-
Posts
13,180 -
Joined
-
Last visited
-
Days Won
431
Everything posted by sheson
-
Nothing is overwriting it. All plugins would be listed in the right window. Thanks. That's all for now that I needed to now so I can test myself.
-
Put the number into the FormID field and the hit Enter.
-
Good! Now look up the mentioned 00101912 and let me know if any plugin is overwriting it. Just gathering all the info.
-
Look up DC002AB5 from the screenshot that show the fxglow in Markarth
-
Type in the reference form id into the FormID field top left of xEdit and hit enter.
-
If you could look up the references in the DynDOLOD plugin and let me know their EditorID which should be the originating pluginesp_formid so I can try to replicate. They should obviously unload when entering the city.
-
How to skip LOD4/8 when generating trees billboard
sheson replied to wolf7808's question in DynDOLOD & xLODGen Support
The answer to can X be done for tree or object LOD generation with xLODGen in these cases is: yes, it already has been implemented into its advanced version called DynDOLOD. What is DynDOLOD? CK/xLODGen LOD generation does not have such rules. Make sure to read the manual and follow the instructions properly. Populate the rules by clicking either the low, medium or high button. The \ rule should be the last, since as it says on top, order matters. The \ matches everything for which a LOD model exists, thus the rule for "tree" might never be used for anything. -
Great. Did this also fix the fxglows showing in Markarth?
-
Type tll in console to turn off LOD. If the dark spots go away this is LOD. If it is LOD, check if a mod overwrites the mountain LOD models in meshes\lod\mountains\*.nif. If you go close to the affect mountain, you could check its full model / base form id to find out which LOD model it uses specifically. Temporarily remove the LOD model and generate LOD to test if that changes anything. Check which texture the LOD model is using or if the base record has texture replacements. If that didn't change anything, generate LOD without DoubleSidedTextureMask, e.g. leave it commented to test if it changes anything.
-
Unresolved FormID 01003055 Item CNTO - Item Item [01003055] - < Error: Could not be resolved 2 > Item Update.esm might be the wrong version. Error in Unofficial Skyrm Patch.esp MerchantSolitudeFletcher "Chest" [CONT:000B2035] In case of error messages, click "Help for this message" to open https://dyndolod.info/Messages/Unresolved-Form-ID Fix the broken plugin(s) as explained. Pay attention to the error message saying Update.esm may be the wrong version.
-
Dyndolod could not read Dyndolod_worlds
sheson replied to arkhaven's question in DynDOLOD & xLODGen Support
Read the included manual, start with Quickstart.html. They have requirements and instructions for Skyrim, Enderal, Skyrim Special Edition and Skyrim VR. They also includes videos. If you spend a minute reading the requirements, it becomes immediately clear that there are DynDOLOD Resources for Skyrim and Enderal and DynDOLOD Resources SE for Skyrim Special Edition, Skyrim VR and Enderal SE. Hence https://www.nexusmods.com/skyrim/mods/59721 and https://www.nexusmods.com/skyrimspecialedition/mods/32382 exist. All it requires is basic modding and computer knowledge. I suggest to spend some time learning that first. -
Dyndolod could not read Dyndolod_worlds
sheson replied to arkhaven's question in DynDOLOD & xLODGen Support
Refer to the DynDOLOD FAQ. These messages exist to notify users what is going wrong, so they can troubleshoot and fix the cause of the problem. FAQ: Game: DynDOLOD could not read DynDOLOD_Worlds / DynDOLOD can not read data for [worldspace name] from DynDOLOD_Worlds / DynDOLOD_Worlds does not belong to these DynDOLOD plugins / DynDOLOD can not read bunchofnumbers from DynDOLOD_[worldspace name] / DynDOLOD_[worldspace name] does not belong to these DynDOLOD plugins / DynDOLOD can not read index data from DynDOLOD_[worlspace name] / DynDOLOD can not find [worldspace name] in DynDOLOD_Worlds / DynDOLOD can not find master data in DynDOLOD_[worldspace name] A: Make sure SKSE and DynDOLOD DLL or PapyrusUtil are installed correctly, see DynDOLOD requires DynDOLOD.DLL/PapyrusUtil above. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output and the DynDOLOD plugins are in sync from the same generation process. Check the DynDOLOD SkyUI MCM Information page in the game that all plugins and files have the same bunch of numbers. A: Make sure the *.[json|txt] data files in the SKSE subfolder of the DynDOLOD output are in the load order and can be read. In case DynDOLOD DLL is used, check the c:\Users\[username]\Documents\My Games\[Skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\DynDOLOD.log for errors. -
The screenshots show grass LOD starting right after the 5x5 uGridsToLoad together with terrain, tree and object LOD for "small" references. The large references are most likely turned off too.
-
Set Animated Banner and road to be Neverfade on Low Template
sheson replied to gmahadhika91's question in DynDOLOD & xLODGen Support
As the manual explains, tree mods should include their own billboards or offer them as separate download. Those billboards need to be installed after the billboards for vanilla trees in the same order as tree mods overwrite the full model trees. The DynDOLOD 3 alpha test includes an improved version of TexGen, which generates billboards for the load order and thus does not require any 3rd party billboards to be installed. -
Set Animated Banner and road to be Neverfade on Low Template
sheson replied to gmahadhika91's question in DynDOLOD & xLODGen Support
As explained in the manual, either increase the Near or Far Grid distances or set Grid for a few select objects to Never Fade LOD / Never Fade Full. -
Set Animated Banner and road to be Neverfade on Low Template
sheson replied to gmahadhika91's question in DynDOLOD & xLODGen Support
1. More Informative Console shows the model filename in the left pane when clicking an object. As already explained put the filename into the Mesh mask field. 2. Read the manual ..\DynDOLOD\Docs\DynDOLOD_Manual.html "DynDOLOD Mod" which explains the two distances. 3. Depends on your visual and performance preferences. 4. That is what I explained. 5. Just set the fields as explained. None = Empty -
How to skip LOD4/8 when generating trees billboard
sheson replied to wolf7808's question in DynDOLOD & xLODGen Support
Read ..\DynDOLOD\Docs\trees.ultra\DynDOLOD-Trees.html and how to enable ultra tree LOD generation and how to set the tree mesh rule. Set the tree mesh rule at the bottom of the advanced options to Static LOD4 for the LOD Levels that should have 3D LOD tree LOD models and set the other levels to Billboard. Then generate object/dynamic LOD with DynDOLOD as usual. Skyrim typically does not have object LOD Level 32. -
wrcitywall01lod.dds is a stitched 2x2 version of textures\architecture\whiterun\wrcitywall01.dds and typically only used if a full model that is used for LOD happens to use it. The Whiterun city walls use meshes\lod\whiterun\wrwall*.nif They typically use the rendered object LOD texture textures\lod\WRWallsLOD01.dds, which can be updated with TexGen 3.
-
Can not copy RockPileM01GrassSnow01 [STAT:000CD0EA] from BDS - MM Patch.esp
sheson replied to sqara's question in DynDOLOD & xLODGen Support
Focus error checking and on the mentioned plugin and record itself. -
Set Animated Banner and road to be Neverfade on Low Template
sheson replied to gmahadhika91's question in DynDOLOD & xLODGen Support
Mesh Mask = Banner.nif (get the correct filename(s) with more informative console) LOD4/8/16 = None (the setting doesn't really matter because a static object LOD model does not exist, it is more obvious this way) VWD = unchecked (because a static object LOD model does not exist) Grid = Near or Far LOD (it will automatically use the full model if no dynamic LOD model exists) Reference = Unchanged LOD models for roads are shipping with DynDOLOD. The Low preset disables their use. Just find the rule \roads\, which sets all static object LOD levels to None and remove it. The default \ rule will take over for them and they will have static object LOD like the Medium and High presets. -
The LOD is outside the loaded cells. Typically mods are are responsible for what happens inside loaded cells. Create a DynDOLOD_[TES5|SSE]_[modnameesp]_tamriel.patch file and out it into ..\Data\DynDOLOD\ The modnamesp is the plugin filename with every non alpha-numeric character removed just like mesh rule files. First make an overwrite record of the destination cell, for example -16,24 in Solitudeworld: overwrite=skyrim.esm;0037eee Then make a new copy of an object that is in the parent worldspace, set its Cell to the new destination cell, remove any flags and make sure its Editor contains NOLOD, since the source reference already takes care of that. copy=solitude expansion.esp;00013a05,Cell=skyrim.esm;0037eee,Record Header\Record Flags=0,EDID=NOLOD Check out ..\DynDOLOD\Edit Scripts\DynDOLOD\Rules\DynDOLOD_SSE_legacyofthedragonbornv5esm_tamriel.patch
-
Can not copy RockPileM01GrassSnow01 [STAT:000CD0EA] from BDS - MM Patch.esp
sheson replied to sqara's question in DynDOLOD & xLODGen Support
Exception in unit process line 87: Can not copy RockPileM01GrassSnow01 [STAT:000CD0EA] from BDS - MM Patch.esp into DynDOLOD.esp Load order FileID [2B] can not be mapped to file FileID for file "DynDOLOD.esp" Check log lines above the exception for additional hints. Check the FAQ and search official forum https://stepmodifications.org/forum/forum/223-shesons-dyndolod-xlodgen/ for those errors. Following the suggestion to read the FAQ: FAQ: DynDOLOD.exe: Can not copy xxxx from xxxx.esp into xxx.esp A: Often caused by a broken bashed patch. Use a newer Wrye Bash version to create the patch or do not use the merge patches option. A: There is a plugin in the load order with errors. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. Following the suggestion to search the forum: Seems likely that there is a problem with BDS - MM Patch.esp. -
DynDOLDO does not have a function to automatically copy references from the parent world space to the child world space. Never did. (It only does in case a reference with IsFullLOD flag in the parent world is inside the defined cell area for cities and is being converted to static LOD. Very rare, only very confused mod authors do this.) You would need to a create patch file similar to Whiterun/Solitude Exterior that specifically copies references from Tamriel to SolitudeWorld.
-
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
sheson replied to sheson's topic in DynDOLOD & xLODGen
There are config settings that purposefully result in ignoring references placed in child worlds so they are not copied to the parent and not have LOD. However, this also resulted in references with IsFullLOD to not being converted to static or dynamic LOD. Unless somebody reports issues with a mod (or I happen to notice them myself on occasion) there is no reason for it to have rules. Check the different options for the Reference setting to change behavior of the dynamic LOD model. They are explained on the edit mesh rule option window. You are looking for "Keep" or maybe "Replace", DynDOLOD 3 has even more specific options. If the child world to parent world copy should be the using the full model, add the source reference to ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_[TES5|SSE]_childworldfull.txt If you believe it makes sense for such an update to be included in standalone archive by default just let me know the mod and reference(s). You'll probably benefit from reading DynDOLOD_Reference.html included in the DynDOLOD 3 archive.- 440 replies
-
- SKYRIMLE
- DynDOLOD 2
-
(and 4 more)
Tagged with:
-
Deleting records from DynDOLOD is not a fix. No information whatsoever was provided. Make sure LOD was generated for the current load order. DynDOLOD relies on the mods and plugins in the load order when it generates LOD. If the result is weird, it is typically because of one of those mods or plugins in the load order. Once the mods and plugins involved causing issues have been identified, adding a rules or updating configuration settings can usually address these types of issues at LOD generation time.

