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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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Posted (edited)

So DynDoLOD only does its magic with BSAs loaded through plugins, right? Any mod that doesn't come packed this way is completely ignored? What of the STEP optimized textures then? I think everyone here deleted the 3 archives and plugins for hires DLC from his game and only uses the optimized loose files version.

Or does it just look for meshes or something? Actually, a simple explanation what it does would be nice. There are lenghty guides about how to install it, but I still have absolutely no idea how the LODs are created using this. Like, does it take meshes from mods and converts them into LODs with the textures associated with them? I don't understand any of the TES5Edit voodoo, but I also don't like to just blindly follow step by step guides to achieve something. Some sort of compromise between step by step instructions to just achieve the desired result and lenghty technical explanation.

Edited by Octopuss
  • 0
Posted

Alright, another question. LODs is amazing, but I'm getting this message that says Unable to read Tamriel.jsm whenever I'm playing. I don't know if it's harmful, it doesn't seem to be, but if it is, what's wrong, and if it isn't, how do i turn it off? Thanks in advance.

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Posted
  On 4/8/2015 at 1:33 AM, sheson said:

This is an engine limitation. A mod added trees into a walled LOD city in the Tamriel world space.

Tree LOD of parent world trees always shows inside child world space. No way around it.

Make those tree neverfades with TES5Edit then tree LOD generation will ignore them.

 

 

Edit: Regarding the tree LOD, the directory structure of SFO 2.1 download needs to be fixed...

Move all files from Textures\Terrain\LODGen\AtlasSplit_TamrielTreeLod\Skyrim.esm\ to Textures\Terrain\LODGen\Skyrim.esm\

 

I think EssArrBee had one beer too many   :lol:

 

 

One beer or whatever ^^...

 

So...

 

First, it was my bad, i've checked all my 200 mods in the tes5 box before applying Dyndolod Script.....

- I only checked now the "vegetation mod" and LOS and magically, the 2D trees has disapeared in Whiterun (no need to check town or villages mods I think)...

- I've moved when even all the files in texture/terrain... as you recommended me.

- I don't know what i've forgotten but my trees aspine are still becoming trees pine at mid distance (see links) :

https://i.imgur.com/26tyLfC.jpg?1

https://i.imgur.com/viT5OOj.jpg?1?1639

- Below, my actual list mods with the same load order. Only checked "Skyrim.esm", "Update.esm", "vegetation mods" and LOS (in green). May be I should check in others ?

 

  Reveal hidden contents

 

 

Thx for the help ! :)

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Posted
  On 4/8/2015 at 9:26 AM, Octopuss said:

So DynDoLOD only does its magic with BSAs loaded through plugins, right? Any mod that doesn't come packed this way is completely ignored? What of the STEP optimized textures then? I think everyone here deleted the 3 archives and plugins for hires DLC from his game and only uses the optimized loose files version.

Or does it just look for meshes or something? Actually, a simple explanation what it does would be nice. There are lenghty guides about how to install it, but I still have absolutely no idea how the LODs are created using this. Like, does it take meshes from mods and converts them into LODs with the textures associated with them? I don't understand any of the TES5Edit voodoo, but I also don't like to just blindly follow step by step guides to achieve something. Some sort of compromise between step by step instructions to just achieve the desired result and lenghty technical explanation.

It so happens that Bethesda screwed up and put the LOD meshes for Dawnguard into the HighRes Texture pack instead of the Dawnguard.bsa.

An alternative solution that doesn't require loading the HighRes bsa is explained in the documentation.

 

If you want to know what happens you need to read how tree and object LOD work in Skyrim, how TES5LODGen works and how TES5LODGen for trees works.

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim.

 

TES5LODGen creates object and tree LOD like CK, but the tools are accessible through TES5Edit scripting.

TES5LODGen takes the LOD meshes shipped with the game and creates the merged object LOD *.bto files and a texture atlas required by the game to display object LOD. To add textures to the atlas they need to be accessible by TES5Edit. If they are not, object LOD generated by TES5LODGen will use the direct path to the texture so it still displays OK in-game.

 

Read the extensive documentation in the archive of DynDOLOD, especially the reference.html. There is more extraneous documentation about the how and what then installation instructions. It may be not 100% up-to-date but it tells you what DynDOLOD Worlds.pas does.

 

The DynDOLOD archive ships with 1000s of new LOD models that where created manually. There are no tools that can create LOD models on the fly.

 

DynDOLOD Worlds.pas scans the existing BSA and data folder for additional LOD models (*.nif files) from vanilla and mods.

It then uses the mesh rules to match the found LOD models to base elements which are used by references in the world.

 

If the reference in the world is static, e.g. not animated and not enabled/disabled through an enable parent it will be done as static LOD through TES5LODGen. If a reference is animated or has an enable parent, it is done as dynamic LOD. How the optional dynamic LOD works is also explained in the documentation. Most of its data is in the json files.

 

  On 4/8/2015 at 9:55 AM, WolowD said:

Alright, another question. LODs is amazing, but I'm getting this message that says Unable to read Tamriel.jsm whenever I'm playing. I don't know if it's harmful, it doesn't seem to be, but if it is, what's wrong, and if it isn't, how do i turn it off? Thanks in advance.

You won't have any dynamic LOD. Make sure you also copied the directories skse\plugins\StorageUtilData\ which contains all *.json files from the output directory to the game directory.

Can also be a save game update gone wrong. Test with a new game.

  • +1 1
  • 0
Posted (edited)
  On 4/8/2015 at 11:28 AM, bnj78 said:

One beer or whatever ^^...

 

So...

 

First, it was my bad, i've checked all my 200 mods in the tes5 box before applying Dyndolod Script.....

- I only checked now the "vegetation mod" and LOS and magically, the 2D trees has disapeared in Whiterun (no need to check town or villages mods I think)...

- I've moved when even all the files in texture/terrain... as you recommended me.

- I don't know what i've forgotten but my trees aspine are still becoming trees pine at mid distance (see links) :

https://i.imgur.com/26tyLfC.jpg?1

https://i.imgur.com/viT5OOj.jpg?1?1639

- Below, my actual list mods with the same load order. Only checked "Skyrim.esm", "Update.esm", "vegetation mods" and LOS (in green). May be I should check in others ?

 

  Reveal hidden contents

 

 

Thx for the help ! :)

Go close to a tree that has wrong tree LOD. Open console and click on it. Note its form id number.

 

Open the same load order in TES5Edit. Put the form id number into the field top left and press enter.

 

In the right window find "NAME - Base" and note the number from [TREE:xxxxxxxx]

 

Now put that number into the field top left and press enter.

 

In the right window find "MODL - Model Filename" and note the path to the full model nif of the tree, you can check how it actually look by opening the nif file with nifskope.

You need to find out what mod this model came from. Either download or create a matching tree billboard.

 

Check the current tree LOD billboard for this tree: For example if the tree is defined by Skyrim.esm (the top line of TES5Edit starts with [00] Skyrim.esm \ Tree \ ...) you need a matching file in textures\terrain\LODGen\Skyrim.esm\[tree name]_[formd id].dds

replace Skyrim.esm with whatever the mod name is

[tree name] is the 'EDID - Editor ID' for that tree

[from id] is the form id of course.

Edited by sheson
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Posted
  On 4/8/2015 at 12:40 PM, sheson said:

In the right window find "NAME - Base" and note the number from [TREE:xxxxxxxx]

Now put that number into the field top left and press enter.

You can hold Ctrl and click on a reference to jump to it instead of doing copy/paste search by FormID :)

  • 0
Posted (edited)

So when generating for DLC2ApocryphaWorld my lodgen.exe ended early with this error

 

meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif not found

 

That file does exist, dont know why it happened

 

Edit: Running dyndolod a second time it generated the lod completely.

I did get this error when I ran it the second time. Didnt really mess anything up because I already generated the Tree Lod for DLC2ApocryphaWorld.

[DLC2ApocryphaWorld] Generating LOD
[DLC2ApocryphaWorld] Trees LOD generation error: Access violation at address 00A50974 in module 'TES5Edit.exe'. Read of address 00000000

Edit2:

This is from Mod Organizer (Its the release version, not the beta)

DEBUG (08:11:10.0892): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F78 (0)
DEBUG (08:11:10.0903): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
DEBUG (08:11:10.0912): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
INFO (08:11:10.0914): Windows Exception (c0000005). Last hooked call: int __stdcall FindClose_rep(void *)
ERROR (08:11:10.0914): Windows Exception (c0000005). Last hooked call: int __stdcall FindClose_rep(void *)
DEBUG (08:11:10.0917): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\dragonborn.bsa -> E:\Program Files (x86)\Mod Organizer\mods\Dragonborn\dragonborn.bsa (80000000 - 3) = 00000DF8 (0)
DEBUG (08:11:10.0923): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000FA4 (0)
DEBUG (08:11:10.0927): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
DEBUG (08:11:10.0916): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F78 (0)
DEBUG (08:11:10.0946): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\dragonborn.bsa -> E:\Program Files (x86)\Mod Organizer\mods\Dragonborn\dragonborn.bsa (80000000 - 3) = 00000FBC (0)
Edited by Hazado
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Posted (edited)
  On 4/8/2015 at 3:16 PM, Hazado said:

So when generating for DLC2ApocryphaWorld my lodgen.exe ended early with this error

 

meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif not found

 

That file does exist, dont know why it happened

 

Edit: Running dyndolod a second time it generated the lod completely.

I did get this error when I ran it the second time. Didnt really mess anything up because I already generated the Tree Lod for DLC2ApocryphaWorld.






[DLC2ApocryphaWorld] Generating LOD
[DLC2ApocryphaWorld] Trees LOD generation error: Access violation at address 00A50974 in module 'TES5Edit.exe'. Read of address 00000000
Edit2:

This is from Mod Organizer (Its the release version, not the beta)






DEBUG (08:11:10.0892): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F78 (0)
DEBUG (08:11:10.0903): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
DEBUG (08:11:10.0912): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
INFO (08:11:10.0914): Windows Exception (c0000005). Last hooked call: int __stdcall FindClose_rep(void *)
ERROR (08:11:10.0914): Windows Exception (c0000005). Last hooked call: int __stdcall FindClose_rep(void *)
DEBUG (08:11:10.0917): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\dragonborn.bsa -> E:\Program Files (x86)\Mod Organizer\mods\Dragonborn\dragonborn.bsa (80000000 - 3) = 00000DF8 (0)
DEBUG (08:11:10.0923): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostacksarchdouble01low_lod_0.nif (80000000 - 3) = 00000FA4 (0)
DEBUG (08:11:10.0927): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F80 (0)
DEBUG (08:11:10.0916): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif -> E:\Program Files (x86)\Mod Organizer\mods\DynDOLOD\meshes\dlc02\lod\apocrypha\apostackstriple01low_lod_0.nif (80000000 - 3) = 00000F78 (0)
DEBUG (08:11:10.0946): createfile w: e:\program files (x86)\steam\steamapps\common\skyrim\data\dragonborn.bsa -> E:\Program Files (x86)\Mod Organizer\mods\Dragonborn\dragonborn.bsa (80000000 - 3) = 00000FBC (0)

 

If the file exists then LODGen.exe couldn't access the file because some other process was locking it.

 

TES5Edit dev team knows about the exception when trying to generate tree LOD for a worldspace that got updated by DynDOLOD World.pas a second time in the same TES5Edit session. Don't do it, it may get fixed in the future :)

 

If you have to generate an existing worldspace again best to go to advanced and uncheck generate tree LOD first and check 'use cached base elements'.

 

But, if just LODGen.exe fails for some reason, you do not have to run DynDOLOD World.pas process again.

Change to expert mode in DynDOLOD.ini, restart DynDOLOD Worlds.pas, then select the 'LODGen export' file for the worldspace (it is in cache directory, sort by date descending) in the form of DynDOLOD_LODGen_[worldspace].txt

Then the button lower left 'Execute LODGen.exe' becomes active to start just it without having to sit through the whole process again.

Edited by sheson
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Posted (edited)

So I tried it for the first time, and it actually seems pretty idiot friendly. Fairly simple interface (I assume the advanced settings are not required for normal use) that makes sense.

The process doesn't stop normally though, and I have no idea what's wrong.

Here's what I did:

First I downloaded the tree atlases and placed them below DynDoLOD in the installation order (DynDoLOD being at the very bottom before).

Then I started TES5Edit, loaded my entire load order (because I have no idea how to tell a mod that can contain LODs), applied the script, selected everything in the next window, clicked on high and let it do its thing. After a few minutes command line windows with lodgen.exe started to appear, but that eventually got stuck. I let it work and left (actually I did it twice to make sure), and when I returned, TES5Edit has time of exactly 5 minutes in the bottom left, and the main window says "Lodgen is still running, please wait. Try again?". The command line is frozen and error popup says the usual "xxx stopped working".

 

What do I do now? Are there any logs I should post here?

semi edit:

When I closed the crashed command line and clicked yes (I don't even understand what was it asking, yes what?) in TES5Edit window, it seemingly resumed the process and apparently I am not even halfway through. Something is causing a freeze/crash somewhere and I am not sure how serious it is.

 

edit:

3rd and 4th time I get a TES5Edit "out of bounds" error message after a short while.

This is what I see in the main window:

[00:04:36.766]      no Minion for -32_19 Skyrimesm_029B66_DynDOLOD_LOD [REFR:96001572] (places FXWaterfallMistBlast_DynDOLOD_LOD [MSTT:96001339] in GRUP Cell Persistent Children of [CELL:0002A4A4] (in DeepwoodRedoubtWorld "Deepwood Vale" [WRLD:00029AB7]) at -32,19)
List index out of bounds (-1)

Edited by Octopuss
  • 0
Posted (edited)
  On 4/8/2015 at 6:23 PM, Octopuss said:

So I tried it for the first time, and it actually seems pretty idiot friendly. Fairly simple interface (I assume the advanced settings are not required for normal use) that makes sense.

The process doesn't stop normally though, and I have no idea what's wrong.

Here's what I did:

First I downloaded the tree atlases and placed them below DynDoLOD in the installation order (DynDoLOD being at the very bottom before).

Then I started TES5Edit, loaded my entire load order (because I have no idea how to tell a mod that can contain LODs), applied the script, selected everything in the next window, clicked on high and let it do its thing. After a few minutes command line windows with lodgen.exe started to appear, but that eventually got stuck. I let it work and left (actually I did it twice to make sure), and when I returned, TES5Edit has time of exactly 5 minutes in the bottom left, and the main window says "Lodgen is still running, please wait. Try again?". The command line is frozen and error popup says the usual "xxx stopped working".

 

What do I do now? Are there any logs I should post here?

semi edit:

When I closed the crashed command line and clicked yes (I don't even understand what was it asking, yes what?) in TES5Edit window, it seemingly resumed the process and apparently I am not even halfway through. Something is causing a freeze/crash somewhere and I am not sure how serious it is.

 

edit:

3rd and 4th time I get a TES5Edit "out of bounds" error message after a short while.

This is what I see in the main window:

[00:04:36.766]      no Minion for -32_19 Skyrimesm_029B66_DynDOLOD_LOD [REFR:96001572] (places FXWaterfallMistBlast_DynDOLOD_LOD [MSTT:96001339] in GRUP Cell Persistent Children of [CELL:0002A4A4] (in DeepwoodRedoubtWorld "Deepwood Vale" [WRLD:00029AB7]) at -32,19)

List index out of bounds (-1)

We have to figure out why LODGen.exe stopped working so the rest can work as intended.

When the process stopped for whatever reason start with a default DynDOLOD.esp. That should fix the "out of bounds" message.

 

I am not hopeful it tells us much because if LODGen.exe stops working it won't be able to print stuff about it to the log, but please post contents of

..\TES5Edit\LODGen_log.txt and ..\TES5Edit\TES5Edit_log.txt

 

Does the stopped working message have a button for more details? Also if you see anything like a crash report in the the white on black command window try copy paste or screenshot.

Edited by sheson
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Posted (edited)

Ha, now it worked.

What I did differently: renamed the dyndolod.esp.bak to dyndolod.esp. No errors whatsoever. No idea why this was important when the file gets overwritten in the end. I can probably replicate the errors by running the whole process again at this point (I can do that if you like).

 

Now, I have some more questions.

1) I semi-carefully read the readme and still don't understand this:  "An alternative solution that doesn't require loading the HighRes bsa is explained in the documentation." I couldn't find anything I'd identify as such (that doesn't mean it's not there).

 

2) What if a mod has its own LOD textures, but is otherwise just a texture replacer? I have two such mods: Quality Snow HD 4K mod which has a snow LOD texture. This texture (vanilla variant obviously) is present in DynDoLOD by default and Vivid Landscapes - Orc and Farmhouses. What do I do?

 

3) After everything is done, do I simply create a new mod from the output folders and put it under DynDoLOD in MO's left panel?

 

I uploaded the logs anyway in case there's anything interesting about them (I noticed some instances of something supposedly missing somewhere, but it's all in klingon :P).

https://www.mediafire.com/view/gbplbgsm43h3htm/LODGen_log.txt

https://www.mediafire.com/view/au7g8jarslskfs7/TES5Edit_log.txt

 

P.S. The whole process (when successful) took 26 minutes and the result is 1549 files worth 1.7GB. That right?

Edited by Octopuss
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Posted (edited)

Oh, maybe one more thing.

I've looked at \Textures\Terrain\Tamriel\Trees\TamrielTreeLod.dds in the output folder, and the trees there don't match those from SFO 2.1. I downloaded the 2.1 billboard from some pages ago, but now that I think about it, I am not sure where to place it. I installed it as a standalone mod just below DynDoLOD. Am I supposed to do something completely different?

Also, vurt's tree LOD texture is humongous 8192x4096 file, which probably makes the trees look much nicer from distance. Is there any way to make DynDoLOD not shrink it so much (the result is 2048x1024).

Edited by Octopuss
  • 0
Posted (edited)

I think I managed to solve that one. There seems to be an extra folder in the SFO billboard structure (I do and did have the vanilla one installed).

Hopefully sheson can shed some light onto the rest :)

Edited by Octopuss
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