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dionysist

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  1. Restoring fSkyCellRefFadeDistance to the default setting of 150000 has resolved the issue. I do not recall changing that setting and am not sure why I would have done so. Thank you very much for your assistance.
  2. "Execute prid 80002EE3 and report the Is Enabled state as reported by more informative console. It should be "Yes" indicating it is enabled" It is enabled. "without leaving or moving in the game, open DynDOLOD.log in notepad and search for 80002EE3." 80002EE3 was not found in the DynDOLOD.log file. "What does really close mean?" If it was real life for example, 20 feet away from the windmill building there are no fans and the fans fade into existence from maybe 8-10 feet away from the building. Examples: https://ibb.co/Y4g3dQsm https://ibb.co/KjkSQPW3
  3. Interesting, now when I got really close to the windmill, the fan appears. This is new behavior, or possibly I just never got that close to it. Could it be due to the test dll you provided previously? Disabling and enabling 80002EE3 makes the fan itself disappear and re-appear.
  4. I looked up 80002EE3 in xEdit. It's FarmhouseWindMillFan_DynDOLOD_BASERECORD [MSTT:0F0012F5]
  5. When I select prid 80002EE3 in the console, I can disable and enable and the windmill building disappears and re-appears, but the fans do not appear. Does the fan itself have a different prid?
  6. Start new game with cow tamriel 4, -5 which should put in the same cell as the windmill. Quit. Upload that papyrus log and that DynDOLOD.log. Papyrus log: https://pastebin.com/gtuxVRHD DynDOLOD.log: https://pastebin.com/maKYEuc3 I'll have to get back to you on the 2nd part regarding selecting the windmill in VR with console open.
  7. Unfortunately, there was no change when I tried this.
  8. Now that you mention it, when walking to Whiterun city from Riverwood, there are two streams flowing from Whiterun's walls that have no water until I get in the cell. With the new DLL, the streams now appear from a distance outside of the cell, but there are still no windmill fans.
  9. New game. This was after I noticed the issue in an existing game. I started a new game with newly generated LOD to test. DynDOLOD_NG_Tamriel.txt: https://mega.nz/file/P7AUXZwb#XluZMfbgTayGL8O7MbLLjPdd-0T4zyCfOk9qzEaVhBE
  10. I thought I shared DynDOLOD_TES5VR_Debug_log.txt, but I guess I didn't: https://mega.nz/file/mqATBJyb#Wa-nwXpSpnG8N0S4hP-B69XlaQSIXDsnuE1FDLUgUOU Regarding the DynDOLOD.log file. I've just regenerated and it looks the same: https://pastebin.com/v6vMNxSQ Are you guessing the reference form ID of the original windmill fan? No, I used the console in SSE to get the ref ID and then double-checked in xEdit in VR. It's the same numbers. How do you start/load the game to reproduce the problem? Start Steam VR, then launch via MO2, which is via a shortcut to sksevr_loader.exe. This how I have always started the game since I began playing a bit over 5 years ago. Does fast traveling to Solitude for example and back make a difference? Fast traveling from Pelagia Farm to the Solitude stables and back, I actually could see the windmill blades for a second, then they faded away. Very odd. To be clear, no windmills that I have seen have blades.
  11. Papyrus log: https://pastebin.com/jcpH6s92 Truncated DynDOLOD_TES5VR_log.txt: https://pastebin.com/m6CUzt7w The entire DynDOLOD.log: https://pastebin.com/G1hfQBY7 It's quite nearly impossible to use the console in VR to select models and take a screenshot. The model, though, is FarmhouseWindMilFan.nif and ref form ID is 00096272, base form ID is 000FC611
  12. I am experiencing missing windmill blades, even in the active cell. If I disable DynDOLOD, the blades reappear. I use the 'High' preset. Bugreport.txt: https://mega.nz/file/6mAWhCKZ#XrvvcrikQR0HH5bXu8K79cDwX66WRkP2vXD-KEwGbzc DynDOLOD_TES5VR_Dynamic_LOD.txt: https://mega.nz/file/3zJHFZ7J#acnnDaZdB-lYBlKEy6rj0Q6XzTrxgyQcxEKJWEonf6k DynDOLOD_TES5VR_log.txt: https://mega.nz/file/yiowGJaS#azCYM79FlC3yx48f9z2HbnQKmGOW29PGTA1eXKp2OtA DynDOLOD_TES5VR_TexturesUsed_Tamriel.txt: https://mega.nz/file/vrhnzIyR#l2joloQrf88vDceVOOIq9D0E4_dSFg1gjqAhPgUetGs TexGen_TES5VR_Debug_log.txt: https://mega.nz/file/inw3BSJQ#Kf7TKzHthfj6D1uhgtL9pRhK1fKDtHl9QDucnfHQh3I TexGen_TES5VR_log.txt: https://mega.nz/file/DnwjCKrZ#f9Msb8mHoPR3lUAztnEUQycPzQsMSfE1u_Z-PO6Pvtk default farmhousewindmillfan rules: Please let me know if there is any other information needed.
  13. Thank you for clarifying.
  14. Hello, This is regarding Skyrim VR. I'm using DynDOLOD DLL NG and Scripts 3.00 Alpha 33. Does this mean I do not need DynDOLOD DLL VR - Scripts or DynDOLOD DLL VR - SKSEVR Plugin - Skyrim VR 1.4.15?
  15. A quick thank you to sheson and z929669 for the assistance. First of all, it is not DynDOLOD. After disabling that and running getini, the value was the same 100,000. I then disabled all mods that I have installed since my last play through, as well as deleting all three of the ini files so they would be recreated. The issue persisted! I then created a new profile, just base game no mods. The getini command showed the correct value of 53248! So yes, it is some mod. I have search within text files enabled on my PC and searched for "fblocklevel0distance" in all files, still couldn't find the culprit. I'll keep working to figure this out. Again, huge thank you and my apologies for taking your time. I thought it might be something with the latest version of DynDOLOD since I had just upgraded before seeing the issue.
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