I found this mod to be inferior to others as it makes pop in more noticable and the performance was very unstable in the Southeast area in the red forests. The higher res textures do look nicer than original but suffers the same issue of a "checkerboard-appearence".
I don't have any other lod or graphics mods installed, and tried changing things like uLargeRefLODGridSize=17 and some other ini's you mentioned, but your grass still looks more detailed than mine. What other mods do you have in those screenshots? Or if you could share your whole skyrimprefs.ini
Moreover, DynDOLOD doesn't like it at all, requiring to disable the mod before generating LODS. Which is strange since Terrain LOD Redone works very well in addtion to DynDOLOD and I never had any warped lod textures shown in XLODGEN/DynDOLOD website as a TLR bug.
As a side note, I think Terrain LODs are to be generated with XLODGen while DynDOLOD is more for objects and trees. But I still use TLR in addtion with XLODGen because I find the result to be always dull without it.
I don't know what to Google or where to ask for this, but my LOD has this weird warping effect. I wouldn't call them holes, I think. Does anyone know how to fix this?
I don't know what's going on for me with this, because the pictures here show the Tundra lods as brown like vanilla, but they're green when I load this mod, anybody know why that's happening, or are the pictures here incorrect. It's definitely this mod that changes them to green, I can load it on its own with no other mods and it's green, disable it turns back to vanilla brown.
It's a shame because it really spoils the tundra changing from green to brown as it loads in detail and grass.
The terrain LOD meshes generated by Oscape included in this mod have bugs and either should not be installed or overwritten by terrain LOD meshes generated with xLODGen.
The terrain LOD textures generated by xLODGen included in this mod work fine with any version of DynDOLOD. They do not need to be removed or replaced if they visually match the load order.
Temporarily disabling broken terrain LOD meshes is not going to fix the visual issues in the game. All it accomplishes is to create more work and compilations afterwards without fixing anything. Generating valid and better terrain LOD meshes with xLODGen takes a couple minutes.
Trying to fix a random meshes with LODGen but having so may issues. Sheson, you directed us to an absolute Tsunami of information. No way I can process all of that information. I was hoping there was step by step guide, or a video, on how to repair or replace meshes with xLODGen. lol...I can't even get LODgen to find Skyrim, it keeps making outputs of Fallout. No matter, I still wanted to thank you for creating such a powerful tool for modders to use.
this is very interesting! being able to maximize the FPS at this level of quality is unmatched! of course without dyndolod there are inconsistencies due to the not vanilla object I added to the game, but I think I will try and see if I can live with them for a bit. P.S. So after I just used this over previously generated sselod, texlod, dyndolod, letting this mod overwrite sselod output conflicting files (of course I had to extract the files from the BSA), and the result is good enough, got the nice blending far terrain effect and consistent dyndolod. Also better to delete the esp for the mountains ( probably to get dyndolod generated ones as far as i can understand) but the terrain of this mod is much better! I just notice a problem with the blended roads that look quite terrible (https://ibb.co/HFqLd2V)
Have you tried setting xlodgen LOD4 to a lower quality than 10 (default)? iirc I had to put mine to 5 or so to get better terrain lod, with a minimal fps impact on my older rig (3-4 fps if i'm not mistaken)
0 would be the highest quality so it should look the 'best' it can But for your case I'd try without any lod mod, then a second test with lod mods activated (not talking about xlod/dyndo, keep them off) and look without blended roads if it's looks better, then go 1 by one to try to fix it
Now I am not sure if I was clear, the problem with blended roads (in the screenshot) is when I use this mod (terrain lod redone), not when I use dyndolod, or if I use dyndolod but overwriting it with terrain lod redone files to have its beautiful terrain lods (but terrible blended roads). Anyway I ended up using dyndolod in any worldspace except tamriel, in tamriel I use this mod, it looks very good and the fps rise is good enough to don't care about inconsistencies of the lods, inconsistent but at least they look better and fps are much boosted.
nope. anyway I went back full dyndolod, I learnt how to set it up for good performances finally: id est choose LOW settings and (most importantly) avoid dynamic lods e ultra tree (normal tree lods are enough)
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screenshots
or is there a big advantage that mod has over this one?
Moreover, DynDOLOD doesn't like it at all, requiring to disable the mod before generating LODS.
Which is strange since Terrain LOD Redone works very well in addtion to DynDOLOD and I never had any warped lod textures shown in XLODGEN/DynDOLOD website as a TLR bug.
As a side note, I think Terrain LODs are to be generated with XLODGen while DynDOLOD is more for objects and trees.
But I still use TLR in addtion with XLODGen because I find the result to be always dull without it.
It's a shame because it really spoils the tundra changing from green to brown as it loads in detail and grass.
The terrain LOD textures generated by xLODGen included in this mod work fine with any version of DynDOLOD. They do not need to be removed or replaced if they visually match the load order.
Really read entire messages and their explanations and suggestions. Really read the DynDOLOD documentation, for example https://dyndolod.info/Help/xLODGen.
Temporarily disabling broken terrain LOD meshes is not going to fix the visual issues in the game. All it accomplishes is to create more work and compilations afterwards without fixing anything. Generating valid and better terrain LOD meshes with xLODGen takes a couple minutes.
Use the official DynDOLOD support forum for qualified answers and discussion in case of any questions or problems.
Try this, it helped me.
https://stepmodifications.org/wiki/SkyrimSE:2.2.0
P.S.
So after I just used this over previously generated sselod, texlod, dyndolod, letting this mod overwrite sselod output conflicting files (of course I had to extract the files from the BSA), and the result is good enough, got the nice blending far terrain effect and consistent dyndolod. Also better to delete the esp for the mountains ( probably to get dyndolod generated ones as far as i can understand) but the terrain of this mod is much better! I just notice a problem with the blended roads that look quite terrible (https://ibb.co/HFqLd2V)
But for your case I'd try without any lod mod, then a second test with lod mods activated (not talking about xlod/dyndo, keep them off) and look without blended roads if it's looks better, then go 1 by one to try to fix it