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Posted

 yes

more specifically, the problem goes away when i disable dyndolod.esm and dyndolod.esp.

Test with a new game.

 

When the object actually loads, take note of its reference form id (open console, click the object).

Then load entire load order in xEdit. Enter the form id top left, hit Enter. List all plugins in the right window that modify it.

Then check its NAME - Base record (you can CTRL + left click on the entry in the plugin(s) column to get there.

Posted

ok, did everything you said and it's name-base record is GiantCampfire01Burning [MSTT:00051577] and it doesn't seem to be modified by anything...

Posted

ok, did everything you said and it's name-base record is GiantCampfire01Burning [MSTT:00051577] and it doesn't seem to be modified by anything...

Check any the reference(s), the form id that places the fire in the world.

Posted

The log is saved to the DynDOLOD log folder when the program is closed.

You can also "check the log" after it completes and then scroll the window back upwards.

Hi, I'll give it a go this weekend, is there something specific I am looking for with regards to the rule for SWIFT? I did ask the author of SWIFT and he was also confused as to why the LOD's didn't generate during the process.

 

Thanks.

Posted

Hi, I'll give it a go this weekend, is there something specific I am looking for with regards to the rule for SWIFT? I did ask the author of SWIFT and he was also confused as to why the LOD's didn't generate during the process.

 

Thanks.

I coped the rules file from TES5 to SEE in the latest release.

 

When Dawnguard.esm is found the load order (so basically always for Special Edition) and Medium or High is clicked, then the log won't mention loading a rule for WayshrinesIFT.esp - since a rule for SeruinsWaygate01.nif is included in the medium/high settings already. It will only show loading a rule for WayshrinesIFT.esp  when clicking the Low preset.

Posted

If I pack DynDOLOD Resource in BSA, it's work properly?

As I said many times before, I do not support this. Only do this if you know what you are doing and why. Asking this question basically answers it itself.

Posted

Solitude windmill have dubble fan, one is part of swindmill.nif, other is from DynDoLOD

 

FAQ: Game: Out of place objects / floating objects / flickering full models 

 

A: If LOD was generated for a different load order generate LOD for the current load order.

 

A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. 

 
A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html 
 
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://forum.step-project.com/forum/101-shesons-dyndolod-support 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. 
Posted (edited)

 

FAQ: Game: Out of place objects / floating objects / flickering full models 

 

A: If LOD was generated for a different load order generate LOD for the current load order.

 

A: Test with new game, wait in the exterior for the DynDOLOD initialized message before moving. If problem goes away, the updating of an existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM. The clean save routine can also be redone with the same plugin to reset everything. 

 
A: If the load order had script lag and deactivating/activating from the DynDOLOD SkyUI MCM main page does not reset out of place objects, do the clean save routine where "old" and "new" plugin are the same. Consider generating less demanding dynamic LOD, see 'Performance' section in ..DynDOLOD\Docs\DynDOLOD_Manual.html 
 
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://forum.step-project.com/forum/101-shesons-dyndolod-support 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. 

 

It's not a LOD, not modifed mesh. It's new game, DynDoLOD generated for curret load order (rules High) and sucsessfully initialized.

Edited by Oliver
Posted (edited)

It's not a LOD, not modifed mesh. It's new game, DynDoLOD generated for curret load order (rules High) and sucsessfully initialized.

So which plugin is the second windmill from? Which mod is the swindmill.nif from?

Edited by sheson
Posted

It's vanilla

 

 

 

Curious how you post all those screenshots but not the information I asked for:

 

The double rotor is placed by the vanilla reference 0007ADFD?

It uses the base record 00050C57 that defines the model swindmill.nif?

None of these record are overwritten by plugins?

The swindmill.nif is from Skyrim Meshes0.bsa

 

DynDOLOD.esp should be overwriting the base record 00050C57 and add alternate textures to replace the rotor textures with null textures to make it invisible.

Typically users use the unofficial patch, so I would have assumed SWindMill.nif to be from Unofficial Skyrim Special Edition Patch.bsa. Either way is fine.

 

Double check those things.

Posted

Curious how you post all those screenshots but not the information I asked for:

 

The double rotor is placed by the vanilla reference 0007ADFD?

It uses the base record 00050C57 that defines the model swindmill.nif?

None of these record are overwritten by plugins?

The swindmill.nif is from Skyrim Meshes0.bsa

 

DynDOLOD.esp should be overwriting the base record 00050C57 and add alternate textures to replace the rotor textures with null textures to make it invisible.

Typically users use the unofficial patch, so I would have assumed SWindMill.nif to be from Unofficial Skyrim Special Edition Patch.bsa. Either way is fine.

 

Double check those things.

Yes

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