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)
It kills my Skyrim VR. Stuttering in the open terrain (near Whiterun for example) makes the game so unplayable I cannot even quit it. (Legion 7 laptop with GeForce 4080, in 2023 it processes the toughest stuff).
If planning to install DynDOLOD in the future, keep in mind this mod will cause DynDOLOD to report issues when starting because of the bad meshes. Basically, you can either use this mod or DynDOLOD, never together.
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.
Can I make sure that the xLODGen meshes overwrite those of this mod by positioning this mod at a lower priority than xLODGen's output in MO2's left pane, or does the sorting done by LOOT handle it? I don't really understand how BSA contents are handled in general vs. meshes and textures that haven't been packed into BSAs.
How can I possibly know which meshes from this mod are generated by Oscape, and which are generated by xLODGen? The files in the downloads section have no distinction whatsoever in that regard. If there's a risk of encountering bugs with some of the files when using this with DynDOLOD, it'd be safer to assume the are bugs on this mods' meshes, and that they shouldn't be used along with DynDOLOD. Isn't this reasonable?
I generated the terrain LODs using xlodGen following the instructions in Sheson's links. I made 2 files, one just meshes and another meshes and textures. However, I have a problem and they are violet images in the landscape (lack of textures?). This is solved if I install this mod; I'm obviously doing something wrong, any ideas?
not someone that uses terrain mods, only grass and flora overhauls, don't use lodgen or anything yet for some reason this mod wont work through vortex. The only other mod i got related is majestic mountains. anyone know why this would happen? is it too high in the load order? does it need to load last?
726 comments
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.
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
I tried it by Xedit, and no error was reported
(Legion 7 laptop with GeForce 4080, in 2023 it processes the toughest stuff).
However, the mod looks beautiful otherwise.
Basically, you can either use this mod or DynDOLOD, never together.
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.
Use the official DynDOLOD support forum for qualified answers and discussion in case of any questions or problems.
However, just looking at the shape is enough, especially if they have the bugs typical for Oscape.
Use the official DynDOLOD support forum for qualified answers and discussion in case of any questions or problems.
I generated the terrain LODs using xlodGen following the instructions in Sheson's links.
I made 2 files, one just meshes and another meshes and textures. However, I have a problem and they are violet images in the landscape (lack of textures?). This is solved if I install this mod; I'm obviously doing something wrong, any ideas?