You only need to generate new textures with xLODGen. Unless you have some specific issue that needs to be addressed I think generally updating DynDOLOD is not recommend during a playthrough. xLODGen meshes are used during DynDOLOD generation, so it's probably a good idea to not update these as well. You can uncheck "Build meshes" in the xLODGen options to generate textures only.
Just wanted to thank you for the latest update. Using Skyland and rerunning xlodgen with your settings has produced the best looking terrain lod I've ever had in game. Thank you!
I have to chime in here. My terrain LoD has never looked better. Had meddled around with greyish distant snow terrain for quite a while and after using this mod and your xLodGen settings it just looks perfect. Many thanks
It applies to all terrain textures in the distance, it is just easier to notice on smooth textures like snow. Certain landscape textures like gravel for example can benefit from a rougher texture to give the appearance of more detail, but then a smooth texture like snow might not look like snow anymore because all terrain uses the same texture file.
Thank you. Do you know if there is a way for xLODGen to not darken the textures of snow and the rest of terrains? The game looks great but I'd prefer if there wasn't that mismatch. I assume your noise texture won't work in my case.
You can always try the terrain texture and see how it looks in the game. There is no harm done, it won't affect your saved games or LOD generated files. Just drop the file or use the mod manager to install it, see how it looks and if it doesn't look normal you can just delete it. If you haven't installed it there is also the possibility that you might already have a terrain noise texture file installed from another mod that might be darker than it should be for your setup. You can always check (Steam\steamapps\common\Skyrim Special Edition\Data\Textures\terrain\noise.dds). When you run xLODGen there are settings for brightness, contrast and gamma. It is possible that those might have gotten changed and if they have they get saved so the next time you re-run xLODGen you'll get those changed saved settings. The default values should result in normal looking terrain LOD brightness, but depending on what texture mods you have installed it is possible that some adjustments might need to be done. Still though, I would recommend to start with the default values and go from there.
With version 1.1 I've added recommended settings during xLODGen generation (in the mod's description) allowing all terrain surfaces to have more complex and detailed pattern.
I think the overall effect is that the texture in that mod is a little more grainy and slightly darker. Unfortunately as discussed below the game applies the same noise texture file for all LOD textures. Considering this, what you are likely to get is slightly more perceived detail in areas with grass, but snow might look a little dirty.
hi thanks for this mod, would you have xlodgen, dyndolod settings for very good quality Lods, you could share with the community, you seem to know a lot about the subject, the recommendations on other guides are standard settings producing some what alright results depending.
Hey highfive! your welcome. gonna give these a go, been having a weird texture stretching above the door entrance into bleak falls barrow, and little off to the side on the mountain, not sure if this is caused by parallax or simplicity of snow, maybe just bad lod gen.
Is there any benefit to using BC7 Max in a textgen output?
BC7 Max is a higher quality image compression format that Skyrim SE can read. xLODGen can be used for other games, not all of which can use this format. I see no reason not to take advantage of it with Skyrim SE.
First thank you so much. Do you happen to have something similar for grass im using qw grass patch 2 and its grass cache the grass lod looks the same but its a bright green in white run and the close grass is the same grass but brown with a hint of green. please any help im spent hours.
My guess is that either the grass cache is incorrect or more likely when generating the grass billboards with DynDOLOD 3.0 you have RGB values that are off. I use the following:
If it's the precache that's causing it you can generate your own. If you are using 1.6 it's not as straightforward as it used to be, but it's still possible.
I haven't used qw grass patch 2 so I don't know what the values for it will be. My recommendation is to try the values that I have provided and then if you see a big difference in brightness to try lowering or increasing all the values by the same multiplier so that you don't get a shift in color.
It will likely depend on the mod that you use so you have to test and see how it looks in-game. The last time I generated the grass billboards with DynDOLOD I actually used the default settings for grass brightness levels.
Probably the best place to ask is in the forum for the grass mod that you use.
There is a possibility that it could be overwritten by another mod, so it is best to place it last in the load order or as low as possible. This one single noise texture file will not cause any conflicts so there's no reason not to place it at the very bottom. If the problem persists after that, which I have a suspicion could be the case, then I think it is likely some other texture mod that's installed or perhaps you're using incorrect brightness settings when running xLODGen.
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to know a lot about the subject, the recommendations on other guides are standard settings producing some what alright results depending.
smacking that thumbs up button!
- LOD4
- Quality:0- enable Protect Borders
- disable Hide Quads
- Optimize Unseen: off
- diffuse size 512, normal size 512
- LOD8
- Quality:5- Optimize Unseen: 550
- diffuse size 256, normal size 256
- LOD16
- Quality:10- Optimize Unseen: 550
- diffuse size 128, normal size 128
- LOD32
- Quality:10- Optimize Unseen: 550
- diffuse size 128, normal size 128
- All
- BC7 Max texture format- disable mipmaps
- disable raise steepness
- disable bake normal maps
- Brightness: 20
- Contrast: 30
- Gamma: 0.70
- default size: diffuse 256, normal 256
In TexGen and DynDOLOD I use mostly the default settings.
gonna give these a go, been having a weird texture stretching above the door entrance into bleak falls barrow, and little off to the side on the mountain, not sure if this is caused by parallax or simplicity of snow, maybe just bad lod gen.
Is there any benefit to using BC7 Max in a textgen output?
And coloring temp is Obsidian with Rudy ENB (still best combo imo) and Azurite Mists and Supreme Weathers.
DynDOLOD\EditScripts\DynDOLOD\DynDOLOD_SSE.ini:
GrassBrightnessTopR=0.300
GrassBrightnessTopG=0.334
GrassBrightnessTopB=0.337
GrassBrightnessBottomR=0.240
GrassBrightnessBottomG=0.267
GrassBrightnessBottomB=0.270
If it's the precache that's causing it you can generate your own. If you are using 1.6 it's not as straightforward as it used to be, but it's still possible.
Ex.
GrassBrightnessTopR=0.300 × 1.2 (or × 0.8)
GrassBrightnessTopG=0.334 × 1.2 (or × 0.8)
GrassBrightnessTopB=0.337 × 1.2 (or × 0.8)
GrassBrightnessBottomR=0.240 × 1.2 (or × 0.8)
GrassBrightnessBottomG=0.267 × 1.2 (or × 0.8)
GrassBrightnessBottomB=0.270 × 1.2 (or × 0.8)
ComplexGrassBrightnessTopR=0.70
ComplexGrassBrightnessTopG=0.75
ComplexGrassBrightnessTopB=0.75
; make bottom darker to fake shadowing
ComplexGrassBrightnessBottomR=0.70
ComplexGrassBrightnessBottomG=0.75
ComplexGrassBrightnessBottomB=0.75
Probably the best place to ask is in the forum for the grass mod that you use.