If you already downloaded/installed and updated DynDOLOD using v2.36.4, you DO NOT need to re-download, reinstall, and regenerate DynDOLOD. Only the FOMOD version info was updated in the latest hotfix to fix tracking in MO and Vortex. Just change the metadata file in the mod manager instead (or re-query the metadata).
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)
NOTE: Use the Quality version of this mod if using these mesh rules, because performance cost is identical
NOTE: Because the base trees for Aspens Ablaze have high-poly custom crowns AND because the LOD models use these same crowns, the AA mod and the AA LOD provided here are performance taxing (upwards of a -20 FPS hit in the Rift). 2.32 versions are a bit more performance friendly than the 1.03 version. The only way to fix this is to reduce the poly count on the base tree crowns. UPDATE: DoubleYouC created reduced-poly versions of the AA crowns in the LOD models used in the 'Performance' version of this mod, which is veritably indistinguishable from the 'Quality' version of this mod.
If using a 'Performance' version of this mod,: treeaspen | LOD4/Level0 | LOD8/Level1 | LOD16/Billboard4
If using a legacy or 'Quality' version of this mod, a viable performance-friendly option for DynDOLOD 3 mesh rules that should give back a good deal of FPS in the Rift is to add a new tree rule for aspens. Simply use the following settings at each level for the mesh rule and copy the remainder from the default 'tree' mesh rule: treeaspen | LOD4/Billboard4 | LOD8/Billboard4 | LOD16/Billboard1
If you are running the performance version of this mod, then 'treeaspen' mesh rules will be applied when clicking the High, Medium, or Low buttons in the DynDOLOD GUI. They will appear further up the mesh rule list.
Hello. Do you know how I could fix this issue? The LOD is darker than the actual tree models... is this just a trial and error thing to rerun DynDOLOD until it's matching better or is there another method of fixing it?
What is your tree or treeaspen mesh rule in DynDOLOD? If you are using Billboard in LOD4, then increase your Ambient in TexGen to fix it. Just regenerate with "Trees" and "HD trees" ticked, and override/overwrite your current TexGen output.
Thanks for your response! I actually used Level 0 / Level 1 / Level 2 for each 'treeaspen' as I was having strange shadow issues on distant trees using the Billboards. For 'tree' I'm using Level 0 / Billboard 4 / Billboard 1. Pine trees do seem to have poorly matched LODs (slightly bulkier trees with brighter tops) but the aspens are the ones with the biggest visual discrepancy.
For TexGen I have settings like this...
And for DynDOLOD settings are currently like this:
I wonder if it's due to generating it as object LOD... I honestly have no idea. I edited the brightness in DynDOLODSSE.ini, which helped a bit, but it also ruined the pine tree LODs by making them too bright.
I assume you are using the Performance version for the AA aspens add-on and that you chose the autumnal variety versions of the main mod and the add-on. I also assume you are using the latest version of DynDOLOD 3 Alpha (190).
Your treeaspen rules are redundant, since they are all the same, so just keep the last one. Also, set "VWD Tree" as the flag. Lastly, "Max tile size LOD" should equal "Max tile size billboard" = 1024. I'm not sure these changes will change the brightness much, but it's worth a shot.
The TexGen settings won't affect Level# tree settings in DynDOLOD. Only Billboard#. If they remain too dark, post on the DynDOLOD Alpha support forums with your logs to troubleshoot.
I actually set CrownBrightness=0.8 in DynDOLOD_SSE.ini. This seems to work best on my PC, but that is the wrong direction for you, since the default is 1.0.
Thanks for the suggestions, I applied them and tried to increase the CrownBrightness in the ini as well, which helped a bit but ultimately it maxes out at a point that's still too dark for the distant LOD (around 1.5). I've posted to the STEP forums so hopefully they have some insight! I suspect it has something to do with the brightness and contrast of my weather + ENB combo (NAT Weathers, Cabbage ENB). Thanks for your help!
So looks like I was wrong about setting "VWD TREE" anywhere but in the last Tree rule. Otherwise, I think the issue is that you are choosing "Autumnal Variety" in the Add-on, and "Autumnal" in the main mod. Choose the same type for both.
EDIT: I'm actually seeing some differences between certain LOD models and their respective full models, so the last AA update may have changed some things I missed. I'll be posing an update to resolve when I have figured it all out.
EDIT2: Ignore my first EDIT comment. The LOD models are using the expected textures, and they match those of the full models. I just need to see about generating better alpha in the mipmaps. See explanation
I see. I have been using Autumnal Variety in both the original mod and the LOD Pack I believe, I've reinstalled to be sure. From the photos you sent, it seems that Quality and Performance have the same LOD colors so that can't be it either. Aspens Ablaze also comes with a LOD option in the FOMOD which I've also been using. Strange! I don't know. Maybe the regular Autumnal option would have better fitting LODs...? But I don't think that makes sense really.
Do not install the AA packaged LOD if you are using this add-on. They are redundant and could cause issues. That could be what you are seeing. Please remove them and regenerate DynDOLOD with another screenshot if you still see the issue.
Are you running the Performance or Quality version of this mod? If you are running the Performance version, then I've built in the best DynDOLOD mesh rules for aspens. Just click the High (recommended), Medium, or Low button in DynDOLOD to apply them without creating your own.
Keep watching the thread I linked, as I'm adding information to that now and over the next couple of hours.
I've been running the Performance version. I'll try with the "High" preset chosen and reinstall AA without the LOD option ticked. Thanks for the updates on the STEP thread as well, I'll be sure to keep track of it!
Given the better color match when I set my crownbrightness back to default, I'm thinking that your mismatch is caused by using the AA LOD packaged with the main mod. I'll make note in the description to not use them if I haven't already.
The Performance version will never match as well as the Quality version either, but I will explore options with the performance meshes as I mess with the next update.
Just out of curiosity as you've run both the quality and performance versions in your STEP forum testing, but what was the performance gulf between both versions? I know you said the quality version raises draw calls significantly when generating ultra tree LOD, so how big is the hit to the framerate in your experience?
I have a top-of-the-line PC, and I take a 5-10 frame hit in the rift on average. That's with LOD4-Level0, LOD8-Level1, and LOD16-Billboard4. DynDOLOD generation time can also drastically increase or even fail for some.
If you run the Quality version, you can completely mitigate this by using Billboard# at all LOD levels, but the distant trees don't look as good. Both this and the Performance version with the preconfigured mesh rules are performance compromises for some loss of quality.
It's best to test for yourself, since all systems and mod lists vary. Setting a 'tree' rule only without any other tree rules is the standard. The optimal performance/quality settings are LOD4-Level0, LOD8-Billboard4, LOD16-Billboard1. But AA and a few other tree mods with high-poly LOD crowns can kill performance using Level0. Optimized crowns fixes the issues, but a much better fix would be to better optimize the full models so the LOD models could use the same crowns or require much less optimization (or higher-quality optimization, which is very tedious).
I checked, and it's because the CRC32 value of the LOD model was not properly updated to correspond with the full model. I'm surprised nobody has reported this problem in all this time. I hadn't even noticed it, because this issue does not manifest a DynDOLOD error. This effects all autumnal variety versions of both performance and quality versions. I have corrected this and will upload the updated file shortly.
Can I use this mod's LOD without using Dyndolod3 itself?
I just want the green tree LODs cos I'm using a green aspen mod. I do not want to install Dyndolod since it caused me so much trouble in the past and I couldnt care less about LODs anyway since i have distant DOF on
Can i ask question that realy puzzle me over year. does dyndollod help the performance.. i do it bcs most site recommendation.. so i use bigger version aspen and i like it but realy make big fps drop in riften.. im using rtx 3070 and ryzen6800.. my modlist about 700 mod.. im using hlt with aspen.. if i use this lod for biiger ver of aspen, does it help increase the performance in riften.. bcs its realy bugging me only in riften that have realy big hit fps... btw thx for the mod
Use the Performance version of this mod, especially if you are using the bigger trees option. DynDOLOD doesn't improve performance. It improves visuals, but the Performance version of this mod with DynDOLOD should not cost too much FPS. It still costs though.
So bassicly i should instal aspen big tree autumn, then this mod but select performance option? well thx... well bcs only tree.. doesnt have to redo terrain lod and acmos map generator , ionly redo tesgen and dyndolod .. Is there any setting u can recomend for dyndolod with 8gb vram? Should i check hd tree? to be honest, im still dont quite understand what setting i should use.. btw thx and Gbu
Yes, install the Performance version of this mod after you install AA. Just be sure to choose the same options for this mod as you chose for AA. See the Description for the recommended mesh rules in DynDOLOD for the Performance version of this mod. Tick 'Ultra' in DynDOLOD. See the LOD Instructions link in the OP for guidance.
I'm using Falkreath Aspens Addon and replaced all the tree meshes in it with Aspen Ablaze's treeaspen01-06 nifs. Falkreath Aspens uses a unique file path for the meshes (meshes\landscape\trees\green) and I also edited the replacing meshes to redirect to a unique texture path (textures\mx\green) with Aspen Ablaze's summer leave textures inside. That way I have summer aspens in Falkreath and normal autumn aspens in the Rift.
Question:
Spoiler:
Show
Your addon mod will only work for the Rift aspens right? So now I want to use the summer lod assets here for Falkreath Aspen's custom trees as well if possible. I would likely have to edit the lod nifs to match the new texture path too, but more importantly I'm a noob with dyndolod so I am unsure how I should rename the lod nifs to. Do I have to edit 'DynDOLOD_SSE_TexGen_Billboards_aspensablazeesp.txt' too? Also, how would I restructure the folders? In your Aspen Ablaze Addon the two lod nif folders are:
First, Falkreath Aspens AddOn will work with AA out of the box, since the FAA aspen models use a unique path.
To replace the FAA aspens with AA aspens, you did the right thing by replacing those aspens with AA aspens in the unique path and modifying the re-pathed AA aspens' (not the AA aspens') texture paths. First, verify that everything looks right in loaded cells of Falkreath and the Rift without DynDOLOD. If so, all you need to do is modify the LOD models' texture paths (the LOD model paths don't change. DynDOLOD will find them just fine).
Keep AA intact and the AA DynDOLOD Add-On as well. Don't touch these two mods at all, so Rift aspens and their LOD will work as always.
Make copies of treeaspen01-06 from AA in a working folder and modify their texture paths only (seems you have done this). Do the same with treeaspen01-06 LOD from AA DynDOLOD Add-On.
Then get the CRC32 from each of the 6 re-pathed AA aspens (not the LOD ones). You can use 7z for this (right click each one and choose CRC SHA > CRC32 from the context menu. If this doesn't work, you have not installed 7z with the shell options. You could just archive them in 7z, and the CRC32 will be shown within the archive.
Simply rename the re-pathed AA LOD copies from fe, treeaspen01OLDCRC32_passthru_lod.nif --> treeaspen01NEWCRC32_passthru_lod.nif (and treeaspen01_OLDCRC32_trunk.nif --> treeaspen01_NEWCRC32_trunk.nif), and move these into the same paths of the originals. They will have different file names so no overwrite.
Then just run TexGen/DynDOLOD.
PS: I highly recommend using the 'Performance' AA LODs from the Add-On if you don't want to kill your FPS in Falkreath and the Rift.
Thanks for the detailed reply, it was very useful and I was able to setup my Falkreath Aspen lod nifs to have the correct CRC and texture paths. Checking Texgen and Dyndolod showed that all assets were correctly generated.
Spoiler:
Show
However I initially had an issue with missing trunk textures in game. I also use Happy Little Trees and its dyndolod addon, and I had missing trunk textures for both HLT and AA lods. I used the Performance files for both HLT and AA and Optimal mesh rules (LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1).
It took a while to figure out why, but from what I saw, Texgen outputs tree assets to: textures\DynDOLOD\render\billboards\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_1.dds
However, the passthru lod nifs texture paths to: Textures\DynDOLOD\LOD\Trees\treeaspen01_4375A7E1_trunk_1.dds (There was nothing else in 'Textures\DynDOLOD\LOD' except for 'defaultdiffuse.dds' and 'TexGen_SSE.ini' and 'version.ini')
I just moved the tree folder in 'textures\DynDOLOD\render\billboards\dyndolod\lod' to 'Textures\DynDOLOD\LOD' and everything worked in game, no missing textures anymore.
However, could you let me know if I did something wrong? Why does Texgen output to a different location than what the lod nifs paths to in your addon mods? I'm using the latest Dyndolod Alpha 3 version 174.
Edit: Old issue put in spoilers. I just saw Dyndolod updated to version 176 and changelogs said
TexGen.exe - fixed wrong output path for rendered billboards
Latest version FOMOD is giving the following error on vortex:
Invalid XML: The element 'plugin' has incomplete content. List of possible elements expected: 'image, files, conditionFlags, typeDescriptor'. (Line 13, Pos 9)
Unfortunately, Vortex is expecting redundant XML tags that don't apply. Sigh ... I will look into adding the dummy tags. MO doesn't have any issues, and XML parsers don't either.
This is a problem that Vortex devs should address, IMO.
I'm not prepared to install Vortex just to test this, so could someone please replace ModuleConfig.xml in the archive (fomod/ModuleConfig.xml) and let me know if this fixes it?
Revised ModuleConfig.xml
Turns out I had Vortex installed still from before the update. Adding the dummy tags resolves.
I'm assuming this is LOD, but you most likely selected options in the Add-On installer that don't correspond to those that you selected from the AA mod installer ... or you aren't using the AA Main File and using the seasons beta version instead. Try reinstalling both mods one after the other to be sure your options match.
241 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:
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)
NOTE: Use the Quality version of this mod if using these mesh rules, because performance cost is identicalNOTE: Because the base trees for Aspens Ablaze have high-poly custom crowns AND because the LOD models use these same crowns, the AA mod and the AA LOD provided here are performance taxing (upwards of a -20 FPS hit in the Rift). 2.32 versions are a bit more performance friendly than the 1.03 version. The only way to fix this is to reduce the poly count on the base tree crowns.
UPDATE: DoubleYouC created reduced-poly versions of the AA crowns in the LOD models used in the 'Performance' version of this mod, which is veritably indistinguishable from the 'Quality' version of this mod.
If using a 'Performance' version of this mod,:
treeaspen | LOD4/Level0 | LOD8/Level1 | LOD16/Billboard4
If using a legacy or 'Quality' version of this mod, a viable performance-friendly option for DynDOLOD 3 mesh rules that should give back a good deal of FPS in the Rift is to add a new tree rule for aspens. Simply use the following settings at each level for the mesh rule and copy the remainder from the default 'tree' mesh rule:
treeaspen | LOD4/Billboard4 | LOD8/Billboard4 | LOD16/Billboard1
LOD Instructions
DynDOLOD 3 Support
DynDOLOD and xLODGen General Support
Creating Tree LOD Models
Update: Disregard, I just realized that I am supposed to add it manually.
Update 2: My white apsen tree lod has been fixed! Thank you for making this mod, I was going nuts trying to fix my lod issue.
Glad you got it sorted.
For TexGen I have settings like this...
And for DynDOLOD settings are currently like this:
I wonder if it's due to generating it as object LOD... I honestly have no idea. I edited the brightness in DynDOLODSSE.ini, which helped a bit, but it also ruined the pine tree LODs by making them too bright.
Your treeaspen rules are redundant, since they are all the same, so just keep the last one. Also,
set "VWD Tree" as the flag. Lastly, "Max tile size LOD" should equal "Max tile size billboard" = 1024. I'm not sure these changes will change the brightness much, but it's worth a shot.The TexGen settings won't affect Level# tree settings in DynDOLOD. Only Billboard#. If they remain too dark, post on the DynDOLOD Alpha support forums with your logs to troubleshoot.
I actually set CrownBrightness=0.8 in DynDOLOD_SSE.ini. This seems to work best on my PC, but that is the wrong direction for you, since the default is 1.0.
Otherwise, I think the issue is that you are choosing "Autumnal Variety" in the Add-on, and "Autumnal" in the main mod. Choose the same type for both.
EDIT: I'm actually seeing some differences between certain LOD models and their respective full models, so the last AA update may have changed some things I missed. I'll be posing an update to resolve when I have figured it all out.
EDIT2: Ignore my first EDIT comment. The LOD models are using the expected textures, and they match those of the full models. I just need to see about generating better alpha in the mipmaps. See explanation
Are you running the Performance or Quality version of this mod? If you are running the Performance version, then I've built in the best DynDOLOD mesh rules for aspens. Just click the High (recommended), Medium, or Low button in DynDOLOD to apply them without creating your own.
Keep watching the thread I linked, as I'm adding information to that now and over the next couple of hours.
The Performance version will never match as well as the Quality version either, but I will explore options with the performance meshes as I mess with the next update.
If you run the Quality version, you can completely mitigate this by using Billboard# at all LOD levels, but the distant trees don't look as good. Both this and the Performance version with the preconfigured mesh rules are performance compromises for some loss of quality.
It's best to test for yourself, since all systems and mod lists vary. Setting a 'tree' rule only without any other tree rules is the standard. The optimal performance/quality settings are LOD4-Level0, LOD8-Billboard4, LOD16-Billboard1. But AA and a few other tree mods with high-poly LOD crowns can kill performance using Level0. Optimized crowns fixes the issues, but a much better fix would be to better optimize the full models so the LOD models could use the same crowns or require much less optimization (or higher-quality optimization, which is very tedious).
Thanks for reporting the problem!
I just want the green tree LODs cos I'm using a green aspen mod. I do not want to install Dyndolod since it caused me so much trouble in the past and I couldnt care less about LODs anyway since i have distant DOF on
Is there any setting u can recomend for dyndolod with 8gb vram? Should i check hd tree? to be honest, im still dont quite understand what setting i should use.. btw thx and Gbu
I'm using Falkreath Aspens Addon and replaced all the tree meshes in it with Aspen Ablaze's treeaspen01-06 nifs.
Falkreath Aspens uses a unique file path for the meshes (meshes\landscape\trees\green) and I also edited the replacing meshes to redirect to a unique texture path (textures\mx\green) with Aspen Ablaze's summer leave textures inside. That way I have summer aspens in Falkreath and normal autumn aspens in the Rift.
Question:
Your addon mod will only work for the Rift aspens right? So now I want to use the summer lod assets here for Falkreath Aspen's custom trees as well if possible. I would likely have to edit the lod nifs to match the new texture path too, but more importantly I'm a noob with dyndolod so I am unsure how I should rename the lod nifs to. Do I have to edit 'DynDOLOD_SSE_TexGen_Billboards_aspensablazeesp.txt' too? Also, how would I restructure the folders? In your Aspen Ablaze Addon the two lod nif folders are:
DynDOLOD\Render\Billboards\DynDOLOD\lod\trees
meshes\DynDOLOD\lod\trees
Do I change this to:
DynDOLOD\Render\Billboards\DynDOLOD\lod\trees\green
meshes\DynDOLOD\lod\trees\green
Any help is appreciated, or let me know if this is a fool's errand. Thanks
To replace the FAA aspens with AA aspens, you did the right thing by replacing those aspens with AA aspens in the unique path and modifying the re-pathed AA aspens' (not the AA aspens') texture paths. First, verify that everything looks right in loaded cells of Falkreath and the Rift without DynDOLOD. If so, all you need to do is modify the LOD models' texture paths (the LOD model paths don't change. DynDOLOD will find them just fine).
Keep AA intact and the AA DynDOLOD Add-On as well. Don't touch these two mods at all, so Rift aspens and their LOD will work as always.
Make copies of treeaspen01-06 from AA in a working folder and modify their texture paths only (seems you have done this). Do the same with treeaspen01-06 LOD from AA DynDOLOD Add-On.
Then get the CRC32 from each of the 6 re-pathed AA aspens (not the LOD ones). You can use 7z for this (right click each one and choose CRC SHA > CRC32 from the context menu. If this doesn't work, you have not installed 7z with the shell options. You could just archive them in 7z, and the CRC32 will be shown within the archive.
Simply rename the re-pathed AA LOD copies from fe, treeaspen01OLDCRC32_passthru_lod.nif --> treeaspen01NEWCRC32_passthru_lod.nif (and treeaspen01_OLDCRC32_trunk.nif --> treeaspen01_NEWCRC32_trunk.nif), and move these into the same paths of the originals. They will have different file names so no overwrite.
Then just run TexGen/DynDOLOD.
PS: I highly recommend using the 'Performance' AA LODs from the Add-On if you don't want to kill your FPS in Falkreath and the Rift.
However I initially had an issue with missing trunk textures in game. I also use Happy Little Trees and its dyndolod addon, and I had missing trunk textures for both HLT and AA lods. I used the Performance files for both HLT and AA and Optimal mesh rules (LOD4/Level0, LOD8/Billboard4, LOD16/Billboard1).
It took a while to figure out why, but from what I saw, Texgen outputs tree assets to:
textures\DynDOLOD\render\billboards\dyndolod\lod\trees\treeaspen01_4375a7e1_trunk_1.dds
However, the passthru lod nifs texture paths to:
Textures\DynDOLOD\LOD\Trees\treeaspen01_4375A7E1_trunk_1.dds
(There was nothing else in 'Textures\DynDOLOD\LOD' except for 'defaultdiffuse.dds' and 'TexGen_SSE.ini' and 'version.ini')
I just moved the tree folder in 'textures\DynDOLOD\render\billboards\dyndolod\lod' to 'Textures\DynDOLOD\LOD' and everything worked in game, no missing textures anymore.
However, could you let me know if I did something wrong? Why does Texgen output to a different location than what the lod nifs paths to in your addon mods? I'm using the latest Dyndolod Alpha 3 version 174.
Edit: Old issue put in spoilers. I just saw Dyndolod updated to version 176 and changelogs said
- TexGen.exe - fixed wrong output path for rendered billboards
So hopefully that was the reason.thanks
Invalid XML: The element 'plugin' has incomplete content. List of possible elements expected: 'image, files, conditionFlags, typeDescriptor'. (Line 13, Pos 9)
This is a problem that Vortex devs should address, IMO.
I'm not prepared to install Vortex just to test this, so could someone please replace ModuleConfig.xml in the archive (fomod/ModuleConfig.xml) and let me know if this fixes it?
Turns out I had Vortex installed still from before the update. Adding the dummy tags resolves.Revised ModuleConfig.xml