Jump to content

Recommended Posts

Posted
  On 7/7/2021 at 5:45 PM, Stefan said:

Just to be 152% sure. Does this work with Fallout 4? Or because there are no resources, it doesn't. Thank you.

Expand  

What is DynDOLOD? 
FO4LODGen

There should be FO4 modding guides that explain how to install the available improved  LOD assets mods and FO4LODGen Resources to generate better LOD with xLODGen

  • Thanks 1
Posted

I tried finding and editing all the lines here:

But the only actual lines which I could find were th ones I needed to change in no grass in objects. There ones on this post don't come up in the .ini. Any ideas on how to resolve this?

 

Posted
  On 7/10/2021 at 12:38 PM, mattski123 said:

I tried finding and editing all the lines here:

But the only actual lines which I could find were th ones I needed to change in no grass in objects. There ones on this post don't come up in the .ini. Any ideas on how to resolve this?

 

Expand  

What settings can you not find in the ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini from DynDOLOD 3 alpha?

Really read the second post..\DynDOLOD\docs\help\GrassLOD.html  carefully. For every setting it says which file to find it in.

Posted
  On 7/11/2021 at 7:43 AM, RulerOfWorlds said:

Does the "preview" button in TexGen preview the current texture size? I assume so, its just my puny mortal eyes don't show any difference between them.

Expand  

The preview reloads all assets if it changes between models. So changing to a different NIF and back should load the new textures.
If the container (BSA, loose file) for an asset changes, restart TexGen.

Rendering and preview uses mipmaps by default. UseMipmaps in the TexGen INI.

Posted
  On 7/11/2021 at 8:01 AM, sheson said:

The preview reloads all assets if it changes between models. So changing to a different NIF and back should load the new textures.
If the container (BSA, loose file) for an asset changes, restart TexGen.

Expand  

If you want to change texture size after generation do you have to run them both or can you just run TexGen?

Posted
  On 7/11/2021 at 8:07 AM, RulerOfWorlds said:

If you want to change texture size after generation do you have to run them both or can you just run TexGen?

Expand  

See docs/DynDOLOD_TexGen.html "Update Texture Atlas" and docs/help/Expert.html "Rebuild Atlas".

If the results are not as expected, generate LOD from scratch.

Posted

If I am to generate grass LOD using No Objects in Grass, should I toggle DynDOLODGrassMode to 1? I'm asking since it's an option that's there but it isn't brought up in the initial post. I have the other settings toggled on though on there, am just trying to ready up for a precache

Posted
  On 7/11/2021 at 3:47 PM, MrManMain said:

If I am to generate grass LOD using No Objects in Grass, should I toggle DynDOLODGrassMode to 1? I'm asking since it's an option that's there but it isn't brought up in the initial post. I have the other settings toggled on though on there, am just trying to ready up for a precache

Expand  

Carefully read the second post or ..\DynDOLOD\docs\help\GrassLOD.html included in the DynDOLOD 3 alpha download archive.

Posted

Hi I'm attempting to figure out how to get grass lod to work correctly for my game. I think I managed to be "somewhat" succesful however it seems that grass will disapear as soon as I get close, also more pronounced grass are dotted  quite sporaticly across the landscape. I've set grass distance to 0 using beth ini, as it dosent seem to make a difference anyways (Would this be wrong if it was working correctly?).

I tried to follow the "blueprint" as close as I possible with OnlyLoadFromCache = True and fowarded GrassLargeReference to 0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and DynDOLODGrassMode = 1 in ..\NetScriptFramework\Plugins\GrassControl.config.txt. Both my ugrid and uLargeRefLODGridSize is set to =5 

I then created grass cache using MO2 which took aprox 3 hours with the majority of the crashes occurring around the end at 70/70 30%-60% process. 

Afterwards I loaded the grass just below Dyndolod resource and then proceeded to greate textures using texgen, checking the grass checkbox. 

Finally I then genereted object lod and tree lod first  (open cites method) exiting and then genereted dyndolod with neargrid set to 11 and far to 21 and checking upgrade Neargrid large references to fargrid.

Most of this might be redundant but I'm hoping someone might be able to point out where i might have went wrong.

Posted
  On 7/12/2021 at 1:28 AM, NotPerHerrey said:

Hi I'm attempting to figure out how to get grass lod to work correctly for my game. I think I managed to be "somewhat" succesful however it seems that grass will disapear as soon as I get close, also more pronounced grass are dotted  quite sporaticly across the landscape. I've set grass distance to 0 using beth ini, as it dosent seem to make a difference anyways (Would this be wrong if it was working correctly?).

I tried to follow the "blueprint" as close as I possible with OnlyLoadFromCache = True and fowarded GrassLargeReference to 0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini and DynDOLODGrassMode = 1 in ..\NetScriptFramework\Plugins\GrassControl.config.txt. Both my ugrid and uLargeRefLODGridSize is set to =5 

I then created grass cache using MO2 which took aprox 3 hours with the majority of the crashes occurring around the end at 70/70 30%-60% process. 

Afterwards I loaded the grass just below Dyndolod resource and then proceeded to greate textures using texgen, checking the grass checkbox. 

Finally I then genereted object lod and tree lod first  (open cites method) exiting and then genereted dyndolod with neargrid set to 11 and far to 21 and checking upgrade Neargrid large references to fargrid.

Most of this might be redundant but I'm hoping someone might be able to point out where i might have went wrong.

Expand  

Whatever happens in the loaded cells has nothing to do with LOD or DynDOLOD. Grass LOD starts beyond the loaded cells. Generating grass LOD or DynDOLOD does not change how full grass is loaded or rendered. That is all done by the engine / No Grass In Objects regardless of LOD/DynDOLOD.

If you increase the movement speed the engine needs its time to load everything for all the new cells constantly attaching.

Posted

Hello Sheson!

I have encountered a problem with Tree LODS appearing inside Trees when I am right next to them. I assume this is not a problem with DynDOLOD at all, but was wondering if there's a (simple) way you could help or if you'd recommend not downloading the mod at all (unless fixed ofc).

When downloading this new mod: WhiterunTundraOverhaul (replaces pine trees in the Tundra into Aspens, also the Mod Creators first mod)

This is the problem: (not in TFC) Tree enabled/disabled with console

The problem only occurs in the area where this mod trees are replaced and only for some trees.

Posted
  On 7/12/2021 at 11:23 PM, RulerOfWorlds said:

Hello Sheson!

I have encountered a problem with Tree LODS appearing inside Trees when I am right next to them. I assume this is not a problem with DynDOLOD at all, but was wondering if there's a (simple) way you could help or if you'd recommend not downloading the mod at all (unless fixed ofc).

When downloading this new mod: WhiterunTundraOverhaul (replaces pine trees in the Tundra into Aspens, also the Mod Creators first mod)

This is the problem: (not in TFC) Tree enabled/disabled with console

The problem only occurs in the area where this mod trees are replaced and only for some trees.

Expand  

FAQ: Game: Tree LOD: LOD trees show in loaded cells

A: Make sure that nothing overwrites the generated LOD files.

A: Make sure all plugins with ITM or deleted references are cleaned. See https://tes5edit.github.io/docs/5-mod-cleaning-and-error-checking.html

A: If the load order / priority of plugins adding or changing tree references was changed, generate tree LOD again so it matches the new load order.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.