So I'm consistently running into this issue with Cyrodiil; a chunk of the northern wall and inner circle is missing. I scrolled through the comments for the Imperial City LOD fix (which I've never installed), and it seems that folks over there are having the exact same issue, which tells me that this is a problem being caused by the most recent version of DynDOLOD: With xLODGen and DynDOLOD
That said, everything looks fine when I exclude Beyond Skyrim/Bruma from DynDOLOD, so I can always fall back to that if necessary: WITHOUT DynDOLOD
The DynDOLOD was just nice to have because I also use A Clear Map of Skyrim with Level 32 LODs, which makes the maps super nice and detailed. But eh, can't have it all. I just hope this information is useful to you. Thanks for your work!
As I said, I've never installed Imperial City Fix; I've only ever used the Best of Both LODs mod.
I was just pointing out that the problem in the first picture (which happened with the Best of Both LODs) is similar to what people are are saying is happening with the Imperial City Fix.
What I'm suggesting is that something in the latest version of DynDOLOD is messing with both of these mods, because the issue is strangely consistent regardless of the mod you're using.
Also this. Read the last line. I don't know why that happens
-OVERVIEW- This patch makes sure that Imperial City and tower and surrounding trees are visable again after generating xLodGen and DynDOLOD using original assets from Beyond Skyrim - Bruma. It is not perfect but it is the best i can do. And it is better than nothing. Because Beyond Skyrim-Bruma lacks a full model of city and tower (as far as i know), it simply vanishes when coming to close to it. Nothing i can do about it.
Yeah, I think that's probably the case; I realize now that I probably wandered much closer to Cyrodiil than the Beyond Skyrim mod (or any of these mods) intended. Ah well. Everything looks great when looking down from Bruma. Thanks again for responding!
-INSTALLATION- After doing the whole xLodGen and DynDOLOD generating process, place this patch after all generated outputs. Make sure it overwrites xLodGen and DynDOLOD's assets.. Let this mod overwrite any Beyond Skyrim - Bruma related plugins/mods. Do NOT use Imperial City LOD fix for custom lods (Beyond skyrim Bruma) with this method!!
Huuh I'm confused, I'm using XlodGen, but only for terrain generated files, to use with ACMOS and also get roads, should I use your file to override mine ? I also use dyndolod of course, and I ovverid for dyndolod to get the trees to show. This mod should added by default to the dyndolod pack by the way, or linked in forums to solve the problems with bruma. Way easier to enable bruma, generate once, add your mod, rather than generate dynolod twice and delete the btos. Thanks for the work
For me this mod adds tree lod close up at lakeside retreat. I ended up Fixing the lod problem for bruma by disabling this mod, and just deleting level 16 and higher terrain meshes and textures from LODGen, level 16 and higher objects from DynDoLod. I have a similar result to the author just without tree lod in the unplayable area, but those ugly close up tree lod are gone now.
So Dyndolod has an exception somewhere to prevent Bruma from being an option when you try to update the LOD. I've installed this and ran Dyndolod but it's not doing anything different. How would I go about enabling Bruma in Dyndolod if there isn't a checkbox available?
OK but everywhere online it says better to leave the LOD alone than to try because of all the issues. And on your mod description you wrote "It is not perfect but it is the best i can do. And it is better than nothing.", but it isnt nothing, the BS Bruma mod comes with LOD already. So why is your LOD better than the original mod LOD is what I'd like to know! I see very minimal difference from the first and 3rd pictures. No doubt its improved, but are there other LOD issues like flickering and such?
First line of "Overview" says that it use original assets from Bruma. These are filtered. So after running XLodGen and DynDOLOD, these original lod assets fixes what XLodGen and DynDOLOD misses or breaks. Trust me, it looks far better this way and it is no problen to have Bruma lod generated. Compare pic 1 and 3 again. You will notice that it is quite different.
yes, it is true that beyond bruma does come with pre packages lods...very, very basic lods with a lot of stuff missing. that's where this mod come in. it adds in lods images that should have been there in the first place. and as toostruus pointed out you need only look at the screenshots to see the difference. if you can't...you may need to get your eyes checked because the difference seems pretty glaring to me. I'm frankly mystified as to how you can't see the differences. as to it not being perfect, this is because the beyond bruma team didn't include lod images for the great central tower, that's what he means. it's not in toostruss skill set to fix that.
37 comments
With xLODGen and DynDOLOD
That said, everything looks fine when I exclude Beyond Skyrim/Bruma from DynDOLOD, so I can always fall back to that if necessary:
WITHOUT DynDOLOD
The DynDOLOD was just nice to have because I also use A Clear Map of Skyrim with Level 32 LODs, which makes the maps super nice and detailed. But eh, can't have it all. I just hope this information is useful to you. Thanks for your work!
Check screenshots from modpage and see differents with them.
I was just pointing out that the problem in the first picture (which happened with the Best of Both LODs) is similar to what people are are saying is happening with the Imperial City Fix.
What I'm suggesting is that something in the latest version of DynDOLOD is messing with both of these mods, because the issue is strangely consistent regardless of the mod you're using.
-OVERVIEW-
This patch makes sure that Imperial City and tower and surrounding trees are visable again after generating xLodGen and DynDOLOD using original assets from Beyond Skyrim - Bruma.
It is not perfect but it is the best i can do. And it is better than nothing.
Because Beyond Skyrim-Bruma lacks a full model of city and tower (as far as i know),
it simply vanishes when coming to close to it. Nothing i can do about it.
But i think Bruma team needs to come with some better lods for this mod
After doing the whole xLodGen and DynDOLOD generating process, place this patch after all generated outputs. Make sure it overwrites xLodGen and DynDOLOD's assets..
Let this mod overwrite any Beyond Skyrim - Bruma related plugins/mods.
Do NOT use Imperial City LOD fix for custom lods (Beyond skyrim Bruma) with this method!!
I also use dyndolod of course, and I ovverid for dyndolod to get the trees to show.
This mod should added by default to the dyndolod pack by the way, or linked in forums to solve the problems with bruma.
Way easier to enable bruma, generate once, add your mod, rather than generate dynolod twice and delete the btos.
Thanks for the work
I have already ran lodgen, texgen, and dyndolod for bruma. This mod is overwriting everything
DynDOLOD -> Edit Scripts -> DynDOLOD -> Configs -> DynDOLOD_SSE_worldspace_ignore.txt
Then set add this // to BSHeartland.esm;000A764B;BSHeartland
Or am I misunderstanding and this is something else?
Then set add this // to BSHeartland.esm;000A764B;BSHeartland
Weird that it does not work for you
Dyndolod fixes stuff to. My mod is just cherry on pie.
And on your mod description you wrote "It is not perfect but it is the best i can do. And it is better than nothing.", but it isnt nothing, the BS Bruma mod comes with LOD already.
So why is your LOD better than the original mod LOD is what I'd like to know!
I see very minimal difference from the first and 3rd pictures. No doubt its improved, but are there other LOD issues like flickering and such?
These are filtered. So after running XLodGen and DynDOLOD, these original lod assets
fixes what XLodGen and DynDOLOD misses or breaks.
Trust me, it looks far better this way and it is no problen to have Bruma lod generated.
Compare pic 1 and 3 again. You will notice that it is quite different.