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Everything posted by sheson
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Something went terrible wrong when generating the large references. Try with this script. Skyrim SE - Generate Large References.pas
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This is all about the *.lod files in the lodsettings folder. The game will use the *.lod file it finds in the BSA over a loose file. It is the one case where a loose file does not win - in the game. However, xEdit/xLODGen still uses the loose file always wins method. So, if the BSA contains one version and the loose files another, xLODGen will generate LOD files based on the loose file *.lod file but the game tries to load LOD based on the *.lod file in the BSA. If they do not match with south east coordinates etc. it can not properly determine the LOD file names and thus no LOD is shown. Just in case, I suggest to use https://www.nexusmods.com/skyrim/mods/10896 to create them and to use a south/east corner at -32,-32 or -64-,64. Then make sure only one file version exists in the entire load order when generating LOD and that this *.lod file is the one you pack into the BSA when shipping the mod.
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Why can't the esp not be loaded? I s there no error message? Check if xEdit loads it and error check it.
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A "mask" does not use wildcards. It simply matches the first occurrence of it. You can just use treeaspen and it will match every NIF file that contains treeaspen anywhere in the path or filename. Hence the tree rules match every file in the /tree/ folder and every NIF with tree in the filename regardless anywhere else, too.
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This just recently changed with DynDOLOD 3 alpha 34. The texture specific LOD model files are obsolete now for all LOD models that are made of only stitched object LOD textures. That is all automatic now. You can remove those and it should still work with the texture replacements now done automatically with main LOD model file that matches the full model filename.
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If I generate terrain, object, tree LOD for both Skyrim and Skyrim Special Edition and compare the problems will be obvious or is there anything specific I need to look for?
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Thanks for letting us know.
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In that case just close xEdit, it should save the file and if there is no further error messages all should be fine.
- 2,309 replies
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OK, so same ID as from the inside screenshot. Really odd that this happens. If still have the record open like in the screenshot, in the right window you can right click on the header row where it says [11] DynDOLOD.esm and select remove, then save the DynDOLOD.esm. It might complain about not being able to rename the plugin in the MO2 overwrite folder. In that case, right click onto the file in the MO2 overwrite folder and rename it to DynDOLODD.esm manually. Then move it into the DynDOLOD output mod to replace the existing DynDOLOD.esm. That should remove the LOD thing in the game for now without any ill effects. To make sure this does not happen when you generate new DynDOLOD output from scratch later, open ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_childworldlod_Tamriel.txt in notepad and add a new line anywhere: Skyrim.esm;00078ED8;RTNorthGate01
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You got the correct number for the DynDOLOD.esp, however in this case you need to use the number of the DynDOLOD.esm
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Odd. That didn't bring the expected result. Please do this so we know for sure what the source for the extraneous LOD model is: Load the load order in xEdit (SSEEdit). Replace the first two digits of the reference form ID from the first outside screenshot (11001D5C -> xx001D5C) with the load order file ID of DynDOLOD.esm (The 2 digits in square brackets in front of the plugin name) in case it is not 11 anymore after loading into xEdit. Enter the corrected reference form ID into the FormID field top left of xEdit and press Enter to bring up the data in the View window on the right. Find the row Editor - Editor ID. The plugin column should display a pluginname_formid_DynDOLOD_something. If the pluginname is DynDOLOD.esm, combine its load order file ID with that formid from the Editor ID to get a new corrected reference form ID to enter into the FormID field top left to check. Let me know the final plugin and form id. Let me know if any instructions need more clarification.
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Click the gate structure (with the stones), not the door.
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This screenshot is still from outside the city no? Go through the load door and click the full model of the gate to get its info.
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DynDOLOD FAQ: Game: Out of place objects / floating objects / flickering full models A: Some mods are made with disregard to generating LOD or require updated rules and configs for best compatibility. This is especially true with mods modifying the walled cities. Users are asked and welcome to provide feedback to https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ in order to get everything working with as much compatibility as possible. Include a link to the mod and screenshots (with console / form id) about issues if possible. Install More Informative Console Go inside the city. The same gate should be there as well and it is probably the source for the copy that can be seen outside. Open console with ~ and click the gate. Let us know what it says for "Ref defined in" and the "Ref Form"
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The thread for DynDOLOD 2.96 and Skyrim Special Edition is I will move the posts there.
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Make up your mind which DynDOLOD and game version you are using.
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If you made those LOD models by copying existing one and then replaced the stitched object LOD textures with new stitched object LOD textures you can just delete the LOD models, so the ones from DynDOLOD Resources 3 take over again. The updated LOD models in DynDOLOD Resources define the full textures just as its corresponding full model. When LOD is generated the full textures are replaced with the stitched object LOD textures on the fly. If the stitched object LOD texture does not exist because the full texture are being replaced on the record, the required stitched object LOD texture will automatically be created by DynDOLOD before it creates the object LOD atlas. If there are already TexGen rules for the new stitched object LOD textures, make sure the miniatlas (e.g. 2x2, 4x4 etc.) for the replacement textures match with the miniatlas for the full textures. If the 3D shape is different in those LOD models from the ones in DynDOLOD Resources let me know for further explanations.
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..DynDOLOD\docs\help\LogMessages.html explains: LOD model * has same CRC32 as full model A full model was copied 1:1 to a LOD model filename instead of using the recommended and easier mesh rules. A mod author was lazy and didn't really create a dedicated LOD model and also didn't use a mesh rule to simply define the full model for LOD. It will work but is not ideal in terms of compatibility and future proofing the mod. Textures do not match for *: *.dds in *.nif -> *.dds in *.nif There are outdated LOD resources in the load order. Install the latest DynDOLOD Resources. Check if 3rd party LOD resources for mods have versions specficially for DynDOLOD 3 and install them instead of older versions. In particular, make sure to install the MM LOD pack for DynDOLOD 3 as explained in ..\DynDOLOD\docs\DynDOLOD_Manual_SSE.html. If you already did that (and also removed the old LODpack for DynDOLOD 2), the mentioned LOD meshes might be from another mod and I'd like to know which one. Message about the minitatlas will have the same reason as textures not matching.
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Read the first post what logfiles to include when make reports. The LOD with the purple color means their texture can not be found. Check the DynDOLOD log for Can not find file *.dds messages.
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No idea where you got that mega URL from. Use the links from the first post.
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Read the second post "Troubleshooting".
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The "why" not to generate in game or mod manager folder is because of 7 years worth of posts from users with access issues including corrupted files and destroyed load orders. The "why" is that some users blame the tools instead of themselves for not following the instructions. The checks in older DynDOLOD version are just not as thorough. So the path checking functionality has been improved as well.
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Already answered.

