I re-opened the comments here, because some of you were bothering the original author on his page about these, sigh.
I will not address "snake oil" reports that don't demonstrate any real issues beyond pre-generation concerns or other speculation. The LODs I provide here verifiably DO work and are used in several popular modlists played by thousands of users such as LoreRim, Apostasy and Twisted Skyrim.
Why do you have the Tree_Anim shader flag enabled for the passthru_lod nif lod models? Should it not be disabled for 3d lods? Is there a way for me to delete that flag all at once (batch edit) for all the passthru_lod files? Thanks.
You can use: https://www.nexusmods.com/newvegas/mods/67829 to remove unnecessary shader flags all at once. Ive done it. Now I need to run Dyndolod. You can easily update this lod package this way.
Because they were made from the original models and I forgot to remove the flag. I can remove the flags with Sniff next time I update this mod. However, in practice the shader flag itself shouldn't matter, the LODs work just fine. (DynDOLOD documentation tells to remove tree animations, but it means skinned skeleton animation using bone weighs which is a different thing from the tree_anim shader flag.)
Moreover, the actual LODs are not raw resources I provide here, DynDOLOD processes and repackages them in the .bto files in the output, which is actually what you see in-game. The LOD resources here don't use passthru in the filename, therefore dyndolod does alter them to use the default LOD shader flags when packaging them inside the .bto files.
I have noticed an issue when generating the LOD with your provided assets in load order - I get multiple errors/warning when running Dyndolod in relation to trunk Lod textures (generated using this mod's assets with TexGen). Example of one of many:
"<Error: Texture resolution 176x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\elm_common_big01_dry_3e3095a6_trunk_2.dds Used by meshes\dyndolod\lod\trees\elm_common_big01_dry_lod_0.nif Nature of the Wild Lands.esp elm_common_big01_dry [TREE:3646E5B8]>"
Big number of these errors seems to have a significant impact on performance/game stability.
I can confirm that these errors/warnings only show up after adding your mod in (whether overwritten by the latest NoTWL 3.12 or not).
Would appreciate confirmation if this is an error on my part or something is wrong with the resources provided!
Yes, I saw this warning too when generating my LODs, but these are textures generated by TexGen in the previous step. You can easily verify this by checking the TexGen output. I have no knowledge of how TexGen generated textures with that resolution and such concerns should be directed to official DynDOLOD support forum as adviced in the pinned comments and the description. However, I have not had stability or performance issues on my end, so I'm not concerned about this. To my understanding this should not matter anyway, since the textures made by TexGen are not (supposedly) directly used in the game, rather DynDOLOD uses them the create an atlas texture that is actually used by the LOD models in-game, so could also be edge case of bad warning reporting.
Loaded it this afternoon since I was working on my trees right when you posted it! Seems to be working so far. I have not made and exhaustive test of the mod however. Thanks for this! Cheers!
I checked, it shouldn't even matter which one wins the conflict. Its just the dummy trunks texgen uses to generate the hybrid billboards for DynDOLOD. If you don't understand what this means don't worry about it. I may reupload without the redundant files at some point to reduce user confusion but too lazy to do it now.
Hi, can someone please help me out with my LODs? I can’t figure out why the trees are so thin and look like sticks.
Edit: Managed to fix the issue by setting the billboard resolution to 2048/512, which was also shown in the mod author's DynDOLOD screenshots. I feel so stupid it's unreal. If anyone has similar issues, maybe try this. Thank you so much for these lods!
I am however having a little issue. It seems that spruce_common_bigest02_winter_c40d0944_trunk.nif is calling for bark06_n.dds and bark06_winter.dds which don't appear to exist in this mod or in v3.12 of NotWL. I only noticed this when looking through warnings in texgen.
After doing more digging, the missing textures are supposed to be in the NotWL main mod. For some reason only those two textures were missing from my install. Not sure how that happened, but a reinstall fixed the issue.
Ok so if I understand what you're asking, you want me to restore my version of the LOD resource for the basic pines, because the ones from the main page look somewhat bald? It would be decent bit of work, but maybe. I'd first wait and see if FTW fixes this issue on his end.
57 comments
I will not address "snake oil" reports that don't demonstrate any real issues beyond pre-generation concerns or other speculation. The LODs I provide here verifiably DO work and are used in several popular modlists played by thousands of users such as LoreRim, Apostasy and Twisted Skyrim.
I will also not provide support for generating your LODs, including configuration options.
For guides on how to generate 3D LOD with DynDOLOD 3 Alpha, refer official DynDOLOD documentation or other guides like STEP or Animonculory. For help with using DynDOLOD, refer to official DynDOLOD support forum.
Moreover, the actual LODs are not raw resources I provide here, DynDOLOD processes and repackages them in the .bto files in the output, which is actually what you see in-game. The LOD resources here don't use passthru in the filename, therefore dyndolod does alter them to use the default LOD shader flags when packaging them inside the .bto files.
I have noticed an issue when generating the LOD with your provided assets in load order - I get multiple errors/warning when running Dyndolod in relation to trunk Lod textures (generated using this mod's assets with TexGen). Example of one of many:
"<Error: Texture resolution 176x512 not a power of 2 Texture textures\dyndolod\lod\trees\nature of the wild lands\elm_common_big01_dry_3e3095a6_trunk_2.dds Used by meshes\dyndolod\lod\trees\elm_common_big01_dry_lod_0.nif Nature of the Wild Lands.esp elm_common_big01_dry [TREE:3646E5B8]>"
Big number of these errors seems to have a significant impact on performance/game stability.
I can confirm that these errors/warnings only show up after adding your mod in (whether overwritten by the latest NoTWL 3.12 or not).
Would appreciate confirmation if this is an error on my part or something is wrong with the resources provided!
Thank you very much in advance.
Cheers!
Pretty sure you can make this file lose conflicts with the main NotW mod.
Edit: Managed to fix the issue by setting the billboard resolution to 2048/512, which was also shown in the mod author's DynDOLOD screenshots. I feel so stupid it's unreal. If anyone has similar issues, maybe try this. Thank you so much for these lods!
I am however having a little issue. It seems that spruce_common_bigest02_winter_c40d0944_trunk.nif is calling for bark06_n.dds and bark06_winter.dds which don't appear to exist in this mod or in v3.12 of NotWL. I only noticed this when looking through warnings in texgen.
Before I regenerate LOD, NoTW has been updated to 3.12, does this mod have to be updated again? Thank
thank you for the update.
I think you can also update the title of your mod to match the current version ^^
I am running yours overwriting 3.11 and one of the trees still looks like sticks in Lake Ilinalta.
https://imgur.com/a/B5vzFlS