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 in 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
When mod authors package LOD generated using DynDOLOD into their mods, this LOD matches their mod list at time of generation and is called "pre-generated LOD"
Pre-generated LOD based on pure vanilla + mod yields LOD that will be accurate ONLY for those NOT using any additional mods that affect exteriors
Most mod authors DO NOT create pre-generated LOD with only their mod active and no other mods active that affect exteriors
Pre-generated LOD is perfect for the person that generated it BUT NOT FOR ANYONE ELSE
The ONLY way to have LOD that matches a particular mod list 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 mod that adds any object to the exterior worldspace will not have LOD for that object, which will simply appear out of nowhere once the cell is loaded (pop-in)
If a mod author provides pre-generated LOD with many other mods affecting the exterior worldpace active during LODGen, then those using a mod that adds any object to the exterior worldspace will not have LOD for that object AND will see distant objects that ARE NOT THERE and 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)
Please help me. I am currently using it in this order.
Myrkvior - The Flora Of Skyrim - Trees SSE
Myrkvior - TFoS Add-On - 3D Hybrid Trees SSE - DynDOLOD
Morekvior-Myrkvior Visual Enhancement
Morekvior-Myrkvior Visual Enhancement-DynDOLOD
I am using dyndolod 3.0. But there's a problem. When lod4 is set to level0, the tree in the distance becomes too bright. When lod4 is set to billboard4, it is normal. Why is that? What's the reason?
Lower Direct/Ambient in TexGen HD trees and/or brightness settings in DynDOLOD_SSE.ini ; Vertexcolor multipliers for tree LOD models used in object LOD, see https://dyndolod.info/Help/Ultra-Tree-LOD CrownBrightness=1 TrunkBrightness=1 FlatTrunkBrightness=1 It takes some trial and error to get it exactly right (regenerating TexGen and DynDOLOD). If you are using ENB, then things get more complicated ... [IMAGEBASEDLIGHTING] could impact as well as others.
Yes, and for TexGen Direct/Ambient, I actually use more like 175/60 for my setup, but it depends on weather/ENB and other objects. Glad modifying the DynDOLOD settings worked.
Just be aware that the DynDOLOD GUI brightness only affects tree billboard brightness, which has noting to do with your bright 3D trees (if I understand correctly). I would set that back to zero and modify only TexGen OR DynDOLOD INI tree crown (not both).
The xLODGen gamma only affects the terrain LOD and has no impact on object LOD like trees.
I recommend leaving all DynDOLOD_SSE.ini settings alone and making the adjustments in TexGen only, but if you like your outcome, then that works too (just more to manage and troubleshoot if you have or install another mod that doesn't look right in LOD)
Hey man, would you know how to get the SFO Snowy Pine re-texture from the Morekvior page to work with this mod? I'm having trouble with it for some reason - figured I'd ask every relevant place. Sure could use the help!
This mod works for all Morekvior tree replacements of Myrkvior trees. As long as the textures replacers are named same as those they are replacing and in same path, they will be used by the LOD models.
I'm not sure what the "snowy pine retexture" is, but this mod works specifically with Morekvior as described in the description.
My apologies for blaming your mod. It clearly had nothing to do with it but I wanted your attention. Brilliant work by the way, thank you for the LOD meshes. The performance settings you posted are the lowest I can go right? Or is that optimal?
I expect this was answered somewhere and I'm just missing it, but what is the relationship/difference between this mod and the one here: https://www.nexusmods.com/skyrimspecialedition/mods/54565?tab=description ?
Will do yea i had them both enabled, i also had the tfos red aspen esp and hd vanilla tree branches as well, havent had this problem before only issue was the trees would pop in. Does this require that new dyndolod resources 3 alpha that was released a week or two ago? I tried downloading that but dyndolod said it couldnt recognize core files while running it t
Yes, this mod will not work with DynDOLOD 2, because I am not providing trunk or tree billboards, because DynDOLOD 3 creates them via TexGen 3 at higher quality using brightness settings that can be configured in TexGen.
This mod is expecting DynDOLOD 3 though for full features via TexGen 3 billboard automation. Visit the DynDOLOD forum topic linked at bottom of description to upgrade to DynDOLOD 3 alpha 39. Be certain that you grab the app and the resources for SSE ... use the Mega links, as they seem to be more straight forward. Post on that topic if you have issues.
OK, so the purple squares are probably the flat trunk NIFs showing up because you didn't get those trunk billboards (which TexGen 2 can't do). BUT, it looks like even the full model is missing those trunk textures, so you must somehow be missing textures from Morekvior. Try downloading that again and be certain that you have the following textures for that Scott Pine:
Youre a saint thanks for the help, i thought i had dyndolod 3 but apparently i havent downloaded it yet, im gonna rerun and re download morekv and see if that works
same (what) error? Cannot run DynDOLOD? - post on forum topic for assistance Same purple squares? - see my last post
EDIT: Check that you have the textures I indicated installed and Morekvior mod active. I have to think it's something in your load order causing the issue, because the full model is also missing trunk textures in your screenshot.
Did you tick the "Rendered" box in TexGen? That's what creates the trunk billboards.
I'm getting the same purple squares on tree LODs after running dyndolod 3 with texgen 3 with all the mods, confirming that I have all 6 of those .dds files at the location you mention.
EDIT: I'm on the 33 alpha not the 39 alpha, perhaps that's the problem?
EDIT 2: Yes I ticked the Rendered box, and I'm a different person than above, that's not my screen : )
Always use the latest version. 33 alpha had a TexGen bug that writes trunk billboards to wrong path.
When you upgrade, be certain not to just install over 33. You need to clear the directory out first, as some leftover files will prevent you from running later versions. Save your custom INIs elsewhere and use those to update the new INIs where you have compatible settings between the two. INIs changed a small bit in alpha 39
Thanks, I gave this a try but TexGen Alpha 39 just seemed to hang for a while without progressing. I put it in a separate directory (not in program files, etc.) beside the alpha 33 (again, in a separate folder but in the same root location i.e. one that was working for alpha 33 on other LOD gen runs) so I'm not sure what was going wrong there with the alpha 39.
Thanks for your help with this either way though. I think I'm gonna just stick with running LOD Gen without morekvior and turning it back on after, I doubt I could tell the difference between Morekvior LODs and Myrkvior ones.
If you upgrade DynDOLOD (with TexGen), you must install into a clean folder. Don't install over the older version, or leftover files will cause TexGen to not process normally with no apparent indication of what went wrong. It's caused by a leftover INI from previous install. Then you must set up the new DynDOLOD in your mod manager.
Just a small question: I’ve repalcecd the Reach trees of the origin myrkvior with the ones from another mod(a little tree mod WIP),will it still be compatable to use this mod?
The question is if it will be compatible with Myrkvior. This mod only adds 3D LOD trees for Morekvior. Morekvior replaces some of the Myrkvior meshes, including some Reach trees, but I think those are custom trees. Most likely, you will have some compatibility issues unless the Myrkvior Reach trees are unique and placed at locations that do not conflict.
If LTM is compatible with Myrkvior, then it is compatible with this, but last I heard, LTM didn't have 3D tree LOD ... so best bet is to just install it all and see what happens.
This is a common error encountered by PCs and browsers downloading from Nexus, but it's usually associated with mods that include DLL/EXE or other potentially malicious content. My guess is that your AV client is ultra paranoid and doesn't trust 7z archives downloaded from 'unknown' sources.
This file has nothing but NIFs.
You can try downloading via mod manager or adding an exception for Nexus to your AV. Nexus is safe, as they have their own security sentinels filtering and sniffing uploaded mods.
48 comments
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 in object LOD by DynDOLOD.
IMPORTANT:
"pre-generated LOD"
Recommended DynDOLOD 3 'tree' mesh rules:
LOD Instructions
DynDOLOD 3 Support
DynDOLOD and xLODGen General Support
Creating Tree LOD Models
I am using dyndolod 3.0. But there's a problem. When lod4 is set to level0, the tree in the distance becomes too bright. When lod4 is set to billboard4, it is normal. Why is that? What's the reason?
; Vertexcolor multipliers for tree LOD models used in object LOD, see https://dyndolod.info/Help/Ultra-Tree-LOD
CrownBrightness=1
TrunkBrightness=1
FlatTrunkBrightness=1
It takes some trial and error to get it exactly right (regenerating TexGen and DynDOLOD). If you are using ENB, then things get more complicated ... [IMAGEBASEDLIGHTING] could impact as well as others.
((texgen))
Direct / Ambient
((dyndolod.ini))
CrownBrightness=1
TrunkBrightness=1
FlatTrunkBrightness=1
Are you asking me to lower these prices?
Do you have any recommended settings?
texgen
Tree = Direct 125 / Ambient 45
Hd Tree = Direct 125 / Ambient 45
Dyndolod.ini
CrownBrightness=0.5
TrunkBrightness=0.5
FlatTrunkBrightness=0.5
Should I set it up like this?
CrownBrightness=1
TrunkBrightness=1
FlatTrunkBrightness=1
By lowering these settings, the brightness of the tree is applied properly.
tree= 125/45
hd tree= 125/45
((Dyndolod.ini))
CrownBrightness= 0.5
TrunkBrightness= 0.5
FlatTrunkBrightness= 0.5
((Dyndolod))
Brightness= -5
((XLODGen))
Gamma= 1.15
It looks good using it like this!
I am using the version of the pi-cho cathedral.
The xLODGen gamma only affects the terrain LOD and has no impact on object LOD like trees.
I recommend leaving all DynDOLOD_SSE.ini settings alone and making the adjustments in TexGen only, but if you like your outcome, then that works too (just more to manage and troubleshoot if you have or install another mod that doesn't look right in LOD)
I'm having trouble with it for some reason - figured I'd ask every relevant place. Sure could use the help!
I'm not sure what the "snowy pine retexture" is, but this mod works specifically with Morekvior as described in the description.
Performance is best performance. Optimal is best compromise.
Thanks!
The 'installation' section demonstrates how this mod relates and what it does.
Proof: https://imgur.com/0kh3S8A
Alternatively, be sure Myrkvior/Morekvior mods are both active as in the description of this mod
This mod is expecting DynDOLOD 3 though for full features via TexGen 3 billboard automation. Visit the DynDOLOD forum topic linked at bottom of description to upgrade to DynDOLOD 3 alpha 39. Be certain that you grab the app and the resources for SSE ... use the Mega links, as they seem to be more straight forward. Post on that topic if you have issues.
OK, so the purple squares are probably the flat trunk NIFs showing up because you didn't get those trunk billboards (which TexGen 2 can't do). BUT, it looks like even the full model is missing those trunk textures, so you must somehow be missing textures from Morekvior. Try downloading that again and be certain that you have the following textures for that Scott Pine:
Then you will need to gen with DynDOLOD 3
load order is:
myrkvior
morekvior
this mod
Cannot run DynDOLOD? - post on forum topic for assistance
Same purple squares? - see my last post
EDIT: Check that you have the textures I indicated installed and Morekvior mod active. I have to think it's something in your load order causing the issue, because the full model is also missing trunk textures in your screenshot.
Did you tick the "Rendered" box in TexGen? That's what creates the trunk billboards.
EDIT: I'm on the 33 alpha not the 39 alpha, perhaps that's the problem?
EDIT 2: Yes I ticked the Rendered box, and I'm a different person than above, that's not my screen : )
Always use the latest version. 33 alpha had a TexGen bug that writes trunk billboards to wrong path.
When you upgrade, be certain not to just install over 33. You need to clear the directory out first, as some leftover files will prevent you from running later versions. Save your custom INIs elsewhere and use those to update the new INIs where you have compatible settings between the two. INIs changed a small bit in alpha 39
Thanks for your help with this either way though. I think I'm gonna just stick with running LOD Gen without morekvior and turning it back on after, I doubt I could tell the difference between Morekvior LODs and Myrkvior ones.
Thanks, that is helpful.
Just a small question: I’ve repalcecd the Reach trees of the origin myrkvior with the ones from another mod(a little tree mod WIP),will it still be compatable to use this mod?
If LTM is compatible with Myrkvior, then it is compatible with this, but last I heard, LTM didn't have 3D tree LOD ... so best bet is to just install it all and see what happens.
This file has nothing but NIFs.
You can try downloading via mod manager or adding an exception for Nexus to your AV. Nexus is safe, as they have their own security sentinels filtering and sniffing uploaded mods.
edit** strange though ive downloaded a bunch of mods over the past few months and this is the first time ive ran into this