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Posted
  On 10/23/2021 at 9:24 PM, RockGodOne said:

I got TexGen and DynDOLOD working but I still never ever get 3D LODs for any tree mod. I only get the "+" shaped usual LODs. I tried Speed Trees and just now I tried A Little Tree Mod with its DynDOLOD 3 addon that supplies 3D LODs specifically for DynDOLOD 3. I still got just the "+" shaped LODs.

 

I saw a screenshot of A Little Tree Mod on a Discord server that looked absolutely gorgeous and he said that he used Billboard4 for LOD4 and LOD8 and then Billboard1 for LOD16. He said he used the addon too (obviously). So I tried exactly that. But no matter what I do, I still only get the ugly "+" shaped LODs. I have not made a single change in the DynDOLOD_SSE.ini file except to start in Advanced mode automatically. Do I need to make some other changes as well in order to get 3D LODs? I thought that option was set automatically?

Here is what I have selected. I picked the "High" option in the top right as well. What else do I need to do here or in the DynDOLOD_SSE.ini to get 3D Hybrid LOD models?

 

  Reveal hidden contents
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Obviously setting "Billboard" to all LOD levels will generate billboard tree LOD in all LOD levels.

Billboard4 can utilize HD tree LOD billboards which need to be generated by TexGen for their full potential. But billboards are always billboards.

Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html, which explains what ultra tree LOD is and that for 3D tree LOD, 3D tree LOD models of some kind are required and to set the "tree" mesh mask  rule to something like Level0, BillboardX, BillboardX.

Posted
  On 10/23/2021 at 9:28 PM, sheson said:

Obviously setting "Billboard" to all LOD levels will generate billboard tree LOD in all LOD levels.

Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html, which explains that for 3D tree LOD, 3D tree LOD models of some kind are required and to set the "tree" mesh mask  rule to something like Level0, BillboardX, BillboardX.

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I'm only going on what he said he did and he supplied a picture of the result and since everything on my end should be working, I don't think there is anything obvious about it. I have the Ultra option checked as seen in the picture and even when I selected "level0" for LOD4, I still got "+" shaped LODs. So I'm not sure what I'm doing wrong. The A Little Tree Mod - DynDOLOD 3 - addon mod on the Nexus supplies the 3D LOD models. I have it installed and enabled right underneath the main file for A Little Tree Mod, which is also enabled.

Posted
  On 10/23/2021 at 9:39 PM, RockGodOne said:

I'm only going on what he said he did and he supplied a picture of the result and since everything on my end should be working, I don't think there is anything obvious about it. I have the Ultra option checked as seen in the picture and even when I selected "level0" for LOD4, I still got "+" shaped LODs. So I'm not sure what I'm doing wrong. The A Little Tree Mod - DynDOLOD 3 - addon mod on the Nexus supplies the 3D LOD models. I have it installed and enabled right underneath the main file for A Little Tree Mod, which is also enabled.

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Read ..\DynDOLOD\docs\trees.ultra\DynDOLOD-Trees.html, which explains that while the LOD is generated the log will print a detailed report for each tree into ..\DynDOLOD\Logs\DynDOLOD_[GAMEMODE]_Tree_Report.txt.

That report tells you which LOD assets were found and used for each tree and LOD level.

Posted
  On 10/23/2021 at 9:39 PM, RockGodOne said:

I'm only going on what he said he did and he supplied a picture of the result and since everything on my end should be working, I don't think there is anything obvious about it. I have the Ultra option checked as seen in the picture and even when I selected "level0" for LOD4, I still got "+" shaped LODs. So I'm not sure what I'm doing wrong. The A Little Tree Mod - DynDOLOD 3 - addon mod on the Nexus supplies the 3D LOD models. I have it installed and enabled right underneath the main file for A Little Tree Mod, which is also enabled.

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If you set Level0 for LOD4 of LTM DynDOLOD Add-On mod, you will not get billboards in LOD4.

Also be sure to run TexGen first ... and hide/remove any billboards shipping with LTM. They are not needed with the Add-On if you are using DynDOLOD 3 Alpha and can override TexGen assets, which are required for DynDOLOD to honor your tree rule. Be certain to install TexGen output as a mod (enable this BEFORE running DynDOLOD) one priority less than DynDOLOD 3 output, both at the highest priority in your installed mods. Sort with LOOT. Check 'winning' assets using MO conflict management if necessary. It really is pretty straight forward.

I think you may be getting LTM billboards due to problems with asset prioritization.

Posted
  On 9/22/2021 at 8:42 PM, sheson said:

Read the DynDOLOD manual how to generate LOD for Open Cities in two passes. First pass without it for object and tree LOD. Second part with it for dynamic LOD.

If help is required to solve the cause of errors, provide necessary information and ask for help how to solve them.

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I looked for this issue and could not find anything, sorry if this has been answered already.

The two pass method always worked for me with DynDOLOD versions 2.x

With 3.0 on the second pass with open cities active in the load order, i get an error:

Found Open Cities Skyrim.esp

Remove it temporarily from the load order

The only option is Exit DynDOLOD.

Per the manual, I did not alter anything in DynDOLOD_SSE.ini for open cities.

My DynDOLOD_SSE.ini contains:

;
; !!! NO NEED TO COMMENT OUT ANYTHING FOR OPEN CITIES !!!
;
; Parent world name
[Skyrim Tamriel]

IgnoreIfPluginExists=Open Cities Skyrim.esp

But it seems the plugin is not being ignored. I don't know what other information or files to attach here, but I will if needed.

Thanks for any help or advice

Posted
  On 10/24/2021 at 3:59 AM, Javelin_- said:

I looked for this issue and could not find anything, sorry if this has been answered already.

The two pass method always worked for me with DynDOLOD versions 2.x

With 3.0 on the second pass with open cities active in the load order, i get an error:

Found Open Cities Skyrim.esp

Remove it temporarily from the load order

The only option is Exit DynDOLOD.

Per the manual, I did not alter anything in DynDOLOD_SSE.ini for open cities.

My DynDOLOD_SSE.ini contains:

;
; !!! NO NEED TO COMMENT OUT ANYTHING FOR OPEN CITIES !!!
;
; Parent world name
[Skyrim Tamriel]

IgnoreIfPluginExists=Open Cities Skyrim.esp

But it seems the plugin is not being ignored. I don't know what other information or files to attach here, but I will if needed.

Thanks for any help or advice

Expand  

Click he Help for this message link to open ..\DynDOLOD\docs\help\OpenCities.html as explained in the first post.

The instructions in DynDOLOD_Manual.html or OpenCities.html explain which setting in the INI needs to be edited. Follow the instructions.

Posted
  On 10/24/2021 at 6:15 AM, sheson said:

Click he Help for this message link to open ..\DynDOLOD\docs\help\OpenCities.html as explained in the first post.

The instructions in DynDOLOD_Manual.html or OpenCities.html explain which setting in the INI needs to be edited. Follow the instructions.

Expand  

Thank you very much for the quick reply and for pointing me to the correct help doc. Just wanted to note that this particular error message box from DynDOLOD does not have a "Help for this message" link. The available links are "DynDOLOD FAQ" | "Support Forum" | "Copy message to Clipboard" . 

Really appreciate the work you've done on DynDOLOD, it really is an incredible tool; cheers!

Posted
  On 10/24/2021 at 6:30 AM, Javelin_- said:

Thank you very much for the quick reply and for pointing me to the correct help doc. Just wanted to note that this particular error message box from DynDOLOD does not have a "Help for this message" link. The available links are "DynDOLOD FAQ" | "Support Forum" | "Copy message to Clipboard" . 

Really appreciate the work you've done on DynDOLOD, it really is an incredible tool; cheers!

Expand  

It should have had the link. Thanks for reporting that bug.

Posted

I keep getting this error while trying to generate LOD... I've removed and reinstalled the mod in question but the problem persists.  Any help would be greatly appreciated.

[Window Title]
DynDOLOD

[Main Instruction]
Error: No base record for RodryksDragonBridge.esp [REFR:0100183E] (in GRUP Cell Temporary Children of DragonBridgeExterior04 [CELL:0000934A] (in Tamriel "Skyrim" [WRLD:0000003C] at -26,19))

[Exit DynDOLOD]

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

Posted
  On 10/24/2021 at 4:20 PM, BrotherShamus said:

I keep getting this error while trying to generate LOD... I've removed and reinstalled the mod in question but the problem persists.  Any help would be greatly appreciated.

[Window Title]
DynDOLOD

[Main Instruction]
Error: No base record for RodryksDragonBridge.esp [REFR:0100183E] (in GRUP Cell Temporary Children of DragonBridgeExterior04 [CELL:0000934A] (in Tamriel "Skyrim" [WRLD:0000003C] at -26,19))

[Exit DynDOLOD]

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

Expand  

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

Reinstalling a plugin typically does not change its content.

Always use the latest version.

If you look up the mentioned record 0100183E in xEdit you see that the plugin deleted the reference. The plugin should be cleaned.

Posted

For the life of me, I thought DynDOLOD's alpha also handled terrain LOD's. Actually, I thought DynDOLOD and xLodGen were basically the same thing, just done by different authors. So I can be a bit slow on the uptake, but I finally looked the latter up and saw that not only is it the same author, but one does terrain LOD's and one does trees/object LOD's. So I'm assuming that we basically need to run BOTH if we want the best VISUAL experience, correct? Sorry for asking. I just finally have a video card that can handle everything I can throw at it so far and I've gone a bit over the edge on downloading stuff. And xLodGen looks like it can generate a bunch of the LODs I seem to be downloading individual mod LODs for. I feel stupid for never even having bothered looking it up in the first place. But if I add it to my basic "routine" (along with DynDOLOD, Nemesis, etc) before playing I wouldn't need mods like Terrain LOD Redone, right?

Posted
  On 10/24/2021 at 7:04 PM, skinjack said:

For the life of me, I thought DynDOLOD's alpha also handled terrain LOD's. Actually, I thought DynDOLOD and xLodGen were basically the same thing, just done by different authors. So I can be a bit slow on the uptake, but I finally looked the latter up and saw that not only is it the same author, but one does terrain LOD's and one does trees/object LOD's. So I'm assuming that we basically need to run BOTH if we want the best VISUAL experience, correct? Sorry for asking. I just finally have a video card that can handle everything I can throw at it so far and I've gone a bit over the edge on downloading stuff. And xLodGen looks like it can generate a bunch of the LODs I seem to be downloading individual mod LODs for. I feel stupid for never even having bothered looking it up in the first place. But if I add it to my basic "routine" (along with DynDOLOD, Nemesis, etc) before playing I wouldn't need mods like Terrain LOD Redone, right?

Expand  

Read the first post which explains what the DynDOLOD 3 alpha is and what is expected of people participating it.

Read the first post of xLODGen terrain LOD beta:
"Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation."
The post explains the basics for generating terrain LOD. Also read Terrain-LOD-Readme.txt included in the download archive.

Read What is DynDOLOD:
"DynDOLOD is the advanced and easier version of xLODGen to generate a comprehensive LOD mod for the entire load order for much improved tree and object LOD for the different Skyrim and Enderal versions."
Check ..\DynDOLOD\docs\DynDOLOD_Manual.html "Terminology" and/or 
..\DynDOLOD\docs\help\Terminology.html

Read Skyrim TVDT - Occlusion Culling Data:

  1. Finalize load order
  2. use xLODGen to generate terrain LOD meshes [and textures]
  3. use TexGen/DynDOLOD to generate drastically improved object and tree LOD (uses terrain LOD meshes for object LOD optimization)
  4. use xLODGen to create Occlusion.esp (uses object LOD meshes to determine max height samples)

If you are using DynDOLOD 3 alpha, then obviously Occlusion.esp can generated in step 3. already now.

The terrain LOD textures included in Terrain LOD Redone were done with xLODGen. Pre-made LOD only works and looks correctly for the load order it was generated for.

Posted

Thanks. I was reading a few more posts on it as you responded. I will give this a try, since most (if not all) of my cities/towns/villages have mods changing them and I'm sure a multitude of the mods I use alters the terrain somewhat. Its just something else I need to add to my routine.

Thank you for the work you put into these tools. I'm sure it is difficult keeping them updated while answering inane questions from people like me. Enjoy your Sunday.

Posted

Hello im having a weird error where dyndolod 3 doesn't read dyndolod resources 3, it does not read the sbardscollegetowerlod.dds and sbardscollegetowerlod_n.dds but they are there inside the dyndolod resource folder....i don't know why this is happening.

Posted
  On 10/24/2021 at 8:27 PM, SamusArtorias said:

Hello im having a weird error where dyndolod 3 doesn't read dyndolod resources 3, it does not read the sbardscollegetowerlod.dds and sbardscollegetowerlod_n.dds but they are there inside the dyndolod resource folder....i don't know why this is happening.

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

Read the first post which explains to copy and paste the error message.

Click the Help for this message link if it exists on the message pop-up as explained in the first post for further explanations and tips.

Nobody has a clue what a "weird error" is...

The program uses standard OS functions to read files from disk. If the function returns a file not found error, it is because the file is not found or because file access is blocked by the OS, UAC or anitvir. In the latter case, there is really nothing a program can do about it (without trying to circumvent OS security - which then would make such a program malicious)

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