's close enough to blend with the real grass, then that's the solution to my problem. But if not then It would only make it worst.

PS: I'm autistic, so maybe a more literal and detailed explanation could help me grasp it. I'm quite terrible with figurative thinking. Also english isn't my first language...

NVM: Found the issue. My base game settings for grass weren't working properly, so no matter how far I set it, it would never render all the grass all the way up to the cell borders. So the solution is to use NGIO's override grass distance without the extended grass. Fixes the issue with no noticeable pop in. The only thing I did notice popping in, was tree lods when I got closer to them, they flickered in to a new model, even tho, I'm using ultra trees. I was moving at 500 speedmult tho, so maybe the engine didn't have time to fade it in in time idk. U made this mod u should know If I messed something up. I've used dyndolod 2 for over three years and didn't get this kind of flickering, that've noticed at least. Using EVT for 3.0. Why does the flickering happen? Why not just fade it in like with grass?

Posted
  On 11/13/2021 at 5:07 PM, KatCut said:

I'm sorry I missed that. I probably miss understood the explanation u gave on the main page. I thought the options were to start after the last loaded cells mode 1 and much further away in mode 2. I now see that makes no sense, as that would require extended grass from NGIO. I'm kinda new to this stuff, so sorry for the misunderstanding. Just to clarify, does large reference mode mean closer to the player than the furthest loaded cells or not? Cause If it's close enough to blend with the real grass, then that's the solution to my problem. But if not then It would only make it worst.

PS: I'm autistic, so maybe a more literal and detailed explanation could help me grasp it. I'm quite terrible with figurative thinking. Also english isn't my first language...

NVM: Found the issue. My base game settings for grass weren't working properly, so no matter how far I set it, it would never render all the grass all the way up to the cell borders. So the solution is to use NGIO's override grass distance without the extended grass. Fixes the issue with no noticeable pop in. The only thing I did notice popping in, was tree lods when I got closer to them, they flickered in to a new model, even tho, I'm using ultra trees. I was moving at 500 speedmult tho, so maybe the engine didn't have time to fade it in in time idk. U made this mod u should know If I messed something up. I've used dyndolod 2 for over three years and didn't get this kind of flickering, that've noticed at least. Using EVT for 3.0. Why does the flickering happen? Why not just fade it in like with grass?

Expand  

DynDOLOD 2/3 do things exactly the same. DynDOLOD does not change how the engine works. Ultra tree LOD means LOD for trees in done in object LOD.

The engine loads full models for a cell first before disabling object LOD. In that brief time full model and object LOD models show at the same time. The busier the game is the longer that might take.

Posted
  On 11/13/2021 at 5:42 PM, sheson said:

DynDOLOD 2/3 do things exactly the same. DynDOLOD does not change how the engine works. Ultra tree LOD means LOD for trees in done in object LOD.

The engine loads full models for a cell first before disabling object LOD. In that brief time full model and object LOD models show at the same time. The busier the game is the longer that might take.

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gotcha, thanks for all u've done for the community ; )

Posted
  On 11/14/2021 at 4:05 PM, Kattmandu said:

Do we disable the DynDOLOD Resources SE mod after the LOD files have been generated at the end of the STEP guide?

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The instructions include all the steps that need to be done. The instructions do not include the infinite number of things not to do.

Since there is no instruction to disable DynDOLOD Resource SE, it means that they should not be disabled. The DynDOLOD Resources SE includes assets that are required in game.

  • Thanks 1
Posted

Hello all,

Is anyone able to lend a hand on an issue with bird LODs? I'm using Flying Crows SSE (https://www.nexusmods.com/skyrimspecialedition/mods/49270)
Since using the mod when it was first uploaded, both with DynDOLOD version 2.x and 3.x the LODs for the crows have been completely in sync despite the "Desync Birds of Prey" patch being installed and active.

I've checked the two Activator records in the DynDOLOD esp (0010581f and 00105824) and they have the "Random Anim Start" enabled, so not sure where the issue is coming from. The esp for the Flying Crows mod does not have any Activator records requiring this flag to be enabled, though it does have Moveable Statics but the relevant flag is enabled here.

Using the DynDOLOD DLL, if that makes a difference. Log files are uploaded here: https://ufile.io/0ilgsfj4

Apologies if this is a stupid question and I've missed something obvious, LODs aren't my strong point in Skyrim modding.

Posted
  On 11/14/2021 at 10:13 PM, Halliphax said:

Hello all,

Is anyone able to lend a hand on an issue with bird LODs? I'm using Flying Crows SSE (https://www.nexusmods.com/skyrimspecialedition/mods/49270)
Since using the mod when it was first uploaded, both with DynDOLOD version 2.x and 3.x the LODs for the crows have been completely in sync despite the "Desync Birds of Prey" patch being installed and active.

I've checked the two Activator records in the DynDOLOD esp (0010581f and 00105824) and they have the "Random Anim Start" enabled, so not sure where the issue is coming from. The esp for the Flying Crows mod does not have any Activator records requiring this flag to be enabled, though it does have Moveable Statics but the relevant flag is enabled here.

Using the DynDOLOD DLL, if that makes a difference. Log files are uploaded here: https://ufile.io/0ilgsfj4

Apologies if this is a stupid question and I've missed something obvious, LODs aren't my strong point in Skyrim modding.

Expand  

Crows are not birds of prey.

For references using the same base record / model not to be in sync the Random Animation Start flag has to be set.

If there are animations in sync, you might not be looking up the correct base records.

DynDOLOD create copies of the base records for the LOD. They typically should have the Random Animation Start flag set as well.

Use DynDOLOD 3 alpha for this mod, I can not guarantee 2.x has all the required functionality for it.

Posted
  On 11/15/2021 at 7:47 AM, sheson said:

Crows are not birds of prey.

For references using the same base record / model not to be in sync the Random Animation Start flag has to be set.

If there are animations in sync, you might not be looking up the correct base records.

DynDOLOD create copies of the base records for the LOD. They typically should have the Random Animation Start flag set as well.

Use DynDOLOD 3 alpha for this mod, I can not guarantee 2.x has all the required functionality for it.

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Spot on, that was the problem. Doesn't look like DynDOLOD forwarded the Random Anim Start flag from the base record in the source ESP over to the DynDOLOD.esm file. Setting the records manually did the trick (for anyone in the future reading, it's the below records):

FlyingCrowSILENT_DynDOLOD_LOD [MSTT:150074A5]
FlyingCrow_01_DynDOLOD_LOD [MSTT:150074A1]
FlyingCrow_02_DynDOLOD_LOD [MSTT:150074C7]
FlyingCrow_03_DynDOLOD_LOD [MSTT:150075A7]
FlyingCrow_04_DynDOLOD_LOD [MSTT:1500748A]
FlyingCrow_FLOCK_DynDOLOD_LOD [MSTT:15007596]

 

Thanks Sheson, PM me your address and I'll be sure to UPS my first born over.

Posted
  On 11/15/2021 at 9:14 AM, Halliphax said:

Spot on, that was the problem. Doesn't look like DynDOLOD forwarded the Random Anim Start flag from the base record in the source ESP over to the DynDOLOD.esm file. Setting the records manually did the trick (for anyone in the future reading, it's the below records):

FlyingCrowSILENT_DynDOLOD_LOD [MSTT:150074A5]
FlyingCrow_01_DynDOLOD_LOD [MSTT:150074A1]
FlyingCrow_02_DynDOLOD_LOD [MSTT:150074C7]
FlyingCrow_03_DynDOLOD_LOD [MSTT:150075A7]
FlyingCrow_04_DynDOLOD_LOD [MSTT:1500748A]
FlyingCrow_FLOCK_DynDOLOD_LOD [MSTT:15007596]

 

Thanks Sheson, PM me your address and I'll be sure to UPS my first born over.

Expand  

Why do you not just use the latest DynDOLOD 3 Alpha version?

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