
Neuf55551
Citizen-
Posts
8 -
Joined
-
Last visited
Everything posted by Neuf55551
-
Problem with Dyndolod and Worldspace
Neuf55551 replied to Neuf55551's question in DynDOLOD & xLODGen Support
I’m following up after the generation—it went smoothly and without any issues (including for Falmervalley and the other mentioned ones). However, for Vigilant, it's still the same issue. I'm sending you a screenshot: the LODs are there (even LOD32), but no coordinates are attached to them, or at least they seem to be set to 0? The other worldspaces from Vigilant seem to have generated correctly, as I verified and confirmed (in any case, there’s no map for those worldspaces). Beyond LOD32, I also wanted to mention that in Coldharbour, while the map appears empty (second screenshot), using the TCL command shows that no buildings or locations are displayed beyond a few meters. For comparison, here are the results for Bruma, wyrmstooth, and Falskaar. I also noticed that for Coldharbour, during occlusion generation, the process correctly displays coordinates, and the generation appears normal—at least for that part. I’m not sure about the worldspace limits, but since no objects/trees are being generated in this specific worldspace, is there a way to determine the worldspace boundary coordinates to force the generation differently? I’m mentioning all of this because I realized I forgot to clarify that it’s not just the map failing to display LODs, but the entire worldspace isn't showing distant LODs at all. Hopefully, this information helps in finding a solution. link for .png because +5mb : https://limewire.com/d/feef2ead-418a-4def-8cf1-2f9d49f0eb0c#3C_XuFhmvWaaCmR40nB44KmD3ND0NfPVnzZJiakkyMM -
Problem with Dyndolod and Worldspace
Neuf55551 replied to Neuf55551's question in DynDOLOD & xLODGen Support
hank you for this information. I’ve decided to go for a clean LOD generation by separating mods with seasons from those that don’t have them (basically the base game/other worldspaces from mods). Indeed, for Vigilant, for example, there are no active seasons, so adding seasons there might have caused the issue you mentioned. The same goes for the other worldspaces. However, one question arises: although xLODGen64 doesn’t cause too many issues, I realize that it will generate two DynDOLOD.esp files during these two generations. What should I do? I know this counts towards the plugin limit, and with just one generation, I’ll reach the limit (254). With the additional generation, I’ll hit 256. Is there a way to merge the .esp files from the two generations? -
Problem with Dyndolod and Worldspace
Neuf55551 replied to Neuf55551's question in DynDOLOD & xLODGen Support
And for Vigilant, what should I do? I am regenerating the LODs, starting with xLODGen. I will then continue with TexGen and DynDOLOD, but is there nothing to do for Vigilant? Is it just a memory issue, like with Falmer Valley? I’m asking because the generation takes several hours—about 3h30 for xLODGen and 2h30 for DynDOLOD—so I’d like to avoid having to restart it 10 times. -
Problem with Dyndolod and Worldspace
Neuf55551 replied to Neuf55551's question in DynDOLOD & xLODGen Support
here log for DLC01FalmerValley and ccBGSSSE067DeadlandsWorld I go test for netframework 4.8 edit : I have uninstall net framework 3.5 and other version, I have now only net framework 4.8 I launch new generation of lod ? edit 2 : I have generate only for falmervalley and deadlandscc and for that its work but for vigilant, its sames problems :/ The only difference in the mod folders that I can notice compared to other worldspaces (which work—I tested Falskaar and Bruma since they are very accessible) is that in the mod folders for Vigilant, Glenmoril, and Unslaad, there are .lod files in a lodsetting folder. I don’t know what to do with them, whether they are useful, or if I should move them or not. I can't test the world map for Glenmoril and Unslaad since I don’t meet the in-game requirements (specifically, finishing Vigilant) LODGen_SSE_DLC01FalmerValley_log.txt LODGen_SSE_DLC01FalmerValley_TerrainUnderside_log.txt LODGen_SSE_ccBGSSSE067DeadlandsWorld_log.txt -
Problem with Dyndolod and Worldspace
Neuf55551 replied to Neuf55551's question in DynDOLOD & xLODGen Support
Hello, I indeed forgot this detail, here they are. I have selected the worldspaces that don’t seem to generate properly. As for Bruma, I will check later (and the solution applied to Vigilant will likely be the same for Bruma). Moreover, I just generated Bruma, and it seems to be working (file size and count), but I’ll need to check in-game to confirm if the issue is resolved. For Vigilant, the problem remains the same. Everything is in the archive "Molagbalworld," which corresponds to Coldharbour. the link for files : https://limewire.com/d/659f4457-18c8-47ba-95f4-05d54a0b0976#YDUR-IH9gZgd8hWJvooe4I6eDdqins0dusk9rjwWlIM edit : I redid the generation, it seems to have stopped... An error message appeared: LODGenx64.exe failed to generate object LOD for one or more worlds. Check for error messages in the listed LODGen log(s). Additionally, the occlusion.esp file was not created... This is the first time this has happened to me. But it still generated the ESP files for DynDOLOD with some worldspaces fully completed (Bruma, Falskaar, etc.). However, for example, the Forgotten Vale from the Dawnguard DLC has no objects on the map, which has never happened to me before. The generation for Tamriel worked since the map appears normally in-game. The generation for Bruma also worked, but the one for Vigilant still hasn't. -
Hello! I'm reaching out because I have a big issue with my Skyrim playthrough. I followed the STEP guide to the letter, and the LOD generation went smoothly. In fact, the world of Tamriel has never looked so beautiful—so great guide! However, after starting Vigilant, I noticed a major issue once I reached Coldharbour. There is no distant rendering at all, and the map appears empty (the terrain is there, but no buildings, objects, or trees). This likely applies to all other worldspaces because, after checking Bruma, I noticed the same issue. I’ve tried reinstalling the LODs three times, but the problem persists. I also tried both including and excluding it from my LOD Note that for Bruma, I never generated LODs with xLODGen or DynDOLOD. I had played with the mod before without knowing about LODs, and it worked perfectly fine. I know that the STEP guide modifies some files here and there, but I’d rather not risk anything without getting some advice first. For now, I’ve removed the LODs from DynDOLOD and TexGen since the terrain generated by xLODGen is displaying anyway, meaning the issue probably isn’t coming from there. I also remember that during the guide, I once skipped a step and ended up with a Tamriel similar to my current issue. Adjusting the "/" and "Tree" values as instructed in the guide had fixed the problem at the time. However, even though those settings are still active, they don’t seem to affect other worldspaces—only Tamriel. Again, the base game worldspaces (Solstheim, Soul Cairn, Blackreach, Forgotten Vale, etc.) are working perfectly fine, both in terms of map and distant rendering. I’ve spent hours looking for a way to fix this but haven’t found anything conclusive. If possible, I’d really prefer not to restart my game—I’ve spent hours (if not days) in Tamriel, and I’m almost level 100… From what I know, LODs aren’t like regular mods, so modifying them mid-playthrough shouldn’t be an issue. I tried generating the LODs myself using "Execute LODGen" from DynDOLOD, but it results in the same issue. When I check the files (I tested with Molagworld (Coldharbour)), I see that there are only 5 or 6 files, and on top of that, they are only 1KB in size… I don’t know what could be causing this or how to fix it. I know that Bruma is poorly handled by DynDOLOD, but Vigilant should normally work fine. However, I noticed something: there are LOD files included in the base archive of the Vigilant mod. I have no idea how to use them or if they are even useful. If I generate the files with xLODGen, they work fine, and all the files are present (there are 510 files, each around 250KB). However, they conflict with those from the Vigilant mod. I don’t think that’s a big issue, though, since I’m generating them myself for the terrain. The real problem is with objects (and trees as well, but there aren’t really any in Coldharbour, as I recall from playing the mod before). I also want to mention that I followed the STEP guide for everything related to configuration and basic elements, including xLODGen and DynDOLOD. I installed everything as detailed in the STEP guide for improving the map, along with a few extra mods here and there. As for Bruma, what’s strange is that I never generated LODs for its worldspace, neither with xLODGen nor DynDOLOD. Despite that, I have the same issue as with Vigilant, even though I did generate the LODs for Vigilant. Thank you for response
-
Hello! Thank you for your quick response. However, I’m a bit lost. Nothing on the Bruma forum helps me with my issue. I have some additional elements that I’ve tested… I tried generating the LODs myself using "Execute LODGen" from DynDOLOD, but it results in the same issue. When I check the files (I tested with Molagworld (Coldharbour)), I see that there are only 5 or 6 files, and on top of that, they are only 1KB in size… I don’t know what could be causing this or how to fix it. I know that Bruma is poorly handled by DynDOLOD, but Vigilant should normally work fine. However, I noticed something: there are LOD files included in the base archive of the Vigilant mod. I have no idea how to use them or if they are even useful. If I generate the files with xLODGen, they work fine, and all the files are present (there are 510 files, each around 250KB). However, they conflict with those from the Vigilant mod. I don’t think that’s a big issue, though, since I’m generating them myself for the terrain. The real problem is with objects (and trees as well, but there aren’t really any in Coldharbour, as I recall from playing the mod before). I also want to mention that I followed the STEP guide for everything related to configuration and basic elements, including xLODGen and DynDOLOD. I installed everything as detailed in the STEP guide for improving the map, along with a few extra mods here and there. As for Bruma, what’s strange is that I never generated LODs for its worldspace, neither with xLODGen nor DynDOLOD. Despite that, I have the same issue as with Vigilant, even though I did generate the LODs for Vigilant. Thanks for your help and response!
-
Hello! I'm reaching out because I have a big issue with my Skyrim playthrough. I followed the STEP guide to the letter, and the LOD generation went smoothly. In fact, the world of Tamriel has never looked so beautiful—so great guide! However, after starting Vigilant, I noticed a major issue once I reached Coldharbour. There is no distant rendering at all, and the map appears empty (the terrain is there, but no buildings, objects, or trees). This likely applies to all other worldspaces because, after checking Bruma, I noticed the same issue. I’ve tried reinstalling the LODs three times, but the problem persists. I also tried both including and excluding it from my LOD generation, but the issue remains Note that for Bruma, I never generated LODs with xLODGen or DynDOLOD. I had played with the mod before without knowing about LODs, and it worked perfectly fine. I know that the STEP guide modifies some files here and there, but I’d rather not risk anything without getting some advice first. For now, I’ve removed the LODs from DynDOLOD and TexGen since the terrain generated by xLODGen is displaying anyway, meaning the issue probably isn’t coming from there. I also remember that during the guide, I once skipped a step and ended up with a Tamriel similar to my current issue. Adjusting the "/" and "Tree" values as instructed in the guide had fixed the problem at the time. However, even though those settings are still active, they don’t seem to affect other worldspaces—only Tamriel. Again, the base game worldspaces (Solstheim, Soul Cairn, Blackreach, Forgotten Vale, etc.) are working perfectly fine, both in terms of map and distant rendering. I’ve spent hours looking for a way to fix this but haven’t found anything conclusive. If possible, I’d really prefer not to restart my game—I’ve spent hours (if not days) in Tamriel, and I’m almost level 100… From what I know, LODs aren’t like regular mods, so modifying them mid-playthrough shouldn’t be an issue. Thanks in advance for your help!