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DynDOLOD Beta for Skyrim Special Edition and Skyrim VR 2.72

dyndolod lod special edition sse

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#1636 Soulmancer

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Posted 11 August 2019 - 11:31 PM

Just to confirm DynDoLod only just objects and trees right? it does not do terrain LOD? I need to use SSELodGen for that?


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#1637 sheson

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Posted 12 August 2019 - 01:52 AM

Just to confirm DynDoLod only just objects and trees right? it does not do terrain LOD? I need to use SSELodGen for that?

Yes


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#1638 throwawayusername

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Posted 26 August 2019 - 12:26 AM

Thanks for the great mod but no mod should have such a long and painstaking install process as DynDOLOD does. Most mods are a one click install while this is a 40 minute youtube video along with countless "rEaD tHe DoCuMeNtAtIoN" replies for users who have genuine, Google search questions (ex. Load order? Should I keep old LODs installed?) which instead of streamlining your inbox as mod authors and thinking users are going to have answers to all their questions, now you're going to get more comments asking questions because nobody is going to read a novel when they're trying to play their video game.

 

This whole thing can be shrunk down to install these mods -> run the generator program -> install the new mod but instead it's long, confusing, and daunting for the end user.


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#1639 sheson

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Posted 26 August 2019 - 03:08 AM

Thanks for the great mod but no mod should have such a long and painstaking install process as DynDOLOD does. Most mods are a one click install while this is a 40 minute youtube video along with countless "rEaD tHe DoCuMeNtAtIoN" replies for users who have genuine, Google search questions (ex. Load order? Should I keep old LODs installed?) which instead of streamlining your inbox as mod authors and thinking users are going to have answers to all their questions, now you're going to get more comments asking questions because nobody is going to read a novel when they're trying to play their video game.

 

This whole thing can be shrunk down to install these mods -> run the generator program -> install the new mod but instead it's long, confusing, and daunting for the end user.

 

A set of powerful tools are not like a mod replacing a few textures or some quests made by a content creator. The processes are as streamlined and simple as is possible/feasible which such an organically grown non profit modding project that we maintain only in our free time. We share our labor because there are people who are willing to invest their own time. Nobody is paying us enough to care about demands and entitlement from users who are not.

 

If you find unpacking DynDOLOD Standalone into a folder and installing DynDOLOD Resources through a mod manager is a painful process, then maybe you should wait with using these tools until you have more experience modding.

 

You seem to believe the included manual contains so much information just to confuse you. On the contrary, all the questions and feedback over the past 5 years went into it to clear things up and to condense all the information discussed on these forum into a constantly updated easily accessible format.

 

When I answer posts on these forums, they can be searched for, referenced and I can easily copy and paste the answer from the FAQ or manual, so I spend less of my free time answering the same questions over and over again. Lets face it, people ask the same questions over and over again no matter how easy they are to find online of offline. However, online posts get outdated quick, while the manual stays current and explaining something once is better than never explain it all. Because of this, my inboxes are empty.

 

Here is an example how I do this. From the manual:
 
DynDOLOD is meant for enthusiast modders [...]. Enthusiast modders can read manuals and FAQs, can post questions on a forum where they get qualified support from the creators of the tools[...]

 

So, a part of my qualified answer to your concerns is: read the QuickStart.html. It is the shrunk version for all 4 supported games. Complete with a 6 minute video.

 

The question about old LODs is answered directly and indirectly. Instructions only ever contain required steps and none of the million things that do need to be done, obviously. The instructions also say that the output needs to overwrite everything else.

 

Check the manual included in the DynDOLOD Standalone archive and FAQ first, then go to the Official DynDOLOD Forum to discuss and for help or feedback.

 

Everyone is asked to participate in the discussion, ask questions and provide feedback - invest themselves. That is the price I ask for these tools. I don't care about lazy users that think somebody else has to cater to their laziness. - for free no less.

 

If you don't like to use these free tools for whatever reason, use CK to generate LOD. Without reading any of the lengthy and outdated official and unofficial documentation of course since you just want to play the game. I wish you good luck getting qualified answers from the devs from their official support forum.


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#1640 throwawayusername

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Posted 27 August 2019 - 02:04 AM

A set of powerful tools are not like a mod replacing a few textures or some quests made by a content creator. The processes are as streamlined and simple as is possible/feasible which such an organically grown non profit modding project that we maintain only in our free time. We share our labor because there are people who are willing to invest their own time. Nobody is paying us enough to care about demands and entitlement from users who are not.

 

If you find unpacking DynDOLOD Standalone into a folder and installing DynDOLOD Resources through a mod manager is a painful process, then maybe you should wait with using these tools until you have more experience modding.

 

You seem to believe the included manual contains so much information just to confuse you. On the contrary, all the questions and feedback over the past 5 years went into it to clear things up and to condense all the information discussed on these forum into a constantly updated easily accessible format.

 

When I answer posts on these forums, they can be searched for, referenced and I can easily copy and paste the answer from the FAQ or manual, so I spend less of my free time answering the same questions over and over again. Lets face it, people ask the same questions over and over again no matter how easy they are to find online of offline. However, online posts get outdated quick, while the manual stays current and explaining something once is better than never explain it all. Because of this, my inboxes are empty.

 

Here is an example how I do this. From the manual:
 
DynDOLOD is meant for enthusiast modders [...]. Enthusiast modders can read manuals and FAQs, can post questions on a forum where they get qualified support from the creators of the tools[...]

 

So, a part of my qualified answer to your concerns is: read the QuickStart.html. It is the shrunk version for all 4 supported games. Complete with a 6 minute video.

 

The question about old LODs is answered directly and indirectly. Instructions only ever contain required steps and none of the million things that do need to be done, obviously. The instructions also say that the output needs to overwrite everything else.

 

Check the manual included in the DynDOLOD Standalone archive and FAQ first, then go to the Official DynDOLOD Forum to discuss and for help or feedback.

 

Everyone is asked to participate in the discussion, ask questions and provide feedback - invest themselves. That is the price I ask for these tools. I don't care about lazy users that think somebody else has to cater to their laziness. - for free no less.

 

If you don't like to use these free tools for whatever reason, use CK to generate LOD. Without reading any of the lengthy and outdated official and unofficial documentation of course since you just want to play the game. I wish you good luck getting qualified answers from the devs from their official support forum.

I do like the tools, I'm just providing my opinion as a first time installer. Thanks for the work you've done over the years.


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#1641 filthymanlet

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Posted 06 September 2019 - 05:23 PM

Good Evening,

 

I'm scratching my head as to what I can do to fix my predicament, the issue being despite trying different paths I cannot get Waterfalls and Windmills to animate from afar what log or detail do you require from me to help narrow this issue down?


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#1642 sheson

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Posted 07 September 2019 - 01:58 AM

Good Evening,

 

I'm scratching my head as to what I can do to fix my predicament, the issue being despite trying different paths I cannot get Waterfalls and Windmills to animate from afar what log or detail do you require from me to help narrow this issue down?

That's is not a very specific description of anything really. No idea what paths for what you are talking about. If there is an error message, reproduce it here. If it happens while generating LOD, post the entire DynDOLOD log.

Install DynDOLOD and requirement, generate the LOD mod with dynamic LOD enabled, install its output according to the instructions. 


Edited by sheson, 07 September 2019 - 01:58 AM.

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#1643 dunc001

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Posted 07 September 2019 - 03:38 AM

For some reason, after updating my standalone install to 2.71 whenever I now try to run TexGen or DynDOLOD through MO2 I am getting a warning popup:

 

pbJ63i5.png

 

These are my settings, which have not changed since I last ran:

 

JxJHKD6.png

 

nv3jTvy.png

 

I have not renamed the executables.  I deleted the previous installed files completely and then unpacked 2.71 into the same directory, so no leftovers.

 

Any idea how I can fix it?


Edited by dunc001, 07 September 2019 - 03:48 AM.

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#1644 dunc001

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Posted 07 September 2019 - 04:02 AM

Apologies - something had got messed up when I installed 2.71.  Wiping it and starting again it's all working fine.


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#1645 Soulmancer

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Posted 09 September 2019 - 11:42 AM

Hi, I located some documentation that stated SWIFT was supported by dyndolod...

 

https://www.nexusmod...tion/mods/17905

 

But DynDoLod didn't seem to generate LOD's for them... they just materialize out of thin air as you approach them from a distance. at least that was the case for me!


Edited by Soulmancer, 09 September 2019 - 11:43 AM.

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#1646 Jarl_Elisif

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Posted 09 September 2019 - 11:57 AM

Hi,

 

After installing DyndoLOD, the sky seems messed up. Only half of it is visible. Unchecking the esp doesn't rectify it, but unchecking the DyndoLOD folder in MO does. (Obviously, Dyndolod doesn't work then.) Here are screenshots:

 

34YGGyv

 

HpN257z

 

 

Links, in case the pics don't show up:

 

https://ibb.co/34YGGyv
https://ibb.co/HpN257z


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#1647 sheson

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Posted 09 September 2019 - 01:28 PM

Hi, I located some documentation that stated SWIFT was supported by dyndolod...

 

https://www.nexusmod...tion/mods/17905

 

But DynDoLod didn't seem to generate LOD's for them... they just materialize out of thin air as you approach them from a distance. at least that was the case for me!

I really on test and document mods for Skyrim while Skyrim Special Edition has large reference bugs.

 

I suppose SWIFT is a straight conversion, so copy ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_TES5_wayshrinesiftesp.ini to ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_wayshrinesiftesp.ini

Then when you click Low, Medium or High you should see a line about a rule being loaded for the plugin. So generating LOD with the rule included should add LOD for the Shrines that raise out of the ground.


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#1648 sheson

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Posted 09 September 2019 - 01:35 PM

Hi,

 

After installing DyndoLOD, the sky seems messed up. Only half of it is visible. Unchecking the esp doesn't rectify it, but unchecking the DyndoLOD folder in MO does. (Obviously, Dyndolod doesn't work then.) Here are screenshots:

 

34YGGyv

 

HpN257z

 

 

Links, in case the pics don't show up:

 

https://ibb.co/34YGGyv
https://ibb.co/HpN257z

Looks like broken meshes.

 

See if hiding jhust the meshes folder in output makes the problem go away.

 

If it does, then test if generating static object LOD again fixes it.

 

Set Export=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini

 

After starting DynDOLOD, change the worldspace to Tamriel, so that the Execute LODGen.exe button becomes available, the click it.

Afterwards install output as usual overwriting the existing output.

 

If it is the meshes, but the new generation as the same problem, then a source LOD model is borked.

Then you should try to narrow it down to a single *.bto file in meshes\terrain\tamriel\objects\*.bto 

Just remove half the files, test if problem is gone. If it is, put files back, remove other half. Repeat until one file is left.

 

If it is not something in meshes, then test if turning DynDOLOD off in its SkyUI MCM changes anything.

 

Let me know the results.


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#1649 Jarl_Elisif

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Posted 09 September 2019 - 02:19 PM

Yes, simply generating static LODs again seems to have fixed the issue. Thanks.


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#1650 Soulmancer

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Posted 09 September 2019 - 04:33 PM

I renamed DynDOLOD_TES5_wayshrinesiftesp.ini to DynDOLOD_SSE_wayshrinesiftesp.ini; then started dyndolod and when through the dyndolod generation process; didn't seem to make any difference though sadly :( 

 

The name of the ESP in SSE though is WayshrinesIFT.esp; there is also a wyrmstooth and bruma patch for it.  does that make a difference?

 

I really on test and document mods for Skyrim while Skyrim Special Edition has large reference bugs.

 

I suppose SWIFT is a straight conversion, so copy ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_TES5_wayshrinesiftesp.ini to ..DynDOLOD\Edit Scripts\DynDOLOD\rules\DynDOLOD_SSE_wayshrinesiftesp.ini

Then when you click Low, Medium or High you should see a line about a rule being loaded for the plugin. So generating LOD with the rule included should add LOD for the Shrines that raise out of the ground.

 

 

 

 


Edited by Soulmancer, 09 September 2019 - 04:36 PM.

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