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Issue with ultra trees LOD in Dyndolod 3


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Posted
49 minutes ago, JohnDoe9001 said:

I've read your reply quite thoroughly. Can this be the issue? It was said in a hint that these files are unused because of being overwritten. Should DynDOLOD Resources SE overwrite xLODgen_Output & TexGen_Output to make ultra trees work properly?

The screenshot shows that object LOD meshes from the DynDOLOD output are being overwritten by files in the MO2 Overwrite folder.
The files from DynDOLOD output that are overwritten will never be used by the game.
There should never be any LOD files in the MO2 overwrite folder at any point when following instructions of tools properly. Best to delete them.

The overwrite order of mods/outputs that have no conflicting files is irrelevant.

https://dyndolod.info/Installation-Instructions
Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations.

https://dyndolod.info/Help/Load-Overwrite-Orders

https://dyndolod.info/Generation-Instructions
Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD

It seems you generated more than just terrain LOD with xLODGen. There is no reason for that when using DynDOLOD to generate tree and object LOD. Again, make sure DynDOLOD output overwrites everything and none of its files are being overwritten.

https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen
Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything.

https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD
Install the contents of the dedicated output path or the *.zip archive as a mod. It should overwrite everything.

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Posted
10 minutes ago, JohnDoe9001 said:

Posted my issue before, but haven't found a solution yet. Tried to use BethINI ultra preset as I was advised, still no positive result. As was requested, I attach Dyndolod logs. I do hope someone can help me resolve the problem

What is the "issue" referred to in the title of this thread? Do not make people search for information in other threads/forums etc. Provide all relevant information here directly. See https://dyndolod.info/Official-DynDOLOD-Support-Forum.

Upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt
Make a screenshot of DynDOLOD SkyUI Settings page, see https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings

Make sure the generated object LOD is installed as a mod, activated and not being overwritten.

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Posted

I have some sort of an issue with "ultra" trees setting while using Dyndolod. Every time I use it, I get the picture you can see on attached screens. In short, I see no trees at all in a far distance. Turning sliders in MCM don't make any difference. Using the standard "tree LOD" setting fixing the issue, but I won't getting trees on world map with mod A Clear Map of Skyrim and Other Worlds. I don't use SSE FPS Stabilizer, new game also doesn't help. Any tips what I'm missing?

DynDOLOD_SSE_Object_Report.txt

DynDOLOD SkyUI Settings page

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Posted
44 minutes ago, JohnDoe9001 said:

I have some sort of an issue with "ultra" trees setting while using Dyndolod. Every time I use it, I get the picture you can see on attached screens. In short, I see no trees at all in a far distance. Turning sliders in MCM don't make any difference. Using the standard "tree LOD" setting fixing the issue, but I won't getting trees on world map with mod A Clear Map of Skyrim and Other Worlds. I don't use SSE FPS Stabilizer, new game also doesn't help. Any tips what I'm missing?

DynDOLOD_SSE_Object_Report.txt

DynDOLOD SkyUI Settings page

 

Upload a LOD level 4 BTO from the generated object LOD meshes, for example ..meshes\Terrain\Tamriel\Objects\Tamriel.4.0.0.bto

Make sure the generated output is installed as a mod, activated and none of its files are being overwritten.

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Posted
6 minutes ago, sheson said:

Upload a LOD level 4 BTO from the generated object LOD meshes, for example ..meshes\Terrain\Tamriel\Objects\Tamriel.4.0.0.bto

Here it is

13 minutes ago, sheson said:

Make sure the generated output is installed as a mod, activated and none of its files are being overwritten.

It is installed according to Dyndolod instructions. Just to be clear, I have no issues with standard tree LOD, only with ultra

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Posted
45 minutes ago, JohnDoe9001 said:

The uploaded BTO contains LOD for trees (as billboards, since 3D tree LOD models were not found) in the object LOD mesh as expected.

45 minutes ago, JohnDoe9001 said:

It is installed according to Dyndolod instructions. Just to be clear, I have no issues with standard tree LOD, only with ultra

I suggested to actually verify and make sure that this is the case. You would do this in MO2, left mod window flags and/or properties or the right window data tab to show which mod is providing the BTOs.

If the above mesh is actually loaded and used by the game, you should see LOD for trees around the center of the map just as you should the other LOD included in he file.
Another possibility would be the area of the ..\textures\dyndolod\lod\dyndolod_tamriel.dds being transparent.
Upload that texture.

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Posted (edited)

I've read your reply quite thoroughly. Can this be the issue? It was said in a hint that these files are unused because of being overwritten. Should DynDOLOD Resources SE overwrite xLODgen_Output & TexGen_Output to make ultra trees work properly?

Here is the dyndolod_tamriel.dds texture

The mods which providing BTO are both Dyndolod_Output & xLODGen_Output if I got you right

Edited by JohnDoe9001
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Posted (edited)
24 minutes ago, sheson said:

Best to delete them.

Should I delete the whole meshes folder in MO2 overwrite directory then? Should I also delete Textures folder in it?

24 minutes ago, sheson said:

It seems you generated more than just terrain LOD with xLODGen

Yes, iirc, should I generate a new output?

Edited by JohnDoe9001
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Posted
43 minutes ago, JohnDoe9001 said:

Should I delete the whole meshes folder in MO2 overwrite directory then? Should I also delete Textures folder in it?

If they only contain LOD meshes and textures then yes, e.g ..\meshes\terrain\* and ..\textures\terrain\*

43 minutes ago, JohnDoe9001 said:

Yes, iirc, should I generate a new output?

As long as DynDOLOD output overwrites xLODGen output that is not going to change anything in the game.

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Posted
13 minutes ago, sheson said:

If they only contain LOD meshes and textures then yes, e.g ..\meshes\terrain\* and ..\textures\terrain\*

Yes I think, terrain and then folders with worldspace names. Deleted both meshes/textures and finally got cool ultra trees

Thank you a lot for your time and patience!

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