If your question isn't answered you can check the pinned FAQ here to see if your question has been answered already.
Q : What is terrain underside and do I need it? A : You can find all the information you need about terrain underside here https://dyndolod.info/Help/Terrain-Underside (You need to use DynDOLOD 3.0 or above, which is currently not available on the Nexus).
Q : I want to use an underside but I don't want to use DynDOLOD for X reason. A : It is possible to only generate the underside and not use any of the other options.
hi, for everyone who like to use this mod you will NEED an ENB because the shadows in the original game are broken (really broken) most noticeable in buildings, rocks mountains or objects. i found this diference at 7:00 am in helgen door
Obviously this mod changes the length of the shadows more often, more naturally, than the previous DSS. Another advantage is that there is no esp plugin. But I found a problem. The shadows are severely aliased at the time of the longest shadow, i.e. sunrise/sunset time. It's like Minecraft.
After that you have to generate a load order specific terrain underside using DynDOLOD
This. What is this? so I have to use dyndolod too? I cant just install this and it works without Dyndolod? Dyndolod has a lot of technical issues that I'd prefer not to implement. Is dyndolod truly required?
xLODGen/DynDOLOD generate perfectly working tree LOD since over 7 years. "Glitch" is not a good description of a problem. The tools are constantly updated and used by hundreds of thousands of users and hundreds of guides and mod lists without problem.
If there are actual problems or help is required I suggest to use the official DynDOLOD support forum for feedback and qualified help and answers. Cathedral modding is a two-way street.
It is fine not to use something for whatever reason and live with the visual consequences, however, we rather troubleshoot, understand and solve problems whatever their source might be instead of making unfounded assumptions. It is possible to only generate the underside and not use any of the other options.
"I'll have to see if I can convert the Underside that is avaiable for SE to LE Nif format. " ===that'd be great if u would.
i used dydlod back when it first came out and kept getting crashes w/ the esp (my fault i'm sure), so i've been using the generated nifs and ugrids 7 ever since. hell, the nifs alone were a huge treat! ugrids hits hard but it was simple and it's worked fine for me for years. i really need to revisit dyndolod as i know it's improved as has my ability to better mod the game. dyndo had a steep learning curve for me back then and ugrids was simple for this old simpleton heh
i came back to le from sse because i had so much more fun w/ it the way i had it set up, but i need to get off by butt and research this more. i recently used the ini to revert ugrids to 5 and play for awhile to test. i gained like 15-20 fps in whiterun lol.
but in the meantime, it's great to know that i can use dyndolod to generate the underside only. i might do that if the sse doesn't get converted here thanks Sheson and TrueDraconis for all your work!
"generate a load order specific terrain underside using DynDOLOD 3.0 or newer" - -hmm seems dyndolod for LE is only at version 2.98...will that work. how do we generate? maybe it's best if there's just one provided with this mod
Like requiring to mess around with tree billboards that I don't have and (don't feel like creating because it takes ages) in order to be compatible with the tree mods I use. Last time I tried it "out of the box" my tree lods were shining bright like Christmas trees. Granted, that was some time ago.
>Like requiring to mess around with tree billboards that I don't have and (don't feel like creating because it takes ages) in order to be compatible with the tree mods I use. Last time I tried it "out of the box" my tree lods were shining bright like Christmas trees. Granted, that was some time ago. None of that has to do specifically with DynDOLOD. However, TexGen from DynDOLOD 3 now automatically generates Billboards for the load order. Tree LOD brightness - which is affected by ENB/weather mods - can be adjusted in xLODGen/DynDOLOD since it came out.
>Whatever buddy. I'm done going back and forth with you. I said. just like I said I said. Back and forth? You claim there are lots of technical issues and I am trying to find out what they are in order to fix or help to solve them and also point out alternatives.
Tree LOD brightness - which is affected by ENB/weather mods - can be adjusted in xLODGen/DynDOLOD since it came out.
You seem to think I didn't try that when I evaluated DynDoLod back then. I did - and the result left much to be desired. It appears there will be many interesting improvements in 3.0 however (which is currently in alpha state as I understand). I shall be happy to give it another try when the finished version gets released. Thank you.
The games standard tree LOD system has a limited shader that does not support the full lighting model. How the tree LOD looks in the game is the direct result of the billboard textures (that were 3rd party in your case) and the ENB/weather mods and not the used LOD generator.
CK/xLODGen/DynDOLOD tree LOD generation just creates data files that define the x, y, z position of LOD trees and their UV data on the tree LOD atlas texture. That data has no information about lighting. xLODGen/DynDOLOD combine the billboard textures found in the load order into a single large atlas texture by default copied one to one. For convenience xLODGen/DynDOLOD can change the brightness of the textures on the combined atlas texture on the fly so users can compensate for whatever their ENB/weather mods do in the game without having to edit billboards or the combined atlas texture in an image program.
Use the ultra tree LOD option (e.g. tree LOD done in object) of DynDOLOD to have billboard and/or 3D tree LOD that reacts way better to lighting since it supports normal maps.
I suggest to read the documentation and to make use of the official support forum to provide feedback and for qualified support and answers in case of problems or questions.
I guess I didn't make myself clear. I don't have billboards. I use the tamrieltreelod texture from AnOldFriend because it best matches my bastardized tree mesh collection. And because it's nice and dark.
dyndolod is an amazing tool no doubt but keep in mind that's in the advanced+ modding category, I'm fine with it but I created my account when this was called tessource, not everyone has 15 years of elder scrolls modding or understands the basics of modding, steam workshop and the creation club didn't help on that aspect as "casual" people think modding is "click and play" when veterans know it's far from that
@sheson you remind me of enaisiaon, please don't waste your time on what I would call "trivial" comments I'm nowhere near as creative or productive as you but my rl job is to get a good result with the end
You said you tried DynDOLOD and thought the generated tree LOD brightness was off. I explained that too bright/dark tree LOD is the combination of ENB/weather mods and the 3rd party billboards and not directly caused by the tool used to generate LOD.
If you didn't have billboards when generating tree LOD, well then that explains any issues as well.
If you didn't have billboards when generating tree LOD, well then that explains any issues as well
...which is the reason why in my initial post in this thread I stated that the necessity to have - or painstakingly create - billboards is one of the downsides of using DynDoLod. That was my point, thanks for confirming it.
>...which is the reason why in my initial post in this thread I stated that the necessity to have - or painstakingly create - billboards is one of the downsides of using DynDoLod. That was my point, thanks for confirming it.
Requiring updated tree LOD assets in order to be able to generate matching tree LOD for the load order has nothing to do with the used LOD generator. This is simply how modding works.
If you believe xLODGen/DynDOLOD requiring billboards (which every proper tree mod has available for download since over half a decade) is more complicated than the way CK tree LOD generation works, then by all means, keep modding like 2013.
TexGen from DynDOLOD 3 generates billboards for the load order automatically since over a year.
I suggest to read/follow recent modding guides to learn the basics of current modding.
I'm usually pretty chill but this is getting ridiculous. You come here with your passive-agressive knows-it-all attitude insulting people because of what? Becase you don't want to figure out how something new works? There's absolutely no reason to attack mod authors that invest time to give users the ability to improve a >10 year old game for free, especially not for something like that. If you don't like a mod or its requirements, simply don't use it and move on with your life or leave constructive criticism (which your comments clearly aren't). Nobody has to use every mod in existence and that is absolutely fine.
No wonder why some user still complaint about dyndolod to this day because they don't read anything or even watch some guide. Many years of modding and dyndolod still perfectly fine for me even with dyndolod 3. If setup right you almost have no lost in performance even with hybrid 3d tree when you take time to learn how this tool work
Oh!! Is this mod an improved version of dss? I'm using dss and I thought it was innovative, but somehow it seems to have disappeared from the nexus now. Do you know why? Back to the important question again. If so, Do you recommend installing this mod instead of dss? And I don't use Dyndolod, and I don't intend to. Is it working properly?
DSS had the same goal as this mod but was far slower and inaccurate. I developed DSS with another author (True Draconis), who also managed the modpage. They decided it was best to remove the old version from Nexus to not cause any confusion as to what version should be used
Switched to this one from DSS. Works perfectly, but found a little issue. Sun is... kinda too high. Characters receive nice face lighting at dawn and dusk, but have rather nasty shadows on the lower parts of the face the rest of the time. Is there a way to lower the light source using the custom vector while still keeping it dynamic?
Nope, currently not. I plan on replacing the performance presets in the near future with a new preset system that will change the incident vector differently and hopefully fix that issue as well
68 comments
If your question isn't answered you can check the pinned FAQ here to see if your question has been answered already.
Q : What is terrain underside and do I need it?
A : You can find all the information you need about terrain underside here https://dyndolod.info/Help/Terrain-Underside (You need to use DynDOLOD 3.0 or above, which is currently not available on the Nexus).
Q : I want to use an underside but I don't want to use DynDOLOD for X reason.
A : It is possible to only generate the underside and not use any of the other options.
But I found a problem.
The shadows are severely aliased at the time of the longest shadow, i.e. sunrise/sunset time. It's like Minecraft.
This. What is this?
Like what exactly?
I just prefer not to use it, that's just my opinion.
If there are actual problems or help is required I suggest to use the official DynDOLOD support forum for feedback and qualified help and answers. Cathedral modding is a two-way street.
It is fine not to use something for whatever reason and live with the visual consequences, however, we rather troubleshoot, understand and solve problems whatever their source might be instead of making unfounded assumptions. It is possible to only generate the underside and not use any of the other options.
===that'd be great if u would.
i used dydlod back when it first came out and kept getting crashes w/ the esp (my fault i'm sure), so i've been using the generated nifs and ugrids 7 ever since. hell, the nifs alone were a huge treat! ugrids hits hard but it was simple and it's worked fine for me for years. i really need to revisit dyndolod as i know it's improved as has my ability to better mod the game. dyndo had a steep learning curve for me back then and ugrids was simple for this old simpleton heh
i came back to le from sse because i had so much more fun w/ it the way i had it set up, but i need to get off by butt and research this more. i recently used the ini to revert ugrids to 5 and play for awhile to test. i gained like 15-20 fps in whiterun lol.
but in the meantime, it's great to know that i can use dyndolod to generate the underside only. i might do that if the sse doesn't get converted here
thanks Sheson and TrueDraconis for all your work!
-
-hmm seems dyndolod for LE is only at version 2.98...will that work. how do we generate? maybe it's best if there's just one provided with this mod
Whatever buddy. I'm done going back and forth with you. I said. just like I said I said.
None of that has to do specifically with DynDOLOD. However, TexGen from DynDOLOD 3 now automatically generates Billboards for the load order. Tree LOD brightness - which is affected by ENB/weather mods - can be adjusted in xLODGen/DynDOLOD since it came out.
>Whatever buddy. I'm done going back and forth with you. I said. just like I said I said.
Back and forth? You claim there are lots of technical issues and I am trying to find out what they are in order to fix or help to solve them and also point out alternatives.
CK/xLODGen/DynDOLOD tree LOD generation just creates data files that define the x, y, z position of LOD trees and their UV data on the tree LOD atlas texture. That data has no information about lighting. xLODGen/DynDOLOD combine the billboard textures found in the load order into a single large atlas texture by default copied one to one. For convenience xLODGen/DynDOLOD can change the brightness of the textures on the combined atlas texture on the fly so users can compensate for whatever their ENB/weather mods do in the game without having to edit billboards or the combined atlas texture in an image program.
Use the ultra tree LOD option (e.g. tree LOD done in object) of DynDOLOD to have billboard and/or 3D tree LOD that reacts way better to lighting since it supports normal maps.
I suggest to read the documentation and to make use of the official support forum to provide feedback and for qualified support and answers in case of problems or questions.
@sheson you remind me of enaisiaon, please don't waste your time on what I would call "trivial" comments I'm nowhere near as creative or productive as you but my rl job is to get a good result with the end
Hallo, sheson did state this...
"However, TexGen from DynDOLOD 3 now automatically generates Billboards for the load order."
so maybe this latest dyndo willl generate lods for ya. !@#$ i dunno. it gets me so confused lol
You said you tried DynDOLOD and thought the generated tree LOD brightness was off. I explained that too bright/dark tree LOD is the combination of ENB/weather mods and the 3rd party billboards and not directly caused by the tool used to generate LOD.
If you didn't have billboards when generating tree LOD, well then that explains any issues as well.
Requiring updated tree LOD assets in order to be able to generate matching tree LOD for the load order has nothing to do with the used LOD generator. This is simply how modding works.
If you believe xLODGen/DynDOLOD requiring billboards (which every proper tree mod has available for download since over half a decade) is more complicated than the way CK tree LOD generation works, then by all means, keep modding like 2013.
TexGen from DynDOLOD 3 generates billboards for the load order automatically since over a year.
I suggest to read/follow recent modding guides to learn the basics of current modding.
If you don't like a mod or its requirements, simply don't use it and move on with your life or leave constructive criticism (which your comments clearly aren't). Nobody has to use every mod in existence and that is absolutely fine.
I'm using dss and I thought it was innovative, but somehow it seems to have disappeared from the nexus now.
Do you know why?
Back to the important question again. If so, Do you recommend installing this mod instead of dss?
And I don't use Dyndolod, and I don't intend to. Is it working properly?