Those that don't want to use DynDOLOD or any other LODGen tools can use v2.0.0 under Archived Files with pre-generated LOD --LOD will not match the mod list ... but some people aren't as discerning as others. Tree Object LOD Skyrim LOD (level of detail) allows distant terrain, objects, and trees to be seen by the player even when the cells are not loaded, making exteriors in the game much more visually appealing and realistic. Tree LOD can also be rendered with object LOD by DynDOLOD.
IMPORTANT:
Native Skyrim LOD matches unmodded vanilla Skyrim ONLY (and is low quality).
DynDOLOD can be used to generate LOD matching the current mod list (or more specifically, the current plugin load order [LO]).
When mod authors package their DynDOLOD LOD patch into their mods, this LOD matches their LO at time of generation and is called "pre-generated LOD". It will be accurate ONLY for their LO (which is uncertain unless clearly specified).
The ONLY way to have LOD that matches a particular LO is to generate LOD oneself. For example ...
If a mod author provides pre-generated LOD in it's most compatible form (only the mod author's mod is active during LODGen), then those using a mods that change or add objects will not have LOD for the objects, which will change or appear out of nowhere once the cell is loaded (pop-in).
If a mod author provides pre-generated LOD with other mods that change or add objects, then those lacking said mods will see distant objects that ARE NOT THERE and that will change or disappear when the cell is loaded (pop-out).
Recommended DynDOLOD 3 'tree' mesh rules:
Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2
Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many)
During my first year of playing Skyrim, I installed another mod that seemed a bit visually outdated in places. I watched numerous comparison videos, did numerous tests, and each time, my choice fell on EVT. Simple, effective, coherent, in keeping with the game's visual style. Everything is perfect: trees, barks, piles of wood, stumps, chopped trunks... Thank you so much. <3
I have odd LOD with Enhanced Vanilla Trees SE-Basic BETA (2.3.0b). Using DynDOLOD 3, Ultra, with LOD4/Billboard 4, LOD8/Billboard 4, LOD16/Billboard 1, Level32/Billboard 6. Should the tops of the trees be so much darker than the lower part?
The darker tops are typical for this mod and other pine mods that have double-sided branch meshes. The reason is because the normal faces at the top point more 'out' instead of 'up'. Only one side of these branches will get the intended lighting, so at any given angle, there could be more/less darkness on the tops. It also happens on some lower branches that are angled more laterally than facing upward. From one side, some branches will appear dark, but from the other side, they will look fine. Non snowy pine trees are affected much more than snowy variants.
This problem is exacerbated by certain texture choices, so some of the texture options will work better than others. Try installing Basic using the default branch texture options (or try different ones if that is what you are using now) and continue with Billboard 4 as the DynDOLOD 'tree' mesh rule at LOD4. When using Billboard # options in DynDOLOD, it uses the TexGen-created billboards. These are created by essentially capturing images of the rendered tree during the TexGen billboard creation. The rendered trees suffer the normal-faces problems during billboard creation.
You can also alleviate some of this by raising the 'Ambient' and decreasing the 'Direct' values for HD tree in TexGen. Maybe invert the defaults: Direct=55, Ambient=135. Smoothing the normals to 50 may also help. As with #1, this only applies to Billboard.
You can also use Level0 at LOD4, which will totally fix the issue because of the way I configured the LOD models. More distant trees will still have the issue, but it's not as obvious over that longer distance. You can also experiment with Level1|2|3 at any of these LOD4|8|16, which will also not have dark tops. Level0 looks best though, so consider Level0, Level1, and Level2 at LOD4, LOD8, and LOD16, respectively. Note the performance hit on FPS to see if these are viable options for you.
I think the vanilla meshes all use vanilla texture paths. Some of the textures have custom name variants though. Where a vanilla name isn't used, you can simply rename the textures temporarily.
Edit: yes, I saw that some aspen trees have a custom variant, which is a bit of a shame for consistency, since I can't delate those custom textures to use mine. I hope that in the future update they won't be there, but it's ok either way. Btw I tested the newest beta and it's awesome!
this is the only tree mod i use and i have been using it for years. i've gotta say, you've outdone yourself on the latest update. it's the best by far. my game has never looked better. i love the pines and cedars. thank you for all the work you put into these.
There is always a brief transition as the LOD model is replaced by the full model. The only way to minimize is to match the full model optimally using the DynDOLOD tools. Use Ultra trees, LOD4=Level0. Change Crownbrightness in DynDOLOD_SSE.ini (I darken slightly to 0.8 with EVT Lush defaults). Set LOD4 distance far enough out (use BethINI).
1756 comments
Tree Object LOD
Skyrim LOD (level of detail) allows distant terrain, objects, and trees to be seen by the player even when the cells are not loaded, making exteriors in the game much more visually appealing and realistic. Tree LOD can also be rendered with object LOD by DynDOLOD.
IMPORTANT:
- Native Skyrim LOD matches unmodded vanilla Skyrim ONLY (and is low quality).
- DynDOLOD can be used to generate LOD matching the current mod list (or more specifically, the current plugin load order [LO]).
- When mod authors package their DynDOLOD LOD patch into their mods, this LOD matches their LO at time of generation and is called "pre-generated LOD". It will be accurate ONLY for their LO (which is uncertain unless clearly specified).
- The ONLY way to have LOD that matches a particular LO is to generate LOD oneself. For example ...
- If a mod author provides pre-generated LOD in it's most compatible form (only the mod author's mod is active during LODGen), then those using a mods that change or add objects will not have LOD for the objects, which will change or appear out of nowhere once the cell is loaded (pop-in).
- If a mod author provides pre-generated LOD with other mods that change or add objects, then those lacking said mods will see distant objects that ARE NOT THERE and that will change or disappear when the cell is loaded (pop-out).
Recommended DynDOLOD 3 'tree' mesh rules:
- Ultra: LOD4/Level0, LOD8/Level1, LOD16/Level2
- Performance: LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard(1) (looks VERY good and may be optimal for many)
- Optimal: LOD4/Level0, LOD8/Billboard4, LOD16/Billboard(1)
LOD InstructionsDynDOLOD 3 Support
DynDOLOD and xLODGen General Support
I watched numerous comparison videos, did numerous tests, and each time, my choice fell on EVT.
Simple, effective, coherent, in keeping with the game's visual style.
Everything is perfect: trees, barks, piles of wood, stumps, chopped trunks...
Thank you so much. <3
SRG_treepineforestsnow05_E02CA399passthru_lod.nif
SRG_treepineforestsnowl05_07E08F7Dpassthru_lod.nif
those 2 trees have weird dark lods. not sure why? using the lush version
https://i.ibb.co/23HcgMLB/20250405134821-1.jpg
Unfortunately, using Level0 at LOD4 tanks my FPS (I'm playing in VR).
However, your suggestion of changing the ambient and direct lighting, and smoothness, worked wonderfully. I used the values you suggested:
https://i.ibb.co/215ZTqxC/20250406125237-1.jpg
Thanks again!
is it possible to fix the flickering Trees when i come closer to the trees? They always flickering. Sorry for my bad English.