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need help with "a clear map of skyrim"


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Posted

I was trying to install this map mod but it just won't work. my map is completely fucked and it looks like this NZxqBe4.jpeg

my first attempt was ALMOST working because it looked like THIS 

pj0npQd.jpeg

I'm honestly lost at this point, i tried everything but this thing just doesn't want to cooperate.

I tried to run texgen and dyndolod FIRST, then run xlodgen and acmos road generator.

i tried to do the opposite, running xlodgen, acmos THEN texgen and dyndolod.

i tried checking for file integrity just in case i had some textures messed up, and reinstalled some files that didn't seem to work.

i even uninstalled the mod and the map STILL looks like that....

is there anyone that has a step by step guide for this thing? because the only "guide" available is for the road generator and i followed that to the damned letter...

Posted (edited)
2 hours ago, Spoilerman said:

i tried to do the opposite, running xlodgen, acmos THEN texgen and dyndolod.

Stop experimenting. This is the only order you can run those tools properly. xLODGen is only used for Terrain generation. Check recommended settings for LOD32 from the Road Generator description.

 

2 hours ago, Spoilerman said:

is there anyone that has a step by step guide for this thing? because the only "guide" available is for the road generator and i followed that to the damned letter...

Your map is so blurry and lacks details such as trees or rocks, I doubt you really applied the recommended settings or changed the rules mentioned in the ACMOS description.

 

2 hours ago, Spoilerman said:

i even uninstalled the mod and the map STILL looks like that....

Because the map uses the files you generated via xLODGen, not the mod. Ideally those files should somewhere in your mod manager so you can remove them if you no longer need them, or in case you want to re-run xLODGen and DynDOLOD with the correct settings.

 

Confirm the plugin from ACMOS is at the bottom of your loadorder, run xLODGen with recommended settings from Road Generator, run the Road Generator over the xLODGen output. Then use TexGen and Dyndolod with recommended settings from ACMOS. Move all the outputs to your game/mod manager and enable them.

Edited by Just Don't
Posted (edited)

I went through this shit as well, so here's a step by step tutorial. Make sure to have read and understood everything here before proceeding.

 

  • 1. You need to have working DynDOLOD installation. Here's a video on how to set it up that helped me when I did it the first time. Some things have changed, e.g. files to download are different, but this isn't much and you'll figure it out.
  • 2. A properly setup xLODGen. This is not the same as DynDOLOD or running xEdit with -lodgen parameter. This is a different program. However if you run it without any parameters it will place its output straight into your Skyrim installation. You don't want that. Using the video guide above for your relevant mod manager, set up a shortcut with a parameter -o:"Disk letter\path to whatever directory you want the output to be\" Obviously set it to different one than DynDOLOD. Always run it from that shortcut. Make sure you set the correct game mode before running it though (see Installation instructions).
  • 3. Finalise and lock your load order. Especially with any mods that add buildings, map features or world spaces.
  • 4. Run xLODgen. Select all world spaces. At the bottom tick Specific chunk and select 32. Select Terrain LOD. Unselect Objects LOD, Trees LOD. Set recommended settings for LOD32 (refer to ACMOS Road Generator page for that)
  • 5. Generate.
  • 6. (optional but recommended) Run ACMOS Road Generator. Set Path to LOD and Output Path both to the same directory you have your xLODGen Output in. Select Roads unless you want to play with FOLIP. Generate.
  • 7a. (if not using step 6) Zip the output and install as normal through your mod manager.
  • 7b. (if using step 6) Install already zipped output as normal through your mod manager.
  • 8. Profit!
  • 9. (final steps to round everything up) Run DynDOLOD in corect order and install outputs as normal mods (TextGen_Output, DynDOLOD_Output). Pay attention to overwrite/deploy rules and have them set correctly in your mod manager.
  • 10. Rejoice and send me a bar of gold-pressed latinum as a token of gratitude.

 

Repeat steps 4-7 whenever you install mods that would add buildings or objects to the world and you want that reflected on your map. You do not need to have started a new game for that. Can be done on existing save.

 

Step 9 can be done at any point. DynDOLOD has no bearing on ACMOS, only xLODGen has. You can do it entirely without DynDOLOD, if you just want the map. But then your distant view world would be ugly and not reflect anything you have installed, so DynDOLOD is recommended and encouraged. Re-running DynDOLOD requires a new game and can't be done on an existing save.

 

You do not need to run DynDOLOD every time you generate a new map.

Edited by belegost
Posted
3 hours ago, belegost said:

I went through this shit as well, so here's a step by step tutorial. Make sure to have read and understood everything here before proceeding.

 

  • 1. You need to have working DynDOLOD installation. Here's a video on how to set it up that helped me when I did it the first time. Some things have changed, e.g. files to download are different, but this isn't much and you'll figure it out.
  • 2. A properly setup xLODGen. This is not the same as DynDOLOD or running xEdit with -lodgen parameter. This is a different program. However if you run it without any parameters it will place its output straight into your Skyrim installation. You don't want that. Using the video guide above for your relevant mod manager, set up a shortcut with a parameter -o:"Disk letter\path to whatever directory you want the output to be\" Obviously set it to different one than DynDOLOD. Always run it from that shortcut. Make sure you set the correct game mode before running it though (see Installation instructions).
  • 3. Finalise and lock your load order. Especially with any mods that add buildings, map features or world spaces.
  • 4. Run xLODgen. Select all world spaces. At the bottom tick Specific chunk and select 32. Select Terrain LOD. Unselect Objects LOD, Trees LOD. Set recommended settings for LOD32 (refer to ACMOS Road Generator page for that)
  • 5. Generate.
  • 6. (optional but recommended) Run ACMOS Road Generator. Set Path to LOD and Output Path both to the same directory you have your xLODGen Output in. Select Roads unless you want to play with FOLIP. Generate.
  • 7a. (if not using step 6) Zip the output and install as normal through your mod manager.
  • 7b. (if using step 6) Install already zipped output as normal through your mod manager.
  • 8. Profit!
  • 9. (final steps to round everything up) Run DynDOLOD in corect order and install outputs as normal mods (TextGen_Output, DynDOLOD_Output). Pay attention to overwrite/deploy rules and have them set correctly in your mod manager.
  • 10. Rejoice and send me a bar of gold-pressed latinum as a token of gratitude.

 

Repeat steps 4-7 whenever you install mods that would add buildings or objects to the world and you want that reflected on your map. You do not need to have started a new game for that. Can be done on existing save.

 

Step 9 can be done at any point. DynDOLOD has no bearing on ACMOS, only xLODGen has. You can do it entirely without DynDOLOD, if you just want the map. But then your distant view world would be ugly and not reflect anything you have installed, so DynDOLOD is recommended and encouraged. Re-running DynDOLOD requires a new game and can't be done on an existing save.

 

You do not need to run DynDOLOD every time you generate a new map.

ok so, i need to run dyndolod AFTER xlodgen and the map thing? also at this point i think the issue was that i added dyndolod in an existing game, maybe i need to start over....yipeee T_T

Posted (edited)
25 minutes ago, Spoilerman said:

ok so, i need to run dyndolod AFTER xlodgen and the map thing?

It doesn't matter.

 

25 minutes ago, Spoilerman said:

i think the issue was that i added dyndolod in an existing game

ACMOS doesn't care about DynDOLOD.

 

You're confusing two different programs.

xLODGen =/= DynDOLOD.

 

xLODGen is used to generate map textures for ACMOS. It can be used to generate Distant LOD, but DynDOLOD is better. That's why I stressed it. Both work in tandem, are independent of each other, but if you do not apply the correct settings,  they will fuck each other up.

 

You have all the information you need in my OP.

 

If you just want a map, follow steps 2-7, disregard everything else.

Edited by belegost
Posted
1 hour ago, belegost said:

It doesn't matter.

 

ACMOS doesn't care about DynDOLOD.

 

You're confusing two different programs.

xLODGen =/= DynDOLOD.

 

xLODGen is used to generate map textures for ACMOS. It can be used to generate Distant LOD, but DynDOLOD is better. That's why I stressed it. Both work in tandem, are independent of each other, but if you do not apply the correct settings,  they will fuck each other up.

 

You have all the information you need in my OP.

 

If you just want a map, follow steps 2-7, disregard everything else.

no no, i meant that the fucked up map i got even AFTER deleting the map mod might have been caused by me using dyndolod on an existing file.

just to be safe i did all those steps then i'm removing mods i don't need. after that i'll run texgen and dyndolod and start a new game.

wish me luck

Posted (edited)
1 hour ago, Spoilerman said:

no no, i meant that the fucked up map i got even AFTER deleting the map mod might have been caused by me using dyndolod on an existing file.

just to be safe i did all those steps then i'm removing mods i don't need. after that i'll run texgen and dyndolod and start a new game.

wish me luck

DynDOLOD did not fuck up your map. It does not touch maps in any way, shape or form.

 

You probably ran xLODGen without specifying an output folder. You did admit to experimenting wildly. In which case it placed output straight into your Skyrim installation. There is no way of reversing this process.  In such circumstance, your best option is to nuke whole Skyrim installation, delete everything that's left over and start over from scratch.

 

Welcome to the wonderful world of Skyrim modding.

Edited by belegost
Posted (edited)
36 minutes ago, belegost said:

DynDOLOD did not fuck up your map. It does not touch maps in any way, shape or form.

 

You probably ran xLODGen without specifying an output folder. You did admit to experimenting wildly. In which case it placed output straight into your Skyrim installation. There is no way of reversing this process.  In such circumstance, your best option is to nuke whole Skyrim installation, delete everything that's left over and start over from scratch.

 

Welcome to the wonderful world of Skyrim modding.

i did specify the output folder (-sse -o"[a folder inside the same mod tools folders i use]") but i admit i did that after running it once as it was, maybe that's what fucked everything over.

still i used the road maker, picked the aforementioned output folder as "lod folder" and gave it another output folder for the terrain zip file.

i did everything 3 times now, even started a new game and....image.thumb.png.e1e3276d57416c1b860b2443c0221b4d.png

i can try to delete the skyrim folder and redownload it, do i need to re-run dyndolod and the rest? fuck it, i'll do it anyway T_T

Edited by Spoilerman
Posted (edited)

I gave you all the info you need. I don't have time nor desire for handholding. We've all been there. You'll have to figure out it one way or another or drop the matter entirely.

Edited by belegost
Posted
2 minutes ago, belegost said:

I gave you all the info you need. I don't have time nor desire for handholding. We've all been there. You'll have to figure out it one way or another or drop the matter entirely.

and i'm thankful, it's just that, eveen while following the instructions, i got that result.

still, as i said, i deleted the skyrim folder, downloaded it again and i'm in the process of using the quick auto clean on those ITM records that Todd loves so much.

after that i'll run the game in MO2 for the settings, then i'll rerun xlodgen, texgen, dyndolod and the road maker.

i HOPE this fixes everything because i'm honestly stumped at this point

Posted
2 hours ago, belegost said:

I gave you all the info you need. I don't have time nor desire for handholding. We've all been there. You'll have to figure out it one way or another or drop the matter entirely.

sorry for pinging you again, i re-installed skyrim, redid everything and the map DOES look betterimage.thumb.png.cde7fa92c327e7d31ca6a3093e80f1ac.png

but i don't get why the buildings are missing...

Posted (edited)

It looks like a generic xLODGen map, not an ACMOS map. Before proceeding with anything from my OP check your ACMOS installation. If you have ACMOS working you should be able to freely rotate the whole thing 180 deg.

 

Here's mine (rotated westward):

 

acmos.jpg.87d4ad5fe44120d27218929d074eadbe.jpg

 

If anything fails, set up your load order, finalise it the way you want. Run whole DynDOLOD mumbo-jumbo, start a game and make sure everything works, including DynDOLOD.

Then, only when everything else is set up, install ACMOS and do all the things with xLODGen I said. If if still doesn;t work, at least you can revert back to vanilla map and play game normally. It won't be pretty but it will be functional at least.

 

Basically DynDOLOD and ACMOS map should be the last things you ever do when setting up a load order, not the first.

Edited by belegost
Posted
13 hours ago, Just Don't said:

Stop experimenting. This is the only order you can run those tools properly. xLODGen is only used for Terrain generation. Check recommended settings for LOD32 from the Road Generator description.

 

Your map is so blurry and lacks details such as trees or rocks, I doubt you really applied the recommended settings or changed the rules mentioned in the ACMOS description.

 

Because the map uses the files you generated via xLODGen, not the mod. Ideally those files should somewhere in your mod manager so you can remove them if you no longer need them, or in case you want to re-run xLODGen and DynDOLOD with the correct settings.

 

Confirm the plugin from ACMOS is at the bottom of your loadorder, run xLODGen with recommended settings from Road Generator, run the Road Generator over the xLODGen output. Then use TexGen and Dyndolod with recommended settings from ACMOS. Move all the outputs to your game/mod manager and enable them.

honestly i don't know what to do, i've been at this for 2 days and even got a step by step guide (from the other comment here) but the map doesn't show buildings at all...

Posted
3 minutes ago, belegost said:

It looks like a generic xLODGen map, not an ACMOS map. Before proceeding with anything from my OP check your ACMOS installation.

 

Here's mine:

 

acmos.jpg.87d4ad5fe44120d27218929d074eadbe.jpg

 

 

ok i uninstalled and reinstalled both far objects and acmos (for acmos i picked dyndolod 3 and WITH dyndolod) let's see if this works...

Posted
18 minutes ago, belegost said:

It looks like a generic xLODGen map, not an ACMOS map. Before proceeding with anything from my OP check your ACMOS installation. If you have ACMOS working you should be able to freely rotate the whole thing 180 deg.

 

Here's mine (rotated westward):

 

acmos.jpg.87d4ad5fe44120d27218929d074eadbe.jpg

 

If anything fails, set up your load order, finalise it the way you want. Run whole DynDOLOD mumbo-jumbo, start a game and make sure everything works, including DynDOLOD.

Then, only when everything else is set up, install ACMOS and do all the things with xLODGen I said. If if still doesn;t work, at least you can revert back to vanilla map and play game normally. It won't be pretty but it will be functional at least.

 

Basically DynDOLOD and ACMOS map should be the last things you ever do when setting up a load order, not the first.

i just don't understand, i reinstalled the map mod but it STILL looks like the one i linked (no buildings) even if i use the lazy roads one i get the buildings but the lod is all fucked (stripey) how is yours looking like that? 

do you build something different in xlodgen? do you use the xlodgen resource terrain? 

Posted (edited)
42 minutes ago, Spoilerman said:

do you build something different in xlodgen?

No. What I posted is exactly how I proceed. There is an obvious error somewhere along that way on your part. My best guess is you do something wrong in step 4. Can't help you anymore than that.

Edited by belegost
Posted
1 hour ago, belegost said:

No. What I posted is exactly how I proceed. There is an obvious error somewhere along that way on your part. My best guess is you do something wrong in step 4. Can't help you anymore than that.

ok i re-did everything and even noticed i hadn't turned the "level32" and "expert" sections to 1 in the ini, also made double sure i modified "tree" and "\" now i'm building dyndolod again

 

Posted
2 hours ago, belegost said:

No. What I posted is exactly how I proceed. There is an obvious error somewhere along that way on your part. My best guess is you do something wrong in step 4. Can't help you anymore than that.

image.thumb.png.e96dafb506c6af873553392f38f68d86.png

YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEESS!

 

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