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Dynamic Distant Objects LOD - pre 2.xx

dyndolod lod

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#1516 sheson

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Posted 01 July 2015 - 02:42 PM

I'll ask Sparrow Prince and Scarla about adding LODs. I just followed the directions in the manual. It was pretty easy to just copy the mesh and add _lod.nif. 

 

rwz9Gyq.jpg

 

I'll try out the smoke effect to see if works good.

Oh you cheated :) Then I pass on the mesh.

You can also have the same effect by adding a mesh rule for the mesh in question and set LOD 4 to full model.

Copying and adding _lod will be rule independent, since they get reset whenever you click low, medium, high, so  I guess it is the better solution.

 

In the meantime I tested the smoke rule and it works quite nicely. I guess it really makes sense with the chimneys mod.


I've been following this discussion with great interest, in part because of the most spectacular explanations and (at least for myself) otherwise unreachable insights into how every tiny bit connects and forms a whole, and also since I too have been suffering from TES5Edit not responding after stating -working on 243.

I must admit that I am still a bit baffled and lost about the "connecting" and "whole" thing, but I'm getting closer, as for the -working on 243...

well, I used the second replacement of the DynDOLOD_Texgen_noalopha.txt that you posted and desided to let it take its time and like the Little Engine that could it puffed on and after about 20-25minutes it all worked out. Success... and a sigh of relief.

 It looks Amazing. For real. Truly Amazing. I cannot see myself not using DynDOLOD ever again.

So in short, Thanks so much for all your time and effort.

That took a really long time then... Glad it worked out.


Edited by sheson, 01 July 2015 - 02:41 PM.

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#1517 EssArrBee

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Posted 01 July 2015 - 02:45 PM

I guess you could just make a custom mod rule for this like SkyFalls has? That might be the best way to do it. I just read the manual and did the first thing it said. Probably should have read the section.  ::D:


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#1518 Gentester

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Posted 01 July 2015 - 10:58 PM

 

Hi Guys
 
Wonder if someone can help me on an issue.
 
i have run Dyndolod successfully, everything works fine and in 99% of the places I hopped into from a loading screen coc its all looking beautiful.  Thank you for the mod - wonderful stuff!
 
Now to my wee problems, 
 
I have a mod that add stuff to Whiterun, mod author has long since departed - I've tweaked it for my own use. 
It adds trees into Whiterun, it also puts the same tree into the wilderness in Tamriel worldspace, at the same location, same size, same rotation etc etc, so that the tree can be seen from outside the city walls. Works perfectly without Dyndolod. With Dyndolod I get doubled up lods on the trees inside the city - they seem to be pushing each other out of position and I have no idea how or why that could happen - and it looks awful.  
I can however run dyndolod without that particular mod ticked off in Tes5 edit and that seems to work to the extent that I don't get the doubled up lods, but of course I get tree pop in in the city as I approach it - I just wondered if there is a better way, maybe make the trees in the wilderness cells a percentage smaller or something? I have no idea and wondered if anyone could suggest something.
 
The other small issue is allied to the above I think, similar problem in a mod that adds trees outside Whiterun but it puts a few of them near the city walls. and because it does so it puts the same tree in the same place in WhiterunWorld so that they can be seen over the wall.I get the same lod fighting issue with overlapping lods showing - sometimes blotting out the actual tree completely 
I can just remove the trees closest to the walls - I'm starting a new game so it won't make any difference. But, again, I was wondering if anyone can suggest a better solution?
 
For additional info both mods are just esp's no added textures or anything. I use MO. And I run SFO Summer (and yes I have the SFO Summer billboards placed immediately after SFO in my load order). I did try Gamer Poets suggestion of moving the dyndolod output above SFO in the left hand side load order in MO, which obviously worked fine - but kinda negates the point of having a new tree lod

 

Is it possible to set up a specific rule on them, I'm reading the maanual and i can see a way to specify form id and maybe I could just tell it to do object lod on these trees only ( I think about 10 of them), is that possible or will it simply not work like that?  I'm not 100% sure I understand how to do it but I'd give it a go if I thought it would work.

 

This can't be done with a rule yet. One way would be to give the references of those trees XESP enable parents (use the player form id 14).
Then they will be ignored by the built-in tree LOD generator and should be done as dynamic LOD.

That worked a treat  ::D:

I set up both my "problem" mods with it and both now work properly, there is one tree right inside the whiterun gate that just briefly gets the double lods, then the game catches up and they vanish, very minor. Thank you Sheson for suggesting the answer and explaining how to do it when I asked. Very much appreciated.   ::):


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#1519 Applehammer

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Posted 02 July 2015 - 12:21 AM

The established method of installing SKSE using MO is described here along with the method of ensuring you have a valid 'skse.ini' file for the game to use.

This didn't fix the issue. Sheson, any idea's what might be up with my install? Link to original post with my problem: https://forum.step-p...101#entry131651


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#1520 GrantSP

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Posted 02 July 2015 - 01:01 AM

My post wasn't meant to be a fix for your issue, just a fix for your missing skse.ini.


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#1521 sheson

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Posted 02 July 2015 - 05:48 AM

This didn't fix the issue. Sheson, any idea's what might be up with my install? Link to original post with my problem: https://forum.step-p...101#entry131651

In my experience the cause of ILS is always not enough heap memory (block 1) defined.

Use Memory Blocks Blog to verify heap memory settings are working and raise value in case value for block 1 reaches maximum.

 

Maybe double check enb boost settings as well.


Edited by sheson, 02 July 2015 - 06:44 AM.

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#1522 Applehammer

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Posted 02 July 2015 - 02:49 PM

I've fixed my issue, and I'm just reporting back what fixed it for anyone who finds these posts later: I had to add the -forcesteamloader argument to SKSE_Loader.exe in MO. This fixed the issue of skse.ini memory settings not applying correctly. Thanks for everything, excellent mod sheson!


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#1523 sheson

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Posted 02 July 2015 - 04:18 PM

DynDOLOD  1.30

 
Fixed double Solitude windmill reported by adelinadragonborn
Fixed changes made to arnima.esp reported by Snakestone
 
DynDOLOD TexGen.pas is now the version I posted earlier in this thread. It always prints out the current LOD texture it is working on, so reports about trouble are more specific.
The alternative LOD texture list without the 3 troublesome LOD textures is included as well, together with notes about it in the TexGen manual and FAQ.
 
Added a bunch of updated LODs, rules and 3 additional billboards (in patches folder) for Beyond Reach, see notes in Manual for more information
Added rules for Pinegrove Lodge - Family house and The Great Forest of Whiterun Hold
 
Consider generating LOD from scratch if you use any of the above mods or if you encountered the fixed bugs mentioned above.
 

Changelog

 
DynDOLOD 1.29


Edited by sheson, 06 July 2015 - 12:52 PM.

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#1524 paradoxbound

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Posted 02 July 2015 - 04:18 PM

A quick question regarding Helgen Reborn should I generate the lods as soon as I have installed it or after the rebuild quest is complete?


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#1525 sheson

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Posted 02 July 2015 - 04:34 PM

A quick question regarding Helgen Reborn should I generate the lods as soon as I have installed it or after the rebuild quest is complete?


That is what the "Dyn" from dynamic stands for. LOD updates with all changes happening in Helgen in the vanilla game and with the Helgen Reborn mod.

DynDOLOD Worlds.pas looks at the load order, not the save games. It detects objects that are changed by quests and adds them to the dynamic LOD system instead of creating static or no LOD for them. When a save game is loaded or quests change objects DynDOLOD will adjust accordingly to current status of these objects.

If DynDOLOD is added mid quest so to speak, some objects may require the player to visit the cells they belong to, so the current status of these objects can be read.

Edited by sheson, 02 July 2015 - 05:09 PM.

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#1526 paradoxbound

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Posted 02 July 2015 - 05:36 PM

Thanks Sheson,

 

forgive my ignorance of how the mod works your explanation makes it awesome++ :;):


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#1527 Arkaedius

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Posted 02 July 2015 - 06:23 PM

I've fixed my issue, and I'm just reporting back what fixed it for anyone who finds these posts later: I had to add the -forcesteamloader argument to SKSE_Loader.exe in MO. This fixed the issue of skse.ini memory settings not applying correctly. Thanks for everything, excellent mod sheson!

Thank you for posting this solution. I was having the same problem as you (infinite loading screen whenever loading or starting a new game) and this fixed it! I tried every memory combination in skse.ini I could find and nothing seemed to affect my game at all, and I guess this is why. 

 

Makes me wonder how long this has been affecting my game though, as I've always had instability issues when running lots of mods..


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#1528 Snakestone

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Posted 02 July 2015 - 11:17 PM

Updated DynDOLOD and im getting the Windmills vanishing issue. So I got a question, if I install DynDOLOD will it make the windmills bigger or not? Cause I use SMIM but I use the Merge-All.esp to save slots.


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#1529 Doryani

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Posted 03 July 2015 - 03:24 AM

Hey guys, finally upgraded my PC and it's now time to fully enjoy Skyrim again.

 

I was just wondering if this list is up to date:

 

Beyond Reach - Billboards included
Climates Of Tamriel - Winter Edition
Dark Fantasy Overhaul - Billboards
Falskaar
Open Cities Skyrim
Static Mesh Improvement Mod
SkyFalls and SkyMills
Skyrim Flora Overhaul - Billboards
Skyrim Spring Overhaul - Billboards

 

Only planning to use OCS, SFO, SMIM and CoT(non-winter), so OCS, SFO and SMIM should be the only ones I need to generate LOD?


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#1530 sheson

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Posted 03 July 2015 - 03:47 AM

Updated DynDOLOD and im getting the Windmills vanishing issue. So I got a question, if I install DynDOLOD will it make the windmills bigger or not? Cause I use SMIM but I use the Merge-All.esp to save slots.

Follow the update instructions for existing save games.

 

Whenever running DynDOLOD Worlds.pas it will use whatever install option for the windmill fans was chosen in SMIM. Vanilla or large, with or without sails.

 

The SMIM esp do not matter for DynDOLOD. Windmill fans are meshes and textures only.

 

Hey guys, finally upgraded my PC and it's now time to fully enjoy Skyrim again.

 

I was just wondering if this list is up to date:

 

Beyond Reach - Billboards included
Climates Of Tamriel - Winter Edition
Dark Fantasy Overhaul - Billboards
Falskaar
Open Cities Skyrim
Static Mesh Improvement Mod
SkyFalls and SkyMills
Skyrim Flora Overhaul - Billboards
Skyrim Spring Overhaul - Billboards

 

Only planning to use OCS, SFO, SMIM and CoT(non-winter), so OCS, SFO and SMIM should be the only ones I need to generate LOD?

 

This is a list of mods that need extra work. The extra work is detailed in the manual.

The list can not be up-to-date and have such info for all mods which need work.

 

LOD is generated for the load order opened with TES5Edit.


Edited by sheson, 03 July 2015 - 04:37 AM.

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