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Dynamic Distant Objects LOD - pre 2.xx

dyndolod lod

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#1471 EssArrBee

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Posted 28 June 2015 - 07:58 PM

I sent you a possible fix for the mill sails man. I hope it works for you. Id post it here, but I dont know if it'd be against the rules.

Don't worry about trading files privately from SkyFalls/Mills or SMIM on STEP. We're friends with the authors of those mods and they don't mind us messing with their mods as long as we don't upload them somewhere like the nexus.


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#1472 Snakestone

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Posted 28 June 2015 - 10:57 PM

Don't worry about trading files privately from SkyFalls/Mills or SMIM on STEP. We're friends with the authors of those mods and they don't mind us messing with their mods as long as we don't upload them somewhere like the nexus.

Oh alright, thats good then.

For those who have issues with Skyfalls+Skymills and DyndoLOD, I found a fix (well I think, it works for me). You're gonna have to uninstall Skyfalls/Mills first. Then install this and let it overwrite anything SMIM oriented (I made this with SMIM-Merged-All.esp in mind), then re-install or update DynDOLOD and let it do Dynamic and Static LODs.

https://mega.co.nz/#...QU4DIK3suVmKhu8

I extracted the windmill meshes from Skymills and the comp version from SMIM. I tested it at Solitude and Whiterun and I have the big SMIM sails in LOD and when I get close to them mills. They should also be set the way Skymills had them, so they don't clip with anything (im looking at you Katla's Farm).

The only issue iv had is that it takes a second for the Windmill Sail at Katla's Farm to show up if you fast travel to the spot.


Edited by Snakestone, 28 June 2015 - 10:58 PM.

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#1473 EssArrBee

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Posted 28 June 2015 - 11:24 PM

The thing is that I've actually had SKyFalls/Mills working perfectly with DDL. It took me a while to get right with Medium settings, but sheson did some magic stuff and eventually got it all figured out. I'm surprised that it is still giving people issues.

 

Maybe he changed it again somewhere along the line.


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#1474 EssArrBee

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Posted 28 June 2015 - 11:51 PM

Hey, sheson, I forgot to ask. Did anything ever come of getting the trees on the map? I remember figuring out how to get them there a while back, but completely forgot about it. 


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#1475 zilav

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Posted 29 June 2015 - 12:34 AM

Hey, sheson, I forgot to ask. Did anything ever come of getting the trees on the map? I remember figuring out how to get them there a while back, but completely forgot about it. 

Need to regenerate trees as objects LOD, Sheson mentioned earlier here how to.


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#1476 sheson

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Posted 29 June 2015 - 01:46 AM

I did notice one thing I wanna ask though. The last time I did DynDOLOD, I generated static and dynamic lods, and when I went to exit when it was all said and done DynDOLOD.esp and arnima.esp were altered. arnima being Beyond Reach I clicked okay to the changes, I doubt a LOD mod could really mess up Beyond Reach but I though id ask just incase, aswell as wondering why arnima.esp was altered.


Do not save changes to other mods. It means something is not compatible yet. Will probably be fixed next version.
 
 

I can't even run game with DynDOLOD.esp.
It looks like typical missing master crash before main menu.
I have to turn off either DynDOLOD.esp or any other large esp like ASIS.esp or Dual Sheath Redux Patch.esp
I currently have really lot of big mods like 3DNPC, Skyre, ETAC, ELFX, 4 Skyproccers...
Of course i checked your mem patch, ENB, Papyrus settings and nothing helps.
Did i run into new engine limitation nobody have had before? :)


Get SKSE 1.7.3 and add
[General]
EnableDiagnostics=1
to the skse.ini. It will then prompt a message with the missing masters before crashing.
 

Could someone please check out my error I am having with TES5Edit andDynDOLOD TexGen?
 
Thank you


Check this post for an updated file to use instead. Go back a few post for more discussion of that error.
 

Oh alright, thats good then.

For those who have issues with Skyfalls+Skymills and DyndoLOD, I found a fix (well I think, it works for me). You're gonna have to uninstall Skyfalls/Mills first. Then install this and let it overwrite anything SMIM oriented (I made this with SMIM-Merged-All.esp in mind), then re-install or update DynDOLOD and let it do Dynamic and Static LODs.

I extracted the windmill meshes from Skymills and the comp version from SMIM. I tested it at Solitude and Whiterun and I have the big SMIM sails in LOD and when I get close to them mills. They should also be set the way Skymills had them, so they don't clip with anything (im looking at you Katla's Farm).

The only issue iv had is that it takes a second for the Windmill Sail at Katla's Farm to show up if you fast travel to the spot.


There should be no reason for this workaround. Just follow the manual/video.

SkyMills and SkyFalls works out of the box with DynDOLOD.
DynDOLOD automatically uses the SMIM SkyMills install option windmill sails with or without SkyMills.
DynDOLOD moves the windmill sail at Katlas farm to a non clipping position with or without SkyMills.

 
 

Hey, sheson, I forgot to ask. Did anything ever come of getting the trees on the map? I remember figuring out how to get them there a while back, but completely forgot about it.


Not directly. They just happen automatically when doing Options\trees.ultra\DynDOLOD-Trees.txt

Edited by sheson, 29 June 2015 - 01:47 AM.

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#1477 Snakestone

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Posted 29 June 2015 - 01:58 AM

Do not save changes to other mods. It means something is not compatible yet. Will probably be fixed next version.
 

So what should I do? Uninstall and reinstall Beyond Reach? Will I have to re-run DynDOLOD?


Edited by Snakestone, 29 June 2015 - 02:00 AM.

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#1478 EssArrBee

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Posted 29 June 2015 - 02:23 AM

Not directly. They just happen automatically when doing Options\trees.ultra\DynDOLOD-Trees.txt

Oh, so I need full tree LODs to get them on the map. Cool.

 

Also, what is in Options\holycow? I mean it looks like a cow, but what's it's deal, man?


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#1479 sheson

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Posted 29 June 2015 - 02:55 AM

So what should I do? Uninstall and reinstall Beyond Reach? Will I have to re-run DynDOLOD?


Just revert the arnima.esp to its default version. Nothing else needs to be done.
 
 

Oh, so I need full tree LODs to get them on the map. Cool.
 
Also, what is in Options\holycow? I mean it looks like a cow, but what's it's deal, man?


It is the holy cow. Doesn't do anything. It just stands there and is holy.

Edited by sheson, 29 June 2015 - 02:56 AM.

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#1480 adelinadragonborn

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Posted 29 June 2015 - 02:58 AM

Can you open console and click on both sails and check the form ids?

You know how the first 2 digest are the mod? One will belong to DynDOLOD. I am interested in the form id and the mod name of the other. 

1:  [74] DynDOLOD.esp \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \ 74005580 <SkyFallsSkyMillsDGDBesp_01037E_DynDOLOD_LOD>

 

2:  [74] DynDOLOD.esp \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \ 7400606C <DynDOLODesp_00330B_DynDOLOD_LOD>


Edited by adelinadragonborn, 29 June 2015 - 03:00 AM.

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#1481 sheson

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Posted 29 June 2015 - 05:09 AM

1:  [74] DynDOLOD.esp \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \ 74005580 <SkyFallsSkyMillsDGDBesp_01037E_DynDOLOD_LOD>
 
2:  [74] DynDOLOD.esp \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \ 7400606C <DynDOLODesp_00330B_DynDOLOD_LOD>


Will be fixed in next version. No idea how that sneaked back in.
You can simple remove either one to fix it in the meantime.
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#1482 Griwildor

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Posted 29 June 2015 - 05:21 AM

 

I'm having 2 hours of time now and I'll regenerate my DynDOLOD once more - after deleting my old "DynDOLOD - Output" mod, replacing the DynDOLOD.esp with the DynDOLOD.esp.bak, reinstalling SMIM (trying out the sails version this time), removing SkyFalls from my modlist, executing LOOT and regenerating my Merged and my Batched Patches... Skyproc Patchers (DSR and FNIS) I used to run after DynDOLOD generation. Let's see if these missing references show up in my DynDOLOD_Tamriel_Objects.json then... :ermm:

 

 

I sent you a possible fix for the mill sails man. I hope it works for you. Id post it here, but I dont know if it'd be against the rules.

Thank you very much Snakestone! I'll give it a try once I regenerated everything :)


Edited by Griwildor, 29 June 2015 - 06:01 AM.

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#1483 adelinadragonborn

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Posted 29 June 2015 - 05:28 AM

Will be fixed in next version. No idea how that sneaked back in.
You can simple remove either one to fix it in the meantime.

thank you :) 


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#1484 Lothar83

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Posted 29 June 2015 - 05:46 AM

Hi,

 

Just one question. Is it possible in any way to increase the resolution or details of trees in the distance?

 

Best regards.


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#1485 sheson

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Posted 29 June 2015 - 05:59 AM

Hi,
 
Just one question. Is it possible in any way to increase the resolution or details of trees in the distance?
 
Best regards.


You could either create higher resolution billboards with Tree LOD billboard creator for xLODGen or check out Options\trees.ultra\DynDOLOD-Trees.txt from the DynDOLOD download archive.
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