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Posted (edited)

Hi Sheson, perhaps a silly question but Im currently trying out three different meshrules in order to determine what works best for my setup and I was wondering: 

Since I now have successfully generated three different "Dyndolod-output.zip-files" (zip1= "LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1" /  zip2= "LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1" / zip3= " LOD4/Level0, LOD8/Billboard2, LOD16/Billboard2") I guess I don't have to do a "clean save/install" if I would like to test and compare these quickly? It should be enough with removing the old zip (1) for the new one (2) in my modorganizer (since they are based/generated on the exact same meshes/textures/skse/Texgen)?

Edited by TheDude
Posted
  On 9/9/2021 at 5:36 PM, TheDude said:

Hi Sheson, perhaps a silly question but Im currently trying out three different meshrules in order to determine what works best for my setup and I was wondering: 

Since I now have successfully generated three different "Dyndolod-output.zip-files" (zip1= "LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1" /  zip2= "LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1" / zip3= " LOD4/Level0, LOD8/Billboard2, LOD16/Billboard2") I guess I don't have to do a "clean save/install" if I would like to test and compare these quickly? It should be enough with removing the old zip (1) for the new one (2) in my modorganizer (since they are based/generated on the exact same meshes/textures/skse/Texgen)?

Expand  

Going by the documentation and my own OCD, in order to guarantee that object LOD is representative of what we think it should be, we need a clean save between differing DynDOLOD runs. Here's what I do:

  1. Start a new game, using Alternate Start mod to give me Breezehome (or wherever is convenient for my testing)
  2. Walk down to my front door and make sure my weather-switching mod is readied
  3. Wait until noon-ish
  4. Save (this is my clean save that I can reload every time DynDOLOD output changes)
  5. Exit home, and approach front gate (DynDOLOD successfully activates as I walk to the gate)
  6. Enter the worldspace exterior by opening the gate
  7. COC/COW to a position and possibly use distant references to line myself up for screenshots

This way, you can always use the save game at step 4 for each run.

Another tip: you don't need to zip your outputs. They can be placed directly into the empty mod. This saves some tedium and time when working with lots of outputs if you have the drive space. MO doesn't install mods as archives either even though it will read from them.

Posted
  On 9/9/2021 at 5:36 PM, TheDude said:

Hi Sheson, perhaps a silly question but Im currently trying out three different meshrules in order to determine what works best for my setup and I was wondering: 

Since I now have successfully generated three different "Dyndolod-output.zip-files" (zip1= "LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1" /  zip2= "LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1" / zip3= " LOD4/Level0, LOD8/Billboard2, LOD16/Billboard2") I guess I don't have to do a "clean save/install" if I would like to test and compare these quickly? It should be enough with removing the old zip (1) for the new one (2) in my modorganizer (since they are based/generated on the exact same meshes/textures/skse/Texgen)?

Expand  

Why would you save between tests and then load that save for the next test when testing mods?

For quick LOD testing, simply coc whiterun form main menu.

Or keep loading  the same save that was cleaned or never saw DynDOLOD output before.

  • Like 1
Posted
  On 9/9/2021 at 8:12 PM, sheson said:

Why would you save between tests and then load that save for the next test when testing mods?

For quick LOD testing, simply coc whiterun form main menu.

Or keep loading  the same save that was cleaned or never saw DynDOLOD output before.

Expand  

Good to know that this should work as well. Never thought of it.

Posted

Hello I have a problem with my LOD with both a vanilla game and using LODgen. The LOD doesn't change assets until I'm very fairly close. Made sure ugrids was at 5. This happens on a completely vanilla fallout 4 not sure what the issue is 

 

Rtx 2080ti 

I7 8700k 

16g ram 

M.2 SSD Screenshot_20210907-191953_Discord.thumb.jpg.936c0d52d0a33a9cd8f316253bff9271.jpg

Posted
  On 9/9/2021 at 9:26 PM, Vyse458 said:

Hello I have a problem with my LOD with both a vanilla game and using LODgen. The LOD doesn't change assets until I'm very fairly close. Made sure ugrids was at 5. This happens on a completely vanilla fallout 4 not sure what the issue is 

 

Rtx 2080ti 

I7 8700k 

16g ram 

M.2 SSD Screenshot_20210907-191953_Discord.thumb.jpg.936c0d52d0a33a9cd8f316253bff9271.jpg

Expand  

The LOD area starts beyond the active cells, the uGridsToLoad. Large objects that have their origin outside the active cells may span across cell borders. That is how the engine always worked as you already found out by verifying with the vanilla settings and game.

Posted (edited)

Thats just how it is? Its so Jarring even with ultra Everything.

 

Theres picture of my char standing on the rock beyond the bridge

 

Fo4lodgen Makes the LOD better for sure but its still jarring.

Besides increasing ugridstoload is there anything else that can be done? I've already maxed out everything with bethini.

ScreenShot41.png

Edited by Vyse458
Posted
  On 9/10/2021 at 5:02 AM, Vyse458 said:

Thats just how it is? Its so Jarring even with ultra Everything.

 

Theres picture of my char standing on the rock beyond the bridge

 

Fo4lodgen Makes the LOD better for sure but its still jarring.

Besides increasing ugridstoload is there anything else that can be done? I've already maxed out everything with bethini.

 

Expand  

The LOD area starts beyond the active cells, the uGridsToLoad area. To show full models (like clouds) in that area, the references need to be persistent and have the Is Full LOD flag set. Obviously this can not be done for too many things for performance reasons.

I suggest to create/install higher quality LOD models/textures. AFAIK there are a couple mods for FO4 that do just that.

Posted
  On 9/9/2021 at 8:12 PM, sheson said:

Why would you save between tests and then load that save for the next test when testing mods?

For quick LOD testing, simply coc whiterun form main menu.

Or keep loading  the same save that was cleaned or never saw DynDOLOD output before.

Expand  

True, thats even better! Will use "coc location" next time! Thanks!

Posted

Im new to using DYNDOLOD, but its been working fine so far, but I just changed a texture mod overhaul type thingy for Whiterun that came with a wip lods (the only thing i've changed or added) TEXGEN ran fine, but when i try to run DYNDOLOD it gets so far and then this pops up 

[Window Title]
DynDOLOD

[Main Instruction]
Can not resolve large reference in Skyrim.esm for cell [49,-13] in Reference #12 for Skyrim.esm SkuldafnWorld "Skuldafn" [WRLD:000278DD]

[Content]


Help for this message

FIX THE ERROR as explained in the help OR PERMANENTLY REMOVE THE BROKEN PLUGIN.
Ignore wrong "advice" to only temporarily disable plugins.
Do not try to circumvent the error message, FIX THE ERROR instead.


[Exit DynDOLOD]

[Footer]
DynDOLOD FAQ | Support Forum | Copy message to clipboard

 

I don't know what any of that means, so not sure what i have to replace or fix? the help didn't really..er..help, so can anyone point me in the right direction please?

Posted
  On 9/11/2021 at 12:41 PM, backudog said:

Im new to using DYNDOLOD, but its been working fine so far, but I just changed a texture mod overhaul type thingy for Whiterun that came with a wip lods (the only thing i've changed or added) TEXGEN ran fine, but when i try to run DYNDOLOD it gets so far and then this pops up 

[Window Title]
DynDOLOD

[Main Instruction]
Can not resolve large reference in Skyrim.esm for cell [49,-13] in Reference #12 for Skyrim.esm SkuldafnWorld "Skuldafn" [WRLD:000278DD]

[Content]


Help for this message

FIX THE ERROR as explained in the help OR PERMANENTLY REMOVE THE BROKEN PLUGIN.
Ignore wrong "advice" to only temporarily disable plugins.
Do not try to circumvent the error message, FIX THE ERROR instead.


[Exit DynDOLOD]

[Footer]
DynDOLOD FAQ | Support Forum | Copy message to clipboard

 

I don't know what any of that means, so not sure what i have to replace or fix? the help didn't really..er..help, so can anyone point me in the right direction please?

Expand  

You are participating in the DynDOLOD 3 alpha test.

Read the first post. Pay attention to the part In case of error messages, click "Help for this message" if available, which will open ..\DynDOLOD\docs\help\Unresolved.html. Read that help file.

There might be an edited/corrupt Skyrim.esm in the load order. Verifying the game files in Steam might help restoring the plugin.

In case further help to solve the issue is needed, read the first post what log files to upload when making posts.

Posted

Hi, i've just tested the latest version of DynDOLOD (40) with the new version of DynDOLOD Resources SE(12) and im getting this error, and i don't know what to do :(

kcb7YEV.png

Posted
  On 9/11/2021 at 7:54 PM, Mirx said:

Hi, i've just tested the latest version of DynDOLOD (40) with the new version of DynDOLOD Resources SE(12) and im getting this error, and i don't know what to do :(

 

Expand  

Read the first post which log files to include when making post.

Do not make screenshots of text. Use Copy message to clipboard and paste the message instead.

Edit: I was able to replicate. Will post a new version ASAP.

Posted

Hi. I have one of those Unresolved FormIDs errors when generating DynDOLOD.
The problem is that I don't have any error in my Load Order; I am a Wabbajack Modlist developper and thus have a Method Patched list that I carefully update.
Today I updated DynDOLOD and it flagged new mods that it didnt flag before as "Broken", and they come as is, I did not modify them.
The detected mods are:

- Away - Come Away

- G.R.I.M

I didn't try to go further to solve them as I have no wish to do so, those mods work as is, scripts are the only thing I do not touch in Skyrim Modding, I won't start now because you tell me to fix mods.

I don't know what kind of reasoning is behind the choice of gatekeeping users from your tool, like, cool you make one of the niftiest tools on SE Nexus, but that doesn't allow you to judge what mods are and aren't "broken".
I cannot simply toggle them off because they're required for my patches which are required for a correct Lod Generation.

I'd love it to be removed, maybe have warnings for broken mods if you really want to help users. Atleast a flag like xEdit's "-IKnowWhatImDoing" which would bypass that flag; would be of use.
I am completely speachless of this decision.

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