SPECIAL NOTE:Errors will arise if you attemp to regenerate static Object LOD.Tree LOD generation with TES5LODGen works perfectly
I suggest only generating TREE LOD at the moment. After installing Bruma, navigate to textures/terrain/BSHeartland and delete the folder labeled trees. Do the same for the trees folder in meshes/terrain/BSHeartland. Then install appropriate billboards and generate only the tree LOD for BSHeartland world space.
Is this compatible with the SSE versions of Beyond Skyrim: Bruma and DynDOLOD? Asking because I'm getting crashes with DynDOLOD and after checking its logs it seems that all of the things that are out of the ordinary are related to Beyond Skyrim: Bruma
I had the same problem, so my suggestion is to only generate tree LOD. I had no problems with just the trees, so unselect the object option in TES5LODGEN. Use the landscape and object LOD from The original mod. There is no need to re-generate object LOD unless you have a mod that adds new objects to BY Bruma (don't think those exist yet).
I suspect the same issue with object LOD will occur with DYNDOLOD. I have only tested this with Tes5LODGen
Reinstall the terrain file for both the textures and the meshes. Then delete the tree subfolder inside the terrain folder while keeping the other files. Then install billboards and generate tree lod
On the TES5LODGen files page there should be vanilla LODs. However, if you're using a mod like "Skyrim Flora Overhaul" you need to get the LODs from that mod's files page.
I'm using the mod Simply Bigger Trees and am very happy with it. I have a pretty much CTD-free game now with about 230 mods, and don't want to wreck my setup. Considering adding Beyond Skyrim: Bruma. If I continue to use Simply Bigger Trees, do I need this mod?
f***!! the instruction say only generate tree lod i generate static lod and full model 3d tree lod "facepalm" thats why got stutter while entering bruma
Hey, I don't understand how I use this with DynDOLOD? If I run dyndolod while BS-B is activated the trees lod work but I get half of white-gold tower not showing and CTDs in south-west part of the map, but if I run dyndolod without BS-B activated and with only the tree lod it wont work, the lod for trees doesn't work in bruma but yet it works for the rest of skyrim. Any suggestions maybe? I am using MO2, Bruma 1.3.3 version, the bruma integration patch mod and this mod, Dyndolod resources 2.37 and Dyndolod 2.37 standalone
I saw sheson post something about it here http://forum.step-project.com/topic/11997-dynamic-distant-objects-lod-dyndolod-227/page-13#entry204312but I am not sure what he means, I've tried different approaches as he mentioned but with the same resault in the end.. I am surprised I can't find anyone else having this problem
Will this work with BS Bruma version 1.3.3? And will this work along side Enhanced Vanilla Trees LOD Billboard without either overwriting one another while using DynDOLOD?
Yes this will work with the latest version of Bruma. The billboards for Bruma are unique to that mod so you can use billboards for any other mod for vanilla trees, or for custom tree mods in other world spaces like Skyrim and Solstheim
I followed your sticky to the letter, but i ended up with "[BSHeartland] Trees LOD generation error: Can't fit billboards on atlas, not enough space" when trying to generate tree LOD.
This can happen when you have very high resolution billboards for vanilla trees. I suggest deleting some billboards and trying it again. All shrubs are good candidates for deletion since they are very small: anything named shrub, bush, or swordfern are good candidates
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I suggest only generating TREE LOD at the moment. After installing Bruma, navigate to textures/terrain/BSHeartland and delete the folder labeled trees. Do the same for the trees folder in meshes/terrain/BSHeartland. Then install appropriate billboards and generate only the tree LOD for BSHeartland world space.
I suspect the same issue with object LOD will occur with DYNDOLOD. I have only tested this with Tes5LODGen
Reinstall the terrain file for both the textures and the meshes. Then delete the tree subfolder inside the terrain folder while keeping the other files. Then install billboards and generate tree lod
See this post
If you still want to try to generate object LOD with TES5LODGen, replace LODGen.exe with the one from DynDOLOD 2.26
If not, then you will need billboards from SBT and these billboards for Bruma and use a program to generate tree LOD
i generate static lod and full model 3d tree lod "facepalm" thats why got stutter while entering bruma
If I run dyndolod while BS-B is activated the trees lod work but I get half of white-gold tower not showing and CTDs in south-west part of the map, but if I run dyndolod without BS-B activated and with only the tree lod it wont work, the lod for trees doesn't work in bruma but yet it works for the rest of skyrim. Any suggestions maybe?
I am using MO2, Bruma 1.3.3 version, the bruma integration patch mod and this mod, Dyndolod resources 2.37 and Dyndolod 2.37 standalone
I saw sheson post something about it here
http://forum.step-project.com/topic/11997-dynamic-distant-objects-lod-dyndolod-227/page-13#entry204312but I am not sure what he means, I've tried different approaches as he mentioned but with the same resault in the end.. I am surprised I can't find anyone else having this problem