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sheson

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Everything posted by sheson

  1. Good. If you prid 80002EE3 in the game, more informative console should also show the used model FarmhouseWindMillFan.nif among other things, like the enable/disable state of the reference. If enabling/disabling this reference still affects the building instead, then post screenshots. You might have to exit console after each enable/disable for the model to load/unload and/or for more informative console to update its information about the enable state. The windmill building should be 0005CA6C and use WRFarmhouseWindMill.nif.
  2. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. The useful screenshot reports the full model mesh filename to use in the mesh mask. https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Mesh-Mask The mesh mask is any part of the path/to/model.nif of a full model defined on a base record. The useful screenshot also reports the base type, which I assume to be TREE. So because it is a TREE and if no 3D tree LOD model exists or if standard tree LOD is generated, the billboard will be used for LOD representation by default. If you want the full model to show at all times, you need to add a mesh mask rule for the shown full model.nif and change the Reference drop down to Original or in case that does not have the desired to result for some reason set it to Copy. Leave all other settings default, unchecked, none etc. They should not really matter. Alternatively create a hybrid 3D tree LOD if possible https://dyndolod.info/Help/3D-Tree-LOD-Model.
  3. From the DynDOLOD log you provided: [2025-05-25 16:05:55.525] enable - Reference 80002EE3 Flags 40010C08/00000040 Base 0F0012F5 Architecture\Farmhouse\FarmhouseWindmill\FarmhouseWindMillFan.nif false DynDOLOD typically does not add a reference for the windmill building. That should still be the vanilla reference. DynDOLOD replaces the vanilla reference 0x96272 for the fan with its own. Look up 80002EE3 in xEdit. https://dyndolod.info/Official-DynDOLOD-Support-Forum#xEdit-Screenshots
  4. No DynDOLOD log, debug log, realtime log and no Windows Event log were provided. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs The Provided LODGen logs shows that object LOD meshes were generated for DLC2SolstheimWorld in 6 seconds without error. See answers for https://dyndolod.info/FAQ#Long-running-time-or-output-several-GB-in-file-size and https://dyndolod.info/FAQ#High-memory-usage-Out-of-memory Also see https://dyndolod.info/Help/Seasons#Out-of-Memory-errors and https://dyndolod.info/Help/LODGen#Out-of-Memory. https://dyndolod.info/Help/Seasons#Settings Use the Seasons checkbox in the advanced mode of DynDOLOD to enable the feature. The checkbox is only available if swap data for a season has been found and loaded successfully. The Wizard mode will not generate Seasons. https://dyndolod.info/Help/Seasons#Technical-Information For each season LOD meshes and texture filenames will be changed to *.[SPR|SUM|AUT|WIN].[BTO|BTT|LST|DDS]. For dynamic LOD ..\Seasons\DynDOLOD_[SPR|SUM|AUT|WIN].INI will be created in the DynDOLOD output folder so that dynamic LOD objects switch with the seasons as well. The DynDOLOD log reports what DynDOLOD generates. Also checking the output folder reveals if LOD meshes and textures were generated for different seasons.
  5. From the DynDOLOD.log we can see the load order form ID of DynDOLOD is 0x80, so its "prid 80002EE3" in console to select it. According to the log is enabled, thus it should show in the game.
  6. I assume that means that DynDOLOD is active in its MCM. The Papyrus log you uploaded was not from starting a new game, was it? It does not show the usual MCM messages when SkyUI starts for the first time. Edit ..\Data\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Worlds.txt and change debug=true and a llne under wit with debuglevel=5 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. Then start new game again, this time after loading in, open console and "select" the dynamic LOD reference for the windmill with "prid xx002EE3" (according to the DynDOLOD_NG_Tamriel.txt you uploaded). xx should be 7F for DynDOLOD.esp, adjusting accordingly. If new output was generated, then upload the new versions of DynDOLOD log, DynDOLOD debug log and DynDOLOD_NG_Tamriel.txt - whatever is not current. if it is reported as disabled, execute "enable" in console to enable it. Report results, also for example if it is reported as enabled by does not show regardless.
  7. Check in the DynDOLOD SkyUI MCM that DynDOLOD is still active. Toggling the checkbox should immediately hide/show the fan if it can be seen in the background.
  8. Moved to the appropriate thread for the message. Check posts above. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. If something worked before and then it doesn't, it means something changed in the load order in the meantime. Click the link Click on this link for additional explanations and help for this message of the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Unresolved-Form-ID, which explains: In case the message mentions that a plugin might be the wrong version, double check it is the correct version for the game version and for any other plugins using it as a master and vice versa ... Update the required plugins and use matching versions. ... For example, patch plugins might need updating in case any of the plugins they are patching changed. However, by default the plugin "The Great Town of Ivarstead.esp" does not use records from "Roastlawyer's Restored Whiterun Defences.esp" but from "Resources - The Great Cities.esp", which is not a light plugin, so it should not have a load order ID starting 0xFE in any case. Reinstall the original versions of "The Great Town of Ivarstead.esp" and "Resources - The Great Cities.esp". Pay attention to warnings and errors while the xEdit background loads plugins.
  9. Are you positive the windmill fans are the only dynamic LOD objects that are not showing? What about fires, glow windows, animated waterfalls etc? Get the test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/30/#findComment-286396 Just replace the DLL and report what happens.
  10. Moved to the appropriate thread for the message. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Use the Copy message to clipboard and post the message as text instead of a screenshot as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text As the message reports, a file from DynDOLOD Resource SE is not found in the used data folder. This is fixed by installing DynDOLOD Resources SE properly to the data folder that is used by DynDOLOD as explained in the message and the additional help that opens. See https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting https://dyndolod.info/Installation-Instructions Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. There is no requirement or instructions to install a "Steam DLL". Use a modern mod manager. Learn how the used mod manager works by reading its manual. Learn basic modding by following a modding guide.
  11. Are you loading an existing save or starting a new game to reproduce the problem? Upload ..Data\SKSE\plugins\DynDOLOD_Data\DynDOLOD_NG_Tamriel.txt
  12. https://dyndolod.info/Messages/Max-Tree-LOD-Billboard-Count-Of-256-On-Atlas-Exceeded Standard tree LOD does not support more than 256 different tree LOD billboards on the tree LOD atlas texture. The reference will not have tree LOD. Do not install 3rd party LOD billboards. Use TexGen to generate them. By default it does not generate tree LOD billboards for smaller fauna. Alternatively use ultra tree LOD since object LOD does not have such limitations. LOD generation only adds billboards for trees that are used in a worldspace. If mods adds a lot of different trees and you want tree LOD for all them, use ultra tree LOD. See https://dyndolod.info/Help/Ultra-Tree-LOD
  13. The test version of DynDOLOD DLL NG from this post https://stepmodifications.org/forum/topic/20072-dyndolod-dll/page/30/#findComment-286396 most likely fixes it. Just replace the DLL and load the save with the full load order.
  14. https://dyndolod.info/Help/Advanced-Mode#Mesh-Mask-and-Reference-Rule Rules are only updated for the current load order when clicking the Low, Medium or High Preset Buttons, which will replace any custom rules. https://dyndolod.info/Help/Advanced-Mode Once the OK button is clicked, all the current settings and rules are saved as a preset to ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\DynDOLOD_[GAME MODE]_Default.ini for the next time DynDOLOD is started. Are the screenshots from a naturally reachable position? The cell is probably ignored because it has a navmesh in Solitude. You could test what happens if you set NoCellsWithNAVM=0 in ..\DynDOLOD3\Edit Scripts\DynDOLOD\Configs\DynDOLOD_SSE_childworld_SolitudeWorld.ini If that change allowed it to copy those objects, also check the inside of Solitude for unwanted out of place objects being copied, take note of their EditorIDs. If that doesn't help, report that.
  15. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and bugreport.txt (if it exists) to upload when making posts. Creation of the zip file is not mandatory. The output can be installed as is by moving it to a mod folder in MO2. The output can be zipped with Windows Explorer in a separate step. If the created zip file has an CRC error, there might be a problem with the PC, hard drive or the program unzipping it. You can probably test which by trying to unzip it in Windows Explorer. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Install the contents of the dedicated output path or the *.zip archive as a mod.
  16. Make sure to load rules by clicking the low, medium or high button top right after changing to the advanced mode. https://dyndolod.info/Help/Advanced-Mode Then continue to generate LOD from scratch as usual.
  17. Upload the FO4LODGen_log.txt that can be found in the xLODGen folder. It contains the message you saw while generating LOD with xLODGen. Go close to the full model, use console command tcl if required, in order to click it with console open. You can try to use the mouse wheel to cycle through references in case the one you clicked is not shown. The look up correct base record in xEdit to find out which LOD model the records defines. Then check if a mod overwrites the LOD model - in MO2 right window data tab. Make sure to enable archive parsing in MO2 in menu Tools, Settings, Workarounds tab. Report results. Without any mods, xLODGen uses the LOD assets from the vanilla game, which means the LOD generated for the billboards should look the same as in the vanilla game. If you have problems following thirds party guides you will need to ask their author/forum for help. LOD being disabled after the full models for an entire cell are faded-in is how the Bethesda games work. For that brief time both LOD and full models show at the same time. LOD levels switch in large square areas in the distance. There is no morphing or cross fading.
  18. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD debug log to also upload when making posts. You provided a DynDOLOD log, which shows DynDOLOD being started and then closed without generating. I hope that doesn't mean the debug log form the generation did get replaced by that as well. For better troubleshooting we need the debug log that shows the generation. Are you guessing the reference form ID of the original windmill fan? See if https://www.nexusmods.com/skyrimspecialedition/mods/140752 helps. Use prid 00096272 or whatever the ref ID is to manually "select" the reference, then disable/enable to see/verify that you got the right one. Alternatively, after clicking an object , you can try using the scrollwheel to cycle through refs. You can also try to use tcl to walk really close to the reference before clicking. How do you start/load the game to reproduce the problem? Does fast traveling to Solitude for example and back make a difference?
  19. No logs were provided. No screenshot of the full model with console information with precombines disabled showing the reference/base record IDs was uploaded. What did you search? What recommended troubleshooting have you done - report the results. They not flicker with xLODGen output disabled? What does "textures also load quite aggressively" refer? xLODGen is a LOD generator which does not change how the game works. It does not change how the game loads and displays LOD for example. If you followed a third party guide you might have installed additional third party LOD assets. They may cause the flickering. Once you know the base record of a full model, you can look it up in xEdit to see what LOD model it defines. Typically a model in LOD\SetDressing\Signage\. Check if a mod overwrites those.
  20. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot of the full model with more informative console. It is not entirely clear if the full model does not show at all when getting closer or if the object LOD for it is missing. Does the building show when inside Solitude?
  21. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Also upload the papyrus.log and DynDOLOD.log from DynDOLOD.DLL as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Make a useful screenshot with more informative console of the full model. https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots When making screenshots of full models, open console and click the object in question to show its reference form ID. Note that multi pass snow shaders can prevent full models from being selected. Temporarily disable any mod that prevents getting the form ID of full models in case getting the information is not possible otherwise. If making screenshots of objects missing with DynDOLOD output enabled, make a screenshot of the objects as explained above without DynDOLOD output enabled. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text Do not post screenshots of the tools, unless it is about visual issues with the user interface. If necessary, convey the information in text form. The debug log - as explained below - typically contains most of the selected settings and options already
  22. Click the Click on this link for additional explanations and help for this message link in the message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages to open https://dyndolod.info/Messages/Windows-Registry-Key, which explains: The Fatal: Error loading plugin list: <EDirectoryNotFoundException: The specified path was not found [C:\Path\To\Old\Game\Data\]> message means the Windows Registry information is out of date. Starting the game launcher once will create the path information in the Windows registry.
  23. For DynDOLOD 3 Alpha, DynDOLOD DLL VR is superseded by DynDOLOD DLL NG. The downloads/requirements and installation instructions only list DynDOLOD DLL NG. https://dyndolod.info/Downloads#DynDOLOD-Requirements Skyrim VR | SKSEVR | DynDOLOD DLL NG and Scripts https://dyndolod.info/Help/DynDOLOD-DLL Skyrim VR | DynDOLOD DLL NG and Scripts https://dyndolod.info/Installation-Instructions Install DynDOLOD DLL NG and Scripts for Skyrim SE/AE, Skyrim VR, Enderal SE or Enderal VR. Overwrite DynDOLOD Resources.
  24. Do install into a subfolder of "SKSE". Instead install to c:\Modding\DumDOLOD\ for example.
  25. I suggest to do these test in the vanilla game with just the mods you are testing. In particular without ENB, CS, weather mods. Something seems odd in the screenshots. The steps were face normals, smooth normals with 120, update tangents. I suggest to define the full textures in the assets and simply let DynDOLOD handle the resizing onto the object LOD texture atlas instead of creating smaller "full" textures that is resized by DynDOLOD onto the atlas just the same. https://dyndolod.info/Help/Advanced-Mode The first time DynDOLOD is started, some settings like the Max tile size LOD, Max tile size full and the Max tile size billboard are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI. Typically 256 for 1080p, 512 in your case.
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