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Posted
  On 5/9/2021 at 7:31 PM, sheson said:

You should be asking question related to the No Grass In Objects plugin on its comment section. AFAIK bounds do not affect the generated grass positions, though.

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I ask here because Dyndolod needs the Object bounds to generate grass LOD as seen in the trouble shooting of your second post: 

 

  Quote

 

Troubleshooting

Not all grass types have LOD / grass LOD billboards

  • Check TexGen generates grass LOD billboards for all desired grass types. Plugins from mods often forget to set object bounds on base records, which filters them out from automatic grass/tree LOD billboard generation. See ..\DynDOLOD\docs\help\TexGenConfiguration.html for more details.

 

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Matter not, I tested it and it seems to be fine. 

Posted
  On 5/9/2021 at 9:07 PM, RulerOfWorlds said:

I ask here because Dyndolod needs the Object bounds to generate grass LOD as seen in the trouble shooting of your second post: 

 

Matter not, I tested it and it seems to be fine. 

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TexGen uses the bounds to determine if a grass model should have a billboard generated automatically as is explained in the manual. There is also an alternative option to force generation of grass/tree billboards explained in the manual.

The grass cache is generated by No Grass in Objects and its generation or what settings might influence it has nothing to do with TexGen/DynDOLOD.

Posted
  On 5/9/2021 at 1:03 PM, gmahadhika91 said:

Phew, I found it, it's this mod: https://www.nexusmods.com/skyrimspecialedition/mods/37891?tab=description

Now I'm not sure how to fix it. Or that I shouldn't use it at all.

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I'm sorry, this mod works fine, it was a false positive. The real culprit turns out to be Skyrim 2021 modding guide: https://www.nexusmods.com/skyrimspecialedition/mods/40407

Its custom patch contains many .bto files. I take it I shouldn't use any .bto files unless they're generated from DynDOLOD based off of my load order, should I?

Posted
  On 5/10/2021 at 4:10 AM, gmahadhika91 said:

I'm sorry, this mod works fine, it was a false positive. The real culprit turns out to be Skyrim 2021 modding guide: https://www.nexusmods.com/skyrimspecialedition/mods/40407

Its custom patch contains many .bto files. I take it I shouldn't use any .bto files unless they're generated from DynDOLOD based off of my load order, should I?

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The Improved Mountain LOD and Z Fight Patch does add mountains far up north in the cells, though.

LOD only works and looks correctly for the load it was generated for. Pre-made LODs are always wrong and nobody should be using them. They are just a waste of time, especially for the users.

As explained in the manual, TexGen/DynDOLOD output always needs to overwrite everything. If there are pre-made LOD files in the load order for coordinates for which there is no data in the current plugins, then no new files will be generated to overwrite them and the engine will load and show those files obviously.

The author of that mod list does not understand how LOD works.

Posted
  On 5/10/2021 at 6:04 AM, sheson said:

The Improved Mountain LOD and Z Fight Patch does add mountains far up north in the cells, though.

LOD only works and looks correctly for the load it was generated for. Pre-made LODs are always wrong and nobody should be using them. They are just a waste of time, especially for the users.

As explained in the manual, TexGen/DynDOLOD output always needs to overwrite everything. If there are pre-made LOD files in the load order for coordinates for which there is no data in the current plugins, then no new files will be generated to overwrite them and the engine will load and show those files obviously.

The author of that mod list does not understand how LOD works.

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Hmm is that so. Then maybe the problem with imrpoved mountain LOD and Z fight will only show once I've generated DynDOLOD again?

Posted
  On 5/10/2021 at 6:27 AM, gmahadhika91 said:

Hmm is that so. Then maybe the problem with imrpoved mountain LOD and Z fight will only show once I've generated DynDOLOD again?

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Not sure what the problem is. xLODGen/DynDOLOD generate object LOD for objects added by plugins in the load order. If you do not like certain objects in the game, remove them from the plugin or remove the mod. Then generate LOD for the new load order. Remove any other LOD files in case they are not being overwritten.

Posted
  On 5/10/2021 at 10:32 AM, BenefitsBen said:

For whatever reason I can't get grass lods to work, whatever I do they just don't appear. I think i've followed the instuctions correctly.

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So, write down step for step what you did, so someone could tell where the error occured.

Posted
  On 5/10/2021 at 10:32 AM, BenefitsBen said:

For whatever reason I can't get grass lods to work, whatever I do they just don't appear. I think i've followed the instuctions correctly.

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Start by reading the first and second post.

Posted
  On 5/10/2021 at 6:04 AM, sheson said:

The Improved Mountain LOD and Z Fight Patch does add mountains far up north in the cells, though.

LOD only works and looks correctly for the load it was generated for. Pre-made LODs are always wrong and nobody should be using them. They are just a waste of time, especially for the users.

As explained in the manual, TexGen/DynDOLOD output always needs to overwrite everything. If there are pre-made LOD files in the load order for coordinates for which there is no data in the current plugins, then no new files will be generated to overwrite them and the engine will load and show those files obviously.

The author of that mod list does not understand how LOD works.

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I reached out to the author of this guide on Nexus. This looks like a modding guide that includes all terrain and object LOD in the download that is obviously only applicable to those that follow all instructions and make no customizations --and if the authors themselves get LODGen right in the first place.

I've been trying to communicate to various mod authors that include *.bto, *.btt, and *.btr files in their mods that doing so introduces potential for chasing many wild geese while herding cats across and through neighboring properties.

I have seen a few posts on this site relating to issues with "Skyrim 2021", because the authors evidently are not able to meet their support demand. Unsurprisingly, not all is LOD related.

Posted
  On 5/10/2021 at 2:39 PM, z929669 said:

I reached out to the author of this guide on Nexus. This looks like a modding guide that includes all terrain and object LOD in the download that is obviously only applicable to those that follow all instructions and make no customizations --and if the authors themselves get LODGen right in the first place.

I've been trying to communicate to various mod authors that include *.bto, *.btt, and *.btr files in their mods that doing so introduces potential for chasing many wild geese while herding cats across and through neighboring properties.

I have seen a few posts on this site relating to issues with "Skyrim 2021", because the authors evidently are not able to meet their support demand. Unsurprisingly, not all is LOD related.

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Oh wow some of it are mine. But yeah, I don't agree for all of the guide, whether it's by looks, but mostly performance. However I just got back to SSE modding scene from maybe 2 years hiatus and the guide generally helps so still props to it.

Posted
  On 12/9/2020 at 3:18 PM, sheson said:

In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), change the GrassBrightnessTop and GrassBrightnessBottom settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini.

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My grass needs to be darker, as seen in pictures. 

So, in the ini I have: 

; grass LOD brightness multipliers
GrassBrightnessTopR=0.400
GrassBrightnessTopG=0.445
GrassBrightnessTopB=0.450
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.200
GrassBrightnessBottomG=0.223
GrassBrightnessBottomB=0.225

Would I decrease or increase to make it darker? I assume decrease because of the fake shadowing section.

(images to big to attach.)

https://imgur.com/a/eRZKfQA

https://imgur.com/a/8a6Lkg1

Posted
  On 5/10/2021 at 5:25 PM, RulerOfWorlds said:

My grass needs to be darker, as seen in pictures. 

So, in the ini I have: 

; grass LOD brightness multipliers
GrassBrightnessTopR=0.400
GrassBrightnessTopG=0.445
GrassBrightnessTopB=0.450
; make bottom darker to fake shadowing
GrassBrightnessBottomR=0.200
GrassBrightnessBottomG=0.223
GrassBrightnessBottomB=0.225

Would I decrease or increase to make it darker? I assume decrease because of the fake shadowing section.

(images to big to attach.)

https://imgur.com/a/eRZKfQA

https://imgur.com/a/8a6Lkg1

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Correct. Lower values will make it darker.

Posted
  On 5/10/2021 at 5:41 PM, gmahadhika91 said:

Anyone knows why is this happening? FYI I am using Open Cities and it works fine before. Do I need to deactivate OCS when generating Occlusion.esp?

ScreenShot32.png

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This has nothing to do with Occlusion.

For Open Cities generate LOD as explained in the manual. It requires two passes.

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